Wallop (Yellow)
Wallop (Yellow) $1.00
When you win a clash revealing this, create a Vigor token.
Wage Agility (Yellow)
Wage Agility (Yellow) $1.00
When this attacks a hero, you may wager an Agility token with them. (When this chain link resolves, if this hit, you create an Agility token, otherwise they create one.)
Ticket Puncher
Ticket Puncher $1.00
Ticket Puncher's {d} is equal to the number of opposing heroes with greater {g} than you. Blade Break (When the combat chain closes, if this defended, destroy it.)
Stand Ground
Stand Ground from $1.00
If you control a Might token, this gets +1{d}. If you control a Vigor token, this gets +1{d}. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Sheltered Cove
Sheltered Cove from $1.00
Instant -- {r}{r}{r}, destroy this: The next time you would be dealt damage this turn, prevent 2 of that damage.
Rising Energy (Yellow)
Rising Energy (Yellow) $1.00
If you've drawn a card this turn, this costs {r} less to play.
Rising Energy (Blue)
Rising Energy (Blue) $1.00
If you've drawn a card this turn, this costs {r} less to play.
Rally the Rearguard (Blue)
Rally the Rearguard (Blue) $1.00
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pound Town (Yellow)
Pound Town (Yellow) $1.00
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
Pound Town (Red)
Pound Town (Red) $1.00
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
Pack Hunt (Yellow)
Pack Hunt (Yellow) $1.00
When this attacks, intimidate. (Target hero banishes face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Mighty Windup (Red)
Mighty Windup (Red) $1.00
Instant -- Discard this: Create a Might token.
Lead with Heart (Yellow)
Lead with Heart (Yellow) $1.00
Your next Guardian or Warrior attack this turn gets +2{p}. Create a Vigor token. Go again
Flat Trackers
Flat Trackers $1.00
Action -- Destroy this: Create an Agility token. Go again Blade Break (When the combat chain closes, if this defended, destroy it.)
Engaged Swiftblade (Yellow)
Engaged Swiftblade (Yellow) $1.00
Your next Warrior attack this turn gets +2{p} and "If this is defended by an attack action card, this gets go again." Go again
Concuss (Yellow)
Concuss (Yellow) $1.00
When this hits a hero, if this has {p} greater than its base, they discard a card. (This has 5 base {p}.)
Beast Mode (Blue)
Beast Mode (Blue) $1.00
If you've intimidated this turn, this gets +2{p}.
Sold out
Levia, Redeemed // Blasmophet, Levia Consumed (Marvel) Levia, Redeemed // Blasmophet, Levia Consumed (Marvel)
Levia, Redeemed // Blasmophet, Levia Consumed (Marvel) $852.00
Legendary Levia Specialization (You may only have 1 Levia, Redeemed in your deck and only if your hero is Levia.) Action -- Turn all cards in your banished zone face-down: Transform into Levia, Redeemed. Activate this ability only while this is in your inventory and you have 13 or more cards with blood debt in your banished zone. Cards you own lose blood debt. // Legendary Levia Specialization (You may only have 1 Blasmophet, Levia Consumed in your deck and only if your hero is Levia.) While this is in your inventory, when blood debt reduces your {g} to 13, you may transform into Blasmophet, Levia Consumed. Once each turn, you may play a card with blood debt from your banished zone. Whenever a card is put into your banished zone, turn it face-down. If you would lose {g} from blood debt, instead banish the top card of your deck.
V for Valor (Blue)
V for Valor (Blue) $1.00
Attack Reaction -- {r}, destroy this, charge your hero's soul: Target attack gets +1{p}. (Put a card from your hand face-up under your hero card.)
Soul Cleaver (Yellow)
Soul Cleaver (Yellow) $1.00
If the defending hero has 1 or more cards in their soul, this gets go again. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
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