Enlightened Strike
Enlightened Strike ¥4,500
As an additional cost to play Enlightened Strike, put a card from your hand on the bottom of your deck. Choose 1; - When you attack with Enlightened Strike, draw a card. - Enlightened Strike gains +2{p}. - Enlightened Strike gains go again.
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Command and Conquer
Command and Conquer ¥10,500
Defense reaction cards can't be played to Command and Conquer's chain link. If Command and Conquer hits a hero, destroy all cards in their arsenal.
Three of a Kind
Three of a Kind ¥800
Draw 3 cards. Until end of turn, you may only play cards from arsenal. Go again
Glint the Quicksilver
Glint the Quicksilver ¥1,100
Target weapon attack gains go again. Reprise - If the defending hero has defended with a card from their hand this chain link, draw a card.
Spinal Crush
Spinal Crush ¥400
Crush - If Spinal Crush deals 4 or more damage to a hero, action cards, activated abilities, and attacks they control lose and can't gain go again during their next action phase.
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Ancestral Empowerment
Ancestral Empowerment ¥2,000
Target Ninja attack action card gains +1{p}. Draw a card.
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Righteous Cleansing
Righteous Cleansing ¥1,100
Crush - If Righteous Cleansing deals 4 or more damage to a hero, look at the top 5 cards of their deck. Banish 1 or more cards with the same name from among them, then put the rest on top of their deck in any order.
Breeze Rider Boots
Breeze Rider Boots from ¥700
When a Ninja attack action card you control hits, you may destroy Breeze Rider Boots. If you do, attack action cards with combo gain go again this turn. Battleworn (If you defend with Breeze Rider Boots, put a -1{d} counter on it when the combat chain closes.)
Gorganian Tome
Gorganian Tome ¥400
Legendary (You may only have 1 Gorganian Tome in your deck.) Draw X cards, where X is 1 plus the number of Gorganiam Tome's in all graveyards. Go again
Viziertronic Model i
Viziertronic Model i ¥2,000
Action - Destroy Viziertronic Model i: Whenever you boost this turn, draw a card then put a card from your hand on top of your deck. 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.)
Bloodrush Bellow
Bloodrush Bellow ¥900
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.
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Braveforge Bracers
Braveforge Bracers ¥4,200
Once per Turn Action - {r}: Your next weapon attack this turn gains +1{p}. Activate this ability only if a weapon you control has hit this turn. Go again Battleworn (If you defend with Braveforge Bracers, put a -1{d} counter on it when the combat chain closes.)
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Scabskin Leathers
Scabskin Leathers from ¥5,800
Once per Turn Action - 0: Roll a 6 sided die. Gain action points equal to half the number rolled, rounded down. Battleworn (If you defend with Scabskin Leathers, put a -1{d} counter on it when the combat chain closes.)
Mordred Tide
Mordred Tide ¥500
Until end of turn, if you would create a Runechant token, instead create that many plus 1. Go again
Endless Arrow
Endless Arrow ¥400
(Arrows can only be played from arsenal and only if you control a bow.) If Endless Arrow hits, put it into your hand.
Spoils of War
Spoils of War ¥400
Your next weapon attack this turn gains +2{p} and go again. Whenever a weapon you control hits this turn, create 2 Copper tokens. Go again
Skullhorn
Skullhorn ¥2,000
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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Teklo Core
Teklo Core ¥900
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}.
Beast Within
Beast Within ¥900
If Beast Within is put into a graveyard from anywhere other than the combat chain, banish the top card of your deck and lose 1{g}. If it has 6 or more {p}, put it into your hand, otherwise repeat this process.
Grasp of the Arknight
Grasp of the Arknight ¥6,300
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.)
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