Enchanted Quiver
Enchanted Quiver from ¥500
(A quiver can be equipped in a weapon zone in addition to a bow.) Instant -- Destroy this: Prevent the next 1 arcane damage that would be dealt to you this turn. If there is a face-up arrow in your arsenal, instead prevent the next 2.
Bittering Thorns (Red)
Bittering Thorns (Red) ¥700
When this hits, your next attack this turn gets +1{p}. Go again
Canopy Shelter
Canopy Shelter ¥1,400
When this defends, create a Might token.
Blast to Oblivion (Red)
Blast to Oblivion (Red) from ¥100
When this attacks, the next time you play an instant card this chain link, you may return target aura permanent with cost 1 or less or target aura token to its owner's hand. (An aura token ceases to exist.)
Double Trouble (Blue)
Double Trouble (Blue) from ¥200
Stealth If you've played or activated 2 or more attack reactions this chain link, this gets +2{p} and "When this hits a hero, banish the top 2 cards of their deck."
Gorgon's Gaze
Gorgon's Gaze from ¥100
Create a Slither in your hand. Banish all defending attack action cards on the combat chain. If a Chi was pitched to play this, you may play the banished cards this combat chain without paying their {r} cost.
Agile Windup (Blue)
Agile Windup (Blue) ¥100
Instant -- Discard this: Create an Agility token.
Herald of Judgment - Extended Art
Herald of Judgment - Extended Art ¥400
Prism Specialization (You may only have this in your deck if your hero is Prism.) When this hits, put it into your hero's soul and the defending hero can't play cards from their banished zone during their next action phase. Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)
Dabble in Darkness
Dabble in Darkness from ¥100
When this attacks, banish the top card of your deck. This gets -X{p}, where X is the pitch value of the card banished this way. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Stasis Cell
Stasis Cell from ¥400
When this enters or leaves the arena, activated abilities of target equipment can't be activated until the end of its controller's next turn. Action -- Put this on the bottom of its owner's deck: Choose an equipment. It can't defend this turn. Go again
Boom Grenade (Blue)
Boom Grenade (Blue) ¥100
Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.) This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it. When a Mechanologist attack action card you control hits a hero, destroy this and deal 2 damage to them.
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