Tough Smashup (Yellow)
Tough Smashup (Yellow) $1.00
When this defends, clash with the attacking hero. The winner creates a Toughness token. You may put your revealed card on the bottom of its owner's deck. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Warmonger's Diplomacy
Warmonger's Diplomacy from $57.00
Starting with the hero to your left, each hero chooses war or peace. If they choose war, the only actions they may play or activate during their next turn are weapon and attack actions. If they choose peace, the only actions they may play or activate during their next turn are non-weapon non-attack actions.
Buckwild (Blue)
Buckwild (Blue) $1.00
If there is a card with 6 or more {p} in your pitch zone, this gets go again.
Spew Obscenities
Spew Obscenities $1.00
If you control a Confidence or Might token, this gets +1{p}. When this hits a hero, create a Confidence and a Might token.
Steal Victory
Steal Victory $1.00
When this defends, steal an aura token the attacking hero controls. (Gain control of it.)
Jaws of Victory
Jaws of Victory from $1.00
When this attacks a hero, if you have less {g} than them, the crowd cheers you. If you've been cheered this turn, this gets go again.
Energetic Impact
Energetic Impact $2.00
When this defends together with a card with 6 or more {p}, create a Vigor token.
Tough Smashup (Blue)
Tough Smashup (Blue) $1.00
When this defends, clash with the attacking hero. The winner creates a Toughness token. You may put your revealed card on the bottom of its owner's deck. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Up on a Pedestal
Up on a Pedestal from $1.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this enters or leaves the arena, you may put a Revered or Guardian attack action card from your graveyard on top of your deck.
Take the Bait
Take the Bait from $1.00
Riptide Specialization (You may only have this in your deck if your hero is Riptide.) Search your deck for a card, then shuffle and put it on top. Create a Bait token under an opponent's control. Go again
Outside Interference
Outside Interference $6.00
Instant -- Discard this: You may reveal a Reviled attack action card from your inventory and put it into your hand.
Leave Them Hanging
Leave Them Hanging $2.00
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this enters the arena, intimidate target hero. (They banish a random card from their hand face-down. At the beginning of the end phase, return it to their hand.) When this leaves the arena, your next attack this turn gets +4{p}.
Garland of Spring
Garland of Spring $2.00
Action -- Destroy this: Gain {r}. Go again
Cutting Retort
Cutting Retort from $5.00
When this attacks a hero, you may pay up to {r}{r}{r}. Destroy that many aura tokens with different names they control. If you do, this gets +1{p} for each aura destroyed this way.
Cries of Encore
Cries of Encore $3.00
When this attacks a hero, if you have less life than them, the crowd cheers you.If you've been cheered this turn, this gets "When this hits a hero, you may play an aura of suspense from your graveyard this turn."
Cruel Ambition
Cruel Ambition $1.00
Create 3 Might tokens. Go again
Wind Up the Crowd
Wind Up the Crowd from $2.00
Instant -- Discard this: Create a Toughness and a Vigor token.
Plow Under
Plow Under $5.00
If there are 4 or more Earth cards in your banished zone, this gets +4{p}. Decompose - When this attacks, you may banish 2 Earth cards and an action card from your graveyard. If you do, each hero puts a card from their arsenal on the bottom of their deck.
Good Natured Brutality
Good Natured Brutality $1.00
When this defends, if you have no cards in hand, it gets +6{d} and the crowd cheers you.
Channel the Tranquil Domain
Channel the Tranquil Domain $1.00
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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