Return an attack action card with cost less than X from your graveyard to your hand, where X is the total arcane damage you've
dealt to opposing heroes this turn.
Go again
Modular (This may be equipped to any equipment zone. It has the subtype of the zone it's equipped to.)
Action -- 0: Equip this to another equipment zone.
Arcane Barrier 1 (If you would be dealt arcane damage, you may pay {r} to prevent 1 of that damage.)
Attack Reaction -- {r}, destroy this: Create a Fang Strike in your hand.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
Kayo Specialization (You may only have this in your deck if your hero is Kayo.)
Roll a 6 sided die. Gain action points equal to half the number rolled, rounded down.
If you've rolled a 6 on a die this turn, draw a card.
Attack action cards get -1{p} while defending this.
When this hits, put it into your hero's soul.
Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)
Attack action cards get -1{p} while defending this.
When this hits, put it into your hero's soul.
Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)
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.
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}.)
While this is in your graveyard, at the start of your turn, you may destroy 2 Silvers you control. If you do, equip this.
Attack Reaction -- {r}{r}, destroy this: Target attack action card defending an Assassin attack gets -1{d}.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)
Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.)
This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.
Action -- 0: Target hero destroys the top card of their deck.
If you have a base chest equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage. (Put the transformed cards under this in your chest zone.)
Whenever you boost, you may destroy a card under this. If you do, gain {r}{r}.
If an item you control has been destroyed this turn, this gets go again.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
When this is equipped, put a steam counter on it.
Once per turn Instant -- {r}, remove a steam counter from this: Gain 1 action point. Activate this ability only if you've boosted this turn.
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.)