Last modified 02 February 2024
General Notes
Heavy Hitters contains 255 cards (1 Fabled, 5 Legendary, 40 Majestic, 67* Rares, 128 Commons, 15* Tokens, 10 Marvels)
Heavy Hitters becomes legal for tournaments on its official release date: 02 February 2024
Icons
- {r} Resource Point
- {p} Power
- {d} Defense Value
- {h} Life
- {i} Intellect
Returning Cards
- Pack Hunt (red/yel/blu)
- Rhinar
- Rhinar, Reckless Rampage
Crucible of War
- Cintari Saber
- Mandible Claw
- Lunging Press (blu)
- Reinforce the Line (red/yel/blu)
Monarch
- Adrenaline Rush (red/yel/blu)
- Rally the Rearguard (red/yel/blu)
Everfest
- Bare Fangs (red/yel/blu)
- Wild Ride (red/yel/blu)
Uprising
- Trade In (red/yel/blu)
- Colossal Bearing (red)
- Lay Down the Law (red)
- Smack of Reality (red)
Other
- Beast Mode (red)
- Pack Call (yel)
Returning Tokens
New Keywords
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.)
- Beat Chest is an ability keyword.
- The card discarded to pay for the additional cost is not randomly selected. The player who uses Beat Chest selects the card to be discarded from their hand.
- You are only considered to have beaten chest if you have paid the additional cost from the Beat Chest ability. You have not beaten chest if you’ve only discarded due to other effects or other costs.
Clash (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
- Clash is an effect keyword.
- Effects that modify {p} values of cards in your deck are considered when clashing (e.g. Kayo, Mutated Mass, etc.)
- If you win a clash, the opponent is considered to have failed to win the clash.
- If no one wins a clash, you’re both considered to have failed to win the clash.
- If both you and the opponent reveal a card with the same {p}, no one wins the clash.
- If both you and the opponent reveal a card without {p} and/or don’t reveal any card, no one wins the clash.
- If you reveal a card with {p} and the opponent reveals a card without {p}, you win the clash.
- If you reveal a card with {p} and the opponent doesn’t reveal any card, you win the clash.
Guardwell (When the combat chain closes, if this defended, put -1{d} counters on it equal to its {d})
- Guardwell is an ability keyword.
- If a card with Guardwell has 0{d} when Guardwell resolves, no counters are put on the card.
- A card cannot have negative {d}. If an effect would reduce a card to less than 0{d} it only reduces it to 0.
- If the card with Guardwell has defended and has 0{d} when the combat chain closes, no counters are put on the card when the trigger resolves.
- Guardwell’s effect resolves before effects that last for “the/this combat chain” end. E.g. Shred’s effect will still continue to apply to the defending card when Guardwell is resolving.
Universal (While in any zone, it is the same class as your hero.)
- Universal is an ability keyword.
- A card with Universal has the same class of its controller’s hero. If the card is not currently controlled by a player, that card with Universal will have the class of its owner’s hero instead.
- A card with Universal has the same class (not talent) as your hero. Classes include: Adjudicator, Assassin, Bard, Brute, Guardian, Illusionist, Mechanologist, Merchant, Ninja, Ranger, Runeblade, Shapeshifter, Warrior, and Wizard.
- If an effect results in a card with Universal to lose its class types, it does not lose its class. (E.g. Erase Face)
- If an effect prevents a card with Universal from gaining class types, that card will not gain the class of your hero.
- If an effect results in a card with Universal to lose its class types and prevent it from gaining class types (e.g. “loses and can’t gain”), that card will not gain the class of your hero.
Wager (When [the attack’s] chain link resolves, if [the attack] hit, you create [token], otherwise they create [token].)
- Wager is an effect keyword.
- Players are considered to have won a wager when the wager trigger resolves during the resolution step. When the trigger resolves, if the attack that wagered hit, you have won the wager. If it did not hit, the opposing hero in the wager is considered to have won.
- If an attack has wagered, but is no longer on the combat chain, last known information about the attack is used to determine if it hit when resolving wager triggers.
- If the combat chain closes before the resolution step (e.g. Phantasm) then the delayed trigger will not resolve and no one will get a token.
- Effects that prevent hit effects from triggering (e.g. Tripwire Trap) or prevent the effects on attacks from triggering when they hit (e.g. Tarpit Trap, Stamp Authority) do not prevent wager from triggering and resolving.
- If tokens you own lose and can’t gain names (e.g. Amnesia), tokens would still be created from resolving the Wager effect. After they are created, those tokens would lose and can’t gain names until the effect expires.
- In a multiplayer game, if an attack that targets multiple opposing heroes (e.g. Apocalypse Automaton) has an effect that wagers with a hero, a wager will be created for each of the opposing heroes. Each wager created this way is separate from any other wagers of the attack: they trigger and resolve independently of one another. Each wager created this way will count towards the total number the attack has wagered for the purposes of any rules or effects. When resolving wagers created this way, each wager trigger will evaluate if the hero with whom the wager was made was hit, regardless if that same attack hit other heroes.
- In a multiplayer game, if an attack you control has wagered, and you are reduced to zero life by an opposing hero while the wager triggered layer is on the stack, the wager trigger will not resolve and will be removed from the stack.
- In a multiplayer game, if an attack you control has wagered, and the hero you wagered with is reduced to zero life by an opposing hero while the wager triggered layer is on the stack, the wager trigger will resolve. If the attack hit, you will create the token(s). If the attack did not hit, nothing happens.
Heavy Hitters Card Notes
Deathmatch Arena
Generic Action - Landmark
0{r}
Legendary
Go again
Heroes can attack any opposing hero.
When a hero deals lethal damage to another hero, they create Gold tokens equal to the number of heroes who started this game.
- All players can target any opposing hero when targeting them for an attack in multiplayer games (not just left and right). This does not allow a player to target anything else controlled by that hero (allies, auras with spectra etc.)
- If you kill another hero with anything other than damage (i.e. life loss), Deathmatch Arena does not trigger and you do not create any Gold tokens.
- If you control Deathmatch Arena and you are dealt lethal damage by an opposing hero in a multiplayer game, that hero does not create any Gold tokens. Before players remaining in the game receive priority, players that are dealt lethal damage lose the game, clear all objects they control, and remove all objects they own from the game. This includes any unresolved triggered-layers created by Deathmatch Arena as they would be controlled by the player who lost.
- If you control the Deathmatch Arena that is owned by another player, and that player is dealt lethal damage in a multiplayer game, the hero who dealt the lethal damage will create the Gold token(s). Before players remaining in the game receive priority, players that are dealt lethal damage lose the game, clear all objects they control, and remove all objects they own from the game. As Deathmatch Arena was controlled by a different player than its owner when its owner was dealt lethal damage, its controller will put any unresolved triggered-layers created by Deathmatch Arena onto the stack to be resolved even though it no longer exists in the game.
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Brute Cards
Kayo, Armed and Dangerous | Kayo
Brute Hero | Brute Hero - Young
4{i} 40{h} | 4{i} 20{h}
You have 1 weapon zone.
Attack action cards you own get +1{p} while they are in any zone other than the combat chain.
The first time you discard a card with 6 or more {p} during each of your action phases, create a Might token.
- While Kayo is your hero, the number of weapon zones you own is set to exactly 1. This starts from the moment Kayo is revealed during the start-of-game procedure.
- You only have 1 weapons zone to equip either a 1H weapon or an off-hand equipment. You cannot equip a 2H weapon, or two 1H weapons and/or off-hand equipment, because you have an insufficient number of weapon zones.
- The attack action cards you own don’t get +1{p} if they’re on the combat chain (i.e. attacking, or defending).
- Effects that specify the “base {p}” of a card do not consider the +1{p} your attack action cards gain from Kayo’s effect.
- Kayo’s effect triggers once per each of your action phases. If you discard a card with 6 or more {p} during another player’s turn, or during start or end phase of your turn, it does not trigger.
- Effects that cause a player’s cards and tokens to lose and can’t gain names (e.g. Amnesia) do not prevent the Might token from being created when resolving Kayo’s triggered effect. However, after the token is created, the token would lose and can’t gain any names until the effect expires.
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Ball Breaker
Brute Weapon - Flail (1H)
3{p}
Once per Turn Action -- {r}{r}: Attack
If you've discarded a card with 6 or more {p} this turn, this gets +1{p}.
- If you discard 2 or more cards with 6 or more {p} in a turn, Ball Breaker doesn’t get any more than +1{p}.
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Mini Meataxe
Brute Weapon - Axe (1H)
3{p}
Once per Turn Action -- {r}{r}: Attack
When this attacks, draw a card then discard a random card.
- If you cannot draw or discard cards (no cards in deck and/or no cards in hand), you can still attack with Mini Meataxe.
- If you cannot draw a card, you must still discard a random card if possible.
- There is no priority between drawing a card and discarding a card (i.e. you cannot play cards or activate abilities if you don’t have priority)
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Apex Bonebreaker
Brute Equipment - Arms
2{d}
When this defends together with a card with 6 or more {p}, create a Might token.
Temper
- To defend together with a card, this must become a defending card at the same time as the other card. This can either be done by the defending hero declaring both cards during the defend step of combat, or by an effect that puts both of the cards onto the chain link as defending cards at the same time.
- The triggered effect checks the power of the other cards when they successfully defend together and are on the combat chain as defending cards, not when the triggered effect resolves. Kayo’s effect does not apply to the defending cards when this check is made because the card when it defends is on the combat chain.
- The juice.
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Knucklehead
Brute Equipment - Head
2{d}
Kayo Specialization
Action -- Destroy this: Roll a 6 sided die. Until end of turn, your base {i} is the number rolled.
Temper
- The base intellect {i} of your hero changes to the number rolled on the 6 sided die for this turn only. If a die is rerolled (i.e. Gambler’s Gloves), only the final value is used; or if it is ignored (i.e. Ready to Roll), any ignored values are not used.
- At the end of your turn, you draw up until you have cards in your hand equal to your hero’s intellect {i} as part of the end-of-turn procedure.
- At the end of your turn, if you already have more cards in your hand than your hero’s intellect {i}, you do not draw any additional cards as part of the end-of-turn procedure.
- This effect applies before any other effects that increase or decrease your hero’s intellect {i} (e.g. Nourishing Emptiness)
- If your base intellect {i} is increased by this effect and then another effect causes a hero to become a copy of your hero (e.g. Shiyana, Diamond Gemini), that copy of your hero would only have the unmodified base {i} of your hero (e.g. 4 for Kayo).
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Monstrous Veil
Brute Equipment - Head
1{d}
Rhinar Specialization
Action -- Destroy this: Draw a card then discard a random card. Go again
Battleworn
- If you cannot draw or discard cards (no cards in deck and/or no cards in hand), you can still activate this ability.
- If you cannot draw a card, you must still discard a random card if possible.
- There is no priority between drawing a card and discarding a card (i.e. you cannot play cards or activate abilities if you don’t have priority)
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Raw Meat
Brute Equipment - Chest
0{d}
If you control an Agility token, this gets +1{d}.
If you control a Might token, this gets +1{d}.
Temper
- If you control both an Agility token and a Might token, this gets +2{d} in total.
- If you control one of the tokens when this defends, then you lose that token, this will lose the +1{d} gained by controlling that token.
- Temper only destroys the equipment when the combat chain closes and the equipment has 0{d} and has defended that combat chain. If the defense of an equipment is reduced to 0{d} any other time, temper does not automatically trigger and destroy it. E.g. If a token is destroyed at the start of your turn and the equipment’s {d} becomes 0, it does not get destroyed.
- If an Agility or Might token is created during the damage step (eg. Take it on the Chin), then this will gain the +1{d} from controlling that token but the damage will not be recalculated.
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Send Packing
Brute Action - Attack
(YEL) 3{r} 6{p} 3{d}
When this attacks a hero, banish a card from their arsenal. When the chain link resolves, if this didn't hit, return the banished card to its owner's hand.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
- The banished card is banished face-up.
- If the player has 2 or more cards in their arsenal, you choose the card to banish.
- This effect is distinct from intimidate. The hero attacked is not considered to be intimidated, and you are not considered to have intimidated any hero from this effect.
- If the combat chain closes before the chain link resolves, the delayed triggered effect does not trigger and the banished card remains banished.
- If the banished card from Send Packing’s triggered effect is turned from face-up to face-down while in the banished zone, the banished card does not return to its owner’s hand.
- If the banished card from Send Packing's triggered effect was moved to another non-stack/arena zone, the card is not returned to its owner's hand.
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Show No Mercy
Brute Action - Attack
(RED) 3{r} 6{p} 3{d}
Rhinar Specialization
When this attacks a hero, intimidate them.
If the defending hero has no cards in hand, this gets +3{p}.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
- Unlike some other intimidate effects, you must intimidate the hero being attacked. You cannot choose to intimidate any other hero.
- If the player has cards in their hand when this attacks them, then they have no cards in their hand (e.g. being intimidated and/or defending with cards), this will still gain +3{p}. If the player has no cards in their hand, then they draw or otherwise get a card in their hand this will lose the +3{p}.
- These abilities are not functional when this card is not attacking on the combat chain. E.g. It doesn’t have +3{p} when defending, discarded, banished (from hand), or revealed for a clash.
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Cast Bones
Brute Action
(RED) 0{r} 3{d}
Reveal the top 6 cards of your deck. Create a Might token for each card with 6 or more {p} revealed this way. Put the revealed cards on top of your deck in a random order.
If you control 6 or more Might tokens, create an Agility token.
- If you have less than 6 cards in your deck, you reveal all the cards in your deck.
- Creating an Agility token is not dependent on revealing cards or creating Might tokens. If you control 6 Might tokens after revealing cards and creating any number of Might tokens, you create an Agility token.
- The revealed cards don’t technically leave the deck zone, you just change their order on the top of your deck.
- Effects that cause a player’s cards and tokens to lose and can’t gain names (e.g. Amnesia) do not prevent the Might tokens from being created when resolving Cast Bones. However, after the tokens are created, they would lose and can’t gain any names until the effect expires. As a result, the Agility token would not be created for Cast Bones’ last effect as that player would not control any tokens with the name “Might”.
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Reckless Charge
Brute Action
(BLU) 0{r} 3{d}
Kayo Specialization
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.
- Reckless Charge is an action card and costs an action point to play. It does not have base go again so it does not automatically give you an action point on resolution.
- If you roll a 1, you do not gain any action points from Reckless Charge.
- To draw a card, you may have rolled a 6 on any dice this turn, not just from Reckless Charge.
- When considering whether you’ve rolled a 6 this turn, if a die is rerolled (i.e. Gambler’s Gloves), only the final value is used; or if it is ignored (i.e. Ready to Roll), any ignored values are not used.
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No Fear
Brute Instant
(RED) 0{r}
As an additional cost to play this, banish any number of cards with 6 or more {p} from your hand. At the beginning of the end phase, return them to your hand.
The next time you would be dealt damage this turn, prevent X of that damage, where X is 2 plus the number of cards banished to play this.
- You cannot banish a card to play No Fear if the card doesn’t have 6 or more {p} before it’s banished. If you have not already banished a 6 or more {p} card this turn, you cannot banish Diabolic Offering as part of playing No Fear because it has 0{p} when you’re selecting cards to banish.
- If a card banished this way is turned face-down, it does not return to your hand during the end phase. Any other remaining face-up cards in the banished zone that were banished this way will return to your hand during the end phase.
- If a card banished this way was moved to another non-stack/arena zone, it does not return to your hand during the end phase. Any other remaining face-up cards in the banished zone that were banished this way will return to your hand during the end phase.
- If you don’t banish any cards to play this, X = 2, and this will prevent 2 of the next damage you’d be dealt this turn.
- This prevents damage from a single event of damage. Any leftover prevention amount does not carry over to another event of damage.
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Beast Mode
Brute Action - Attack
(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}
If you've intimidated this turn, this gets +2{p}.
- You’re considered to have intimidated a player if you’ve resolved an intimidate effect. You do not have to banish a card to intimidate a player.
- This ability is not functional when this card is not attacking on the combat chain. E.g. It doesn’t have +2{p} when defending, discarded, banished (from hand), or revealed for a clash.
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Pack Call
Brute Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}
When this defends, reveal the top card of your deck. If it has 6 or more {p}, put it on top. Otherwise, put it on the bottom.
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Rawhide Rumble
Brute Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}
Beat Chest
When this attacks a hero, if you've beaten chest this turn, intimidate them.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
- To intimidate the hero being attacked, you may have beaten chest on any card this turn, not just from playing Rawhide Rumble.
- Unlike some other intimidate effects, you must intimidate the hero being attacked. You cannot choose to intimidate any other hero.
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Assault and Battery
Brute Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}
Beat Chest
When this attacks, if you've beaten chest this turn, create an Agility token.
- To create an Agility token, you may have beaten chest on any card this turn, not just from playing Assault and Battery.
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Pound Town
Brute Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}
Beat Chest
When this attacks, if you've beaten chest this turn, create a Might token.
- To create a Might token, you may have beaten chest on any card this turn, not just from playing Pound Town.
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Bonebreaker Bellow
Brute Action
(RED/YEL/BLU) 1{r} 3{d}
Beat Chest
Your next Brute attack this turn gets +3/2/1{p}. If you've beaten chest this turn, instead it gets +5/4/3{p}.
Go again
- This applies to any brute attack, i.e. a brute weapon attack or a brute attack action card.
- To get the additional +{p}, you may have beaten chest on any card this turn, not just from playing Bonebreaker Bellow.
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Smashback Alehorn
Brute Action
(BLU) 0{r} 2{d}
Create an Agility and a Might token.
Go again
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Guardian Cards
Betsy, Skin in the Game | Betsy
Guardian Hero | Guardian Hero - Young
4{i} 40{h} | 4{i} 20{h}
Whenever an attack you control wagers, you may pay {r}{r}. If you do, the attack gets +1{p} and overpower.
- If an attack wagers two or more times, Betsy’s effect will trigger for each wager made. The attack gets +1{p} and overpower for each time you trigger and choose to pay {r}{r}.
- If the attack is already defended by two or more action cards, and then it gains overpower, the defending action cards are not retroactively removed.
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Victor Goldmane, High and Mighty | Victor Goldmane
Guardian Hero | Guardian Hero - Young
4{i} 40{h} | 4{i} 20{h}
The first time each turn you create a Gold token from an effect you control, draw a card.
The first time each turn you would fail to win a clash, instead you may destroy a Gold you control. If you do, put 1 of the revealed cards on the bottom of its owner's deck, then clash again.
- You control an effect if you control the source that generated the effect.
- If an opponent wagers or clashes with you, and you create a gold token from that effect, Victor does not trigger because you don’t control the effect.
- You would fail to win a clash if you are one of the clashing heroes and you don’t reveal the card with the greatest {p}. This includes ties when no player reveals the card with the greatest {p}. If you are not one of the clashing heroes, Victor does not trigger.
- When Victor triggers during a clash and you choose to destroy a Gold you control, you may choose to destroy any Gold you control, not just Gold tokens. This includes Aurum Aegis which counts as a Gold.
- If you choose to destroy a Gold, the result of the old Clash is replaced by the new Clash after one of the revealed cards is put on the bottom of its owner’s deck.
- If you were to create a Gold during the start-of-game procedure as Victor (e.g. equipping Crown of Dominion), you would not draw a card from Victor’s triggered ability.
- Effects that cause a player’s cards and tokens to lose and can’t gain names (e.g. Amnesia) do not prevent Gold tokens from being created when resolving effects on other cards. Victor’s first ability will still trigger and resolve under these effects, resulting in Victor drawing a card.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. Victor will be unable to destroy any objects with the name “Gold” to clash again until the effect expires. If you control an Aurum Aegis, you would be able to destroy it to pay the additional cost in these situations.
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High Riser
Guardian Weapon - Hammer (1H)
3{p}
Once per Turn Action -- {r}{r}{r}: Attack
If you've drawn a card this turn, this gets +1{p}.
- If you’ve drawn two or more cards this turn, High Riser still only gets +1{p}.
- If you haven’t drawn a card when you attack with this and then you draw a card, this will get the +1{p}.
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Miller's Grindstone
Guardian Weapon - Hammer (1H)
4{p}
Once per Turn Action -- {r}{r}{r}: Attack
When this hits a hero, clash with them. If you win, destroy the top card of their deck. If they win, put a -1{p} counter on this.
- When a card is destroyed, it is put into the graveyard.
- If the destroyed card has a triggered ability that says “When this is destroyed [...]” it will not trigger because the triggered ability is not functional when the card is on the top of the deck.
- You can still attack with Miller's Grindstone even if it has 0{p}.
- If Miller's Grindstone has 5 or more -1{p} counters on it, it’s power is still 0{p}. Its {p} is never negative.
- Miller's Grindstone only hits when it deals damage during the damage step of combat. If it attacks for 0{p} and there are no defending cards or prevention effects, it will not deal any damage and thus it will not hit.
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Aurum Aegis
Guardian Equipment - Off-Hand
2{d}
Victor Specialization
This counts as a Gold.
Temper
- Aurum Aegis is considered a Gold object. Rules and effects that specify a “Gold” may refer to Aurum Aegis. Rules and effects that specify a “Gold token” cannot refer to Aurum Aegis.
- Aurum Aegis does not gain the name “Gold”, or any other properties of a Gold token (i.e. it doesn’t gain its types or activated ability).
- Aurum Aegis does not have the activated ability of a gold token, so you can not destroy it and pay {r}{r} to draw a card.
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Stonewall Impasse
Guardian Equipment - Off-Hand
1{d}
When this defends, clash with the attacking hero. If you win, this gets +1{d} until end of turn.
Temper
- You only win if you reveal the card with the greatest {p}. If you reveal a card with the same or less {p} than the attacking hero, or reveal a card with no {p}, you don’t win the clash.
- When resolving this equipment’s temper trigger, it will be destroyed if it has 0{d} after all {d} modifications have been applied, including the {d} increase from winning the clash for this equipment’s when you defend trigger.
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Gauntlets of Iron Will
Guardian Equipment - Arms
2{d}
When this defends, the next time an attack would gain {p} this chain link, instead it gains that much minus 1.
Temper
- This effect only applies while the chain link that Gauntlets of Iron Will defends on is active. Once this chain link has resolved and there’s a new active chain link, Gauntlets of Iron Will’s effect will not be able to apply anymore.
- Effects that increase power are applied as events. This effect modifies that event (and thus the result of the effect) to decrease the power gained by 1.
- This effect decreases only the first instance that increases power. If two or more effects would apply and increase the power of the attack at the same time, the timestamps of the effect determine which of those effects are applied first and thus affected by Gauntlets of Iron Will.
- Effects that increase the {p} of an attack by 0, are not considered effects where the attack would gain {p}, and thus are not affected by Gauntlets of Iron Will’s effect.
- Effects that set or decrease power are not affected by Gauntlets of Iron Will’s effect (e.g. -2{p} would not become -3{p}).
- This effect does not retroactively apply to any effects that modified the attack before the trigger ability resolves.
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Golden Glare
Guardian Equipment - Head
2{d}
Victor Specialization
When this defends together with 2 or more yellow cards, create a Gold token.
Blade Break
- To defend together with other cards, this must become a defending card at the same time as the other cards. This can either be done by the defending hero declaring both cards during the defend step of combat, or by an effect that puts all of the cards onto the chain link as defending cards at the same time.
- The triggered effect checks the color of the other cards and triggers when they successfully defend together and are on the combat chain as defending cards.
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Good Time Chapeau
Guardian Equipment - Head
2{d}
Betsy Specialization
Action -- Destroy a Gold you control: Your next attack this turn gets "When this attacks a hero, wager a Might and a Vigor token with them." Go again
Temper
- The wager ultimately created by Good Time Chapeau is separate from any other wagers of the attack. Each wager triggers and resolves independently of one another.
- The wager is not optional. If you activate Good Time Chapeau and then attack, the effect will trigger and wager.
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Stand Ground
Guardian Equipment - Legs
0{d}
If you control a Might token, this gets +1{d}.
If you control a Vigor token, this gets +1{d}.
Temper
- If you control both a Might token and a Vigor token, this gets +2{d} in total.
- If you control one of the tokens when this defends, then you lose that token, this will lose the +1{d} gained by controlling that token.
- Temper only destroys the equipment when the combat chain closes and the equipment had defended that combat chain. If the defense of an equipment is reduced to 0{d} any other time, temper does not automatically trigger and destroy it. E.g. If a token is destroyed at the start of your turn and the equipment’s {d} becomes 0, it does not get destroyed.
- If a Might or Vigor token is created during the damage step (eg. Battered not Broken), then this will gain the +1{d} from controlling that token but the damage will not be recalculated.
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Bet Big
Guardian Action - Attack
(RED) 4{r} 8{p} 3{d}
Betsy Specialization
When this attacks a hero, you may wager a Gold, Might, and Vigor token with them.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
- Wagering is optional. If you decide to wager, the winner of the wager will create all three tokens.
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Primed to Fight
Guardian Action - Attack
(RED) 5{r} 9{p} 3{d}
If you've controlled a Vigor token this turn, this costs {r} less to play.
If you've controlled a Might token this turn, this gets +1{p}.
- Each condition is met if you have controlled the respective token at any point during the turn. You do not have to currently control the token to meet the condition. E.g. if you controlled it during the start-of-turn phase and it triggered, or if you created one this turn and then was destroyed by an effect.
- If you play Primed to Fight, then create a Vigor token, you are not retroactively refunded a {r} that was used to play it.
- If you play Primed to Fight, then create a Might token, it will have +1{p}.
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The Golden Son
Guardian Action - Attack
(YEL) 4{r} 7{p} 3{d}
Victor Specialization
As an additional cost to play this, you may destroy a Gold you control. If you do, this gets +3{p} and overpower.
When you win a clash revealing this, create a Gold token.
- You may choose to destroy any card you control that’s considered a Gold. E.g. a Gold token, or Aurum Aegis.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), you will not be able to pay the additional cost as you would not control any objects with the name Gold. If you control an Aurum Aegis, you would be able to destroy it to pay the additional cost in these situations.
- The Golden Son triggers only when you win a clash where this is the card that you reveal for that clash.
- Golden Son’s triggered effect to create a Gold token will be added to the stack to resolve after the current clash completely resolves.
- If you fail to win a clash revealing The Golden Son, then you clash again with Victor’s effect, revealing another card and winning, The Golden Son doesn’t trigger.
- If you fail to win a clash revealing another card, then you clash again with Victor’s effect, revealing The Golden Son and winning, The Golden Son will trigger.
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Boast
Guardian Block
(BLU) 3{d}
This gets +X{d} while defending, where X is twice the number of clashes you've won this turn.
- If you defend with this first, then win a clash, the value of X will increase by 2.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Trounce
Guardian Block
(RED) 3{d}
When this defends, clash with the attacking hero. Put the revealed cards on the bottom of their owner's deck, then clash again.
If a hero wins both clashes, they create a Gold, Might, and Vigor token.
- If you only have 1 card in your deck, you reveal that card for the first clash, then reveal it again for the second clash.
- If you fail to win a clash, and you clash again with Victor’s effect, you ignore the result of that old clash, and replace it with the result of the new clash for the condition of the last effect. E.g. If you win the first clash, lose the second clash, but you use Victor’s effect to re-clash on the second one and you win, then you’ll create the Gold, Might, and Vigor tokens.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Over the Top
Guardian Action - Attack
(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}
If this has {p} greater than its base, it gets overpower.
- If you play Over the Top, then increase its {p} to more than its base {p}, it will gain overpower. If its {p} becomes equal to or less than its base {p} it will lose overpower.
- If Over the Top is already defended by two or more action cards, and then it gains overpower, the defending action cards are not retroactively removed.
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Stacked in Your Favor
Guardian Action - Aura
(RED/YEL/BLU) 2{r} 2{d}
Go again
Your attack action cards get +3/2/1{d} while defending.
At the start of your turn, destroy this, draw a card, then put a card from your hand on top of your deck.
- There is no priority between drawing a card and putting a card on top of your deck (i.e. you cannot play cards or activate abilities if you don’t have priority)
- If you are unable to draw a card (e.g. your deck is empty), you would still put a card from your hand on top of your deck.
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Command Respect
Guardian Action - Attack
(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}
When this hits a hero, if this has {p} greater than its base, destroy a card in their arsenal.
- This does not trigger if you hit anything other than a hero (i.e. an ally).
- Command Respect triggers when it hits a hero. The {p} of Command Respect is checked on the resolution of the trigger, not when Command Respect hits a hero.
- If they have two or more cards in their arsenal, you choose which card to destroy.
- Cards that state “When this is destroyed, [...]” do not trigger unless they are in the arena when they are destroyed. E.g. Mirraging Metamorph will not trigger if it is destroyed while in the arsenal.
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Concuss
Guardian Action - Attack
(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}
When this hits a hero, if this has {p} greater than its base, they discard a card.
- This does not trigger if you hit anything other than a hero (i.e. an ally).
- Concuss triggers when it hits a hero. The {p} of Concuss is checked on the resolution of the trigger, not when Concuss hits a hero.
- If they have two or more cards in their hand, they choose which card to discard.
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Thunk
Guardian Action - Attack
(RED/YEL/BLU) 5{r} 8/7/6{p} 3{d}
When you win a clash revealing this, create a Might token.
- Thunk triggers only when you win a clash where this is the card that you reveal for that clash.
- Thunk’s triggered effect to create a Might token will be added to the stack to resolve after the current clash completely resolves.
- If you fail to win a clash revealing Thunk, then you clash again with Victor’s effect, revealing another card and winning, Thunk doesn’t trigger.
- If you fail to win a clash revealing another card, then you clash again with Victor’s effect, revealing Thunk and winning, Thunk will trigger.
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Wallop
Guardian Action - Attack
(RED/YEL/BLU) 4{r} 7/6/5{p} 3{d}
When you win a clash revealing this, create a Vigor token.
- Wallop triggers only when you win a clash where this is the card that you reveal for that clash.
- Wallop’s triggered effect to create a Vigor token will be added to the stack to resolve after the current clash completely resolves.
- If you fail to win a clash revealing Wallop, then you clash again with Victor’s effect, revealing another card and winning, Wallop doesn’t trigger.
- If you fail to win a clash revealing another card, then you clash again with Victor’s effect, revealing Wallop and winning, Wallop will trigger.
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Big Bop
Guardian Action - Aura
(RED/YEL/BLU) 3{r} 2{d}
At the start of your turn, destroy this, then your next Guardian attack this turn gets +5/4/3{p} and "When this attacks a hero, you may wager a Vigor token with them."
- This effect applies to your next Guardian attack. I.e. Guardian weapon attack or Guardian attack action card.
- The attack does not trigger if you attack anything other than a hero (i.e. an ally).
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Bigger Than Big
Guardian Action - Aura
(RED/YEL/BLU) 3{r} 2{d}
At the start of your turn, destroy this, then your next Guardian attack this turn gets +5/4/3{p} and "When this attacks a hero, you may wager a Might token with them."
- This effect applies to your next Guardian attack. I.e. Guardian weapon attack or Guardian attack action card.
- The attack does not trigger if you attack anything other than a hero (i.e. an ally).
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Pint of Strong and Stout
Guardian Action
(BLU) 0{r} 2{d}
Create a Might and a Vigor token.
Go again
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Warrior Cards
Kassai of the Golden Sand | Kassai
Warrior Hero | Warrior Hero - Young
4{i} 40{h} | 4{i} 20{h}
If you've drawn a card this turn, your sword attacks cost {r} less to activate.
Once per Turn Action -- Banish 2 red and 2 yellow cards from your graveyard: The next time a weapon you control hits a hero this turn, create a Gold token. Go again
- If you activate a sword attack, and then you draw a card, you are not retroactively refunded the {r} to activate the previous sword attack.
- The cost to activate Kassai is banishing a total of four cards from your graveyard: two red cards and two yellow cards. You cannot activate Kassai if you cannot pay the cost.
- You choose the cards to banish from your graveyard at the time you activate the ability. There is no priority between choosing the cards to banish and banishing them (i.e. you cannot play cards or activate abilities if you don’t have priority)
- The effect does not trigger if you hit anything other than a hero (i.e. an ally). If you hit anything other than a hero first, then you hit a hero second, it will trigger.
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Olympia, Prize Fighter | Olympia
Warrior Hero | Warrior Hero - Young
4{i} 40{h} | 4{i} 20{h}
The first time each of your attacks wins a wager, create a Gold token.
- If an attack has wagered two or more times, this triggers only once per attack for the first wager trigger that resolves (assuming you’ve hit).
- If you attack two or more times, and each of those attacks win a wager, Olympia triggers on each of those wins.
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Hot Streak
Warrior Weapon - Sword (1H)
2{p}
Once per Turn Action -- {r}: Attack
When this is defended by 1 or more attack action cards, Hot Streak's attacks get go again this turn.
- This is self-referencing. If you control two Hot Streaks, and one of them triggers, the other one does not automatically get go again. I.e. both of those Hot Streaks need to trigger independently.
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Parry Blade
Warrior Weapon Equipment - Sword (1H)
2{p} 0{d}
Once per Turn Action -- {r}: Attack
This gets +2{d} while defending a weapon attack.
Blade Break
- Parry Blade is considered both a weapon and an equipment card.
- Parry Blade has the one-handed (1H) subtype, which means it must be equipped to a weapon zone, not an equipment zone.
- This can be declared as a defending card because it has the equipment type and the defense property.
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Grains of Bloodspill
Warrior Equipment - Chest
2{d}
Whenever a weapon attack you control hits, you may pay {r}. If you do, create a Vigor token.
Temper
- You may choose to pay the resource when the triggered effect resolves on the stack. If you do, neither player receives priority until the entire triggered effect, including the creation of Vigor token, is completed.
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Prized Galea
Warrior Equipment - Head
2{d}
Olympia Specialization
Attack Reaction -- {r}, destroy this: Target weapon attack you control wagers a Gold token with the defending hero.
Temper
- The wager ultimately created by Prized Galea is separate from any other wagers of the attack. Each wager triggers and resolves independently of one another.
- The wager is not optional. If you activate and resolve Prized Galea, the attack will wager a Gold token.
- You can only activate Prized Galea if there is a weapon attack you control to target. If you target a weapon attack on a resolved chain link, the wager will not trigger because that chain link has already been resolved.
- If there is no defending hero, you can still activate Prized Galea but the wager effect will fail.
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Hood of the Red Sand
Warrior Equipment - Head
1{d}
Kassai Specialization
Attack Reaction -- {r}, banish a red and a yellow card from your graveyard, destroy this: Target sword attack gets "When this hits, draw a card."
Battleworn
- In addition to paying a resource and destroying Hood of the Red Sand, the cost to activate Hood of the Red Sand is also banishing a total of two cards from your graveyard: one red card and one yellow card. You cannot activate Hood of the Red Sand if you cannot pay these costs.
- You choose the cards to banish from your graveyard at the time you activate the ability. There is no priority between choosing the cards to banish and banishing them (i.e. you cannot play cards or activate abilities if you don’t have priority)
- You can only activate Hood of the Red Sand if there is a sword attack to target.
- Only the targeted sword attack is affected (currently on the combat chain), not all attacks by the sword.
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Beckon Applause
Warrior Equipment - Arms
0{d}
If you control an Agility token, this gets +1{d}.
If you control a Vigor token, this gets +1{d}.
Temper
- If you control both an Agility token and a Vigor token, this gets +2{d} in total.
- If you control one of the tokens when this defends, then you lose that token, this will lose the +1{d} gained by controlling that token.
- Temper only destroys the equipment when the combat chain closes and the equipment had defended that combat chain. If the defense of an equipment is reduced to 0{d} any other time, temper does not automatically trigger and destroy it. E.g. If a token is destroyed at the start of your turn and the equipment’s {d} becomes 0, it does not get destroyed.
- If an Agility or Vigor token is created during the damage step (eg. Slap-Happy), then this will gain the +1{d} from controlling that token but the damage will not be recalculated.
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Blade Flurry
Warrior Attack Reaction
(RED) 0{r} 3{d}
Target weapon attack gets +2{p}.
Your next weapon attack this turn gets +2{p}.
- You can only play this if there is a weapon attack to target.
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Shift the Tide of Battle
Warrior Attack Reaction
(YEL) 0{r} 3{d}
Target Warrior attack with {p} greater than its base gets go again.
The next time an opposing hero is dealt damage this turn, create an Agility token.
- You can only play this if there is a Warrior attack with {p} greater than its base to target.
- If you play Shift the Tide of Battle, and the targeted attack’s {p} becomes equal to or less than its base {p}, Shift the Tide of Battle will fail to resolve because the target is no longer a legal target.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Shift the Tide of Battle cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to give it go again.
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Up the Ante
Warrior Attack Reaction
(BLU) X{r} 3{d}
Olympia Specialization
Choose X+1;
Target attack wagers an Agility token with the defending hero.
Target attack wagers a Gold token with the defending hero.
Target attack wagers a Vigor token with the defending hero.
Target attack gets +Y{p}, where Y is the number of times it has wagered.
- Each wager ultimately created by Up the Ante is separate from any other wagers of the attack. Each wager triggers and resolves independently of one another.
- You may choose an X value greater than 3 when you play Up the Ante. If you do, you can still only select each mode once.
- The value of Y is determined at the time the effect is generated (when the card resolves), not when the card is played.
- When you choose the modes of Up the Ante, you choose the order that the modes resolve in. I.e. you can choose for the attack to wager from the modes 1-3 before the value of Y is calculated for mode 4.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Up the Ante cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
- In a multiplayer game, if Up the Ante targets an attack that targets multiple opposing heroes (e.g. Apocalypse Automaton), the attacking hero will create a wager effect with each defending hero for each mode with a wager chosen. This will also impact the number times it has wager, counting each wager created this way towards the total value of Y.
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Commanding Performance
Warrior Action
(RED) 1{r} 3{d}
Your next Warrior attack this turn gets +3{p}.
Until end of turn, your Warrior attacks get "When this is defended by 1 or more attack action cards, destroy a card in the defending hero's arsenal."
Go again
- If they have two or more cards in their arsenal, you choose which card to destroy.
- Cards that trigger when they are destroyed typically do not trigger unless they are in the arena when they are destroyed.
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Raise an Army
Warrior Action
(YEL) 0{r} 3{d}
Kassai Specialization
As an additional cost to play this, destroy X Gold you control.
Create X Cintari Sellsword tokens.
Go again
- You choose the value of X at the time you play Raise an Army. You may declare X as any number 0 or greater.
- If you choose X to be 1 or more and you cannot destroy that much Gold, you cannot play Raise an Army.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. You will be unable to destroy any objects with the name “Gold” you control to pay the additional cost of this card.
---------------------------------------------------------------
Cut the Deck
Warrior Attack Reaction
(RED/YEL/BLU) 1{r} 3{d}
Target Warrior attack gets +3/2/1{p}. If it's defended by an attack action card, draw a card, then put a card from your hand or arsenal on the bottom of your deck.
- Whether the target is defended by an attack action card is checked at the time Cut the Deck resolves, not when it is played.
- There is no priority between drawing a card and putting a card on the bottom of your deck (i.e. you cannot play cards or activate abilities if you don’t have priority)
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Cut the Deck cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
- If it’s defended by an attack action card you must put a card on the bottom of your deck if able, even if you cannot draw a card (e.g. when you have an empty deck).
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Fatal Engagement
Warrior Attack Reaction
(RED/YEL/BLU) 2{r} 3{d}
Play this only if an attack action card is defending this chain link.
Target attack gets +5/4/3{p}.
- You may only play this if an attack action card is currently defending on the active chain link.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Fatal Engagement cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
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Take the Upper Hand
Warrior Attack Reaction
(RED/YEL/BLU) 0{r} 3{d}
Play this only if you've wagered this chain link.
Target attack gets +3/2/1{p}.
- You may only play this if the attack on the active chain link has wagered.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Take the Upper Hand cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
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Agile Engagement
Warrior Attack Reaction
(RED/YEL/BLU) 1{r} 2{d}
Target Warrior attack gets +3/2/1{p}. If it's defended by an attack action card, create an Agility token.
- Whether the target is defended by an attack action card is checked at the time Agile Engagement resolves, not when it is played.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Agile Engagement cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
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Vigorous Engagement
Warrior Attack Reaction
(RED/YEL/BLU) 1{r} 2{d}
Target Warrior attack gets +3/2/1{p}. If it's defended by an attack action card, create a Vigor token.
- Whether the target is defended by an attack action card is checked at the time Vigorous Engagement resolves, not when it is played.
- Attack reactions can only be played or activated by an attacking hero during the reaction step. Vigorous Engagement cannot be played during the reaction step of an ally attack (e.g. Cintari Sellsword) to increase its {p}.
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Draw Swords
Warrior Action
(RED/YEL/BLU) 3{r} 3{d}
Your next Warrior attack this turn gets +3/2/1{p}.
Draw a card.
Go again
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Edge Ahead
Warrior Action
(RED/YEL/BLU) 1{r} 3{d}
Your next Warrior attack this turn gets +3/2/1{p} and "When this attacks a hero, you may wager an Agility token with them."
Go again
- The wager ultimately created by Edge Ahead is separate from any other wagers of the attack. Each wager triggers and resolves independently of one another.
- The effect does not trigger if you attack anything other than a hero (i.e. an ally).
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Engaged Swiftblade
Warrior Action
(RED/YEL/BLU) 1{r} 3{d}
Your next Warrior attack this turn gets +3/2/1{p} and "If this is defended by an attack action card, this gets go again."
Go again
---------------------------------------------------------------
Hold 'em
Warrior Action
(RED/YEL/BLU) 1{r} 3{d}
Your next Warrior attack this turn gets +3/2/1{p} and "When this attacks a hero, you may wager a Vigor token with them."
Go again
- The wager ultimately created by Hold 'em is separate from any other wagers of the attack. Each wager triggers and resolves independently of one another.
- The effect does not trigger if you attack anything other than a hero (i.e. an ally).
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Goblet of Bloodrun Wine
Warrior Action
(BLU) 0{r} 2{d}
Create an Agility and a Vigor token.
Go again
---------------------------------------------------------------
Brute / Guardian Cards
Gauntlet of Might
Brute / Guardian Equipment - Arms
1{d}
Action -- Destroy this: Create a Might token. Go again
Blade Break
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Talk a Big Game
Brute / Guardian Action
(BLU) 0{r} 3{d}
Choose a number. The next time you deal that much or more {p} damage to a hero this turn, create that many Might tokens.
Go again
- Choose a number (e.g. choose 5), deal at least that much {p} damage (e.g. deal 5+ damage with an attack), create that many Might tokens (e.g. create 5 Might tokens).
- You choose the number when Talk a Big Game resolves.
- To trigger the effect, you must deal at least the chosen amount of {p} damage in a single event (e.g. with a single attack).
- If you deal more than the chosen amount of {p} damage, you will still only generate the chosen number of Might tokens. E.g. if you choose 5, and you deal 6 {p} damage, you still only create 5 Might tokens.
- Effects that deal anything other than {p} damage do not trigger this effect.
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Clash of Might
Brute / Guardian Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}
When this defends, clash with the attacking hero. The winner creates a Might token.
- If there is no defending hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- If defending with this card triggers Phantasm the clash effect still resolves as normal.
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Battered Not Broken
Brute / Guardian Instant
(RED) 0{r}
The next time you would be dealt damage this turn, prevent 2 of that damage. If you do, create a Might token.
- This prevents damage from a single event of damage. Any leftover prevention amount does not carry over to another event of damage.
- If the damage cannot be prevented, the prevention effect fails and you do not generate a Might token.
- If you prevent 1 or more damage, you met the condition to generate a Might token.
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Test of Might
Brute / Guardian Block
(RED) 4{d}
When this defends, clash with the attacking hero. The winner creates a Might token.
- If there is no attacking hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- Block cards cannot be played.
- Block cards cannot defend from arsenal, unless otherwise specified.
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Wall of Meat and Muscle
Brute / Guardian Block
(RED) 3{d}
When this defends, if you control a Might token, you may put an attack action card from your graveyard on top of your deck.
- Wall of Meat and Muscle triggers when it becomes a defending card. Whether you control a Might token is checked on the resolution of the trigger, not when Wall of Meat and Muscle defends.
- Putting an attack action card from your graveyard on top of your deck from this effect is optional.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. Wall of Meat and Muscle will still trigger, but its effect will fail as you would not control any tokens with the name “Might”.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Mighty Windup
Brute / Guardian Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
Instant -- Discard this: Create a Might token.
- This has an ability that can only be activated from your hand. To activate this, show Mighty Windup to all players, then pay the cost of discarding it.
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Rising Power
Brute / Guardian Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 2{d}
If you've drawn a card this turn, this gets +1{p}.
- If you’ve drawn two or more cards this turn, Rising Power still only gets +1{p}.
- If you haven’t drawn a card when you attack with this and then you draw a card, this will get the +1{p}.
- This does not get +1{p} from this effect unless it is attacking on the combat chain. E.g. it does not get +1{p} when it is revealed for a clash effect, or when it is defending on the combat chain.
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Wage Might
Brute / Guardian Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
When this attacks a hero, you may wager a Might token with them.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
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Lead with Power
Brute / Guardian Action
(RED/YEL/BLU) 1{r} 2{d}
Your next Brute or Guardian attack this turn gets +3/2/1{p}.
Create a Might token.
Go again
---------------------------------------------------------------
Brute / Warrior Cards
Flat Trackers
Brute / Warrior Equipment - Legs
1{d}
Action -- Destroy this: Create an Agility token. Go again
Blade Break
---------------------------------------------------------------
Runner Runner
Brute / Warrior Action - Attack
(RED) 2{r} 6{p} 3{d}
When this attacks, if it has go again, create an Agility token.
- Runner Runner triggers when it resolves on the stack and becomes an attacking card. Whether it has go again is checked on the resolution of the trigger (during the attack step), not when Runner Runner attacks (at the beginning of the attack step).
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Clash of Agility
Brute / Warrior Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}
When this defends, clash with the attacking hero. The winner creates an Agility token.
- If there is no defending hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- If defending with this card triggers Phantasm the clash effect still resolves as normal.
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Take it on the Chin
Brute / Warrior Instant
(RED) 0{r}
The next time you would be dealt damage this turn, prevent 2 of that damage. If you do, create an Agility token.
- This prevents damage from a single event of damage. Any leftover prevention amount does not carry over to another event of damage.
- If the damage cannot be prevented, the prevention effect fails and you do not generate an Agility token.
- If you prevent 1 or more damage, you met the condition to generate an Agility token.
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Run into Trouble
Brute / Warrior Block
(RED) 3{d}
When this defends, if you control an Agility token, deal 1 damage to the attacking hero.
- Run into Trouble triggers when it becomes a defending card. Whether you control an Agility token is checked on the resolution of the trigger, not when Run into Trouble defends.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. Run into Trouble will still trigger, but its effect will fail as you would not control any tokens with the name “Agility”.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Test of Agility
Brute / Warrior Block
(RED) 4{d}
When this defends, clash with the attacking hero. The winner creates an Agility token.
- If there is no attacking hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Agile Windup
Brute / Warrior Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
Instant -- Discard this: Create an Agility token.
- This has an ability that can only be activated from your hand. To activate this, show Agile Windup to all players, then pay the cost of discarding it.
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Rising Speed
Brute / Warrior Action - Attack
(RED/YEL/BLU) 2{r} 5/4/3{p} 2{d}
If you've drawn a card this turn, this gets go again.
- If you haven’t drawn a card when you attack with this and then you draw a card, this will get go again.
- You gain an action point from go again after the resolution step of combat (resolving on-hit effects) but before you can play/resolve anything in the link step of combat (before you play another attack). If this gains go again after the resolution step of combat, you do not retroactively gain an action point.
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Wage Agility
Brute / Warrior Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
When this attacks a hero, you may wager an Agility token with them.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
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Lead with Speed
Brute / Warrior Action
(RED/YEL/BLU) 1{r} 2{d}
Your next Brute or Warrior attack this turn gets +3/2/1{p}.
Create an Agility token.
Go again
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Guardian / Warrior Cards
Vigor Girth
Guardian / Warrior Equipment - Chest
1{d}
Action -- Destroy this: Create a Vigor token. Go again
Blade Break
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Double Down
Guardian / Warrior Action
(RED) 2{r} 3{d}
You may destroy a Gold you control rather than pay Double Down's {r} cost.
The next attack that wagers this turn gets +3{p} and overpower.
If a hero would create 1 or more tokens from a wager this turn, instead they create that many plus 1 of each of those tokens.
Go again
- If the attack is already defended by two or more action cards, and then it gains overpower, the defending action cards are not retroactively removed.
- If a player would create two or more different tokens from a wager, that player would create one more of each of those different tokens for that wager. E.g. if an attack wagers an agility, a might, and a vigor token, and a player wins the wager, that player instead creates 2 agility, 2 might, and 2 vigor tokens.
- If an attack has two or more wagers, this effect applies to each wager separately, even if they create the same token. E.g. If an attack wagers a gold token and wagers another gold token, and a player wins the wager, that player instead creates two gold tokens for each of those wagers for a total of 4 gold tokens.
- If the replacement effects of a Double Down and Ripple Away can both be applied to an effect that would create 1 or more tokens, the turn player will decide which player’s effect will be applied first. If Ripple Away’s replacement effect is applied first and results in the number of tokens created to be 0, Double Down’s effect would no longer apply and no tokens would be created.
- Effects that cause a player’s cards and tokens to lose and can’t gain names (e.g. Amnesia) do not prevent tokens from being created when resolving effects on other cards. Double Down’s replacement effect will still apply to each event that would create 1 or more tokens from a wager this turn. However, after the tokens are created, they would lose and can’t gain names until the effect expires.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. You will be unable to pay the alternative cost to play Double Down as you are unable to destroy any objects with the name “Gold” you control. If you control an Aurum Aegis, you would be able to destroy it to pay the alternative cost in these situations.
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Clash of Vigor
Guardian / Warrior Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}
When this defends, clash with the attacking hero. The winner creates a Vigor token.
- If there is no defending hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- If defending with this card triggers Phantasm the clash effect still resolves as normal.
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Slap-Happy
Guardian / Warrior Instant
(RED) 0{r}
The next time you would be dealt damage this turn, prevent 2 of that damage. If you do, create a Vigor token.
- This prevents damage from a single event of damage. Any leftover prevention amount does not carry over to another event of damage.
- If the damage cannot be prevented, the prevention effect fails and you do not generate a Vigor token.
- If you prevent 1 or more damage, you met the condition to generate a Vigor token.
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Hearty Block
Guardian / Warrior Block
(RED) 3{d}
When this defends, if you control a Vigor token, gain 1{h}.
- Hearty Block triggers when it becomes a defending card. Whether you control a Vigor token is checked on the resolution of the trigger, not when Hearty Block defends.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. Hearty Block will still trigger, but its effect will fail as you would not control any tokens with the name “Vigor”.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Test of Vigor
Guardian / Warrior Block
(RED) 4{d}
When this defends, clash with the attacking hero. The winner creates a Vigor token.
- If there is no attacking hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Rising Energy
Guardian / Warrior Action - Attack
(RED/YEL/BLU) 2{r} 6/5/4{p} 2{d}
If you've drawn a card this turn, this costs {r} less to play.
- If you’ve drawn two or more cards this turn, Rising Energy still only costs {r} less to play.
- If you haven’t drawn a card when you play this and then you draw a card, you do not retroactively get a {r}.
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Vigorous Windup
Guardian / Warrior Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
Instant -- Discard this: Create a Vigor token.
- This has an ability that can only be activated from your hand. To activate this, show Vigorous Windup to all players, then pay the cost of discarding it.
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Wage Vigor
Guardian / Warrior Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
When this attacks a hero, you may wager a Vigor token with them.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
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Lead with Heart
Guardian / Warrior Action
(RED/YEL/BLU) 1{r} 2{d}
Your next Guardian or Warrior attack this turn gets +3/2/1{p}.
Create a Vigor token.
Go again
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Generic Cards
Balance of Justice
Generic Equipment - Head
2{d}
Instant -- Destroy this: Draw a card. Activate this ability only if an opponent has drawn 2 or more cards this turn.
Guardwell
- This ability may be activated when Balance of Justice is defending on the combat chain. If you do, it is destroyed and is no longer considered defending and does not contribute any {d} to damage calculation.
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Glory Seeker
Generic Equipment - Head
Instant -- {r}{r}{r}, destroy this: Draw a card.
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Sheltered Cove
Generic Equipment - Head
Instant -- {r}{r}{r}, destroy this: The next time you would be dealt damage this turn, prevent 2 of that damage.
- This prevents damage from a single event of damage. Any leftover prevention amount does not carry over to another event of damage.
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Face Adversity
Generic Equipment - Head
2{d}
This may only defend an attack if the attack's controller has drawn a card this turn.
Blade Break
- This cannot be added as a defending card unless the attacking player has drawn a card this turn. If an effect would add this as a defending card, the effect simply fails.
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Confront Adversity
Generic Equipment - Chest
2{d}
This may only defend an attack if the attack's controller has destroyed a Vigor token this turn.
Blade Break
- A player is considered to have destroyed a Vigor token if they were instructed to do so by a cost or effect. A Vigor token being destroyed as part of the start of the turn is considered as the controlling player destroying that token.
- This cannot be added as a defending card unless the attacking player has destroyed a Vigor token this turn. If an effect would add this as a defending card, the effect simply fails.
- If the attack’s controller destroys a token they control this turn that normally has the name “Vigor” but is under the effect that cause their cards and tokens to lose and can’t gain names (e.g. Amnesia), this cannot be added as a defending card against an attack.
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Embrace Adversity
Generic Equipment - Arms
2{d}
This may only defend an attack if the attack's controller has destroyed a Might token this turn.
Blade Break
- A player is considered to have destroyed a Might token if they were instructed to do so by a cost or effect. A Might token being destroyed as part of the start of the turn is considered as the controlling player destroying that token.
- This cannot be added as a defending card unless the attacking player has destroyed a Might token this turn. If an effect would add this as a defending card, the effect simply fails.
- If the attack’s controller destroys a token they control this turn that normally has the name “Might” but is under the effect that cause their cards and tokens to lose and can’t gain names (e.g. Amnesia), this cannot be added as a defending card against an attack.
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Overcome Adversity
Generic Equipment - Legs
2{d}
This may only defend an attack if the attack's controller has destroyed an Agility token this turn.
Blade Break
- A player is considered to have destroyed an Agility token if they were instructed to do so by a cost or effect. An Agility token being destroyed as part of the start of the turn is considered as the controlling player destroying that token.
- This cannot be added as a defending card unless the attacking player has destroyed a Agility token this turn. If an effect would add this as a defending card, the effect simply fails.
- If the attack’s controller destroys a token they control this turn that normally has the name “Agility” but is under the effect that cause their cards and tokens to lose and can’t gain names (e.g. Amnesia), this cannot be added as a defending card against an attack.
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Headliner Helm
Generic Equipment - Head
*{d}
Headliner Helm's {d} is equal to the number of opposing heroes with greater {h} than you.
Blade Break
- If you defend with Headliner Helm, then an opposing hero goes from greater to less health than you, Headliner Helm’s {d} will automatically be reduced.
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Stadium Centerpiece
Generic Equipment - Chest
*{d}
Stadium Centerpiece's {d} is equal to the number of opposing heroes with greater {h} than you.
Blade Break
- If you defend with Stadium Centerpiece, then an opposing hero goes from greater to less health than you, Stadium Centerpiece’s {d} will automatically be reduced.
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Ticket Puncher
Generic Equipment - Arms
*{d}
Ticket Puncher's {d} is equal to the number of opposing heroes with greater {h} than you.
Blade Break
- If you defend with Ticket Puncher, then an opposing hero goes from greater to less health than you, Ticket Puncher’s {d} will automatically be reduced.
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Grandstand Legplates
Generic Equipment - Legs
*{d}
Grandstand Legplates' {d} is equal to the number of opposing heroes with greater {h} than you.
Blade Break
- If you defend with Grandstand Legplates, then an opposing hero goes from greater to less health than you, Grandstand Legplates’s {d} will automatically be reduced.
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Bloodied Oval
Generic Equipment - Off-Hand
*{d}
Bloodied Oval's {d} is equal to the number of opposing heroes with greater {h} than you.
Blade Break
- If you defend with Bloodied Oval, then an opposing hero goes from greater to less health than you, Bloodied Oval’s {d} will automatically be reduced.
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Nasty Surprise
Generic Action - Attack
(BLU) 0{r} 2{p} 3{d}
When an opponent's effect puts this into your graveyard from anywhere, create an Agility, Might, and Vigor token.
- Attacking/defending with Nasty Surprise, then putting it into the graveyard when the combat chain closes does not trigger this effect.
- Discarding this card from an effect controlled by you does not trigger this effect. E.g. discarding this to Mini Meataxe would not trigger this effect.
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Pay Up
Generic Action - Attack
(RED) 3{r} 6{p} 3{d}
If defending hero controls a Gold, this gets overpower.
When this hits a hero, gain control of a Gold token they control. If you don't, deal 1 damage to them.
- If Pay Up is already defended by two or more action cards, and then it gains overpower, the defending action cards are not retroactively removed.
- This does not trigger if you hit anything other than a hero (i.e. an ally).
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Ripple Away
Generic Action - Attack
(BLU) 2{r} 4{p} 3{d}
Instant -- Discard this: If an action card effect would create 1 or more tokens this turn, instead it creates that many minus 1 of each of those tokens.
- This has an ability that can only be activated from your hand. To activate this, show Ripple Away to all players, then pay the cost of discarding it.
- After Ripple Away’s ability resolves, it applies to all action card effects that would create 1 or more tokens this turn.
- If an action card effect creates two or more different tokens, instead it will create one less of each of those tokens. E.g. If an action card effect would create two Might and two Vigor tokens, instead it would only create one Might and one Vigor token.
- If an action card would create the same token over two separate effects, instead it will create one less per effect. E.g. If two separate effects create 1 token each, they instead don’t create any tokens.
- If the replacement effects of a Double Down and Ripple Away can both be applied to an effect that would create 1 or more tokens, the turn player will decide which player’s effect will be applied first. If Ripple Away’s replacement effect is applied first and results in the number of tokens created to be 0, Double Down’s effect would no longer apply and no tokens would be created.
- Effects that transform objects into tokens are affected by Ripple Away’s effect because transforming an object into a token involves creating a token. E.g. If you would transform 3 Ash into 3 Aether Ashwings, Ripple Away’s effect would reduce that to transforming only 2 Ash into 2 Aether Ashwings. Note that the original transformation must be legal before the replacement effect applies, i.e. the player must have 3 Ash if they choose to transform 3 Ashwings before Ripple reduces it to 2 Ashwings - they cannot choose 3 if they do not already control at least 3 Ash.
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Standing Order
Generic Action - Attack
(RED) 0{r} 4{p} 3{d}
When this attacks or defends, you may put a card from your arsenal on the bottom of your deck. If you do, this gets +2{p} and +2{d}.
- The effect triggers and resolves after Standing Order becomes an attacking or defending card.
- Putting a card from your arsenal on the bottom of your deck is optional.
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Tenacity
Generic Action - Attack
(YEL) 0{r} 2{p} 3{d}
When this attacks, it gets +X{p}, where X is the number of defending cards on the combat chain.
- The effect triggers and resolves after Tenacity becomes an attacking card, but before the defending hero would declare any defending cards. The value of X is based on the number of cards that are already defending on the combat chain.
- If the number of defending cards on the combat chain changes after the triggered effect resolves, the value of X does not change.
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Seduce Secrets
Generic Instant
(YEL) 0{r}
Look at target hero's hand and the top card of their deck.
If this was played from arsenal, draw a card.
- You may look at both the hero’s hand and top of their deck at the same time.
- You may target yourself. If you do, you look at the top card of your own deck. Once you draw, you may no longer look at the top card of your deck.
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Down But Not Out
Generic Action - Attack
(RED/YEL/BLU) 3{r} 5/4/3{p} 3{d}
When this attacks a hero, if you have less {h} and control fewer equipment and tokens than them, this gets +3{p}, overpower, and "When this hits, create an Agility, Might, and Vigor token."
- This does not trigger if you attack anything other than a hero (i.e. an ally).
- There are three conditions for the effect: have less health than the hero you’re attacking, control fewer total equipment than them, and control fewer total tokens than them. These conditions are checked at the time the triggered effect resolves. All three of these conditions must be met for the attack to get +3{p}, overpower, and the on-hit ability.
- All cards with the equipment type controlled by a player are considered the equipment a hero controls. Parry Blade is considered an equipment.
- All cards with the token type controlled by a player are considered the tokens a hero controls.
- If a card has both the equipment and token types, it is counted as both an equipment and a token in each of the conditions.
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Wage Gold
Generic Action - Attack
(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}
Universal
When this attacks a hero, you may wager a Gold token with them.
- This has the same class (not talent) as your hero. Classes include: Adjudicator, Assassin, Bard, Brute, Guardian, Illusionist, Mechanologist, Merchant, Ninja, Ranger, Runeblade, Shapeshifter, Warrior, and Wizard.
- This does not trigger if you attack anything other than a hero (i.e. an ally).
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Performance Bonus
Generic Action - Attack
(RED/YEL/BLU) 0{r} 3/2/1{p} 2{d}
When this hits, create a Gold token.
If this was played from arsenal, it gets go again.
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Money Where Ya Mouth Is
Generic Action
(RED/YEL/BLU) 1{r} 2{d}
Your next attack this turn gets +3/2/1{p} and "When this attacks a hero, you may wager a Gold token with them."
Go again
- This does not trigger if you attack anything other than a hero (i.e. an ally).
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Starting Stake
Generic Action
(YEL) 0{r} 3{d}
If you control no Gold tokens, create a Gold token.
- This is conditional on not controlling any object that is both Gold and a token. Aurum Aegis is not considered a Gold token.
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Test of Strength
Generic Block
(RED) 4{d}
When this defends, clash with the attacking hero. The winner creates a Gold token.
- If there is no attacking hero (e.g. you’re defending against an ally attack), this will still trigger but the clash effect will fail.
- Block cards can not be played.
- Block cards can not defend from arsenal, unless otherwise specified.
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Expansion Slot Cards
Graven Call
Assassin Weapon - Dagger (1H)
1{p}
Once per Turn Action -- {r}{r}: Attack. Go again
Piercing 1
Instant -- Destroy 2 Silver you control: Equip this with a +1{p} counter on it. Activate this ability only while this is in your graveyard.
- You may activate Graven Call additional times in response to itself. If you do, you must pay the additional silver. If Graven Call is already equipped to a weapon zone when its activated ability resolves, it will not be equipped again nor will it gain an additional +1{p} counter.
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Coercive Tendency
Assassin Attack Reaction
(BLU) 0{r} 3{d}
Arakni Specialization
Look at the top 3 cards of the defending hero's deck. Put them back in any order, then banish the top card of their deck.
If you complete a contract this way, your Assassin attacks get go again this combat chain.
- If there is no defending hero (i.e. you’re attacking an ally), you do not look at, or banish, any cards.
- If an attack with contract is on the combat chain, it’s contract effect is active while it’s still on the combat chain. You may have more than one contract active this way (e.g. if you have multiple attacks with contract on the combat chain).
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Ancestral Harmony
Ninja Action
(BLU) 0{r} 3{d}
Your attacks with combo get +1{p} this turn.
Banish the top card of your deck. If it has combo, you may play it this turn.
Go again
- If you do not play the banished card this turn, it remains banished and cannot be played with this effect on subsequent turns.
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Evo Magneto
Mechanologist Action Equipment - Evo Arms
(BLU) 1{r} 2{d}
If you have a base arms equipped, transform it into this, then equip this.
When this defends, you may destroy a card under it. If you do, gain control of target item with cost 0 or 1 controlled by the attacking hero.
Temper
- If there is no attacking hero (e.g. you’re defending against an ally attack), this will trigger but no layer will be put onto the stack because there is no valid target (no attacking hero means no item controlled by the attacking hero).
- When you defend with (and trigger) Evo Magneto, you must choose a target item for its triggered effect when the triggered layer is put onto the stack.
- You choose whether to destroy a card under Evo Magneto when the trigger layer resolves.
- There is priority between choosing the target an item (i.e. putting the layer on the stack) and resolving the triggered layer. There is no priority between choosing to destroy a card under Evo Magneto and gaining control of the target item.
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Judge, Jury, Executioner
Ranger Action - Arrow Attack
(RED) 1{r} 5{p} 3{d}
Legendary Azalea Specialization
If this has an aim counter, it gets "When this hits a hero, they discard all but 1 card from their hand."
- This does not trigger if you hit anything other than a hero (i.e. an ally).
- The hero hit chooses what cards to discard from their hand.
- If the hero hit has 0 or 1 cards in hand, they do not discard any cards.
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Reel In
Ranger Instant
(BLU) X{r}
Look at the top X+1 cards of your deck. Choose up to 4 traps, reveal them, put them into your hand, then shuffle.
Reload
- You choose the value of X when you play Reel In.
- If you have fewer than X+1 cards in your deck, look at all of the cards in your deck.
- You may choose any number of trap cards from the cards you look at, including 0.
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Sonata Galaxia
Runeblade Action
(RED) XX{r} 2{d}
This costs {r} less to play for each Runechant you control.
Search your deck for a Runeblade aura with cost X or less, put it into the arena, then shuffle.
If X is 2 or more, this gets go again.
- You choose the value of X when you play Sonata Galaxia.
- The base cost of Sonata Galaxia is twice the value of X that you choose when it is played.
- You do not gain an action point from go again of the Runeblade aura you put into the arena.
- Choosing a Runeblade aura with cost less than X does not change the value of X for the remainder of the card.
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Aether Arc
Wizard Action
(BLU) 0{r} 3{d}
Deal 1 arcane damage to each opposing hero.
Create a Ponder token for each hero dealt damage this way.
- Effects that increase the damage dealt by Aether Arc, increase the damage dealt to each opposing hero.
- If a prevention effect reduces the damage dealt to a hero to 0, the hero is not considered to be dealt damage.
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Dissolve Reality
Illusionist Action
(YEL) 0{r} 3{d}
Each hero puts all cards in their arsenal on the bottom of their deck and creates a Ponder token.
Go again
- Each hero creates a Ponder token regardless of whether they’ve put a card from their arsenal on the bottom of their deck.
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Luminaris, Angel's Glow
Light Illusionist Weapon - Scepter (2H)
If there is a yellow card in your pitch zone, the first attack action card with Herald in its name you play and your first angel attack each turn get go again.
- Both your first attack action card with Herald in its name and your first angel attack each turn get go again, not just one or the other.
- If you give an attack action card or angel attack go again after it has resolved and you’ve passed the link step for that chain link, you will not retroactively gain an action point from go again because it is too late.
- This is a static effect. If you attack with a Herald or angel, and then put a yellow card into your pitch zone, it will give that attack go again if it is the first Herald or angel respectively.
- If cards and tokens you own lose and can’t gain names (e.g. Amnesia), effects that use names will fail to find/identify objects with any specified names. Under this effect, the first attack action card with Herald in its name you play will not get go again. Your first angel attack will still get go again.
- If the first Herald attack action card is no longer on the combat chain it cannot gain and you will not gain an action point. E.g. The Herald hits, goes to your soul, and then you put a yellow card in your pitch zone, it's too late to have given it go again.
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Token-specific Notes
Agility
Generic Token - Aura
At the start of your turn, destroy this, then your next attack this turn gets go again.
- This triggers and resolves in the start phase. There is no priority and it cannot be responded to.
- Destroying Agility at the start of your turn is not optional.
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Cintari Sellsword
Warrior Token - Mercenary Ally
3{p} 2{h}
Once per Turn Action -- {r}: Attack. Go again
Cintari Sellsword can only attack if you've attacked with a weapon this turn.
- Effects that apply to attacks (e.g. “Your next attack…” or “Your next Warrior attack…”) will apply to attacks made by Cintari Sellsword allies.
- If you activate the attack ability of a weapon and the combat chain closes before you reach the attack step (e.g. Spectra), you are not considered to have attacked with a weapon.
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