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topThere are 777 productsSort
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Zhonya's Hourglass (Foil) - Origins #77$7.98[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it. (Send it to base. This isn't...
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Wind Wall - Origins #64$0.20[Reaction] (Play any time, even before spells and abilities resolve.) Counter a spell.
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Yasuo, Remorseful (Foil) - Origins #76$0.25When I attack, deal damage equal to my Might to an enemy unit here.
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Spirit's Refuge - Origins #63$0.15When you play this, buff a friendly unit. (If it doesn't have a buff, it gets a +1 might buff.) Friendly buffed units have [Deflect] if they didn't already. (Opponents must pay 1 rune of any type t...
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Stand United - Origins #53$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.) Buff a friendly unit. Buffs give an additional +1 might to friendly units ...
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Find Your Center - Origins #47$0.10[Action] (Play on your turn or in showdowns.) If an opponent's score is within 3 points of the Victory Score, this costs 2 energy less. Draw 1 and channel 1 rune exhausted.
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Sunlit Guardian - Origins #54$0.10[Shield] (+1 might while I'm a defender.) [Tank] (I must be assigned combat damage first.)
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Rune Prison - Origins #50$0.10[Action] (Play on your turn or in showdowns.) Stun a unit. (It doesn't deal combat damage this turn.)
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Wielder of Water (Foil) - Origins #55$0.11While I'm attacking or defending alone, I have +2 might.
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Adaptatron (Foil) - Origins #56$3.58When I conquer, you may kill a gear. If you do, buff me. (If I don't have a buff, I get a +1 might buff.)
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En Garde (Foil) - Origins #46$0.28[Reaction] (Play any time, even before spells and abilities resolve.) Give a friendly unit +1 might this turn, then an additional +1 might this turn if it is the only unit you control there.
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Solari Shieldbearer - Origins #51$0.10When you play me, stun a unit. (It doesn't deal combat damage this turn.)
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Rune Prison (Foil) - Origins #50$0.18[Action] (Play on your turn or in showdowns.) Stun a unit. (It doesn't deal combat damage this turn.)
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Meditation - Origins #48$0.10[Reaction] (Play any time, even before spells and abilities resolve.) As an additional cost to play this, you may exhaust a friendly unit. If you do, draw 2. Otherwise, draw 1.
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Meditation (Foil) - Origins #48$0.22[Reaction] (Play any time, even before spells and abilities resolve.) As an additional cost to play this, you may exhaust a friendly unit. If you do, draw 2. Otherwise, draw 1.
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Solari Shieldbearer (Foil) - Origins #51$0.15When you play me, stun a unit. (It doesn't deal combat damage this turn.)
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Shakedown (Foil) - Origins #33$0.25[Reaction] (Play any time, even before spells and abilities resolve.) Choose an enemy unit. Deal 6 to it unless its controller has you draw 2.
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Darius, Trifarian (Foil) - Origins #27$1.16When you play your second card in a turn, give me +2 might this turn and ready me.
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Brynhir Thundersong (Foil) - Origins #26$1.09When you play me, opponents can't play cards this turn.
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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