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topThere are 777 productsSort
Translation missing: en.sections.collection_template.product_count
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Cemetery Attendant (Foil) - Origins #165$0.10When you play me, return a unit from your trash to your hand.
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Spoils of War (Foil) - Origins #144$0.17[Reaction] (Play any time, even before spells and abilities resolve.) If an enemy unit has died this turn, this costs 2 energy less. Draw 2.
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Spoils of War - Origins #144$0.15[Reaction] (Play any time, even before spells and abilities resolve.) If an enemy unit has died this turn, this costs 2 energy less. Draw 2.
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Qiyana, Victorious (Foil) - Origins #155$0.43[Deflect] (Opponents must pay 1 rune of any type to choose me with a spell or ability.) When I conquer, draw 1 or channel 1 rune exhausted.
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Morbid Return - Origins #170$0.10[Action] (Play on your turn or in showdowns.) Return a unit from your trash to your hand.
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Cemetery Attendant - Origins #165$0.10When you play me, return a unit from your trash to your hand.
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Kraken Hunter (Foil) - Origins #150$0.25[Accelerate] (You may pay 1 energy and 1 body rune as an additional cost to have me enter ready.) [Assault] (+1 might while I'm an attacker.) As you play me, you may spend any number of buffs as an...
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Sabotage (Foil) - Origins #156$15.29Choose an opponent. They reveal their hand. Choose a non-unit card from it, and recycle that card.
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Volibear, Imposing (Foil) - Origins #158$0.25[Shield 3] (+3 might while I'm a defender.) [Tank] (I must be assigned combat damage first.) When an opponent moves to a battlefield other than mine, draw 1. (Bases are not battlefield.)
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Gust - Origins #169$0.10[Reaction] (Play any time, even before spells and abilities resolve.) Return a unit at a battlefield with 3 might or less to its owner's hand.
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Warwick, Hunter (Foil) - Origins #159$0.28I enter ready. When I attack, kill all damaged enemy units here.
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Unyielding Spirit - Origins #145$0.53[Reaction] (Play any time, even before spells and abilities resolve.) Prevent all spell and ability damage this turn.
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Wildclaw Shaman - Origins #147$0.15When you play me, you may spend a buff to buff me and ready me. (If I don't have a buff, I get a +1 might buff.)
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Mystic Poro - Origins #171$0.10[Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.)
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Ride the Wind - Origins #173$0.30[Action] (Play on your turn or in showdowns.) Move a friendly unit and ready it.
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Rebuke - Origins #172$0.17[Action] (Play on your turn or in showdowns.) Return a unit at a battlefield to its owner's hand.
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Gust (Foil) - Origins #169$1.50[Reaction] (Play any time, even before spells and abilities resolve.) Return a unit at a battlefield with 3 might or less to its owner's hand.
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Lee Sin, Centered (Foil) - Origins #151$0.25[Accelerate] (You may pay 1 energy and 1 body rune as an additional cost to have me enter ready.) Other buffed friendly units at my battlefield have +2 might.
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Wallop - Origins #146$0.15[Action] (Play on your turn or in showdowns.) As you play this, you may spend a buff as an additional cost. If you do, ignore this spell's cost. Ready a unit.
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Overt Operation (Foil) - Origins #153$0.25[Action] (Play on your turn or in showdowns.) For each friendly unit, you may spend its buff to ready it. Then buff all friendly units. (Each one that doesn't have a buff gets a +1 might buff.)
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Fight or Flight - Origins #168$0.10[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) [Action] (Play on your turn or in showdowns.) Move a unit from a battlefield to its base.
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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