Oblivion
Oblivion from $5.95
Legendary Vynnset Specialization (You may only have 1 Oblivion in your deck and only if your hero is Vynnset.) Play this only if you control exactly 6 Runechants. Create a Nasreth, the Soul Harrower token.
Beckoning Light
Beckoning Light from $0.95
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, you may put an attack action card from your graveyard on top of your deck.
Anthem of Spring
Anthem of Spring from $0.75
Briar Specialization (You may only have this in your deck if your hero is Briar.) The next attack action card you play this turn gets +1{p}. Go again Unity - When this defends together with a card from hand, create an Embodiment of Earth token under any number of heroes' control.
Dig Up Dinner
Dig Up Dinner from $1.25
Choose 3 random cards in your graveyard. Shuffle all attack action cards with 6 or more {p} chosen this way into your deck, then gain that much {g}. Banish this. Go again
Soulbond Resolve
Soulbond Resolve from $17.95
When this defends, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.) The first time you would be dealt damage each turn, if you've charged this turn, prevent 1 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.)
Scepter of Pain
Scepter of Pain from $1.25
Once Per Turn Action -- {r}{r}: Deal 1 arcane damage to any opposing target. Create a Runechant token for each damage dealt this way.
Deathly Wail (Blue)
Deathly Wail (Blue) from $0.20
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}.)
Deathly Delight (Red)
Deathly Delight (Red) from $0.20
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}.)
Envelop in Darkness (Red)
Envelop in Darkness (Red) from $0.20
Create a Runechant token. The next attack action card you rune gate this turn gets +3{p}. Go again
Deathly Wail (Yellow)
Deathly Wail (Yellow) from $0.20
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}.)
Requiem for the Damned
Requiem for the Damned from $1.75
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 an Eloquence token. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
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Empyrean Rapture
Empyrean Rapture $34.95
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.)
Deathly Wail (Red)
Deathly Wail (Red) from $0.20
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}.)
Decimator Great Axe
Decimator Great Axe from $0.95
Once per Turn Action -- {r}{r}{r}: Attack The first time this is defended by a non-equipment card each turn, halve the base {d} of target defending card, rounded up. (3 becomes 2.)
Grasp of Darkness
Grasp of Darkness from $0.15
If your hero would be dealt damage, you may banish this to prevent 2 of that damage. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Bastion of Unity
Bastion of Unity from $0.65
Unity - When this defends together with a card from hand, this gets +1{d} until end of turn. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Prism, Advent of Thrones
Prism, Advent of Thrones $0.95
Whenever a card with Herald in its name is put into Prism's soul during an action phase, you may search your deck for a figment, put it into the arena, then shuffle. Once per Turn Instant -- {r}{r}, banish a card from Prism's soul: Awaken target figment you control. (Flip it.)
Envelop in Darkness (Yellow)
Envelop in Darkness (Yellow) from $0.20
Create a Runechant token. The next attack action card you rune gate this turn gets +2{p}. Go again
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Dyadic Carapace
Dyadic Carapace $97.95
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.)
Northern Winds
Northern Winds from $0.55
Oldhim Specialization (You may only have this in your deck if your hero is Oldhim.) Freeze up to 1 equipment, item, and/or ally each hero controls. (A frozen object can't be played or activated.) Unity - When this defends together with a card from hand, create a Spellbane Aegis token under any number of heroes' control.
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