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topThere are 731 productsSort
Translation missing: en.sections.collection_template.product_count
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Confront - Origins #129$0.10[Action] (Play on your turn or in showdowns.) Units you play this turn enter ready. Draw 1.
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Arena Bar - Origins #124$0.10exhaust: Buff an exhausted friendly unit. (If it doesn't have a buff, it gets a +1 might buff.)
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Stupefy - Origins #95$0.10[Reaction] (Play any time, even before spells and abilities resolve.) Give a unit -1 might this turn, to a minimum of 1 might. Draw 1.
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Retreat - Origins #104$0.55[Reaction] (Play any time, even before spells and abilities resolve.) Return a friendly unit to its owner's hand. Its owner channels 1 rune exhausted.
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Smoke Screen - Origins #93$0.10[Reaction] (Play any time, even before spells and abilities resolve.) Give a unit -4 might this turn, to a minimum of 1 might.
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Block - Origins #57$0.15[Hidden] (Hide now for 1 rune of any type to react with later for 0 energy.) [Action] (Play on your turn or in showdowns.) Give a unit [Shield 3] and [Tank] this turn. (+3 might while it's a defend...
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Caitlyn, Patrolling (Foil) - Origins #68$0.25I must be assigned combat damage last. exhaust: Deal damage equal to my Might to a unit at a battlefield. Use this ability only while I'm at a battlefield.
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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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Clockwork Keeper - Origins #44$0.10You may pay 1 calm rune as an additional cost to play me. When you play me, if you paid the additional cost, draw 1.
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Hextech Ray (Foil) - Origins #9$0.52[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield.
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Hextech Ray - Origins #9$0.10[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield.
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Reflection // Gold Token - Unleashed (T06//T05)$0.10(I become a copy of something when played. I don't get that card's play effect). Reaction: Kill this, add . (Abilities that add resources can't be reacted to.)
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Reflection // Buff Token - Unleashed (T06//T04)$0.10(I become a copy of something when played. I don't get that card's play effect). A unit may have no more than one buff at a time.
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Brush // Buff Token - Unleashed (T03//T04)$0.10Bird, Cat, Dog, Poro, and Ivern units here have +1. When you score here, you may replace this with the battlefield it replaced. A unit may have no more than one buff at a time.
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Ripper's Bay (Foil) - Unleashed (214/219)$0.15When a unit here is returned to a player's hand, that player may pay 1 energy to channel 1 rune exhausted.
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Forbidding Waste - Unleashed (210/219)$0.15While a unit here is defending alone, it has -2 might. (It's alone if there are no other friendly units here.)
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Frozen Fortress (Foil) - Unleashed (212/219)$0.15At the start of each player's Beginning Phase, deal 1 to each unit here. (This happens before scoring.)
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Altar of Blood - Unleashed (206/219)$0.15If a unit here would die during combat, its controller may pay 2 runes of any type1 rune of any type to heal it, exhaust it, and recall it instead.
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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