History Pack 1 (White Border)
Bloodrush Bellow
$8.00
As an additional cost to play Bloodrush Bellow, discard a random card.
Your Brute attacks gain +2{p} this turn.
If the discarded card has 6 or more {p}, draw 2 cards and Bloodrush Bellow gains go again.
Skullhorn
$13.00
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 {r}{r} instead. If you do, prevent 2 arcane damage that source would deal.)
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Storm Striders
from $46.00
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.)
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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.
Teklo Foundry Heart
from $29.00
Once per Turn Action - {r}: Banish the top 2 cards of your deck. Gain {r} for each Mechanologist card banished this way. Activate this ability only if you have boosted this turn. Go again
Battleworn (If you defend with Teklo Foundry Heart, put a -1{d} counter on it when the combat chain closes.)
Teklo Core
$5.00
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}.
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Fyendal's Spring Tunic
$156.00
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.)
Tectonic Plating
from $17.00
Once per Turn Action - {r}: Create a Seismic Surge aura token. Go again
Battleworn (If you defend with Tectonic Plating, put a -1{d} counter on it when the combat chain closes.)
Dread Triptych
$3.00
When Dread Triptych attacks, if you've played a 'non-attack' action card this turn, create a Runechant token.
When Dread Triptych attacks, if you've dealt arcane damage this turn, create a Runechant token.
If Dread Triptrych hits, create a Runechant token.
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.
Metacarpus Node
$3.00
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.)
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.
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.
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."
Find Center
$1.00
Combo - If Crane Dance was the last attack this combat chain, Find Center can't be defended by cards with {r} cost less than the number of chain links you control, and it gains "If this hits, create a Zen State token."
Crater Fist
$2.00
Action - {r}{r}{r}, destroy Crater Fist: Your attacks with crush gain +2{p} this turn. Go again
Temper (If you defend with Crater Fist, put a -1{d} counter on it when the combat chain closes then destroy it if it has 0{d}.)
Skullbone Crosswrap
from $12.00
Once per Turn Action - Turn a face down card in your arsenal face up: Opt 1. Go again
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.)
Blade Break (If youd defend with Skullbone Crosswrap, destroy it when the combat chain closes.)
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.
Become the Arknight
$2.00
Viserai Specialization (You may only have Become the Arknight in your deck if your hero is Viserai.)
You may discard an action card. If you discard an attack action card this way, search your deck for a Runeblade 'non-attack' action card, reveal it, and put it into your hand. If you discard a 'non-attack' action card this way, search your deck for a Runeblade attack action card, reveal it, and put it into your hand. Shuffle your deck.
Go again