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There are 3131 productsSort
Translation missing: en.sections.collection_template.product_count
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Earth-Walking - Dragonlance 84/100$0.20A champion and two allies gain the ability to move through the earth, attacking any realm. (Def/3)
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Divine Intervention - Dragonlance 81/100$1.50This player can retrieve one champion and one ally from his discard pile, which must be put into his hand. (Def/5)
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Protection from Draconians - Dragonlance 79/100$0.20Champion is +2 against draconians and is immune to their effects when defeated. (Off/4)
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Stone Water - Dragonlance 78/100$0.20Swimmers are held in place, preventing them from attacking or defending. (Off/3)
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Tenser's Transformation - Dragonlance 75/100$0.25The wizard who casts this becomes a level 9 hero for one round. He can still cast wizard spells. (Off/3)
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Recall - Dragonlance 74/100$0.25All spells in this player's discard pile are returned to his deck and reshuffled. (Def/3/5)
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Switch - Dragonlance 73/100$0.20When attacking, this player can switch his champion with another champion from either his pool or his discard pile. (Off/4)
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Steel - Dragonlance 71/100$0.20Adds +2 to all magical swords, axes, spears, and hammers on this player's side for all battles played in a single turn. (Off/3)
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Antimagic Barrier - Dragonlance 68/100$0.25Champion can ignore all spells and magical items used by an opponent for one round of battle. (Def/4)
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Time Shift: Day into Night - Dragonlance 67/100$1.50If played from dawn to 6 PM, it is now considered night. This spell reverses the effect of a night into day card. Remains in effect until countered or dispelled. (Def/3)
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Time Shift: Night into Day - Dragonlance 66/100$1.50If played 6 PM to dawn, it is now considered day. This spell reverses the effect of a day into night card. Remains in effect until countered or dispelled. (Def/3)
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Dagger of Night - Dragonlance 65/100$1.50The dagger is +4 if played from 6 PM to dawn. It gains an additional +1 for each Moon Waxes event card in play. (Off)
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Flute of Wind Dancing - Dragonlance 64/100$0.25Creates a strong force of wind, keeping at least 6 levels of allies (opponent's choice) out of a battle. (Off)
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Dalamar's Ring of Healing - Dragonlance 62/100$1.50At the end of every other turn, the player can bring one wizard from his discard pile and place that card on top of his draw pile. (Def)
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Brooch of Imog - Dragonlance 60/100$0.25Usable only by wizards, the brooch creates a shield surrounding the champion, allowing him to ignore the effect of one spell per battle. (Def)
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Inflatable Flotilla - Dragonlance 59/100$0.20This gnomish invention cannot be used the turn it is first played. A champion and all allies can attack a coastal realm, each gaining 2 levels. They are treated as swimmers. No effect on landbound ...
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Bupu's Emerald - Dragonlance 58/100$0.20Usable only by dwarves, gnomes, kender, and halflings, the emerald works only against monsters. (Def)
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Irongnome - Dragonlance 57/100$0.25A champion wearing this gnomish invention ignores attacks from all magical weapons. (Def)
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Shield of Huma - Dragonlance 53/100$0.20The attached champion must be defeated twice when defending before being discarded. Dragon champions lose 3 levels if attacking this champion.
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Sivak Draconians - Dragonlance 48/100$0.20Can be a +4 ally or can assume the level and ability of a single opposing ally.
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. '
''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. '
''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. '
''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. '
''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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