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topThere are 731 productsSort
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Rocket Barrage - Spiritforged #77$0.15[Repeat] 4 energy and 1 mind rune (You may pay the additional cost to repeat this spell's effect, and may make different choices.) Choose one — Deal 4 to a unit in a base. Kill a gear.
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Emperor's Divide - Spiritforged #43$0.17[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 any number of friendly units at a battlefield to their base.
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Lonely Poro - Spiritforged #36$0.10[Deathknell] — If I died alone, draw 1. (When I die, get the effect. I'm alone if there are no other friendly units here.)
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Desert's Call - Spiritforged #31$0.10[Repeat] 2 energy (You may pay the additional cost to repeat this spell's effect.) Play a 2 might Sand Soldier unit token.
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Hand of Noxus (Foil) - Origins #253$0.25exhaust: [Reaction], [Legion] — [Add] 1 energy. (Abilities that add resources can't be reacted to. Get the effect if you've played a card this turn.)
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Soaring Scout - Origins #216$0.10[Deathknell] — Channel 1 rune exhausted. (When I die, get the effect.)
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Spectral Matron - Origins #226$0.17When you play me, you may play a unit costing no more than 3 energy and no more than 1 rune of any type from your trash, ignoring its cost.
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Solari Chief - Origins #225$0.15When you play me, choose an enemy unit. If it is stunned, kill it. Otherwise, stun it. (It doesn't deal combat damage this turn.)
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Albus Ferros (Foil) - Origins #230$0.25When you play me, spend any number of buffs. For each buff spent, channel 1 rune exhausted.
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Vanguard Captain - Origins #218$0.10[Legion] — When you play me, play two 1 might Recruit unit tokens here. (Get the effect if you've played another card this turn.)
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Facebreaker - Origins #220$0.17[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) [Action] (Play on your turn or in showdowns.) Stun a friendly unit and an enemy unit at the same battlefield. (They don'...
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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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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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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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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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Pit Rookie - Origins #136$0.10When you play me, buff another friendly unit. (If it doesn't have a buff, it gets a +1 might buff.)
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Cithria of Cloudfield - Origins #139$0.15When you play another unit, buff me. (If I don't have a buff, I get a +1 might buff.)
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Kinkou Monk - Origins #141$0.15When you play me, buff up to two other friendly units. (Each one that doesn't have a buff gets a +1 might buff.)
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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