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topThere are 3551 productsSort
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Dead Magic Zone - Forgotten Realms 7/100$0.35Card Type: Event World: AD&D Frequency: Uncommon Text: Until the end of this player's next turn, no spells may be cast, and all artifacts and magic items are ignored.
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Darkwalker War - Forgotten Realms 6/100$0.35Card Type: Event World: AD&D Frequency: Uncommon Text: Draw and discard a card, noting the last digit of its number. Until the end of your current turn, all monsters and undead gain a number o...
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Curse of Azure Bonds - Forgotten Realms 4/100$1.95Card Type: Event World: AD&D Frequency: Rare Text: Control any one enemy champion until the end of your next turn, treating it as a champion from your own pool. Return it to the owning player'...
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Black Bess - Forgotten Realms 2/100$1.95Card Type: Event World: AD&D Frequency: Rare Text: Each player must draw and discard a card, checking the last digit of its number. Discard all the player's champions in play whose unadjusted ...
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What Goes Around Comes Around - Dungeons 100/100$0.25Card Type: Rule World: AD&D Frequency: Common 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 ...
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Divine Assistance - Dungeons 99/100$0.25Card Type: Cleric Spell World: AD&D Frequency: Common Text: This spell negates the effects of all dungeon cards in play until dispelled. (Off/3/4)
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Ball Lightning - Dungeons 94/100$0.35Card Type: Wizard Spell World: FR Frequency: Uncommon Text: Castable only by Forgotten Realms champions. This spell increases in power, a champion gets 1 lightning ball for every 2 base levels he ...
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Spectral Dragon - Dungeons 93/100$0.25Card Type: Wizard Spell World: DL Frequency: Common Text: Castable only by Dragonlance champions. This spell creates a monstrous illusory dragon that sweeps through all opposing player's pools, se...
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City Shield - Dungeons 92/100$0.35Card Type: Wizard Spell World: BR Frequency: Uncommon Text: Castable only by Birthright champions. This spell prevents offensive spells from affecting any of your realms. Lasts until dispelled. (D...
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Extension I - Dungeons 91/100$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: Castable only by AAD&D champions. Can be cast to extend the duration of any spell or event that lasts until the start or end of ...
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Trailing - Dungeons 90/100$0.25Card Type: Thief Skill World: AD&D Icon: +5 Frequency: Common Text: The attached thief can "follow" a champion that has just attacked a realm that has special movement or other restrictions. T...
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Intimidation - Dungeons 89/100$0.35Card Type: Thief Skill World: AD&D Frequency: Uncommon Text: Tell your opponent to break off the attack. If he does, the battle ends without spoils and nothing is razed. If he presses the atta...
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Gather Information - Dungeons 88/100$0.25Card Type: Thief Skill World: AD&D Frequency: Common Text: Look at the top 5 cards in any opponent's draw pile. If you choose, you may discard the champion using this skill to place the cards ...
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Fortune Telling - Dungeons 87/100$0.25Card Type: Thief Skill World: AD&D Frequency: Common Text: Play this skill on a champion in any opponent's pool and call odd or even. Then cut the owner's draw pile and check the card's last d...
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Create Minion - Dungeons 79/100$0.25Card Type: Blood Ability World: AD&D Frequency: Common Text: Return one champion from your discard pile to your pool. The restored champion is now considered undead. (Def/3/5)
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Eat Dirt! - Dungeons 76/100$0.25Card Type: Unarmed combat World: AD&D Frequency: Common Text: Opposing champion returns to his pool with his attachments. The battle may continue with a new champion. (Off/4)
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Breath Charm - Dungeons 69/100$0.25Card Type: Magic Item World: AD&D Icon: +7 Frequency: Common Text: This powerful charm makes the attached champion immune to the special powers of an opposing dragon. (Def)
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Crystal Dragon Figurine - Dungeons 67/100$0.35Card Type: Magic Item World: AD&D Icon: +3/9/18 Frequency: Uncommon Text: This figurine can be used to add a +3 in battle, or can add a +9, but it is then discarded, or can add a mighty +18, b...
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Flask of Curses - Dungeons 66/100$0.25Card Type: Magic Item World: AD&D Icon: +5 Frequency: Common Text: The attached champion becomes a swimmer. If the champion with this item is defeated in combat, the flask is attached to the v...
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Siege Machine - Dungeons 63/100$0.25Card Type: Artifact World: AD&D Frequency: Common Text: This artifact can only be attached to an Underdark realm. It protects all holdings in the player's formation, allowing a holding to be m...
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Borer - Dungeons 61/100$1.95Card Type: Artifact World: RL Icon: +7 Frequency: Rare Text: This artifact can only be attached to a Ravenloft realm. It instantly destroys all opposing allies and magical items of less than level 7.
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Cannon Ball - Dungeons 60/100$1.95Card Type: Artifact World: BR Icon: +3 Frequency: Rare Text: This artifact can only be attached to a Birthright realm. If this realm is attacked, it can fire into an opposing player's pool and kil...
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Net of Ensnaring - Dungeons 57/100$1.95Card Type: Artifact World: FR Icon: +3 Frequency: Rare Text: This artifact can only be attached to a Forgotten Realms realm. Any cards played by attacking champions during combat are sent to the A...
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Siege Ladder - Dungeons 56/100$0.35Card Type: Artifact World: DS Icon: +5 Frequency: Uncommon Text: This artifact can only be attached to a Dark Sun realm. Any cards attached to attacking champions are discarded after the battle (w...
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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