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topThere are 731 productsSort
Translation missing: en.sections.collection_template.product_count
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Blastcone Fae - Origins #97$0.15[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) When you play me, give a unit -2 might this turn, to a minimum of 1 might.
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Last Stand (Foil) - Origins #69$0.25[Action] (Play on your turn or in showdowns.) Double a friendly unit's Might this turn. Give it [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)
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Consult the Past - Origins #83$0.10[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) [Reaction] (Play any time, even before spells and abilities resolve.) Draw 2.
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Eager Apprentice - Origins #84$0.10While I'm at a battlefield, the Energy costs for spells you play is reduced by 1 energy, to a minimum of 1 energy.
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Adaptatron - Origins #56$0.17When 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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Lecturing Yordle - Origins #87$0.10[Tank] (I must be assigned combat damage first.) When you play me, draw 1.
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Poro Herder - Origins #61$0.15When you play me, if you control a Poro, buff me and draw 1. (If I don't have a buff, I get a +1 might buff.)
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Sona, Harmonious (Foil) - Origins #73$9.24At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.
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Falling Comet - Origins #85$0.10[Action] (Play on your turn or in showdowns.) Deal 6 to a unit at a battlefield.
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Jeweled Colossus - Origins #86$0.10[Vision] (When you play me, look at the top card of your Main Deck. You may recycle it.) [Shield] (+1 might while I'm a defender.)
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Eclipse Herald - Origins #59$0.15When you stun an enemy unit, ready me and give me +1 might this turn.
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Falling Comet (Foil) - Origins #85$0.17[Action] (Play on your turn or in showdowns.) Deal 6 to a unit at a battlefield.
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Reinforce - Origins #62$0.15Look at the top 5 cards of your Main Deck. You may banish a unit from among them, then play it, reducing its cost by 5 energy. Recycle the remaining cards.
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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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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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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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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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