Nom de Plume (Promo)
Nom de Plume (Promo) $6.00
Action -- Destroy this: Each hero draws a card. Go again
Clearing Below (Promo)
Clearing Below (Promo) $7.00
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.) Go again
Wrecking Ball (Red) (Promo)
Wrecking Ball (Red) (Promo) $2.00
When you attack with Wrecking Ball, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, intimidate.
Voltic Bolt (Blue) (Promo)
Voltic Bolt (Blue) (Promo) $17.00
Deal 3 arcane damage to target hero.
Voltic Bolt (Yellow) (Promo)
Voltic Bolt (Yellow) (Promo) $6.00
Deal 4 arcane damage to target hero.
Voltic Bolt (Red) (Promo)
Voltic Bolt (Red) (Promo) from $3.00
Deal 5 arcane damage to target hero.
Reduce to Runechant (Blue) (Promo)
Reduce to Runechant (Blue) (Promo) $15.00
Reduce to Runechant costs [1 Resource] less to play for each Runechant you control. Create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Reduce to Runechant (Yellow) (Promo)
Reduce to Runechant (Yellow) (Promo) $13.00
Reduce to Runechant costs [1 Resource] less to play for each Runechant you control. Create a Runechant token. (It's an aura with "When you play an attack action card or attack with a weapon, destroy Runechant and deal 1 arcane damage to target opposing hero.")
Sic 'Em Shot (Blue) (Promo)
Sic 'Em Shot (Blue) (Promo) $9.00
(Arrows can only be played from arsenal and only if you control a bow.) Go again
Sic 'Em Shot (Yellow) (Promo)
Sic 'Em Shot (Yellow) (Promo) $20.00
(Arrows can only be played from arsenal and only if you control a bow.) Go again
Over Loop (Blue) (Promo)
Over Loop (Blue) (Promo) $9.00
If Over Loop hits, put it on the bottom of your deck when the chain link resolves. Boost (As an additional cost to play Over Loop, you may banish the top card of your deck. If it's a Mechanologist card, Over Loop gains go again.)
Over Loop (Yellow) (Promo)
Over Loop (Yellow) (Promo) $7.00
If Over Loop hits, put it on the bottom of your deck when the chain link resolves. Boost (As an additional cost to play Over Loop, you may banish the top card of your deck. If it's a Mechanologist card, Over Loop gains go again.)
Ironsong Response (Blue) (Promo)
Ironsong Response (Blue) (Promo) $19.00
Reprise - If the defending hero has defended with a card from their hand this chain link, target weapon attack gains +1 [Power].
Ironsong Response (Yellow) (Promo)
Ironsong Response (Yellow) (Promo) $22.00
Reprise - If the defending hero has defended with a card from their hand this chain link, target weapon attack gains +2 [Power].
Whelming Gustwave (Red) (Promo)
Whelming Gustwave (Red) (Promo) from $6.00
Combo - If Surging Strike was the last attack this combat chain, Whelming Gustwave gains +1 [Power], go again, and "If this hits, draw a card."
Blessing of Deliverance (Yellow) (Promo)
Blessing of Deliverance (Yellow) (Promo) $54.00
Go again When Blessing of Deliverance enters the arena, if you have a card with cost 3 or greater in your pitch zone, draw a card At the beginning of your action phase, destroy Blessing of Deliverance then reveal the top 2 cards of your deck. Gain 1 [Life] for each card with cost 3 or greater revealed this way.
Enigma, Ledger of Ancestry (Promo)
Enigma, Ledger of Ancestry (Promo) $71.00
Your first Spectral Shield attack each turn costs {r} less to activate. Once per Turn Instant -- {c}{c}{c}: Create a Spectral Shield token with a +1{p} counter.
Kayo, Armed and Dangerous (Promo)
Kayo, Armed and Dangerous (Promo) $22.00
You have 1 weapon zone. (You may only have one 1H weapon or off-hand equipped.) Attack action cards you own get +1{p} while they are in any zone other than the combat chain. The first time you discard a card with 6 or more {p} during each of your action phases, create a Might token.
Victor Goldmane, High and Mighty (Promo)
Victor Goldmane, High and Mighty (Promo) $29.00
The first time each turn you create a Gold token from an effect you control, draw a card. The first time each turn you would fail to win a clash, instead you may destroy a Gold you control. If you do, put 1 of the revealed cards on the bottom of its owner's deck, then clash again.
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