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topThere are 731 productsSort
Translation missing: en.sections.collection_template.product_count
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Recurve Bow - Spiritforged #16$0.15[Equip] 1 fury rune (1 fury rune: Attach this to a unit you control.)
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Blast Corps Cadet - Spiritforged #13$0.15You may pay 1 energy and 1 fury rune as an additional cost to play me. When you play me, if you paid the additional cost, deal 2 to a unit at a battlefield.
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Blood Rush - Spiritforged #3$0.10[Action] (Play on your turn or in showdowns.) [Repeat] 1 energy (You may pay the additional cost to repeat this spell's effect.) Give a unit [Assault 2] this turn. (+2 might while it's an attacker.)
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Serrated Dirk - Spiritforged #9$0.10[Equip] 1 fury rune (1 fury rune: Attach this to a unit you control.)
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Gem Jammer (Foil) - Spiritforged #7$0.10When you play me, give a unit [Ganking] this turn. (It can move from battlefield to battlefield.)
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Void Drone - Spiritforged #10$0.10I cost 2 energy less to play from anywhere other than your hand.
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Perched Grimwyrm - Spiritforged #15$0.15Play me only to a battlefield you conquered this turn. (You can't play me anywhere else.)
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Angle Shot - Spiritforged #11$0.15[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that ...
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Rell, Magnetic (Foil) - Spiritforged #24$0.25[Tank] (I must be assigned combat damage first.) When I attack, you may play an Equipment with Energy cost no more than 2 energy, ignoring its cost. If you do, then do this: Attach it to me.
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Sudden Storm - Spiritforged #17$0.15[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) [Action] (Play on your turn or in showdowns.) Deal 2 to a unit at a battlefield. If it's attacking, deal 4 to it instead.
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Against the Odds - Spiritforged #1$0.10[Reaction] (Play any time, even before spells and abilities resolve.) Give a friendly unit at a battlefield +2 might this turn for each enemy unit there.
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Blood Rush (Foil) - Spiritforged #3$0.11[Action] (Play on your turn or in showdowns.) [Repeat] 1 energy (You may pay the additional cost to repeat this spell's effect.) Give a unit [Assault 2] this turn. (+2 might while it's an attacker.)
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Sentinel Adept - Spiritforged #8$0.10[Weaponmaster] (When you play me, you may [Equip] one of your Equipment to me for 1 rune of any type less, even if it's already attached.)
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Battering Ram (Foil) - Spiritforged #12$0.26I cost 1 energy less for each card you've played this turn, to a minimum of 1 energy.
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Gem Jammer - Spiritforged #7$0.10When you play me, give a unit [Ganking] this turn. (It can move from battlefield to battlefield.)
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Assembly Rig (Foil) - Spiritforged #19$0.251 energy and 1 fury rune, Recycle a unit from your trash, exhaust: Play a 3 might Mech unit token to your base.
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Battering Ram - Spiritforged #12$0.15I cost 1 energy less for each card you've played this turn, to a minimum of 1 energy.
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Void Hatchling - Spiritforged #18$0.15If you would reveal cards from a deck, look at the top card first. You may recycle it. Then reveal those cards.
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Armed Assailant (Foil) - Spiritforged #2$0.10[Accelerate] (You may pay 1 energy and 1 fury rune as an additional cost to have me enter ready.) [Weaponmaster] (When you play me, you may [Equip] one of your Equipment to me for 1 rune of any typ...
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Armed Assailant - Spiritforged #2$0.10[Accelerate] (You may pay 1 energy and 1 fury rune as an additional cost to have me enter ready.) [Weaponmaster] (When you play me, you may [Equip] one of your Equipment to me for 1 rune of any typ...
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Bushwhack - Spiritforged #4$0.10[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) Friendly units enter ready this turn. Play a Gold gear token exhausted.
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. '
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''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. '
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''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. '
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''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. '
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''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. '
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