-
CookieRun
Flesh and Blood
Grand Archive
Keyforge
Magic: The Gathering
One Piece
Pokemon
-
.Hack//Enemy
Age of Empires
Aliens v Predator
Altered
Anachronism
Ani-Mayhem
Austin Powers
Buffy the Vampire Slayer
Chaotic
Chizo Rising
Dark Age
Duelmasters
Dune
Guardians
Harry Potter
InuYasha
Kaijudo
Kingdom Hearts
Lightseekers
Munchkin
NetRunner
OverPower
Rage CCG
Raw Deal
Shadowfist
Spellfire
Star Trek
Star Trek 2E
Star Trek TCG
Star Wars
Tomb Raider
World of Warcraft
- World of Warcraft Sealed
- World of Warcraft Loot
- World of Warcraft UD Singles
- World of Warcraft CZE Singles
X-Files
Young Jedi
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
topThere are 192 productsSort
Translation missing: en.sections.collection_template.product_count
-
Silly Dragon - E01-063$0.50Must replace a "Dragon" you control. SILLY DRAGON can not be chosen to be a DEFENDER in a BATTLE.
-
Two-Headed Dragon - E01-061$2.50Must replace a "Dragon" you control. All other "Dragons" you control gain +1 STR and +1 INT, when you control TWO-HEADED DRAGON. Only one TWO-HEADED DRAGON can be in play.
-
It's Only A Bunny - E01-060$2.50Choose a "Rabbit" you control that is the DEFENDER in a BATTLE and has no ALLY. The BATTLE is over. Capture the ATTACKER and its ALLIES.
-
Snuggle Party - E01-059$0.30Place SNUGGLE PARTY under a "Rabbit" you control. As long as SNUGGLE PARTY is under the "Rabbit" you control all creatures neigbouring the Rabbit as long as they neighbor it.
-
Rabbit Habit - E01-058$2.50Draw three Tiles and show them to all opponents. "Rabbits" drawn must be placed into play immediately. Other Tiles are added to your hand. You must control two neighboring "Rabbits" to play RABBIT ...
-
Thump - E01-057$0.40Choose a "Rabbit" you control. That "Rabbit" gains +4 STR for the rest of the turn.
-
Run Rabbit Run - E01-056$0.30Move a "Rabbit" you control that is a DEFENDER in a BATTLE to any empty space not neighboring the ATTACKER.
-
Rabbit Leap - E01-055$0.30Choose a "Rabbit" you control. Move it over one space into an empty space or move it over a single neighbouring Tile into an empty space.
-
-
Rabbit Hole - E01-053$2.50As Long as you control one single RABBIT HOLE you may replace one creature controlled by an opponent with a creature from that opponent's discard pile at the beginning of each of your turns without...
-
Helpful Rabbit - E01-052$0.50Must replace a "Rabbit" you control. Once per turn as a REACTION, HELPFUL RABBIT may give its STR or INT to a neighboring creature for the rest of the turn. Add any Tile from your hand face-down to...
-
Silly Rabbit - E01-051$0.50Must replace a "Rabbit" you control. SILLY RABBIT can not be chosen to be a DEFENDER in a BATTLE.
-
Rabbit Prince - E01-049$0.50Must replace a "Rabbit" you control. All other "Rabbits" you control gain +1 STR and +1 INT when you control RABBIT PRINCE. Only one RABBIT PRINCE can be in play.
-
Second Chance - E01-048$0.40Choose a "Tiger" you control that is the ATTACKER or DEFENDER in a BATTLE. If you lose the BATLLE the "Tiger" is not captured and remains in play. SECOND CHANCE does not affect possible ALLIES of t...
-
Tiger Frenzy - E01-047$1.50Choose a "Tiger" you control. With the exception of OBSTACLES remove all Tiles neighboring the "Tiger" from play.
-
Tiger Cub - E01-046$0.50If TIGER CUB is the ATTACKER in a BATTLE and the BATTLE is won add one additional point to your score. TIGER CUB is compatible with "Tigers" and "Tigers" are compatible with TIGER CUB.
-
Effortless Pounce - E01-045$0.30Choose a "Tiger" you control not involved in a BATTLE. This "Tiger" may be an ALLY for this BATTLE even if it does not neighbor the DEFENDER.
-
The Chase - E01-044$0.40Move a "Tiger" you control into any empty space neighboring a creature controlled by an opponent. That creature has to be moved over one space away from the "Tiger" into an empty space which is not...
-
Sharpened Claws - E01-043$0.30Place SHARPENED CLAWS under a "Tiger" you control. As long as SHARPENED CLAWS is under that "Tiger" it gains +2 STR.
-
Stalk - E01-042$0.30Place STALK under a "Tiger" you control. As long as STALK is under that "Tiger", you may move the "Tiger", as an ACTION, over one space into an empty space. You may use STALK only once per turn in ...
-
No Escape - E01-041$1.50Choose a "Tiger" you control that is involved in a BATTLE. The BATTLE ACTION STACK is finished immediately when NO ESCAPE is added to it. Opponents may no longer add any Tiles to it and it is resol...
-
Indifferent Tiger - E01-040$0.75Must replace a "Tiger" you control. With the exception of "HAPPY" creatures, INDIFFERENT TIGER is not compatible with creatures controlled by opponents.
-
Silly Tiger - E01-039$0.50Must replace a "Tiger" you control. SILLY TIGER can not be chosen to be a DEFENDER in a BATTLE.
-
Happy Tiger - E01-038$0.50Must replace a "Tiger" you control. HAPPY TIGER is compatible with all creatures and all creatures are compatible with HAPPY TIGER.
Added To Cart :Add To Cart Failed :The Grading Guide
''Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
'