Command and Conquer
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.
Enlightened Strike
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.
Twinning Blade
You may attack an additional time with target sword this turn. (You must have an action point to attack an additional time.)
Mordred Tide
Until end of turn, if you would create a Runechant token, instead create that many plus 1.
Go again
Three of a Kind
Draw 3 cards. Until end of turn, you may only play cards from arsenal.
Go again
Glint the Quicksilver
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.
Grasp of the Arknight
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.)
Remorseless
(Arrows can only be played from arsenal and only if you control a bow.)
If Remorseless is put into your arsenal face up, until end of turn it gains "Defense reactions can't be played from arsenal to Remorseless's chain link."
If Remorseless hits a hero, until the end of their next turn, whenever they play an action card, they lose 1{g}.
Endless Arrow
(Arrows can only be played from arsenal and only if you control a bow.)
If Endless Arrow hits, put it into your hand.
Spinal Crush
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.
Beast Within
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.
Scabskin Leathers
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.)
Viziertronic Model i
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.)
Righteous Cleansing
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.
Bloodrush Bellow
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.
Last Ditch Effort
When you play Last Ditch Effort, if you have no cards in your deck, it gains +4{p} and go again.