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topThere are 3551 productsSort
Translation missing: en.sections.collection_template.product_count
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Impregnable Heart of Haelyn - Birthright 10/100$0.25Card Type: Realm World: BR Frequency: Common Text: Defending champions can cast cleric spells and use blood abilities. Defending clerics are immune to offensive blood abilities.
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Baruk-Azhik - Birthright 9/100$1.95Card Type: Realm World: BR Frequency: Rare Text: Cannot be attacked by flyers. Baruk-Azhik prevents this player's realms from being attacked via the Underdark realms.
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The Gorgon's Crown - Birthright 4/100$1.95Card Type: Realm World: BR Frequency: Rare Text: Defending monsters are doubled in base level and can use blood abilities. This realm is immune to offensive spells and harmful events.
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The Spiderfell - Birthright 3/100$0.35Card Type: Realm World: BR Frequency: Uncommon Text: Before a defender is chosen, the attacking champion must draw and discard a card, noting the last digit of the card number. If it's higher than...
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The Crystal Dome - 4th Edition 515/520$2.95Card Type: Event World: AD&D Frequency: Special Text: Cosmic rays cause crystals in the ground to grow, which in turn sorround this player's pool. His champions all age, doubling their base le...
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Barbaric Allies - 4th Edition 512/520$2.95Card Type: Ally World: AD&D Icon: +7 Frequency: Special Text: These allies can be played in combat regardless of cards that prohibit allies from being played. If played during a successful def...
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The Painted Hills - 4th Edition 507/520$2.95Card Type: Realm World: DS Icon: 5 Frequency: Special Text: This realm's champion can be of any type, chosen each time it is attacked. Unarmed combat cards cannot be used when attacking this realm.
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Netherese Symbol of Power - 4th Edition 502/520$2.95Card Type: Wizard Spell World: AD&D Frequency: Special Text: Place face down beneath a realm until it is attacked. This realm's defenders get to use their special powers before that of the att...
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Bahgtru - 4th Edition 478/520$1.95Card Type: Monster World: AD&D Icon: 14 Frequency: Rare Text: Avatar. Orc. A hero level 13 or higher must be discarded to bring Bahgtru into play. All allies of this player gain a +4 bonus and...
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Cup of Al'Akbar - 4th Edition 454/520$0.25Card Type: Artifact World: GH Frequency: Common Text: If this player discards three cards from his hand during phase 5, he can return any one card from the discard pile to his hand.
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Elemental Control - 4th Edition 442/520$0.25Card Type: Blood Ability World: AD&D Icon: +2 Frequency: Common Text: The attached champion is immune to all offensive spells containing the words "fire, flame, air, wind, water, or earth." (D...
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Lend Health - 4th Edition 430/520$0.25Card Type: Psionic Power World: AD&D Frequency: Common Text: This power is played by a champion in the pool to lend its base level to another champion in combat. If the aided champion loses, t...
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Negative Plane Protection - 4th Edition 423/520$0.25Card Type: Cleric Spell World: AD&D Icon: +2 Frequency: Common Text: Lasts until dispelled or until the champion is involved in combat with an undead champion. The protected champion is immune...
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Ward of Peace - 4th Edition 407/520$0.25Card Type: Cleric Spell World: AD&D Frequency: Common Text: This spell serves as a protector for a player's pool. Any spell directed at the player's pool must be first directed at the ward, wh...
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Wind Walk - 4th Edition 399/520$0.25Card Type: Cleric Spell World: AD&D Frequency: Common Text: The champion and his allies are considered flyers for this round of battle. (Def/3/4)
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Power Word, Silence - 4th Edition 380/520$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: The opposing champion cannot cast spells for this round of combat. (Off/4)
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Black Tentacles - 4th Edition 375/520$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)
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Cone of Cold - 4th Edition 368/520$0.25Card Type: Wizard Spell World: AD&D Icon: +5 Frequency: Common Text: Destroys one artifact, chosen by the caster. If cast during phase 3, the caster does not receive a level bonus. (Off/3/4)
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Rikus - 4th Edition 259/520$0.25Card Type: Hero World: DS Icon: 6 Frequency: Common Text: Rikus can attack twice per turn, provided he wins his first round of combat.
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Shield of Destruction - 4th Edition 172/520$0.25Card Type: Magic Item World: AD&D Icon: +2 Frequency: Common Text: Absorbs the effects of one offensive spell on this player's choice played against the attached champion in combat. (Def)
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Geas - 3rd Edtion 394/400$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: The affected champion can neither attack nor defend until after the owner's next turn. (Off/3)
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Passwall - 3rd Edtion 388/400$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: Negates any wall spell. (Def/4)
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Magic Jar - 3rd Edtion 386/400$0.25Card Type: Wizard Spell World: AD&D Frequency: Common Text: If the defender is defeated, the current attacking champion becomes the defending champion in the next round of this battle and then...
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Solid Fog - 3rd Edtion 382/400$0.25Card Type: Event World: AD&D Frequency: Common Text: Unearthly fog prevents all attacks against all players until this player's next turn. (Harmful)
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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