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topThere are 731 productsSort
Translation missing: en.sections.collection_template.product_count
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The Arena's Greatest - Origins #290$0.44At the start of each player's first Beginning Phase, that player gains 1 point.
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Swift Scout (Foil) - Origins #263$0.25You may pay 1 energy to hide a card with [Hidden] instead of 1 rune of any type. 1 energy, exhaust: Put a Teemo unit you own into your hand from your Champion Zone or the board.
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Pack of Wonders - Origins #181$0.23exhaust: Return another friendly gear, unit, or facedown card to its owner's hand.
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Energy Conduit - Origins #98$0.15exhaust: [Reaction] — [Add] 1 energy. (Abilities that add resources can't be reacted to.)
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Orb of Regret (Foil) - Origins #90$0.10exhaust: Give a unit -1 might this turn, to a minimum of 1 might.
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Void Seeker - Origins #24$0.15[Action] (Play on your turn or in showdowns.) Deal 4 to a unit at a battlefield. Draw 1.
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Eclipse (Foil) - Unleashed (063/219)$0.10[Reaction] (Play any time, even before spells and abilities resolve.) Give a unit -4 might this turn. [Predict]. (Look at the top card of your Main Deck. You may recycle it.)
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Downstage Dramatics (Foil) - Unleashed (061/219)$0.10[Reaction] (Play any time, even before spells and abilities resolve.) [Repeat] 2 energy (You may pay the additional cost to repeat this spell's effect.) Draw 1.
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Friendship (Foil) - Unleashed (046/219)$0.15[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit. Give it +1 might this turn for each of the following tags among your units — Bird, Cat, Dog, and Poro.
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Treasure Hoard - Spiritforged #220$0.15When you conquer here, you may pay 1 energy to play a Gold gear token exhausted.
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Sunken Temple - Spiritforged #218$0.15When you conquer here with one or more [Mighty] units, you may pay 1 energy to draw 1. (A unit is Mighty while it has 5+ might.)
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Emperor of the Sands (Foil) - Spiritforged #197$0.25Your Sand Soldiers have [Weaponmaster]. 1 energy, exhaust: Play a 2 might Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.
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Minefield - Spiritforged #212$0.15When you conquer here, put the top 2 cards of your Main Deck into your trash.
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Honest Broker - Spiritforged #155$0.10[Deathknell] — Play a Gold gear token exhausted. (When I die, get the effect.)
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Glasc Mixologist - Spiritforged #165$0.18[Deathknell] — You may play a unit with cost no more than 3 energy and no more than 1 rune of any type from your trash, ignoring its cost. (When I die, get the effect.)
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Boots of Swiftness - Spiritforged #133$0.23[Equip] 1 chaos rune (1 chaos rune: Attach this to a unit you control.)
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Windsinger - Spiritforged #138$0.15Hidden (Hide now for 1 rune of any type to react with later for 0 energy.) When you play me, you may return another unit at a battlefield with 3 might or less to its owner's hand.
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Overzealous Fan - Spiritforged #128$0.10When I defend, you may kill me to move an attacking unit to its base.
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Show of Strength - Spiritforged #106$0.15[Reaction] (Play any time, even before spells and abilities resolve.) Draw 1 for each of your [Mighty] units. (A unit is Mighty while it has 5+ might.)
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Doran's Blade - Spiritforged #95$0.10[Equip] 1 body rune (1 body rune: Attach this to a unit you control.)
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Punch First - Spiritforged #97$0.10[Action] (Play on your turn or in showdowns.) Give a unit +5 might 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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