Widespread Annihilation
Widespread Annihilation from $4.95
Rune Gate (If you control Runechants equal to or greater than Widespread Annihilation's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, each hero who has lost {g} this turn banishes a card from their hand. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Envelop in Darkness (Red)
Envelop in Darkness (Red) from $0.55
Create a Runechant token. The next attack action card you rune gate this turn gets +3{p}. Go again
Funeral Moon
Funeral Moon from $8.95
You may play this from your banished zone. If a hero has lost {g} this turn, you may play this as though it were an instant. Create a Runechant token. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Deathly Wail (Red)
Deathly Wail (Red) from $0.95
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Widespread Ruin
Widespread Ruin $5.95
Rune Gate (If you control Runechants equal to or greater than Widespread Ruin's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, each hero who has lost {g} this turn banishes the top card of their deck. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Widespread Destruction
Widespread Destruction from $6.95
Rune Gate (If you control Runechants equal to or greater than Widespread Destruction's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, each hero who has lost {g} this turn banishes a card from their arsenal. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Deathly Wail (Yellow)
Deathly Wail (Yellow) from $0.75
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Banneret of Courage
Banneret of Courage from $12.95
Solflare - When this is charged to your hero's soul, create a Courage token.
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Crown of Providence
Crown of Providence from $81.95
When this defends, you may put a card from your hand or arsenal on the bottom of your deck. If you do, draw a card. Blade Break (When the combat chain closes, if this defended, destroy it.)
Deathly Delight (Red)
Deathly Delight (Red) from $0.95
Rune Gate (If you control Runechants equal to or greater than Deathly Delight's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, gain {g} equal to the number of heroes who have lost {g} this turn. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Deathly Wail (Blue)
Deathly Wail (Blue) from $0.75
Rune Gate (If you control Runechants equal to or greater than Deathly Wail's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, create Runechant tokens equal to the number of heroes who have lost {g} this turn. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Spirit of War
Spirit of War from $4.95
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.) If a yellow card was charged this way, whenever an attack action card hits this combat chain, create a Courage token.
Hold the Line
Hold the Line from $3.95
If the attacking hero has drawn 2 or more cards this turn, prevent the next 3 damage that would be dealt to your hero this turn.
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Vynnset, Iron Maiden
Vynnset, Iron Maiden $12.95
At the start of your turn, banish a card from your hand. If you do, create a Runechant token. Whenever you play a Shadow non-attack action card, you may pay {g}. If you do, the next Runechant effect that would deal damage this turn can't be prevented.
Censor
Censor from $8.95
When this hits a hero, name a card. They can't play the named card until the end of their next turn.
Banneret of Gallantry
Banneret of Gallantry from $6.95
Solflare - When this is charged to your hero's soul, create a Quicken token.
Poison the Well
Poison the Well from $5.95
The next time a hero would gain {g} this turn, instead they lose that much {g}.
Grimoire of the Haunt
Grimoire of the Haunt from $2.75
Instant -- {r}, banish this: Create an Eloquence token. Arcane Barrier 1 (If your hero would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.) Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Star Struck
Star Struck from $1.75
Bravo Specialization (You may only have this in your deck if your hero is Bravo.) Crush - When this deals 4 or more damage to a hero, the only attacks they may play or activate during their next turn are attacks with base {p} greater than the damage dealt this way. Unity - When this defends together with a card from hand, create a Seismic Surge token under any number of heroes' control.
Scepter of Pain
Scepter of Pain from $3.95
Once Per Turn Action -- {r}{r}: Deal 1 arcane damage to any opposing target. Create a Runechant token for each damage dealt this way.
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