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Lord of Wind
Lord of Wind $2.00
Katsu Specialization (You may only have Lord of Wind in your deck if your hero is Katsu.) Combo - If Mugenshi: RELEASE was the last attack this combat chain, additional cost to play Lord of Wind you may pat any amount of {r}. If you do, shuffle that many target cards named Surging Strike, Whelming Gustwave, and/or Mugenshi: RELEASE from your graveyard into your deck, then Lord of Wind gains that much {p}. 
Reckless Swing
Reckless Swing $2.00
As an additional cost to play Reckless Swing, discard a random card. If the discarded card has 6 or more {p}, deal 2 damage to the attacking hero.
Grasp of the Arknight
Grasp of the Arknight from $46.00
Once per Turn Action - {r}{r}: Create a Runechant token. This ability costs an additional {r} to activate for each Runechant you control. Go again Battleworn (If you defend with Grasp of the Arknight, put a -1{d} counter on it when the combat chain closes.)
Blazing Aether
Blazing Aether $1.00
Kano Specialization (You may only have Blazing Aether in your deck if your hero is Kano.) Deal X arcane damage to target hero, where X is the amount of arcane damage you have dealt to that hero this turn. 
Bloodsheath Skeleta
Bloodsheath Skeleta $2.00
Instant - Destroy Bloodsheath Skeleta: The next attack action card and 'non-attack' action card you play this turn gain "This card costs {r} less to play for each Runechant you control." Temper (If you defend with Bloodsheath Skeleta, put a -1{d} counter on it when the combat chain closes then destroy it if it has 0{d}.)
Feign Death
Feign Death $1.00
Play Feign Death only if you have been dealt damage this turn. The next time you would be dealt damage this turn, prevent it.
Remorseless
Remorseless $3.00
(Arrows can only be played from arsenal and only if you control a bow.) If Remorseless is put into your arsenal face up, until end of turn it gains "Defense reactions can't be played from arsenal to Remorseless's chain link."  If Remorseless hits a hero, until the end of their next turn, whenever they play an action card, they lose 1{g}.
Teklo Core
Teklo Core $7.00
Dash Specialization (You may only have Teklo Core in your deck if your hero is Dash.) Teklo Core enters the arena with 2 steam counters on it. When Teklo Core has no steam counters on it, destroy it. At the beginning of your action phase, remove a steam counter from Teklo Core and gain {r}{r}.
Spark of Genius
Spark of Genius $5.00
Dash Specialization (You may only have Spark of Genius in your deck if your hero is Dash.) Search your deck for a Mechanologist item card with cost X, put it into the arena, then shuffle your deck. If you have boosted this turn, draw a card.
Twinning Blade
Twinning Blade $2.00
You may attack an additional time with target sword this turn. (You must have an action point to attack an additional time.)
Mugenshi: RELEASE
Mugenshi: RELEASE $1.00
Katsu Specialization (You may only have Mugenshi: RELEASE in your deck if your hero is Katsu.) Combo - If Whelming Gustwave was the last attack this combat chain, Mugenshi: RELEASE gains +1{p}, go again, and "If this hits, search your deck for any number of cards named Lord of Wind, reveal them, put them into your hand, then shuffle your deck."
Sand Sketched Plan
Sand Sketched Plan $1.00
Rhinar Specialization (You may only have Sand Sketched Plan in your deck if your hero is Rhinar.) Search your deck for a card, put it into your hand, discard a random card, then shuffle your deck. If the discarded card has 6 or more {p}, gain 2 action points.
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Fyendal's Spring Tunic
Fyendal's Spring Tunic $123.00
At the start of your turn, if Fyendal's Spring Tunic has less than 3 energy counters on it, you may put an energy counter on it. Instant - Remove 3 energy counters from Fyendal's Spring Tunic: Gain {r} Blade Break (If you defend with Fyendal's Spring Tunic, destroy it when the combat chain closes.)
Storm Striders
Storm Striders $42.00
Instant - {r}, destroy Storm Striders: You may play your next Wizard 'non-attack' action card this turn as though it were an instant. Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay {r}{r} instead. If you do, prevent 2 arcane damage that source would deal.)
Art of War
Art of War from $4.00
Choose 2; - Attack action cards you control gain +1{p} and +1{d} this turn. - The next attack action card you play this turn gains go again. - Until end of turn, you may defend with attack action cards from arsenal. - You may banish an attack action card from your hand. If you do, draw 2 cards.
Last Ditch Effort
Last Ditch Effort $1.00
When you play Last Ditch Effort, if you have no cards in your deck, it gains +4{p} and go again. 
Tome of Aetherwind
Tome of Aetherwind $1.00
Choose 2. You may choose the same mode more than once; - The next card you play this turn with an effect that deals arcane damage, instead deals that much arcane damage plus 1. - Draw a card. 
Metacarpus Node
Metacarpus Node $2.00
Whenever you play a card with an effect that deals arcane damage, you may pay {r}. If you do, that effect deals that much arcane damage plus 1 and at the beginning of the end phase, destroy Metacarpus Node. Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} instead. If you do, prevent 1 arcane damage that source would deal.)
Runeblood Barrier
Runeblood Barrier $1.00
Create 4 Runechant tokens. If your hero would be dealt damage, instead destroy that many Runechant's you control and prevent 1 damage that source would deal for each Runechant destroyed this way. At the beginning of your action phase, destroy Runeblood Barrier.
Rout
Rout $1.00
Target weapon attack gains +3{p}. Reprise - If the defending hero has defended with a card from their hand this chain link, you may return target non-equipment defending card to its owners hand.
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