Arcane Cussing (Red)
Arcane Cussing (Red) from $0.10
Go again When you deal or are dealt damage, destroy this. When this leaves the arena during your turn, create 3 Runechant tokens.
Sigil of Cycles - Marvel
Sigil of Cycles - Marvel $13.95
Go again At the beginning of your action phase, destroy this. When this leaves the arena, discard a card then draw a card.
Biting Breeze (Blue)
Biting Breeze (Blue) from $0.15
When this hits, create a Crouching Tiger in your banished zone. You may play it this turn. Go again
Second Tenet of Chi: Wind
Second Tenet of Chi: Wind from $0.20
If you've transcended this turn, this gets go again.
Heirloom of Rabbit Hide
Heirloom of Rabbit Hide from $0.20
Cloaked (Equip this face-down.) While this is equipped face-down, at the start of your turn, if you have exactly 1{g}, you may turn this face-up. Ward 4 (If you would be dealt damage, destroy this to prevent 4 of that damage.)
Gravekeeping (Red)
Gravekeeping (Red) from $0.20
When this attacks a hero, you may banish a card from their graveyard.
Bonds of Attraction (Red)
Bonds of Attraction (Red) from $0.20
Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card, if this has banished another card with the same color, gain 1{g}.
Territorial Domain
Territorial Domain from $0.25
While this is defending, if you've created a Crouching Tiger this turn, this gets +3{d}.
Preserve Tradition // Inner Chi (Marvel)
Preserve Tradition // Inner Chi (Marvel) $44.95
Legendary (You may only have 1 Preserve Tradition in a constructed deck.) Put target action card from your graveyard on the bottom of your deck. If you've played another blue card this turn, transcend. (Put this into its owner's hand flipped.)
A Drop in the Ocean // Inner Chi (Marvel)
A Drop in the Ocean // Inner Chi (Marvel) $28.95
Legendary (You may only have 1 A Drop in the Ocean in a constructed deck.) Target attack gets -1{p}. If you've played another blue card this turn, transcend. (Put this into its owner's hand flipped.)
Cintari Sellsword
Cintari Sellsword $0.95
"Once per Turn Action -- {r}: Attack. Go againCintari Sellsword can only attack if you've attacked with a weapon this turn."
Concuss (Red)
Concuss (Red) from $0.15
When this hits a hero, if this has {p} greater than its base, they discard a card. (This has 6 base {p}.)
Agile Engagement (Red)
Agile Engagement (Red) from $0.15
Target Warrior attack gets +3{p}. If it's defended by an attack action card, create an Agility token.
Test of Might
Test of Might from $0.20
When this defends, clash with the attacking hero. The winner creates a Might token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Take the Upper Hand (Blue)
Take the Upper Hand (Blue) from $0.20
Play this only if you've wagered this chain link. Target attack gets +1{p}.
Monstrous Veil
Monstrous Veil $0.20
Rhinar Specialization (You may only have this in your deck if your hero is Rhinar.) Action -- Destroy this: Draw a card then discard a random card. Go again Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
Fatal Engagement (Red)
Fatal Engagement (Red) from $0.20
Play this only if an attack action card is defending this chain link. Target attack gets +5{p}.
Empyrean Rapture (Extended Art)
Empyrean Rapture (Extended Art) $59.95
If a card with Herald in its name has been put into your hero's soul during your turn, the first hero ability you activate that turn costs {r}{r} less to activate. Once per Turn Instant -- {r}: This gets ward 1 until end of turn. (If your hero would be dealt damage, destroy this to prevent 1 of that damage.)
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Dyadic Carapace (Extended Art)
Dyadic Carapace (Extended Art) $132.95
Arcane Barrier 2 (If your hero would be dealt arcane damage, you may pay {r}{r} to prevent 2 of that damage.) Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Nasreth, the Soul Harrower (Marvel)
Nasreth, the Soul Harrower (Marvel) $28.95
(Allies can be attacked and can't be defended by the controlling hero. They die when they have 0 {g}. At end of turn, allies life totals are reset.) Once per Turn Action -- 0: Attack When Nasreth hits a hero, banish a card from their soul. If a Light card is banished this way, gain 1{g}.
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