Zephyr Needle Right (1st Ed) - Cold Foil
Zephyr Needle Right (1st Ed) - Cold Foil $71.00
Once per Turn Action - [1 Resource]: Attack. Go again If Zephyr Needle is defended by a card with [Defense] greater than Zephyr Needle's [Power], destroy Zephyr Needle when the combat chain closes.
Zephyr Needle Left (1st Ed) - Cold Foil
Zephyr Needle Left (1st Ed) - Cold Foil $71.00
Once per Turn Action - [1 Resource]: Attack. Go again If Zephyr Needle is defended by a card with [Defense] greater than Zephyr Needle's [Power], destroy Zephyr Needle when the combat chain closes.
Viziertronic Model i (1st Ed)- Cold Foil
Viziertronic Model i (1st Ed)- Cold Foil $421.00
Action - Destroy Vizertronic Model i: Whenever you boost this turn, draw a card then put a card from your hand on top of your deck. Go again Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay [2 Resource] instead. If you do, prevent 2 arcane damage that source would deal.)
Sold out
Talishar, the Lost Prince (1st Ed) - Cold Foil
Talishar, the Lost Prince (1st Ed) - Cold Foil $141.00
Once per Turn Action - [2 Resource], put a rust counter on Talishar, the Lost Prince: Attack At the beginning of your end phase, if Talishar, the Lost Prince has 3 or more rust counters on it, destroy it.
Sold out
Sledge of Anvilheim (1st Ed) - Cold Foil
Sledge of Anvilheim (1st Ed) - Cold Foil $197.00
Action - [4 Resource]: Attack
Sold out
Skullhorn (1st Ed) - Cold Foil
Skullhorn (1st Ed) - Cold Foil $407.00
Action - Destroy Skullhorn: Draw a card then discard a random card. Go again Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay [2 Resource] instead. If you do, prevent 2 arcane damage that source would deal.)
Red Liner (1st Ed) - Cold Foil
Red Liner (1st Ed) - Cold Foil $35.00
Once per Turn Action - 0: If you have no cards in your arsenal, put an arrow card from your hand face up into your arsenal. Go again
Sold out
Reaping Blade (1st Ed) - Cold Foil
Reaping Blade (1st Ed) - Cold Foil $106.00
Once per Turn Action - [1 Resource]: Attack If a hero has more [Life] than any other hero, they can't gain [Life].
Plasma Barrel Shot (1st Ed) - Cold Foil
Plasma Barrel Shot (1st Ed) - Cold Foil $23.00
Once per Turn Action - Remove a steam counter from Plasma Barrel Shot: Attack Action - [2 Resource]: If there are no steam counters on Plasma Barrel Shot, put a steam counter on it. Go again Plasma Barrel Shot [Power] is equal to 1 plus the number of times you have boosted this combat chain.
Perch Grapplers (1st Ed) - Cold Foil
Perch Grapplers (1st Ed) - Cold Foil $239.00
Action - [2 Resource], destroy Perch Grapplers: Until end of turn, face up arrow cards played from arsenal gain go again. Go again Blade Break (If you defend with Perch Grapplers, destroy it when the combat chain closes.)
Sold out
Metacarpus Node (1st Ed) - Cold Foil
Metacarpus Node (1st Ed) - Cold Foil $421.00
Whenever you play a card with an effect that deals arcane damage, you may pay [1 Resource]. If you do, that effect deals that much arcane damage plus 1 and at the beginning of the end phase, destroy Metamarpus Node. Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay [1 Resource] instead. If you do, prevent 1 arcane damage that source would deal.)
American Express Diners Club Discover JCB Klarna Maestro Mastercard PayPal Union Pay Visa