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Channel Mount Isen
$9.00
Go againAt the start of each hero's turn, they lose LIFE equal to the number of Frostbites in their equipment zones.Channel Ice - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Ice card from your pitch zone on the bottom of your deck for each flow counter on it.
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Channel Mount Isen (Rainbow Foil)
$10.00
Go againAt the start of each hero's turn, they lose LIFE equal to the number of Frostbites in their equipment zones.Channel Ice - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Ice card from your pitch zone on the bottom of your deck for each flow counter on it.
Channel the Millennium Tree - Extended Art
from $6.00
Go again
When this enters the arena and at the beginning of your action phase, amp 3.
Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.
Channel the Skybreaker
$2.00
**Go again**When this enters the arena and at the beginning of your action phase, create 2 Might tokens.**Channel Earth** - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.
Channel the Skybreaker (Extended Art, Cold Foil)
$36.00
**Go again**When this enters the arena and at the beginning of your action phase, create 2 Might tokens.**Channel Earth** - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.
Channel the Tranquil Domain
$2.00
Go again
When this enters the arena and at the start of your action phase, put another target aura on the bottom of its owner's deck.
Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.
Channel the Tranquil Domain (Extended Art)
$13.00
Go again
When this enters the arena and at the start of your action phase, put another target aura on the bottom of its owner's deck.
Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.
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Channel Thunder Steppe (Promo)
$68.00
Go again Whenever you play an action card, you may pay [1 Resource]. If you do, it gains go again. Channel Lightning - At the beginning of your end phase, put a flow counter on Channel Thunder Steppe then destroy it unless you put a Lightning card from your pitch zone on the bottom of your deck for each flow counter on it.
Charge of the Light Brigade (Yellow)
$1.00
The next attack you charge this turn gets +2{p}.
Go again
Chart a Course (Blue) (Treasure Pack)
$2.00
Your third attack this turn gets +3{p}.
You may put a gold counter on Treasure Island.
Go again
Chart a Course (Red)
$1.00
Action -- {r}, destroy this: Your next attack this turn gets +1{p}. Go again
Blade Break (When the combat chain closes, if this defended, destroy it.)
Chart a Course (Red) (Treasure Pack)
$2.00
Your first attack this turn gets +3{p}.
You may put a gold counter on Treasure Island.
Go again
Chart a Course (Yellow) (Treasure Pack)
$2.00
Your second attack this turn gets +3{p}.
You may put a gold counter on Treasure Island.
Go again