First Tenet of Chi: Wind
First Tenet of Chi: Wind from $0.15
The next blue action card you play this turn gets go again. Go again
First Tenet of Chi: Tide
First Tenet of Chi: Tide from $0.15
Your next blue attack this turn gets +2{p}. Go again
Bonds of Memory (Red)
Bonds of Memory (Red) from $0.15
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 name, gain 1{g}.
Battlefront Bastion (Yellow)
Battlefront Bastion (Yellow) from $0.15
When this defends alone, prevent the next 1 damage that would be dealt to you this turn.
Tide Chakra (Yellow)
Tide Chakra (Yellow) from $0.20
Target Assassin or Mystic attack action card gets +2{p}. If you've transcended this turn, instead it gets +4{p}.
Haunting Specter (Yellow)
Haunting Specter (Yellow) from $0.20
When this leaves the arena, create a Spectral Shield token, then if you control no other Illusionist auras, put a +1{p} counter on it. Ward 3 (If you would be dealt damage, destroy this to prevent 3 of that damage.)
Emissary of Moon
Emissary of Moon from $0.20
When this attacks, you may put a card from your hand on the bottom of your deck. If you do, draw a card.
Double Trouble (Yellow)
Double Trouble (Yellow) from $0.20
Stealth If you've played or activated 2 or more attack reactions this chain link, this gets +2{p} and "When this hits a hero, banish the top 2 cards of their deck."
Blessing of Qi (Blue)
Blessing of Qi (Blue) $0.20
At the start of your turn, destroy this, then create a Crouching Tiger in your banished zone. It gets +1{p} and you may play it this turn.
Aspect of Tiger: Soul
Aspect of Tiger: Soul from $0.15
Combo - When this attacks, if a yellow attack action card was the last attack this combat chain, this gets go againand create a Crouching Tiger in your banished zone. You may play it this turn.
Zen (Marvel)
Zen (Marvel) $28.95
Once per Turn Instant -- {c}{c}{c}: Create a Crouching Tiger in your hand. Search your deck for a card with combo, banish it, then shuffle. You may play it this turn.
Wallop (Red)
Wallop (Red) from $0.15
When you win a clash revealing this, create a Vigor token.
Wage Agility (Yellow)
Wage Agility (Yellow) from $0.15
When this attacks a hero, you may wager an Agility token with them. (When this chain link resolves, if this hit, you create an Agility token, otherwise they create one.)
Ticket Puncher
Ticket Puncher from $0.15
Ticket Puncher's {d} is equal to the number of opposing heroes with greater {g} than you. Blade Break (When the combat chain closes, if this defended, destroy it.)
Sheltered Cove
Sheltered Cove from $0.15
Instant -- {r}{r}{r}, destroy this: The next time you would be dealt damage this turn, prevent 2 of that damage.
Rising Energy (Yellow)
Rising Energy (Yellow) from $0.15
If you've drawn a card this turn, this costs {r} less to play.
Rising Energy (Blue)
Rising Energy (Blue) from $0.15
If you've drawn a card this turn, this costs {r} less to play.
Rally the Rearguard (Blue)
Rally the Rearguard (Blue) $0.15
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pound Town (Yellow)
Pound Town (Yellow) from $0.15
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
Pound Town (Red)
Pound Town (Red) from $0.15
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks, if you've beaten chest this turn, create a Might token.
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