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AMC
Artbox
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Flesh and Blood
Keyforge
Lorcana
Magic: The Gathering
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.Hack//Enemy
Aliens v Predator
Anachronism
Austin Powers
Buffy the Vampire Slayer
Chaotic
Guardians
Harry Potter
InuYasha
Kingdom Hearts
Lightseekers
Munchkin
OverPower
Rage CCG
Raw Deal
Spellfire
Star Trek
Star Trek 2E
Star Trek TCG
Star Wars
Tomb Raider
World of Warcraft
- World of Warcraft Sealed
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- World of Warcraft UD Singles
- World of Warcraft CZE Singles
X-Files
Young Jedi
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There are 3131 productsSort
Translation missing: en.sections.collection_template.product_count
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Silvanesti - Dragonlance 3/100$0.20Any elf (champion or ally) defending Silvanesti gains 2 levels.
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Euripis - Artifacts 90/100$0.20Only champions able to cast spells can attack this realm. Any holding can be attached to Euripis.
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Hell Furnaces - Artifacts 89/100$0.20The level of any dragon defending the Hell Furnaces is doubled. Any holding can be attached to this realm.
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Darsson Spellmaker - Artifacts 85/100$0.20When attacking or defending, Darsson can play any card as a defensive spell card, using the last digit of the card number as the spell's level.
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Invisible Stalker - Artifacts 80/100$0.25The invisible stalker can also be played as a +4 ally to any champion able to cast spells. If the invisible stalker is on the losing side of a battle, it returns to the player's pool at the end of ...
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Hornung the Anarch - Artifacts 79/100$0.20Each spell cast by Hornung has a level equal to the card number's last digit. Hornung never need ask permission to cast a spell.
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Korgunard the Avangion - Artifacts 75/100$0.20Flyer. Can cast wizard spells. Immune to psionic attack. Can be discarded to rebuild a razed realm.
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Zielesch, Ancient Green Dragon - Artifacts 73/100$0.25Swimmer, can attack any realm that shows coastline on the card. When Zielesch enters battle, the player can draw a card. If the card is usable, it can be played, otherwise, the card goes in to the ...
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Dimock the Sprite - Artifacts 48/100$0.20Flyer. Dimock fights invisibly and cannot be discarded or switch sides during battle for any reason.
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Bag of Holding - Artifacts 28/100$0.20Once per turn the player may discard one card from his pool or his hand, and then draw one card from his draw pile. (Def)
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Rod of 7 Parts, Part 7 - Artifacts 27/100$0.25The champion can ignore one card played against him in combat. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 per part. (Off)
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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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Rod of 7 Parts, Part 5 - Artifacts 25/100$0.25At the beginning of his turn, this item's owner can examine an opponent's hand. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. ...
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Rod of 7 Parts, Part 3 - Artifacts 23/100$0.25Champion is immune to offensive magical items. 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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Rod of 7 Parts, Part 1 - Artifacts 21/100$0.25Champion is a swimmer. 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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Sword of Kas - Artifacts 7/100$0.25The base level of an opposing champion is halved (round up). This artifact does not function when used against a champion with the Eye and Hand of Vecna.
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Chain Lightning - 1st Edition 390 of 400$0.20Set: 1st Edition Card Type: Wizard Spell World: AD&D Icon: +5 Frequency: Common Text: (Off/4)
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Animate Dead - 1st Edition 383 of 400$0.20Set: 1st Edition Card Type: Wizard Spell World: AD&D Frequency: Common Text: A wizard who casts this spell can fight again in the next round of battle, regardless of whether he won or lost the...
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Ice Storm - 1st Edition 380 of 400$0.20Set: 1st Edition Card Type: Event World: AD&D Frequency: Common Text: Destroys all champions and allies of level 4 or less in play anywhere.
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Fear - 1st Edition 348 of 400$1.50Set: 1st Edition Card Type: Wizard Spell World: AD&D Frequency: Rare Text: Attach to any enemy champion in a pool, that card cannot attack or defend until the fear is dispelled. (Off/3)
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Anti-Magic Shell - 1st Edition 345 of 400$1.50Set: 1st Edition Card Type: Wizard Spell World: AD&D Frequency: Rare Text: Makes one champion immune to all offensive spells and prevents him from casting any spells himself. (Def/4)
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Paralyze - 1st Edition 333 of 400$0.20Set: 1st Edition Card Type: Wizard Spell World: AD&D Frequency: Common Text: Cast on a champion before battle to prevent that card from defending. Cast during a battle to eliminate one ally of...
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Fireball - 1st Edition 331 of 400$0.20Set: 1st Edition Card Type: Wizard Spell World: AD&D Frequency: Common Text: Destroys immediately all opposing allies of level 4 or less. (Off/4)
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !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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