Tension in the Air (Red)
Tension in the Air (Red) ¥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 leaves the arena, your next attack this turn gets +4{p}.
Sit!
Sit! ¥100
When this defends a Brute attack, this gets +3{d}.
Rough Up (Yellow)
Rough Up (Yellow) ¥100
If there is a card with 6 or more {p} in your pitch zone, this gets +1{p}.
Prime the Crowd (Red)
Prime the Crowd (Red) ¥100
The next attack action card you play this turn gets +4{p}. The crowd cheers each Revered hero. The crowd boos each Reviled hero. Go again
Mightybone Knuckles
Mightybone Knuckles from ¥100
Action -- {r}{r}{r}, destroy this: Create 3 Might tokens. Activate this only if you have more {g} than each other hero. Go again Blade Break (When the combat chain closes, if this defended, destroy it.)
Laughing Knee-Slappers
Laughing Knee-Slappers from ¥100
If you control a Might and a Vigor token, this gets +2{d}. Blade Break (When the combat chain closes, if this defended, destroy it.)
Instill Fear (Blue)
Instill Fear (Blue) ¥100
When this attacks a hero, intimidate them. (They banish a random card from their hand face-down. At the beginning of the end phase, return it to their hand.)
Humble Entrance
Humble Entrance ¥100
Create 3 Toughness tokens. Go again
Hold Firm
Hold Firm from ¥100
Action -- {r}{r}{r}, destroy this: Create 3 Toughness tokens. Activate this only if you have less {g} than each other hero. Go again Blade Break (When the combat chain closes, if this defended, destroy it.)
High Pitched Howl (Yellow)
High Pitched Howl (Yellow) ¥100
When this attacks, if there is a card with 6 or more {p} in your pitch zone, create a Vigor token.
Give 'Em a Piece of Your Mind (Red)
Give 'Em a Piece of Your Mind (Red) ¥100
When the combat chain closes, if this didn't hit, the defending hero creates a Vigor token.
Give 'Em a Piece of Your Mind (Blue)
Give 'Em a Piece of Your Mind (Blue) ¥100
When the combat chain closes, if this didn't hit, the defending hero creates a Vigor token.
Empowering Ruckus
Empowering Ruckus ¥100
If you've been cheered this turn, this gets +1{p}.
Edge of Their Seats (Yellow)
Edge of Their Seats (Yellow) ¥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 leaves the arena, your next attack this turn gets +4{p}.
Darling of the Crowd
Darling of the Crowd ¥100
While this is defending, if you've been cheered this turn, it gets +1{d}.
Bask in Your Own Greatness (Red)
Bask in Your Own Greatness (Red) ¥100
When this attacks, you may pay up to {r}{r}{r}. Create that many Might tokens.
Bask in Your Own Greatness (Blue)
Bask in Your Own Greatness (Blue) ¥100
When this attacks, you may pay up to {r}{r}{r}. Create that many Might tokens.
Act of Glory (Yellow)
Act of Glory (Yellow) ¥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 leaves the arena, your next attack this turn gets +5{p}.
Uplifting Performance
Uplifting Performance ¥100
If you control a Confidence or Toughness token, this gets +1{p}. When this hits a hero, create a Confidence and a Toughness token.
Story Beats (Yellow)
Story Beats (Yellow) ¥100
When this attacks or defends, you may put a suspense counter on, or remove one from, an aura of suspense you control.
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