Cast Bones
Cast Bones from ¥200
Reveal the top 6 cards of your deck. Create a Might token for each card with 6 or more {p} revealed this way. Put the revealed cards on top of your deck in a random order. If you control 6 or more Might tokens, create an Agility token.
Luminaris, Angel's Glow
Luminaris, Angel's Glow from ¥200
If there is a yellow card in your pitch zone, the first attack action card with Herald in its name you play and your first angel attack each turn get go again.
Graven Call
Graven Call from ¥600
Once per Turn Action -- {r}{r}: Attack. Go again Piercing 1 (If this is defended by an equipment, this gets +1{p}.) Instant -- Destroy 2 Silver you control: Equip this with a +1{p} counter on it. Activate this ability only while this is in your graveyard.
Bloodied Oval
Bloodied Oval from ¥100
Bloodied Oval's {d} is equal to the number of opposing heroes with greater {g} than you. Blade Break (When the combat chain closes, if this defended, destroy it.)
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Nasty Surprise
Nasty Surprise from ¥600
When an opponent's effect puts this into your graveyard from anywhere, create an Agility, Might, and Vigor token.
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Coercive Tendency
Coercive Tendency from ¥1,100
Arakni Specialization (You may only have this in your deck if your hero is Arakni.) Look at the top 3 cards of the defending hero's deck. Put them back in any order, then banish the top card of their deck. If you complete a contract this way, your Assassin attacks get go again this combat chain.
Gauntlets of Iron Will
Gauntlets of Iron Will from ¥3,600
When this defends, the next time an attack would gain {p} this chain link, instead it gains that much minus 1. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
No Fear
No Fear from ¥100
As an additional cost to play this, banish any number of cards with 6 or more {p} from your hand. At the beginning of the end phase, return them to your hand. The next time you would be dealt damage this turn, prevent X of that damage, where X is 2 plus the number of cards banished to play this.
Runner Runner
Runner Runner ¥400
When this attacks, if it has go again, create an Agility token.
Dissolve Reality
Dissolve Reality from ¥600
Each hero puts all cards in their arsenal on the bottom of their deck and creates a Ponder token. Go again
Talk a Big Game
Talk a Big Game from ¥2,200
Choose a number. The next time you deal that much or more {p} damage to a hero this turn, create that many Might tokens. Go again
Standing Order
Standing Order from ¥400
When this attacks or defends, you may put a card from your arsenal on the bottom of your deck. If you do, this gets +2{p} and +2{d}.
Apex Bonebreaker
Apex Bonebreaker from ¥7,200
When this defends together with a card with 6 or more {p}, create a Might token. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Kassai of the Golden Sand
Kassai of the Golden Sand ¥100
If you've drawn a card this turn, your sword attacks cost {r} less to activate. Once per Turn Action -- Banish 2 red and 2 yellow cards from your graveyard: The next time a weapon you control hits a hero this turn, create a Gold token. Go again
Thunk (Blue)
Thunk (Blue) ¥100
When you win a clash revealing this, create a Might token.
Hot Streak
Hot Streak from ¥100
Once per Turn Action -- {r}: Attack When this is defended by 1 or more attack action cards, Hot Streak's attacks get go again this turn.
Seduce Secrets
Seduce Secrets from ¥300
Look at target hero's hand and the top card of their deck. If this was played from arsenal, draw a card.
Primed to Fight
Primed to Fight from ¥200
If you've controlled a Vigor token this turn, this costs {r} less to play. If you've controlled a Might token this turn, this gets +1{p}.
Slap-Happy
Slap-Happy ¥100
The next time you would be dealt damage this turn, prevent 2 of that damage. If you do, create a Vigor token.
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Grains of Bloodspill
Grains of Bloodspill from ¥10,800
Whenever a weapon attack you control hits, you may pay {r}. If you do, create a Vigor token. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
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