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topThere are 3551 productsSort
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Magnify - Powers 94/100$0.25Card Type: Psionic Power World: AD&D Icon: +1 Frequency: Common Text: Psionic power. Usable by psionicist champions. A champion using this power doubles his level for the duration of this batt...
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Nullify Magic - Powers 86/100$1.95Card Type: Rule World: AD&D Frequency: Rare Text: Played 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 ca...
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Control Flames - Powers 84/100$0.25Card Type: Psionic Power World: AD&D Icon: +4 Frequency: Common Text: Psionic power. Usable by psionicist champions. This champion may force the discard of one non-champion card with the word ...
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Tower of Iron Will - Powers 82/100$0.25Card Type: Psionic Power World: AD&D Icon: +3 Frequency: Common Text: Psionic power. Usable by psionicist champions. User becomes immune to offensive psionic powers until the beginning of his ...
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Shadair Mesker - Powers 80/100$0.35Card Type: Cleric World: DS Icon: 9 Frequency: Uncommon Text: Shadair can use wizard spells and psionic power cards.
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Cause Decay - Powers 75/100$0.25Card Type: Psionic Power World: AD&D Icon: +3 Frequency: Common Text: Psionic power. Usable by psionicist champions. For this round of battle, change all of an opponent's magical item and arti...
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Control Wind - Powers 74/100$0.25Card Type: Psionic Power World: AD&D Icon: +4 Frequency: Common Text: Psionic power. Usable by psionicist champions. Negates for this player the effect of all spells, events, champion powers, ...
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Teleport Trigger - Powers 69/100$0.25Card Type: Psionic Power World: AD&D Icon: +2 Frequency: Common Text: Psionic power. Usable by psionicist champions. Place this card under one of your realms, it acts as a holding. When this r...
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Energy Containment - Powers 66/100$0.25Card Type: Psionic Power World: AD&D Icon: +3 Frequency: Common Text: Psionic power. Usable by psionicist champions. Until the end of the turn, the psionicist with this power is immune to all ...
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Grippli - Powers 63/100$0.35Card Type: Monster World: FR Icon: 3 Frequency: Uncommon Text: Swimmer. The Grippli can use any magical item, with its highest level bonus.
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Skriaxit, Composite Elemental - Powers 61/100$1.95Card Type: Monster World: FR Icon: 8 Frequency: Rare Text: Earth-walker. In battle, Skriaxit forces the opposing champion and all his allies to fight at half their normal levels (round down).
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Ixitxachitl - Powers 55/100$0.35Card Type: Monster World: FR Icon: 4 Frequency: Uncommon Text: Swimmer. Gains 4 levels when opposing another swimmer in battle. Can cast clerical spells. When attacking or defending a coastal real...
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Gith - Powers 52/100$0.35Card Type: Monster World: DS Icon: 6 Frequency: Uncommon Text: Earth-walker. Psionicist, may use psionic power cards.
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Phase Out - Powers 51/100$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: This player may not be attacked again until after his next turn. (Def/5)
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Polymorph Other - Powers 50/100$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: Replace an opposing champion's power with the power of any other champion in play. Lasts until dispelled. (Off/3/4)
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Giant Space Hamster - Powers 49/100$0.35Card Type: Ally World: AD&D Icon: +3 Frequency: Uncommon Text: Every friendly ally played after this one gains 3 levels.
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Stasis - Powers 48/100$0.25Card Type: Cleric Spell World: AD&D Frequency: Common Text: Play immediately after both champions have been chosen. No more cards can be played in this round of battle. (Off/4)
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Mirror, Mirror - Powers 46/100$0.25Card Type: Cleric Spell World: AD&D Frequency: Common Text: This spell remains in effect until the end of this player's next turn. Mirror, mirror turns all spells against their casters. (Off/3/4)
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Nightsinger, Avatar of Shar - Powers 40/100$1.95Card Type: Cleric World: FR Icon: 13 Frequency: Rare Text: Avatar. A cleric must be discarded to bring Nightsinger into play. Nightsinger can create darkness, halving the levels of the opposing ch...
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Nullification - Powers 35/100$0.25Card Type: Event World: AD&D Frequency: Common Text: All spells in play must be discarded. No more can be cast until this player's next turn, including Limited Wish.
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Avangion's Protection - Powers 34/100$0.25Card Type: Cleric Spell World: AD&D Icon: +4 Frequency: Common Text: Grants this player's champions immunity to psionic power cards and psionicist champion powers until the start of this playe...
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Psychic Storm - Powers 29/100$0.25Card Type: Event World: AD&D Frequency: Common Text: No psionic powers may be used and all psionicists are reduced in level by half (round up). The effects of this card last until another even...
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Raydan Valers - Powers 28/100$0.35Card Type: Psionicist World: DS Icon: 4 Frequency: Uncommon Text: Psionicist Champion,can use psionic power cards. When involved in battle, Raydan can use Mindlink to use the level and power of a ...
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Masara d'Will - Powers 27/100$0.25Card Type: Psionicist World: DL Icon: 4 Frequency: Common Text: Psionicist Champion,can use psionic power cards. Masara can be used as an ally or a champion. She psionically projects Invisible Foe...
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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