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topThere are 3551 productsSort
Translation missing: en.sections.collection_template.product_count
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Kestrel's Keep - Artifacts 63/100$0.25This holding can be attached to any realm. Each of this player's champions and allies gain +1 when defending any realm. This holding stays attached and in play even if the attached realm is razed.
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Tupillil - Artifacts 62/100$0.20This holding can be attached to any realm. When this holding is first played, all champions with the name 'Gib' are discarded.
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Prismatic Spray - Artifacts 60/100$0.20Opposing allies of level 4 or less are immediately discarded. (Off/4)
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Ethereality - Artifacts 59/100$0.20The champion can immediately elude an opposing cleric or hero, ending the round of battle. Both champions go back to their pools. (Def/4)
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Reverse Gravity - Artifacts 56/100$0.25All Flyers become non-flyers and vice versa until the beginning of this player's next turn. Swimmers and earthwalkers are unaffected by this card. (Off/3/4)
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Temporal Stasis - Artifacts 53/100$0.25In a multi-player game, this card can be played to prevent one player's turn. In a two-player game, this event can prevent an extra turn gained from another card, such as the Caravan.
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Marilith, Tanar'ri - Artifacts 52/100$0.20The opposing player cannot play any events for the rest of this round of battle, including Calm.
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Dragonbane - Artifacts 43/100$0.20Any dragon champion is automatically defeated, but returns unharmed to the player's pool. Dragon and draconian allies are discarded. (Off/4)
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Kinsle the Druid - Artifacts 42/100$0.20Flyer. In battle, Kinsle can cast cleric spells to aid the attached champion.
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Roc - Artifacts 41/100$0.20Flyer. Flying allies cannot be played against the roc. The opponent must discard any already in play.
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Isolated Worlds - Artifacts 37/100$0.20Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Dark Sun cards (champions, artifacts, rea...
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Sorcerer-Kings - Artifacts 32/100$0.20Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Each Dark Sun realm can be defended once ...
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Spellbook - Artifacts 30/100$1.50The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only step 4 spells can be saved. (Def)
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Rod of 7 Parts, Part 6 - Artifacts 26/100$1.50The attached champion becomes an earthwalker. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
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Gauntlets of Ogre Power - Artifacts 19/100$1.50Champion breaks down walls, allowing him to ignore all such cards. Can be played on a champion even after combat is ended by a wall spell. Combat must continue. (Off)
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Midnight's Mask of Disguise - Artifacts 16/100$0.20A champion can be played into the player's pool with this magical item, even if the champion is already in play somewhere. The champion's powers are unchanged. (Def)
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Rod of Teeth - Artifacts 15/100$0.25An opposing wizard cannot cast spells. Before battle, the player can discard the attached champion and examine all other players' hands, discarding any spell cards.
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Crystal of the Ebon Flame - Artifacts 13/100$0.20Attached champion becomes undead. The opposing champion's base level is considered to be a zero, unless it is a cleric or undead. Opposing undead allies switch sides.
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Seal of Lost Arak - Artifacts 12/100$1.50Once per turn, the player can flip the top card of any other player's draw deck. He can use it only if it is a spell or ally that is legal for that step. The card is reshuffled into the player's dr...
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Coin of Jisan the Bountiful - Artifacts 11/100$0.20The champion can negate either the power or level (but not both) of each magical item and artifact used against him in combat.
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Teeth of Dalhvar-Nar - Artifacts 9/100$0.25The attached champion is a flyer and is immune to offensive spells. If the champion wins a round of battle, an opposing holding is immediately discarded.
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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