Kaarten zoeken
Typ wat een kaart doet voor semantisch zoeken, of laat leeg en filter om te bladeren.
Ready up to 4 units, gear, and/or runes.
When an enemy unit attacks a battlefield you control, give it -1 might this turn, to a minimum of 1 might.
Empower 3 (3: Empower me. Use only if not Empowered.) Empowered[>] Your spells cost 1willekeurige rune less, to a minimum of 1.
Empower 2 (2: Empower me. Use only if not Empowered.) When I become Empowered, Predict 2. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Empowered[>] I have +1 might.
Action (Play on your turn or in showdowns.) Banish a friendly unit, then its owner plays it, ignoring its cost. Deal 3 to an enemy unit at a battlefield. Banish this.
When you play me, return a gear from your trash to your hand.
When I attack, you may pay mind rune to play a card with Hidden from your hand here, ignoring its cost.
You may exhaust your legend as an additional cost to play me. When you play me, if you paid the additional cost, move any number of your units to an open battlefield.
4, exhaust: Play a ready 3 might Sprite unit token with Temporary. This ability costs 1 less for each friendly unit with Temporary.
Action (Play on your turn or in showdowns.) Repeat 1mind rune (You may pay the additional cost to repeat this spell's effect.) Deal 1 to up to three units at the same location.
Hidden (Hide now for willekeurige rune to react with later for 0.) When you play me, give a unit -2 might this turn, to a minimum of 1 might.
Shield 2 (+2 might while I'm a defender.)Your hold effects for holding here trigger an additional time.When I hold, Add willekeurige rune at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.
Empower — 1, exhaust (Use only if not Empowered.) Disempower me, exhaust: Reduce the cost of the next unit you play this turn by 2willekeurige rune and give it "Kill me at end of turn."
Your Mechs have Deflect and Ganking. (Opponents must pay willekeurige rune to choose us with a spell or ability. We can move from battlefield to battlefield.) I enter ready if you control another Mech.
When you play me, ready another friendly Mech.
When you play me, you and each opponent may play a Gold gear token exhausted. For each opponent who did, you play a Gold gear token exhausted.
Ambush (You may play me as a Reaction to a battlefield where you have units.) When you play me, give your other units here Shield this turn. (+1 might while they're defenders.)
When you or an ally hold, you may exhaust me to play a Gold gear token exhausted. While your score is within 3 points of the Victory Score, your Gold Add an additional 1.
When you play a spell on an opponent's turn, you may exhaust me to play a Gold gear token exhausted.
As an additional cost to play this, pay any amount of Power. Banish that many units you control, then for each, its owner plays that unit back to the same location or to their base, ignoring its cost. (You choose the order.)
Reaction (Play any time, even before spells and abilities resolve.) Predict 5. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Draw 2.
Your Mechs have Disarm. (When each of us attacks, give an enemy unit there -1 might this turn.)
Quick-Draw (This has Reaction. When you play it, attach it to a unit you control.)Equip mind rune (mind rune: Attach this to a unit you control.)
When you play me, draw 1.
At the end of your turn, recycle all your runes, then channel 4 runes exhausted.
Hidden (Hide now for willekeurige rune to react with later for 0.) Reaction (Play any time, even before spells and abilities resolve.) Draw 2.
Reaction (Play any time, even before spells and abilities resolve.) Choose a friendly unit. This turn, increase its Might to the Might of another friendly unit.
Empower 3 (3: Empower me. Use only if not Empowered.) Empowered[>] When I move, draw 1.
Action (Play on your turn or in showdowns.) Choose a battlefield and an enemy unit there. Deal 4 to that unit and 1 to each other enemy unit there.
When you play a unit, gear, or activated ability with Energy cost 7 or more, you may exhaust me to ready up to 2 runes.
Repeat — 1 / willekeurige rune / 1willekeurige rune (You may pay each additional cost to repeat this spell's effect.) Choose one you haven't already chosen — Draw 1. Deal 2 to a unit at a battlefield. Deal 3 to a unit at a base. Give a unit at a battlefield -4 might this turn.
Reaction (Play any time, even before spells and abilities resolve.) Repeat 1willekeurige rune (You may pay the additional cost to repeat this spell's effect.) Give your Mechs +1 might this turn.
exhaust: Reaction — Add willekeurige rune. Use only to play spells. (Abilities that add resources can't be reacted to.)
Deal 3 to an enemy unit. When it dies this turn, play a Gold gear token exhausted. (It has "Reaction[>] Kill this, exhaust: Add willekeurige rune.")
When you conquer or hold, you may discard 1 and exhaust me to play a ready Reflection unit token there. It becomes a copy of another unit there. Give it Temporary.
Reaction (Play any time, even before spells and abilities resolve.) Ignore Deflect while paying this spell's cost. Give an enemy Body (body rune) unit -5 might this turn.
Empower 2willekeurige runewillekeurige rune (2willekeurige runewillekeurige rune: Empower me. Use only if not Empowered.) 1, exhaust: Ready a gear. Empowered[>] 1, exhaust: Ready 2 gear.
When a showdown begins here, you may pay 1. If you do, Predict, then reveal the top card of your Main Deck. If it's a spell, draw it. (To Predict, look at the top card of your Main Deck. You may recycle it.)
Reaction (Play any time, even before spells and abilities resolve.)Repeat 2 (You may pay the additional cost to repeat this spell's effect.)Draw 1.
Deathknell[>] Predict 2. (When I die, look at the top two cards of your Main Deck. Recycle any of them and put the rest back in any order.)
Draw 1. Flow 2 (You may play this from your trash for its Flow cost. Then banish it.)
My Might is increased by the number of cards in your trash. At the start of your Beginning Phase, recycle 3 from your trash.
When you play me, if you control two or more gear, ready me.
While I'm at a battlefield, the Energy costs for spells you play is reduced by 1, to a minimum of 1.
Reaction (Play any time, even before spells and abilities resolve.) Give a unit -4 might this turn. Predict. (Look at the top card of your Main Deck. You may recycle it.)
Accelerate (You may pay 1mind rune as an additional cost to have me enter ready.) Deathknell — Recycle me to ready your runes. (When I die, get the effect.)
Choose two — Deal 2 to a unit. Play two 1 might Recruit unit tokens. Give up to two units each +1 might this turn. Look at the top 2 cards of your Main Deck, draw 1 and recycle the other.
exhaust: Reaction — Add 1. (Abilities that add resources can't be reacted to.)
Equip mind rune (mind rune: Attach this to a unit you control.)
When I attack or defend, deal damage equal to my Might to an enemy unit here. I don't deal combat damage. mind rune: Action — Move me to your base.
exhaust: Reaction — Draw 1. Use only if you've chosen enemy units and/or gear twice this turn with spells or unit abilities.
Action (Play on your turn or in showdowns.) Deal 6 to a unit at a battlefield.
When you play me, look at the top 4 cards of your Main Deck. You may reveal a spell with Energy cost 4 or more from among them and draw it. Recycle the rest.
Action (Play on your turn or in showdowns.) Deal 8 to a unit.
exhaust: Reaction — Add willekeurige rune. Use only to play gear or use gear abilities. (Abilities that add resources can't be reacted to.)
Your Mechs have Vision. (When you play us, look at the top card of your Main Deck. You may recycle it.)
Unique (Your deck can have only 1 card with this name.) Equip willekeurige rune (willekeurige rune: Attach this to a unit you control.)
Hidden (Hide now for willekeurige rune to react with later for 0.) Action (Play on your turn or in showdowns.) Kill any number of units at a battlefield with total Might 4 or less.
When you draw your second card each turn, give a friendly unit +2 might this turn.