Gauntlets of Tyrannical Rex
Gauntlets of Tyrannical Rex from ¥5,900
Action -- {r}, {t}: Your next attack this turn gets +1{p}. Activate this only if there is a card with 6 or more {p} in your pitch zone. Go again Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Battered, Beaten, and Broken
Battered, Beaten, and Broken ¥400
When this attacks a hero, intimidate them. If you control 3 or more auras, this gets +3{p} and "When this hits a hero, destroy an intimidated card they own." (Put it into their graveyard.)
Backspin Thrust
Backspin Thrust from ¥600
Once per Turn Instant -- {u} a cog you control: This gets +1{p} or go again.
Ironfist Revelation
Ironfist Revelation from ¥3,300
When this defends, you may turn a face-down card with crush in your arsenal face-up. If you do, put a +1{p} counter on it. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Cut a Long Story Short
Cut a Long Story Short ¥400
If this has {p} greater than its base, it gets +1{p}. Tower - If this has 13 or more {p}, it gets "When this hits a hero, they discard their hand."
Beat of the Ironsong
Beat of the Ironsong from ¥400
Choose X+1, where X is the number of +1{p} counters on an attacking Dawnblade; Target Dawnblade attack gets +1{p}. Target Dawnblade attack gets go again. Cards defending target Dawnblade attack can't gain {d}. Damage target Dawnblade attack would deal can't be prevented.
Short Shrift
Short Shrift from ¥100
If this has {p} greater than its base, it gets +1{p}. Crush - When this deals 4 or more damage to a hero, they discard a card.
Strongest Survive (Blue)
Strongest Survive (Blue) from ¥100
When this hits a hero, they discard a card unless they reveal a card from their hand with {p} greater than the damage dealt this way.
Angelic Attendant
Angelic Attendant ¥200
Awaken target figment you control. (Flip it.) Put this into your soul. Go again
Tempest Palm Gustwave
Tempest Palm Gustwave from ¥400
Combo - If Surging Strike was the last attack this combat chain, this gets +2{p}. If this is played at chain link 3 or higher, this gets go again.
No Hero Stands Alone
No Hero Stands Alone from ¥200
While this is in any zone, if you've controlled a Toughness token this turn, this gets +3{d} and ambush. (While this is in your arsenal, you may defend with it.) When this defends, clash with the attacking hero. The winner may choose an attacking or defending card to get -3{p} and -3{d} this chain link.
Crowd Goes Wild
Crowd Goes Wild from ¥200
If you've been cheered this turn, this costs {r}{r}{r} less to play.
Buckwild (Red)
Buckwild (Red) ¥100
If there is a card with 6 or more {p} in your pitch zone, this gets go again.
Up on a Pedestal
Up on a Pedestal from ¥100
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.
Big Bully
Big Bully ¥200
When this attacks a hero, if you have more {g} than them, the crowd boos you. If you've been booed this turn, this card's base {p} is doubled.
Booze!
Booze! ¥100
Go again When this enters or leaves the arena, the crowd boos you. At the start of your turn, destroy this.
Concealed Object
Concealed Object from ¥100
When this enters the arena, the crowd boos you. Instant -- {t}: Target attack gets +1{p}. At the beginning of your end phase, destroy this.
Escalate Violence
Escalate Violence from ¥200
When this attacks, if you control a Might token, create 3 more.
Energetic Impact
Energetic Impact from ¥200
When this defends together with a card with 6 or more {p}, create a Vigor token.
Warmonger's Diplomacy
Warmonger's Diplomacy from ¥5,900
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.
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