Dusk Til Dawn Singles
Widespread Annihilation
from $9.00
Rune Gate (If you control Runechants equal to or greater than Widespread Annihilation's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, each hero who has lost {g} this turn banishes a card from their hand.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Widespread Ruin
$10.00
Rune Gate (If you control Runechants equal to or greater than Widespread Ruin's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, each hero who has lost {g} this turn banishes the top card of their deck.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Funeral Moon
from $15.00
You may play this from your banished zone.
If a hero has lost {g} this turn, you may play this as though it were an instant.
Create a Runechant token.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Envelop in Darkness (Red)
from $1.00
Create a Runechant token.
The next attack action card you rune gate this turn gets +3{p}.
Go again
Widespread Destruction
from $13.00
Rune Gate (If you control Runechants equal to or greater than Widespread Destruction's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, each hero who has lost {g} this turn banishes a card from their arsenal.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Deathly Wail (Red)
from $2.00
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
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Crown of Providence
$128.00
When this defends, you may put a card from your hand or arsenal on the bottom of your deck. If you do, draw a card.
Blade Break (When the combat chain closes, if this defended, destroy it.)
Banneret of Courage
from $22.00
Solflare - When this is charged to your hero's soul, create a Courage token.
Deathly Wail (Yellow)
from $2.00
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Deathly Delight (Red)
from $2.00
Rune Gate (If you control Runechants equal to or greater than Deathly Delight's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, gain {g} equal to the number of heroes who have lost {g} this turn.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Spirit of War
from $9.00
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.)
If a yellow card was charged this way, whenever an attack action card hits this combat chain, create a Courage token.
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Vynnset, Iron Maiden
$19.00
At the start of your turn, banish a card from your hand. If you do, create a Runechant token.
Whenever you play a Shadow non-attack action card, you may pay {g}. If you do, the next Runechant effect that would deal damage this turn can't be prevented.
Hold the Line
from $2.00
If the attacking hero has drawn 2 or more cards this turn, prevent the next 3 damage that would be dealt to your hero this turn.
Censor
from $15.00
When this hits a hero, name a card. They can't play the named card until the end of their next turn.
Deathly Wail (Blue)
from $2.00
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.)
When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Banneret of Gallantry
from $13.00
Solflare - When this is charged to your hero's soul, create a Quicken token.
Poison the Well
from $9.00
The next time a hero would gain {g} this turn, instead they lose that much {g}.
Grimoire of the Haunt
from $4.00
Instant -- {r}, banish this: Create an Eloquence token.
Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.)
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Star Struck
from $3.00
Bravo Specialization (You may only have this in your deck if your hero is Bravo.)
Crush - When this deals 4 or more damage to a hero, the only attacks they may play or activate during their next turn are attacks with base {p} greater than the damage dealt this way.
Unity - When this defends together with a card from hand, create a Seismic Surge token under any number of heroes' control.
Scepter of Pain
from $6.00
Once Per Turn Action -- {r}{r}: Deal 1 arcane damage to any opposing target. Create a Runechant token for each damage dealt this way.