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Flesh and Blood: Compendium of Rathe thumbnail

Flesh and Blood: Compendium of Rathe

Expansion for Flesh and Blood

Flesh and Blood: Compendium of Rathe Rulebook

Table of Contents

Table of Contents

  • General Notes
  • Icons
  • New Keywords and Rules Notes
    • Sharpen
  • Compendium of Rathe Card Notes
  • Brute Cards
    • Savage Claw
    • Buzzard Helm
    • Predatory Plating
    • Skera Strapping
    • Shamanic Shinbones
    • Rip Off the Top
    • Aggressive Pounce
    • Bear Hug
  • Guardian Cards
    • Enclosed Firemind
    • Magmatic Carapace
    • Volcanic Vice
    • Basalt Boots
    • Valahai Riven
    • Distant Rumbling
    • Rites of Earthlore
  • Ninja Cards
    • Mask of the Swarming Claw
    • Double Cross Strap
    • Dyed Silk Sleeves
    • Two Steps Forward
    • Feign Vengeance
    • Become the Bottle
    • Become the Cup
  • Warrior Cards
    • Helm of Unity
    • Plating of Unity
    • Gauntlets of Unity
    • Pillar of Unity
    • Rend Flesh
    • Display of Craftsmanship
    • Cut n' Carve
  • Mechanologist Cards
    • Synapse Sparkcap
    • mBrio Base Vizier
    • mBrio Base Cortex
    • mBrio Base Digits
    • mBrio Base Walkers
    • Ghost Protocol: Architect
    • Ghost Protocol: Mainframe
    • Blast Rig
    • Speed Demon
    • Teklo Trebuchet 2000
    • Assembly Module
    • Evo Beta Base Head
  • Ranger Cards
    • Concealed Nerve Gas
    • Concealed Pathogen
    • Concealed Sedative
    • Bolt'n Boots
    • Rainbow Goo Trap
    • Courageous Crossing
    • Frail Swingline
    • Quickening Sand
    • Spellbane Trap
  • Runeblade Cards
    • Grimoire of Fellingsong
    • Helm of Might and Magic
    • Runebleed Robe
    • Beckoning Haunt
    • Blackstone Greaves
    • Sigil of Silphidae
    • Runic Fellingsong
    • Weeping Battleground
  • Wizard Cards
    • Shroud of the Fate Watcher
    • Robe of Resourcefulness
    • Gloves of Erasure
    • Aetherstorm Wellingtons
    • Glyph Power Spell
    • Painful Premonition
    • Future Sight
  • Shiyana Card
    • Embody Greatness
  • Illusionist Cards
    • Silken Shroud
    • Silken Shawl
    • Silken Symphony
    • Silken Slippers
    • Shimmering Mirage
    • Power of Make Believe
    • Shimmering Specter
  • Assassin Cards
    • Graven Cowl
    • Graven Vestment
    • Graven Gloves
    • Graven Walkers
    • Mist Hunter
    • Excessive Bloodloss
    • Knife Through
  • Bard Card
    • Song of Larinkmorth White
  • Necromancer Cards
    • Carrion Crown
    • Mournful Casket
    • Reach Beyond the Grave
    • Scuttle Toes
  • Pirate NecromaNcer Cards
    • Beneath the Surface
    • Man Overboard
    • Tentacular Toll
  • Pirate Mechanologist Card
    • Skywarden no.161803
  • Pirate Ranger Card
    • Shallow Water Shark Harpoon
  • Pirate Cards
    • Trench of Watery Depths
    • Break Open the Chests!
    • Lighten the Load
    • Submerge
  • Light Illusionist Card
    • Herald of Victoria
  • Light Warrior Card
    • Roaring Beam
  • Light Cards
    • Solray Plating
    • Blessing of Themis
    • Duty Bound Blitz
    • Soul Bond Belief
  • Shadow Brute Card
    • Pound of Flesh
  • Shadow Runeblade Card
    • Deep Recesses of Existence
  • Shadow Cards
    • Embraforged Gauntlet
    • Engulfing Shadows
    • Depths of Despair
    • Fasting Carcass
  • Elemental Guardian Card
    • Seeds of Strength
  • Elemental Ranger Card
    • Arc Bending
  • Elemental Runeblade Card
    • Verdant Tide
  • Elemental Wizard Card
    • Voltic Veil
  • Elemental Cards
    • Elemental Strike
    • Colors of Aria
    • Frosthaven Sheath
    • Leaven Sheath
    • Stormwind Sheath
    • Laden with Earth
    • Laden with Frost
    • Laden with Lightning
  • Earth Runeblade Card
    • Chorus of Rotwood
  • Earth Wizard Card
    • Sowing Thorns
  • Earth Cards
    • Limbs of Lignum Vitae
    • Doubling Season
    • Oath of Oak
    • Sprout Strength
    • Sprout Strength
    • Sprout Strength
  • Ice Guardian Card
    • Monolith of Galcia
  • Ice Cards
    • Frost Spike
    • Shattering Grasp
    • Channel Galcia's Cradle
    • Conquer the Icy Terrain
    • Put on Ice
  • Lightning Runeblade Card
    • Sigil of Voltaris
  • Lightning Wizard Card
    • Strike Twice
  • Lightning Cards
    • Voltic Vanguard
    • Ion Charged
    • Overcharge
    • Cloud Cover
  • Draconic Illusionist Card
    • Haboob
  • Draconic Ninja Card
    • Enflame the Firebrand
  • Draconic Warrior Card
    • Smoldering Steel
  • Draconic Cards
    • Smoldering Scales
    • Fire that Burns Within
    • Four Feathers One Crown
    • Phoenix Bannerman: Head
    • Phoenix Bannerman: Chest
    • Phoenix Bannerman: Arms
    • Phoenix Bannerman: Legs
  • Mystic Assassin Card
    • Serpent's Kiss
  • Mystic Illusionist Card
    • Wax and Wane
  • Mystic Ninja Card
    • Shapeless Form
  • Mystic Cards
    • Kimono of Layered Lessons
    • Recede to Mistform
    • Fluid Motion
    • Manifest Muscle
    • Mistborn Protector
    • Billowing Mist
    • Look Within
    • Spreading Mist
  • Chaos Cards
    • Topsy Turvy
    • Descend into Madness
    • Concoct Disorder
    • Hyper Inflation
  • Revered Brute Card
    • Tough as a Rok
  • Revered Guardian Card
    • Energy of the Audience
  • Revered Cards
    • Comeback Kicks
    • Emboldened by the Crowd
    • Hulk Up
    • Stadium Security
  • Reviled Brute Card
    • Chain Brutality
  • Reviled Guardian Card
    • Walk in My Shoes
  • Reviled Cards
    • Line Crossers
    • Snarky Prick
    • Insult to Injury
    • Bad Breath
  • Generic Cards
    • Myrkhellir Helm
    • Burnished Bunkerplate
    • Unyielding Grip
    • Unflinching Foothold
    • Clearwater Elixir
    • Restvine Elixir
    • Sapwood Elixir
    • Ransack and Raze
    • Destructive Tendencies
    • Pilfer the Tomb
    • Shatter Sorcery
    • Drag Down
  • Token-specific Notes
    • Sigil of Fate

General Notes

Compendium of Rathe becomes legal for tournament play on its official release date: 6 February, 2026.

Icons

  • Resource point
  • Power
  • Defense value
  • Life
  • Intellect
  • Chi point
  • Tap
  • Untap

New Keywords and Rules Notes

Sharpen

Put a +1 power counter on the object. Remove all +1 power counters from that object at the end of turn.

  • Sharpen is a new effect keyword available on some cards in Compendium of Rathe.
  • Sharpen is a discrete effect and a delayed-triggered effect. When you are instructed to sharpen, you will put a +1 power counter on the targeted object or object specified after the sharpen keyword. At the end of the same turn you sharpened that object, sharpen's delayed triggered effect triggers. You will remove all +1 power counters on the sharpened object when that triggered effect resolves.
  • When resolving Sharpen's triggered effect, you will remove not only the +1 power counter put on the object by the Sharpen effect, but all other +1 power counters on the object are removed as well. All other counters remain on that object.
  • Non-sharpen effects that put +1 power on an object do not count for the purposes of determining if an object was sharpened.
  • Resolving a sharpened effect on an object results in that object having been sharpened for the purposes of cards and effects.
  • When resolving a sharpen effect, if you are unable to put a +1 power counter on the object, it will still count as having been sharpened. (This is similar to intimidating an opponent with an empty hand).
  • An object can have +1 power counters and -1 power counters at the same time. Adding +1 power counters to an object that already has -1 power counters does not cancel the existing token out.

Compendium of Rathe Card Notes

Brute Cards

Savage Claw

Brute Weapon – Claw (1H) 3 power Action — 2 resource points, tap: Attack If a card with 6 or more power was pitched to attack with this, the attack gets +1 power.

  • Savage Claw's second ability generates a conditional continuous effect that checks what card was pitched when paying the activation cost of the preceding attack ability. If a card with 6 or more power was pitched to attack this way, the attack will get +1 power.

Buzzard Helm

Brute Equipment – Head 1 defense When this defends, draw a card then discard a random card. If a card with 6 or more power is discarded this way, this gets +1 defense this turn. Temper

  • Buzzard Helm triggers when it becomes a defending card on the combat chain. When the triggered effect resolves, you will draw a card first, then you will discard a card at random from your hand. If the randomly discarded card has 6 or more power when it is discarded this way, Buzzard Helm will get +1 defense for the remainder of the turn.
  • If you cannot draw a card, you will still discard a card.
  • When resolving Buzzard Helm's triggered effect, there is no priority between any of the effects generated (e.g. drawing a card, discarding a card).

Predatory Plating

Brute Equipment – Chest 2 defense Instant — Destroy this: Gain 1 resource point. Activate this only if you control a card with 6 or more power. Guardwell

  • You can only activate if you control a card with 6 or more power. You control cards in the arena or on the stack.
  • You cannot activate this ability while in the process of playing a card with 6 or more power to pay its resource cost.

Skera Strapping

Brute Equipment – Arms 0 defense If you've pitched a card with 6 or more power this turn, this gets spellvoid 3.

  • Skera Strapping's ability generates a conditional continuous effect that is always checking. If you've pitched a card with 6 or more power at any point during this turn, it will get spellvoid 3 for the remainder of that turn.
  • If you pitch a card with 6 or more power to use a prevention effect such as arcane barrier to reduce the damage of a single arcane damage event, you can use the spellvoid 3 from Skera Strapping to reduce any remaining arcane damage (3 or less) from that same event.

Shamanic Shinbones

Brute Equipment – Legs 0 defense Arcane Barrier 1

Rip Off the Top

Brute Action (yellow) 1 resource point, 2 defense Draw a card, then pitch a random card from your hand. If it has 6 or more power, your next attack this turn gets +3 power. Go again

  • When resolving Rip Off the Top, you will draw a card first, then you will pitch a card randomly from your hand. If you successfully pitch a card this way, you will gain resource points equal to the pitched card's value and if that pitched card has 6 or more power, your next attack this turn (e.g. weapon attack, ally attack, attack action card, etc.) will get +3 power.
  • When you pitch cards from resolving Rip Off the Top, it can still trigger effects due to pitching and you still gain the resources from pitching (e.g. you would gain 3 resources if it was a blue card, etc).
  • When resolving Rip Off the Top, there is no priority between any of the effects generated by the card (e.g. drawing a card, pitching a random card).
  • If you cannot draw a card, you will still randomly pitch a card.
  • If a card that is being pitched is in a private state, it is shown and made public first before it is moved to the pitch zone. If you are under an effect that says you can't pitch a specific card (e.g. Chains of Eminence) you will not be able to pitch that card and it will remain in your hand. In this scenario, if you could not pitch the card and it has 6 or more power, you will not generate the if-conditional continuous effect and it will not apply to your next attack this turn.

Aggressive Pounce

Brute Action – Attack (red/yellow/blue) 2 resource points, 6/5/4 power, 3 defense If you've intimidated an opponent this turn, this gets go again.

  • Aggressive Pounce's ability generates a conditional continuous effect that is always checking. If you haven't intimidated an opponent yet this turn you when you attack with this and then you do, this will get go again.
  • Go again is checked during the resolution step. If you haven't intimidated an opponent yet this turn you when you attack with this and then you do before the attack's resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and you haven't intimidated an opponent, and then you do later in the turn (e.g. after you've played another attack, closed the combat chain etc.)

Bear Hug

Brute Action – Attack (red/yellow/blue) 2 resource points, 7/6/5 power, 3 defense Play this only if you've pitched a card with 6 or more power this turn.

  • You cannot play Bear Hug if you have not yet pitched a card with 6 or more power this turn. Intending to pitch a card with 6 or more power as part of playing Bear Hug does not satisfy the condition for this restriction.

Guardian Cards

Enclosed Firemind

Guardian Equipment – Head 0 defense Arcane Barrier 1

Magmatic Carapace

Guardian Equipment – Chest 2 defense Whenever you play an aura, you may tap this and pay 1 resource point. If you do, create a Seismic Surge token. Guardwell

  • Magmatic Carapace's first ability triggers whenever you play an aura. This is an optional effect: you choose to tap it and pay 1 resource point when the triggered effect resolves. If you tap it and pay a resource this way, you will create a Seismic Surge token.
  • Because it is an optional effect, you must be able to both tap Magmatic Carapace and pay 1 resource point. If you cannot do both, you cannot choose to do the optional effect.
  • When resolving Magmatic Carapace's triggered effect, there is no priority between any of the effects generated (e.g. tapping it, paying a resource, creating a token).

Volcanic Vice

Guardian Equipment – Arms 0 defense If you've created a Seismic Surge this turn, this gets spellvoid 3.

  • Volcanic Vice's ability generates a conditional continuous effect that is always checking. If you've created a Seismic Surge at any point during the turn, it will get spellvoid 3 for the remainder of that turn.

Basalt Boots

Guardian Equipment – Legs 1 defense If you control a Seismic Surge token, this gets +1 defense. Temper

  • Basalt Boots' ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena. If you control a Seismic Surge token, this gets +1 defense.
  • If you control a Seismic Surge token when this defends, then you lose that token, this will lose the +1 defense.
  • If a Seismic Surge token is created during the damage step and causes the if-conditional effect to become active, it will get the +1 defense but the damage will not be recalculated.

Valahai Riven

Guardian Block (yellow) 3 defense When this defends, you may pay up to 3 resource points. Create that many Seismic Surge tokens.

  • Valahai Riven's ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you may pay up to 3 resource points. If you do, you will create a total number of Seismic Surge token equal to the number of resource points paid this way. If you do not pay any resources this way, you do not create any tokens.
  • When resolving Valahai Riven's triggered effect, there is no priority between any of the effects generated (e.g. paying resources, creating a Seismic Surge token).

Distant Rumbling

Guardian Action – Aura (red/yellow/blue) 0 resource points, 3 defense When this enters the arena, draw a card, then put a card from your hand into your deck fifth from the top. At the start of your turn, destroy this, then create 3/2/a Seismic Surge tokens.

  • Distant Rumbling's first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). When this triggered effect resolves, you will first draw a card, then you will put a card from your hand into your deck fifth from the top.
  • If you cannot draw a card, you will still put a card into your deck fifth from the top.
  • Fifth from the top means that there are exactly four cards above the card in the deck. If there are fewer than four cards in your deck, put the card on the bottom of your deck.
  • When resolving Distant Rumbling's first triggered effect, there is no priority between any of the effects generated (e.g. drawing a card, putting a card into your deck).
  • Distant Rumbling's second ability triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. When the triggered effect resolves, you will destroy this aura then immediately create the prescribed number of Seismic Surge tokens.

Rites of Earthlore

Guardian Action – Aura (red/yellow/blue) 0 resource points, 3 defense When this enters the arena, create a Seismic Surge token. At the start of your turn, destroy this, then the next Guardian attack action card you play this turn gets +3/2/1 power.

  • Rites of Earthlore's first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). You will create a Seismic Surge token when this triggered effect resolves.
  • Rites of Earthlore's second ability triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. When the triggered effect resolves, you will destroy this aura. You will also generate a continuous effect that applies to the next Guardian attack action card you play this turn, giving it the prescribed increase in power.

Ninja Cards

Mask of the Swarming Claw

Ninja Equipment – Head 0 defense Arcane Barrier 1 Spellvoid X, where X is the number of chain links you control.

  • The value of X for spellvoid is evaluated at the time Spellvoid is applied as a replacement effect.

Double Cross Strap

Ninja Equipment – Chest 0 defense Instant — Destroy this: Gain 1 resource point. Activate this only if you've hit 2 or more times this combat chain. Arcane Barrier 1

  • If you were to hit twice on the same chain link (e.g. hit with a dagger using a "Flick Knives" effect and hit with an attack during the damage step), you would be able to activate Double Cross Strap's activated ability.

Dyed Silk Sleeves

Ninja Equipment – Arms 1 defense Attack Reaction — 1 resource point, tap, destroy a dagger you control that's not on the active chain link: Target Ninja attack action card on the active chain link gets +1 power. When the chain link resolves, if the attack didn't hit, destroy this. Blade Break

  • When activating Dyed Silk Sleeves activated ability, you must target a Ninja attack action card on the active chain link. When the activated ability resolves, that Ninja attack action card will get +1 power. Also, you will generate a conditional triggered effect that will trigger when the chain link resolves. Whether or not the attack hit is checked when the triggered effect resolves in the resolution step. If the attack did not hit, you will destroy Dyed Silk Sleeves.

Two Steps Forward

Ninja Equipment – Legs 1 defense Instant — Destroy this: Create an Agility token. Activate this only if you've hit 2 or more times this combat chain. Battleworn

  • If you were to hit twice on the same chain link (e.g. hit with a dagger using a "Flick Knives" effect and hit with an attack during the damage step), you would be able to activate Two Step Forward's activated ability.

Feign Vengeance

Ninja Action – Attack (blue) 0 resource points, 0 power, 3 defense When this chain link resolves, if there is a card defending this, draw a card. Go again

  • Feign Vengeance's ability triggers when its chain link resolves on the stack. Whether or not there is a card defending it is checked when the triggered effect resolves. If there is a card defending it, you will draw a card.

Become the Bottle

Ninja Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 2 defense When this attacks, choose a card on the combat chain. This gets the chosen card's name. Go again

  • Become the Bottle's ability triggers when it resolves on the stack and becomes an attacking card. You must choose which card on the combat chain when the triggered effect resolves. Become the Bottle gets the chosen card's name.
  • You may choose Become the Bottle itself as it is a card on the combat chain when the triggered effect resolves.
  • If you choose a card with multiple names (e.g. a defending split card, an attacking card with multiple names), Become the Bottle's will get all the names of that chosen card.

Become the Cup

Ninja Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 2 defense As you play this, choose a color. This gets the chosen color. Go again

  • Become the Cup's first ability is a static ability that becomes functional while playing it. It is not a triggered ability. While announcing that you are playing Become the Cup, you will choose a color and it will gain that color, in addition to its existing colors. Then as normal, you will apply effects to the card that matches the effects' descriptions. For example, if you resolve Prismatic Leyline then play Become the Cup (red) and choose blue, that card will be both red and blue for the purpose of applying Prismatic Leyline's continuous effects.
  • Become the Cup's ability is not functional while defending.
  • If you do not play Become the Cup, you do not get to choose a color and it will not subsequently gain the color.
  • If an effect prevents you from playing a card of a certain color, you wouldn't be able to play Become the Cup and choose that particular color as you play it.
  • If you are under an effect that causes cards you own to lose colors (e.g. Blanch) and you play Become the Cup, you will still be able to choose a color as you play it and Become the Cup will get that color.

Warrior Cards

Helm of Unity

Warrior Equipment – Head 1 defense Unity – When this defends together with a card from hand, this gets +1 defense until end of turn. 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.
  • You typically can only defend with an equipment (with a defense value) once per combat chain, but the effect lasts until the end of the turn.
  • Each time you defend together with Helm of Unity in the same turn it gains an additional +1 defense until end of turn, but will get an -1 defense counter after each time the combat chain closes.

Plating of Unity

Warrior Equipment – Chest 1 defense Unity – When this defends together with a card from hand, this gets +1 defense until end of turn. 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.
  • You typically can only defend with an equipment (with a defense value) once per combat chain, but the effect lasts until the end of the turn.
  • Each time you defend together with Plating of Unity in the same turn it gains an additional +1 defense until end of turn, but will get an -1 defense counter after each time the combat chain closes.

Gauntlets of Unity

Warrior Equipment – Arms 1 defense Unity – When this defends together with a card from hand, this gets +1 defense until end of turn. 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.
  • You typically can only defend with an equipment (with a defense value) once per combat chain, but the effect lasts until the end of the turn.
  • Each time you defend together with Gauntlets of Unity in the same turn it gains an additional +1 defense until end of turn, but will get an -1 defense counter after each time the combat chain closes.

Pillar of Unity

Warrior Equipment – Legs 1 defense Unity – When this defends together with a card from hand, this gets +1 defense until end of turn. 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.
  • You typically can only defend with an equipment (with a defense value) once per combat chain, but the effect lasts until the end of the turn.
  • Each time you defend together with Pillar of Unity in the same turn it gains an additional +1 defense until end of turn, but will get an -1 defense counter after each time the combat chain closes.

Rend Flesh

Warrior Action (blue) 0 resource points, 3 defense Until end of turn, whenever a sword you control hits a hero, you may remove a +1 power counter from it. If you do, they lose 2 life. Go again

  • When Rend Flesh resolves, it generates a continuous triggered effect that is active for the remainder of the turn and triggers each time a sword you control hits a hero. Each of these triggered effects are optional effects: you may choose to remove a +1 power counter from the sword that hit when the triggered effect resolves. If you do remove that counter from it, the hero who was hit will lose 2 life.
  • When resolving the triggered effects from Rend Flesh's continuous triggered effect, the life loss effect is not considered damage and it will not trigger other effects that are conditional on hitting.

Display of Craftsmanship

Warrior Attack Reaction (red/yellow/blue) 2 resource points, 3 defense Target weapon attack gets +4/3/2 power. If the weapon has been sharpened this turn, put a +1 power counter on it.

  • When Display of Craftsmanship resolves, the targeted weapon attack gets the +power increase. If that attack's weapon was sharpened this turn before the Display of Craftsmanship resolves, you will put a +1 power counter on it. If you sharpen that weapon after Display of Craftsmanship resolves, it will not get the +1 power counter retroactively.

Cut n' Carve

Warrior Action (red/yellow/blue) 0 resource points, 3 defense Sharpen target sword you control. If it has 1/2/3 or more +1 power counters, its next attack this turn gets dominate. Go again

  • When Cut n' Carve resolves, you will sharpen the target sword you control. Then if that sword has the prescribed number of +1 power counters or more at that time, that sword's next attack this turn will get dominate. If it meets the condition after Cut n' Carve resolves, that sword's next attack this turn will not get dominate this way.

Mechanologist Cards

Synapse Sparkcap

Mechanologist Equipment – Base Head 1 defense Action — tap, banish an Evo from your hand: Create a Ponder token. Battleworn

  • When paying the cost to activate Synapse Sparkcap's activated ability, you must tap it and banish an object with the Evo subtype from your hand. When the activated ability resolves, you will create a Ponder token.
  • You cannot banish Singularity from your hand even though Teklovossen, the Mechropotent is its back-face. Even though Teklovossen, the Mechropotent has the Evo subtype, that face of the card is not its active face while it's in your hand.

mBrio Base Vizier

Mechanologist Equipment – Base Head 0 defense If you would be dealt arcane damage, you may remove a steam counter from a Hyper Driver you control to prevent 1 of that damage. Arcane Barrier 1

  • If you are dealt arcane damage, you can choose to apply mBrio Base Vizier's first replacement effect before you apply its Arcane Barrier replacement effect and vice versa.
  • mBrio Base Vizier's first replacement effect only applies to an arcane damage event once, you may not remove multiple counters from a hyper driver or from several hyper drivers to prevent more than 1 arcane damage from a single arcane damage event.

mBrio Base Cortex

Mechanologist Equipment – Base Chest 0 defense If you control a Hyper Driver, this gets +2 defense. Guardwell

  • mBrio Base Cortex's ability generates a conditional continuous effect that is always checking. If you control a Hyper Driver, it will get +2 defense. If you control a Hyper Driver when this defends, then you lose it, this will lose the +2 defense.
  • You do not control Hyper Drivers that are sub-cards under objects you control in the arena.
  • If a Hyper Driver comes under your control during the damage step and causes the if-conditional effect to become active, it will get the +2 defense from controlling it but the damage will not be recalculated.

mBrio Base Digits

Mechanologist Equipment – Base Arms 1 defense Instant — tap this and a cog you control: This gets +1 defense until end of turn. Temper

mBrio Base Walkers

Mechanologist Equipment – Base Legs 0 defense Quell 1

Ghost Protocol: Architect

Mechanologist Action – Attack (red) 0 resource points, 1 power, 3 defense If this was banished from boosting this turn, you may play this from your banished zone. Evo Upgrade – When this attacks, search your deck for an Evo with cost less than or equal to the number of Evos you have equipped, banish it, then shuffle.

  • Ghost Protocol: Architect's second ability triggers when it resolves and becomes an attacking card. When this triggered effect resolves, you must search your deck for a card with the Evo sub-type with a cost less than or equal to the number of Evos you currently have equipped. The Evo card you searched for is banished face up and then you shuffle your deck.
  • When resolving Ghost Protocol: Architect's triggered effect, there is no priority between any of the effects generated (e.g. searching, banishing the card, shuffling).
  • You can fail to find an Evo card during the search effect. Even if you don't find and banish an Evo card from your deck, you must shuffle.

Ghost Protocol: Mainframe

Mechanologist Action – Attack (blue) 0 resource points, 1 power, 3 defense If this was banished from boosting this turn, you may play this from your banished zone. Evo Upgrade – This gets +1 power for each Evo you have equipped.

  • Ghost Protocol: Mainframe's Evo Upgrade ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. It gets +1 power for each Evo you have equipped. If you equip an Evo while Ghost Protocol: Mainframe is currently on the combat chain, then it will get another +1 power.
  • Ghost Protocol: Mainframe's second ability is not functional while defending.

Blast Rig

Mechanologist Action – Attack (red) 0 resource points, 1 power, 3 defense Evo Upgrade – This gets +1 power for each Evo you have equipped. Boost

  • Blast Rig's Evo Upgrade ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. It gets +1 power for each Evo you have equipped. If you equip an Evo while Blast Rig is currently on the combat chain, then it will get another +1 power.
  • Blast Rig's ability is not functional while defending.

Speed Demon

Mechanologist Action – Attack (red) 0 resource points, 3 power, 3 defense Scrap If you control a Hyper Driver, this gets +1 power. When this attacks, if it scrapped a Hyper Driver, create a Hyper Driver token with 2 steam counters.

  • Speed Demon's second ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. If you control a Hyper Driver, it will get +1 power. If you control a Hyper Driver when this attacks, then you lose it, this will lose the +1 power.
  • You do not control Hyper Drivers that are sub-cards under objects you control in the arena.
  • If a Hyper Driver comes under your control during the damage step and causes the if-conditional effect to become active, it will get the +1 power from controlling it but the damage will not be recalculated.
  • Speed Demon's second ability is not functional while defending.
  • Speed Demon's third ability triggers when it resolves and becomes an attacking card. Whether or not you scrapped a Hyper Driver as part of paying this card's Scrap additional cost is checked when the triggered effect resolves. If you did, you will create a Hyper Driver token with 2 steam counters.

Teklo Trebuchet 2000

Mechanologist Action – Attack (blue) 0 resource points, 1 power, 3 defense When this attacks, the next attack you boost this combat chain gets +2 power. Boost

  • Teklo Trebuchet 2000's ability triggers when it resolves and becomes an attacking card. When this triggered effect resolves, it generates a continuous effect that applies to the next attack you boost this combat chain, giving it +2 power.

Assembly Module

Mechanologist Action – Item (blue) 0 resource points Crank This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it. Action — tap: Search your deck for a Hyper Driver, put it into the arena, then shuffle.

  • Assembly Module triggers at the start of your turn. This is an optional effect: You choose whether or not to remove a steam counter from it at the time the triggered effect resolves. If you don't remove a steam counter, you will destroy Assembly Module.
  • Neither player receives priority at the start of turn.
  • When Assembly Module's activated ability resolves, you must search your deck for a card named Hyper Driver. That Hyper Driver will be put into the arena and then you shuffle your deck.
  • When resolving Assembly Module's activated ability, there is no priority between any of the effects generated (e.g. searching, putting into the arena, shuffling).
  • You can fail to find a card named Hyper Driver during the search effect. Even if you don't find and put a Hyper Driver from your deck into the arena, you must shuffle.

Evo Beta Base Head

Mechanologist Action Equipment – Evo Base Head (blue) 0 resource points, 1 defense If you have a base head equipped, transform it into this, then equip this. Evo heads cost you 1 resource point less to play. Battleworn

  • This has the base subtype. It can be transformed into another evo.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

Evo Beta Base Chest

Mechanologist Action Equipment – Evo Base Chest (blue) 0 resource points, 1 defense If you have a base chest equipped, transform it into this, then equip this. Evo chests cost you 1 resource point less to play. Battleworn

  • This has the base subtype. It can be transformed into another evo.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

Evo Beta Base Arms

Mechanologist Action Equipment – Evo Base Arms (blue) 0 resource points, 1 defense If you have a base arms equipped, transform it into this, then equip this. Evo arms cost you 1 resource point less to play. Battleworn

  • This has the base subtype. It can be transformed into another evo.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

Evo Beta Base Legs

Mechanologist Action Equipment – Evo Base Legs (blue) 0 resource points, 1 defense If you have a base legs equipped, transform it into this, then equip this. Evo legs cost you 1 resource point less to play. Battleworn

  • This has the base subtype. It can be transformed into another evo.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

Heavy Metal Hardcore

Mechanologist Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense If an Evo has been banished from boosting this turn, this gets +1 power. Boost

  • Heavy Metal Hardcore's first ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. If an Evo has been banished from boosting this turn, it will get +1 power.
  • If you boost an attack on the same combat chain after Heavy Metal Hardcore's chain link resolves and that causes the if-conditional effect to become active, it will get the +1 power but the damage will not be recalculated.

Heart Wrencher

Mechanologist Action – Wrench Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense Boost This is a Wrench.

  • Heart Wrencher has the Wrench subtype in addition to being an attack. Effects and cards that apply to wrenches (e.g. Clamp Press) or target wrenches (e.g. Fist Pump) can interact with Heart Wrencher. Effects and cards that specifically look for wrench weapons (e.g. Construct Bank Breaker) will not work with Heart Wrencher as it is specifically looking for a card with both the weapon type and wrench sub-type.

Ranger Cards

Concealed Nerve Gas

Ranger Equipment – Chest Trap Cloaked While this is equipped face-down, when an attack with go again hits you, destroy this and create a Frailty token under each opponent's control.

  • Concealed Nerve Gas triggers while it is equipped face down and when an attack with go again hits you. Triggering this ability is optional: If the triggering condition is met while it is equipped face-down, you may choose to make this card public and trigger its effect. If you choose not to, the card remains private.
  • When Concealed Nerve Gas' triggered effect resolves, you must destroy Concealed Nerve Gas, then you will create a Frailty token under each opponent's control, beginning with the opponent to the left of you and moving clockwise around the table.
  • Concealed Nerve Gas has the Trap subtype, which can interact with rules and effects that interact with traps such as Riptide or Murky Water. When resolving Murky Water's triggered effect, Concealed Nerve Gas can be chosen as one of the 3 traps to be banished face down in the graveyard. It this card is chosen at random and put into the arsenal, it will remain in your arsenal until it is cleared by another effect (e.g. Command and Conquer). You cannot play the equipment card from arsenal. You cannot trigger its hidden ability as it is not equipped face-down in this scenario.

Concealed Pathogen

Ranger Equipment – Chest Trap Cloaked While this is equipped face-down, when an attack hits you and its controller has played or activated an attack reaction this chain link, destroy this and create a Bloodrot Pox token under each opponent's control.

  • Concealed Pathogen triggers while it is equipped face down, an attack hits you and that attack's controller played/activated an attack reaction this chain link. Triggering this ability is optional: If the triggering condition is met while it is equipped face-down, you may choose to make this card public and trigger its effect. If you choose not to, the card remains private.
  • When Concealed Pathogen's triggered effect resolves, you must destroy Concealed Pathogen, then you will create a Bloodrot Pox token under each opponent's control, beginning with the opponent to the left of you and moving clockwise around the table.
  • Concealed Pathogen has the Trap subtype, which can interact with rules and effects that interact with traps such as Riptide or Murky Water. When resolving Murky Water's triggered effect, Concealed Pathogen can be chosen as one of the 3 traps to be banished face down in the graveyard. It this card is chosen at random and put into the arsenal, it will remain in your arsenal until it is cleared by another effect (e.g. Command and Conquer). You cannot play the equipment card from arsenal. You cannot trigger its hidden ability as it is not equipped face-down in this scenario.

Concealed Sedative

Ranger Equipment – Chest Trap Cloaked While this is equipped face-down, when an attack with power greater than its base hits you, destroy this and create an Inertia token under each opponent's control.

  • Concealed Sedative triggers while it is equipped face down and an attack with power greater than its base hits you. Triggering this ability is optional: If the triggering condition is met while it is equipped face-down, you may choose to make this card public and trigger its effect. If you choose not to, the card remains private.
  • When Concealed Sedative's triggered effect resolves, you must destroy Concealed Sedative, then you will create an Inertia token under each opponent's control, beginning with the opponent to the left of you and moving clockwise around the table.
  • Concealed Sedative has the Trap subtype, which can interact with rules and effects that interact with traps such as Riptide or Murky Water. When resolving Murky Water's triggered effect, Concealed Sedative can be chosen as one of the 3 traps to be banished face down in the graveyard. It this card is chosen at random and put into the arsenal, it will remain in your arsenal until it is cleared by another effect (e.g. Command and Conquer). You cannot play the equipment card from arsenal. You cannot trigger its hidden ability as it is not equipped face-down in this scenario.

Bolt'n Boots

Ranger Equipment – Legs 1 defense Attack Reaction — 1 resource point, destroy this: Target arrow attack with power greater than its base gets go again. Battleworn

  • When activating Bolt'n Boots activated ability, you must target an arrow attack that currently has power greater than its base. When the activated ability resolves, if that targeted arrow attack still has power greater than its base, then it will get go again. If it does not, it will not get go again.

Rainbow Goo Trap

Ranger Defense Reaction – Trap (red) 0 resource points, 3 defense When this defends an attack with power greater than its base, dominate, and go again, the attack gets -2 power and loses and can't gain abilities.

  • Rainbow Goo Trap triggers when it becomes a defending card on the combat chain against an attack with power greater than its and also has the dominate and go again abilities. When the triggered effect resolves, that attack will get -2 power and will lose and can't gain abilities.

Courageous Crossing

Ranger Action – Trap (blue) 0 resource points, 3 defense Create a Courage token under target hero's control. Go again When this defends an attack with power greater than its base, remove a +1 power counter from target permanent.

  • Courageous Crossing's third ability triggers when it becomes a defending card on the combat chain against an attack with power greater than its base. This is a targeted effect: you must target a permanent in the arena when you add the triggered effect to the stack. When the triggered effect resolves, you will remove a +1 power counter from that targeted permanent.
  • You can target any permanent in the arena even if it doesn't current have a +1 power counter at the time you declare your target.

Frail Swingline

Ranger Action – Trap (blue) 0 resource points, 3 defense Create a Frailty token under target hero's control. Go again When this defends an attack with power less than its base, its controller discards a card.

  • Frail Swingline's third ability triggers when it becomes a defending card on the combat chain against an attack with power less than its base. That attack's controller chooses and discards a card when the triggered effect resolves.

Quickening Sand

Ranger Action – Trap (blue) 0 resource points, 3 defense Create a Quicken token under target hero's control. Go again When this defends an attack with go again, tap target hero or ally.

  • Quickening Sand's third ability triggers when it becomes a defending card on the combat chain against an attack with go again. This is a targeted effect: you must target a hero or ally when you add the triggered effect to the stack. When the triggered effect resolves, you will tap that targeted hero or ally.

Spellbane Trap

Ranger Action – Trap (red/yellow/blue) 0 resource points, 2 defense Your next arrow attack this turn gets +3/2/1 power. Go again When this defends and the attacking hero has dealt arcane damage this turn, create a Spellbane Aegis token.

  • Spellbane Trap triggers when it becomes a defending card on the combat chain and the attacking hero has dealt arcane damage this turn (e.g. to you, themselves, another opposing hero, ally you control, etc.) You will create a Spellbane Aegis token when the triggered effect resolves.

Runeblade Cards

Grimoire of Fellingsong

Runeblade Equipment – Off-Hand Instant — 1 resource point, destroy this: Create a Runechant token.

Helm of Might and Magic

Runeblade Equipment – Head 1 defense Blade Break Spellvoid 1

Runebleed Robe

Runeblade Equipment – Chest 0 defense Instant — Destroy this and a Runechant you control: Prevent the next 1 arcane damage that would be dealt to you this turn. Arcane Barrier 1

  • Runeblade Robe instant-activated ability requires you to destroy it and a Runechant you control. After the activated ability resolves, you can apply its prevention effect to the next 1 arcane damage that would be dealt to you this turn.
  • When paying Runebleed Robe's cost, you can destroy an object with the name Runechant that you control.
  • Paying Runebleed Robe's activation cost means that you would no longer be able to use the Arcane Barrier ability on its card. For example, if you would be dealt 2 or more arcane damage in a single event, you cannot apply both Runebleed Robe's Arcane Barrier prevention effect then the prevention effect from its activated ability to that same event.
  • Runebleed Robe's activated ability can be activated while it is defending.

Beckoning Haunt

Runeblade Equipment – Arms 2 defense Action — X, X, and 1 resource point, destroy this: Return target aura with cost X from your graveyard to your hand. Guardwell

  • When activating Beckoning Haunt, you must target an object with the aura subtype and a cost value of X, where X is any number greater than or equal to 0. When determining how many resources you must pay as part of activating this ability, you must pay a number of resources equal to essentially twice the cost value of the targeted card plus 1. When this activated ability resolves, you will return that targeted aura card in your graveyard to your hand.
  • An aura with a cost value of 0 can be targeted. If the aura has an X within its cost value, treat any X in that cost value as 0 (e.g. X3 would be just 3). You cannot target an aura that does not have a cost value.

Blackstone Greaves

Runeblade Equipment – Legs 1 defense If you've dealt arcane damage this turn, this gets +1 defense. Temper

  • Blackstone Greaves' ability generates a conditional continuous effect that is always checking. If you've dealt arcane damage to any living object (e.g. hero, ally), at any point during this turn, it will get +1 defense for the remainder of that turn.

Sigil of Silphidae

Runeblade Action – Aura (blue) 0 resource points, 3 defense Go again When this enters or leaves the arena, you may banish another aura from your graveyard. If you do, deal 1 arcane damage to target hero. At the beginning of your action phase, destroy this.

  • Sigil of Silphidae first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). It also triggers when it leaves the arena (e.g. when it is destroyed, when it is banished, etc.). This is an optional targeted effect: you must target a hero when you add the triggered effect to the stack; however, you choose whether or not to banish another aura from your graveyard when the triggered effect resolves. If you banish another aura from your graveyard this way, you will deal 1 arcane damage to that targeted hero.
  • With optional targeted effects like this one, you may choose not to target a hero when adding Sigil of Silphidae's triggered effect to the stack. If you do not target a hero, none of the effects of banishing an aura or dealing damage are generated.
  • If Sigil of Silphidae triggers from leaving the aura, that Sigil of Silphidae cannot be chosen and banished from resolving its triggered effect.
  • Sigil of Silphidae's first ability is not functional while it's defending. It will not trigger this ability when it leaves the arena while it's defending on the combat chain.
  • When resolving Sigil of Silphidae's triggered effect, there is no priority between any of the effects generated by the card (e.g. banishing an aura card, dealing arcane damage).
  • Sigil of Silphidae's third ability triggers at the beginning of your action phase. You will destroy it when this triggered effect resolves.

Runic Fellingsong

Runeblade Action – Attack (red/yellow/blue) 3 resource points, 7/6/5 power, 3 defense When this attacks, you may banish an aura from your graveyard. If you do, deal 1 arcane damage to target hero.

  • Runic Fellingsong triggers when it resolves on the stack and becomes an attacking card. This is an optional targeted effect: you must target a hero when you add the triggered effect to the stack; however, you choose whether or not to banish an aura from your graveyard when the triggered effect resolves. If you banish an aura from your graveyard this way, you will deal 1 arcane damage to that targeted hero.
  • With optional targeted effects like this one, you may choose not to target a hero when adding Runic Fellingsong's triggered effect to the stack. If you do not target a hero, none of the effects banishing an aura or dealing damage are generated.
  • When resolving Runic Fellingsong's triggered effect, there is no priority between any of the effects generated by the card (e.g. banishing an aura card, dealing arcane damage).

Weeping Battleground

Runeblade Defense Reaction (red/yellow/blue) 0 resource points, 3/2/1 defense You may banish an aura from your graveyard. If you do, deal 1 arcane damage to target hero.

  • When playing Weeping Battleground, its ability is an optional targeted effect. You may choose to not target a hero and doing so means none of the effects banishing an aura or dealing damage are generated. On the other hand, if you wish to use the optional effect, you must target a hero when playing Weeping Battleground; however, you choose whether or not to banish an aura from your graveyard when Weeping Battleground resolves. If you banish an aura from your graveyard this way, you will deal 1 arcane damage to that targeted hero. Then Weeping Battleground is added as a defending card on the combat chain.
  • When resolving Weeping Battleground, there is no priority between any of the effects generated by the card (e.g. banishing an aura card, dealing arcane damage).

Wizard Cards

Shroud of the Fate Watcher

Wizard Equipment – Head 0 defense When this leaves the arena, create a Sigil of Fate token. Blade Break

  • Shroud of the Fate Watcher triggers when it leaves the arena (e.g. when it is destroyed, when it is banished, etc.). You will create a Sigil of Fate token when the triggered effect resolves.

Robe of Resourcefulness

Wizard Equipment – Chest 0 defense When this leaves the arena, gain 2 resource points. Blade Break

  • Robe of Resourcefulness triggers when it leaves the arena (e.g. when it is destroyed, when it is banished, etc.). You will gain 2 resource points when the triggered effect resolves.

Gloves of Erasure

Wizard Equipment – Arms 0 defense When this leaves the arena, destroy target aura token. Blade Break

  • Gloves of Erasure triggers when it leaves the arena (e.g. when it is destroyed, when it is banished, etc.). This is a targeted effect: you must target an aura token when you add the triggered effect to the stack. When the triggered effect resolves, you will destroy that targeted aura token.

Aetherstorm Wellingtons

Wizard Equipment – Legs 0 defense Arcane Barrier 2

Glyph Power Spell

Wizard Action (red) 2 resource points, 3 defense Deal 4 arcane damage to any target. If you control a card with Sigil in its name, instead deal 6 arcane damage.

  • When playing Glyph Power Spell, you must declare a target. Whether or not you control a card with Sigil in its name is checked with Glyph Power Spell resolves. If you don't, you will deal 4 arcane damage to the target. If you do, you will deal 6 arcane damage to the target instead of 4.

Painful Premonition

Wizard Action (red/yellow/blue) 0 resource points, 3 defense Deal 3/2/1 arcane damage to any target. If this deals damage, create a Sigil of Fate token.

  • When playing Painful Premonition, you must declare a target. When Painful Premonition resolves, you will deal 3/2/1 arcane damage to the target. Then, if Painful Premonition dealt damage, you will create a Sigil of Fate token.

Future Sight

Wizard Instant (red/yellow/blue) 1 resource point Create 3/2/a Sigil of Fate tokens.

Shiyana Card

Embody Greatness

Shapeshifter Instant (yellow) 0 resource points Shiyana Specialization Name a living legend hero. You become that hero until the start of your next turn, except your base life doesn't change.

  • When Embody Greatness resolves, you must choose and name a living legend hero. The hero you name for this effect must be for a living legend hero in the classic constructed format.

Illusionist Cards

Silken Shroud

Illusionist Equipment – Head When this is destroyed, create a Ponder token. Ward 1

  • Silken Shroud triggers when it is destroyed. You will create a Ponder token when the triggered effect resolves.
  • Destroying Silken Shroud as part of using and applying its Ward 1 prevention effect can cause it to trigger its triggered ability. You will add this triggered effect to the stack the next time effects can be added to the stack (typically before players receive priority).

Silken Shawl

Illusionist Equipment – Chest When this is destroyed, create a Vigor token. Ward 1

  • Silken Shawl triggers when it is destroyed. You will create a Vigor token when the triggered effect resolves.
  • Destroying Silken Shawl as part of using and applying its Ward 1 prevention effect can cause it to trigger its triggered ability. You will add this triggered effect to the stack the next time effects can be added to the stack (typically before players receive priority).

Silken Symphony

Illusionist Equipment – Arms When this is destroyed, create a Might token. Ward 1

  • Silken Symphony triggers when it is destroyed. You will create a Might token when the triggered effect resolves.
  • Destroying Silken Symphony as part of using and applying its Ward 1 prevention effect can cause it to trigger its triggered ability. You will add this triggered effect to the stack the next time effects can be added to the stack (typically before players receive priority).

Silken Slippers

Illusionist Equipment – Legs When this is destroyed, create an Agility token. Ward 1

  • Silken Slippers triggers when it is destroyed. You will create an Agility token when the triggered effect resolves.
  • Destroying Silken Slippers as part of using and applying its Ward 1 prevention effect can cause it to trigger its triggered ability. You will add this triggered effect to the stack the next time effects can be added to the stack (typically before players receive priority).

Shimmering Mirage

Illusionist Defense Reaction (blue) 0 resource points, 2 defense While this is defending, when this chain link resolves, banish this. You may play it this combat chain. Mirage

  • Shimmering Mirage's first ability is functional while its a defending card on the combat chain and triggers when the chain link it is on resolves. You will banish it when this triggered effect resolves. You may play it again this combat chain from the banished zone.

Power of Make Believe

Illusionist Action – Attack (red/yellow/blue) 3 resource points, 7/6/5 power, 3 defense This gets +1 power for each card with 6 or more power defending it. Mirage

  • Power of Make Believe's ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. It gets +1 power for each card with 6 or more power defending it. If a card with 6 or more power is defending it then another one gets added to the combat chain on its chain link, Power of Make Believe will get +2 power total from its effect.

Shimmering Specter

Illusionist Action – Attack (red/yellow/blue) 3 resource points, 6/5/4 power, 2 defense While this is attacking or defending, when this leaves the arena, create a Spectral Shield token. Mirage

  • Shimmering Specter's first ability is functional when it is in the arena as either an attacking card or defending card on the combat chain and triggers when it leaves the arena. You will create a Spectral Shield token when this triggered effect resolves.

Assassin Cards

Graven Cowl

Assassin Equipment – Head 2 defense While this is in your graveyard, at the start of your turn, you may destroy 2 Silver you control. If you do, equip this. When this is equipped from anywhere other than your graveyard, put a -1 defense counter on it. Blade Break

  • Graven Cowl's first ability is functional while its in your graveyard and triggers at the start of your turn. This is an optional effect: you may choose to destroy 2 silver you control when the triggered effect resolves. If you do, you will equip it.
  • Neither player receives priority during the start phase of a turn.
  • Graven Cowl's second ability triggers when it is equipped from anywhere other than your graveyard. This includes triggering at the start of the game. You will put a -1 defense counter on it when the triggered effect resolves.

Graven Vestment

Assassin Equipment – Chest 2 defense While this is in your graveyard, at the start of your turn, you may destroy 2 Silver you control. If you do, equip this. When this is equipped from anywhere other than your graveyard, put a -1 defense counter on it. Blade Break

  • Graven Vestment's first ability is functional while its in your graveyard and triggers at the start of your turn. This is an optional effect: you may choose to destroy 2 silver you control when the triggered effect resolves. If you do, you will equip it.
  • Neither player receives priority during the start phase of a turn.
  • Graven Vestment's second ability triggers when it is equipped from anywhere other than your graveyard. This includes triggering at the start of the game. You will put a -1 defense counter on it when the triggered effect resolves.

Graven Gloves

Assassin Equipment – Arms 2 defense While this is in your graveyard, at the start of your turn, you may destroy 2 Silver you control. If you do, equip this. When this is equipped from anywhere other than your graveyard, put a -1 defense counter on it. Blade Break

  • Graven Gloves' first ability is functional while its in your graveyard and triggers at the start of your turn. This is an optional effect: you may choose to destroy 2 silver you control when the triggered effect resolves. If you do, you will equip it.
  • Neither player receives priority during the start phase of a turn.
  • Graven Gloves' second ability triggers when it is equipped from anywhere other than your graveyard. This includes triggering at the start of the game. You will put a -1 defense counter on it when the triggered effect resolves.

Graven Walkers

Assassin Equipment – Legs 2 defense While this is in your graveyard, at the start of your turn, you may destroy 2 Silver you control. If you do, equip this. When this is equipped from anywhere other than your graveyard, put a -1 defense counter on it. Blade Break

  • Graven Walkers' first ability is functional while its in your graveyard and triggers at the start of your turn. This is an optional effect: you may choose to destroy 2 silver you control when the triggered effect resolves. If you do, you will equip it.
  • Neither player receives priority during the start phase of a turn.
  • Graven Walkers' second ability triggers when it is equipped from anywhere other than your graveyard. This includes triggering at the start of the game. You will put a -1 defense counter on it when the triggered effect resolves.

Mist Hunter

Assassin Action – Attack (red) 0 resource points, 4 power, 3 defense Contract – You are contracted to banish opponents' blue cards. Whenever you complete this contract, create a Silver token. When this hits a Mystic hero, search their deck for any number of Inner Chi and banish them. They shuffle.

  • Mist Hunter's first ability is a Contract ability that is functional while it is an attacking card on the combat chain. This ability triggers each time you complete the contract: banishing an opponent's blue card. When each of these triggered effects resolve you will create a Silver token.
  • Mist Hunter's Contract ability is not functional while defending.
  • To banish an opponent's cards, you must be the one instructed by an effect to do the banishing. If an opponent is instructed by an effect to banish a card, it does not complete the contract because YOU are not banishing an opponent's card.
  • Banishing multiple of your opponents' blue cards at the same time completes this contract that many times. (e.g. the contract is completed with each blue card banished).
  • Mist Hunter's second ability triggers when this hits a hero with the Mystic talent supertype. When the triggered effect resolves, you must search their deck for any number of cards named Inner Chi and you banish them. Then, the opponent must shuffle their deck. Banishing Inner Chi cards this way causes you to complete the contract and will trigger the card's contract ability since you are the one doing the banishing.
  • If you choose not to banish any cards, that opponent must still shuffle.
  • When resolving Mist Hunter's triggered effect, there is no priority between any of the effects generated (e.g. searching, banishing, shuffling).

Excessive Bloodloss

Assassin Action – Attack (red/yellow/blue) 1 resource point, 5/4/3 power, 3 defense Contract – You are contracted to banish opponents' red cards. Whenever you complete this contract, create a Silver token. When this hits a hero, banish the top card of their deck. If it's red, repeat this process once.

  • Excessive Bloodloss' first ability is a Contract ability that is functional while it is an attacking card on the combat chain. This ability triggers each time you complete the contract: banishing an opponent's red card. When each of these triggered effects resolve you will create a Silver token.
  • Excessive Bloodloss' Contract ability is not functional while defending.
  • To banish an opponent's cards, you must be the one instructed by an effect to do the banishing. If an opponent is instructed by an effect to banish a card, it does not complete the contract because YOU are not banishing an opponent's card.
  • Banishing multiple of your opponents' red cards at the same time completes this contract that many times. (e.g. the contract is completed with each red card banished).
  • Excessive Bloodloss' second ability triggers when this hits a hero. When the triggered effect resolves, you must banish the top card of that hero's deck. If it's red, you will repeat the process again of banishing the top card of that hero's deck. Banishing red cards this way causes you to complete the contract and will trigger the card's contract ability since you are the one doing the banishing.
  • When resolving Excessive Bloodloss' triggered effect, there is no priority between any of the effects generated (e.g. banishing, repeating the process, banishing).

Knife Through

Assassin Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense Stealth If you've hit with a dagger this combat chain, this gets go again.

  • Knife Through's ability generates a conditional continuous effect that is always checking. If you haven't hit with a dagger yet this combat chain you when you attack with this and then you do, this will get go again.
  • Go again is checked during the resolution step. If you haven't hit with a dagger yet this combat chain when you attack with this and then you do before the attack's resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and you haven't hit with a dagger this combat chain, and then you do later in the turn (e.g. after you've played another attack on the same combat chain, etc.)

Bard Card

Song of Larinkmorth White

Bard Action – Song (blue) 0 resource points, 3 defense Create a Frostbite token under each other hero's control.

  • When Song of Larinkmorth White resolves, you will create a Frostbite token under each other hero's control, beginning with the hero on your left and moving clockwise around the table.
  • If an effect reduces the number tokens created (e.g. Ripple Away), no Frostbite tokens will be created from resolving this effect.

Necromancer Cards

Carrion Crown

Necromancer Equipment – Head 2 defense Action — Discard an ally, destroy this: Draw a card. Go again Blade Break

Mournful Casket

Necromancer Equipment – Chest 1 defense If an ally has been put into your graveyard this turn, this gets +1 defense. Temper

  • Mournful Casket's ability generates a conditional continuous effect that is always checking. If an object with the ally subtype has been put into your graveyard at any point during this turn (e.g. destroyed from the top of your deck, discarded from your hand, destroyed while it was in the arena, etc.), Mournful Casket will get +1 defense for the remainder of that turn.

Reach Beyond the Grave

Necromancer Equipment – Arms 1 defense Action — Destroy this: Return an ally card from your graveyard to your hand, then discard a card. Go again Battleworn

  • When Reach Beyond the Grave's activated ability resolves, you will choose and return an ally card from your graveyard to your hand, then you will choose and discard a card.
  • If no ally cards are available to return from your graveyard to your hand when this resolves, you will still discard a card.
  • When resolving Reach Beyond the Grave's activated ability, there is no priority between any of the effects generated (e.g. returning an ally card, discarding a card).

Scuttle Toes

Necromancer Equipment – Legs 0 defense Instant — 2 resource points, destroy this: Untap target ally you control. Destroy it at the beginning of the end phase. Arcane Barrier 1

  • When activating Scuttle Toes's activated ability, you must target an ally you control. When Scuttle Toes' activated ability resolves, you will untap that targeted ally. It will also generate a delayed triggered effect that triggers at the beginning of the end phase. You will destroy that ally when that triggered effect resolves.
  • Neither player receives priority during the end phase of a turn.
  • When resolving Scuttle Toes' activated ability, if the targeted ally is already untapped, the untap effect will fail. You will still destroy that ally at the beginning of the end phase.

Pirate NecromaNcer Cards

Beneath the Surface

Pirate Necromancer Defense Reaction (yellow) 2 resource points, 5 defense Watery Grave While this is defending, when it's put into your graveyard from the arena, turn it face-down.

  • Beneath the Surface's second ability is functional while it's a defending card on the combat chain and triggers when it's put into your graveyard from the arena. You will turn it face-down when the triggered effect resolves.
  • The Watery Grave ability on Beneath the Surface is not functional while defending, hence the first ability covers the case where it defends, then it goes to the graveyard.

Man Overboard

Pirate Necromancer Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense When this attacks, you may discard an ally. If you do, this gets +1 power and go again.

  • Man Overboard triggers when it resolves on the stack and becomes an attacking card. This is an optional effect: you choose whether or not you want to discard a card with the ally subtype from your hand when this triggered effect resolves. If you do, Man Overboard gets +1 power and go again.

Tentacular Toll

Pirate Necromancer Action (red/yellow/blue) 0 resource points, 3 defense Turn up to 3/2/1 ally cards in your graveyard face-down, then create that many Gold tokens. Go again

  • When Tentacular Toll resolves, you will choose and turn up to 3/2/1 ally cards in your graveyard face-down. Then you will create Gold tokens equal to the number to ally cards you turned face-down this way.
  • You can choose not to turn any ally cards in your graveyard face-down when this resolves. If you don't turn any ally cards face-down this way, no Gold tokens are created.
  • When resolving Tentacular Toll, there is no priority between any of the effects generated (e.g. Turning ally cards face-down, creating Gold tokens).

Pirate Mechanologist Card

Skywarden no.161803

Pirate Mechanologist Action – Attack (yellow) 0 resource points, 3 power, 2 defense Galvanize – When this defends, you may destroy an item you control. If you do, this gets +1 defense. If a Golden Cog is destroyed this way, create a Gold token.

  • Skywarden no.161803's Galvanize ability triggers when it becomes a defending card on the combat chain. This is an optional effect: You choose whether or not to destroy an item you control at the time the triggered effect resolves. If an item you control is destroyed, this gets +1 defense. If the item you destroyed this way was a Golden Cog, you will create a Gold token.
  • When resolving Skywarden no.161803's triggered effect, there is no priority between any of the effects generated (e.g. choosing to destroy an item you control, getting +1 defense, creating a Gold token).
  • You cannot do the optional effect if you are unable to destroy an item you control.

Pirate Ranger Card

Shallow Water Shark Harpoon

Pirate Ranger Action – Arrow Attack (yellow) 2 resource points, 5 power, 3 defense If you've activated a cannon this turn, this gets "When this hits a hero, destroy a card in their arsenal. If you do, create a Gold token."

  • Shallow Water Shark Harpoon's ability generates a conditional continuous effect that is always checking. If you've activated a cannon this turn, Shallow Water Shark Harpoon gets a triggered ability that triggers when it hits a hero. You will choose and destroy a card in their arsenal when this triggered effect resolves. If you destroy a card in that hero's arsenal this way, you will create a Gold token.
  • When resolving the Shallow Water Shark Harpoon's triggered effect, there is no priority between any of the effects generated (e.g. destroying a card in arsenal, creating a Gold token)

Pirate Cards

Trench of Watery Depths

Pirate Equipment – Chest 1 defense When this defends, you may pitch a blue card from your graveyard. Blade Break

  • Trench of Watery Depth's first ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to pitch any blue card from your graveyard when the triggered effect resolves.
  • You cannot pitch a blue card that is face-down in your graveyard due to this effect.

Break Open the Chests!

Pirate Action (yellow) 1 resource point, 3 defense Turn all cards in all arsenals face-up. Then if there's a face-up yellow card in any arsenal, create 2 Gold tokens. Go again

  • When Break Open the Chests! resolves, you will turn all cards in all arsenals face-up. Then, if there is at least one face-up yellow card among all cards in the arsenal, you will create 2 Gold tokens.
  • When resolving Break Open the Chests!, there is no priority between any of the effects generated (e.g. turning cards face-up, creating Gold tokens)

Lighten the Load

Pirate Action – Attack (red/yellow/blue) 0 resource points, 4/3/2 power, 2 defense When this attacks, you may discard a card or destroy an item you control. If you do, this gets go again.

  • Lighten the Load triggers when it resolves on the stack and becomes an attacking card on the combat chain. This is an optional effect: you choose whether or not to discard a card or destroy an item you control or do nothing when this triggered effect resolves. If you choose and discard a card, or choose an destroy an item you control this way, Lighten the Load will get go again.
  • When resolving Lighten the Load's triggered effect, there is no priority in between any of the effects generated (e.g. discarding a card, destroying an item, getting go again).

Submerge

Pirate Action – Attack (red/yellow/blue) 0 resource points, 6/5/4 power, 3 defense As an additional cost to play this, put a card from your hand into your deck fifth from the top.

  • When playing Submerge, it has an additional effect cost that requires you to put a card from your hand into your deck fifth from the top. Fifth from the top means that there are exactly four cards above the card in the deck. If there are fewer than four cards remaining in your deck, you will put it on the bottom of your deck and you have paid the additional cost.

Light Illusionist Card

Herald of Victoria

Light Illusionist Action – Attack (yellow) 2 resource points, 7 power, 3 defense Instant — Discard this: Until end of turn, attack action cards your opponents control get -1 power while attacking and defending. Phantasm

  • Herald of Victoria has an ability that can only be activated from your hand. To activate this, show Herald of Victoria to all players, then pay the cost of discarding it.
  • Discarding this card to its ability counts as activating an instant ability, not as playing an instant.
  • When Herald of Victoria's instant-activated ability resolves, attack action card your opponents control get -1 power while attacking or defending for the remainder of the turn.
  • If the phantasm ability on an attack you control triggers because it is defending a non-illusionist card with 6 power, resolving Herald of Victoria's instant-activated ability before the phantasm triggered effect resolves will reduce the defending card's power to below 6 power. As a result, the defending card no longer meets the phantasm ability's state-based triggering condition and the phantasm triggered effect does not resolve.

Light Warrior Card

Roaring Beam

Light Warrior Attack Reaction (yellow) 0 resource points, 3 defense Create a Courage token. If there are no cards in your soul, return this to its owner's hand, then charge your soul.

  • When Roaring Beam resolves, you will create a Courage token. Then if there are no cards in your soul, you will return Roaring Beam to its owner's hand, then you will charge your soul with a card of your choice from your hand.
  • When resolving Roaring Beam, there is no priority between any of the effects generated (e.g. creating a Courage token, returning the card to its owner's hand, charging your soul.)

Light Cards

Solray Plating

Light Equipment – Chest 1 defense If you would be dealt damage, you may banish a card from your soul to prevent 1 of that damage. If you do, destroy this at the beginning of the end phase. Blade Break

  • Solray Plating's first ability generates a prevention effect that can be used once each time you would be dealt damage. If you would be dealt damage, you may banish a card from your soul to prevent 1 of that damage. If you do, banish a card from your soul this way to use the prevention effect, you will destroy this at the beginning of the end phase.
  • Neither player receives priority during the end phase of a turn.

Blessing of Themis

Light Action – Aura (yellow) 0 resource points, 3 defense Go again When this enters the arena, name a card. Turn all cards with that name in banished zones face-down. Whenever a card with that name is banished while this is in the arena, turn that card face-down. At the start of your turn, put this into your soul.

  • Blessing of Themis' second ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). When this triggered effect resolves, you will name a card. Then you will turn all cards with that name in all banished zones face-down.
  • When resolving Blessing of Themis' "when this enter the arena" triggered effect, there is no priority between any of the effects generated (e.g. naming a card, turning cards face down)
  • When naming a card for Blessing of Themis, you may choose one of the names of a split card (e.g. Shock, Life). If you do, you will turn all cards with that name face-down. For example, Tyler names "Life" and Nic has "Everbloom||Life" and "Arcane Shock||Life" in their banished zone. Tyler will turn both "Everbloom||Life" and "Arcane Shock||Life" face-down.
  • Blessing of Themis' second ability also has another connected triggered effect while it is in the arena and triggers each time a card with that name is banished. You will turn that banished card face-down when the triggered effect resolves.
  • Blessing of Themis's third ability triggers at the start of your turn. You will put Blessing of Themis into your soul when the triggered effect resolves.
  • Neither player receives priority during the start phase of a turn.

Duty Bound Blitz

Light Action – Attack (red/yellow/blue) 0 resource points, 5 power, 2 defense Play this only if a yellow card has been put into your soul this turn. Go again

Soul Bond Belief

Light Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense When this attacks, reveal the top card of your deck. If it's yellow, put it into your soul and this gets +1 power. Soul Bond Belief triggers when it resolves on the stack and becomes an attacking card. You will reveal the top card of your deck when this triggered effect resolves. If the revealed card is yellow, you will put that revealed card into your soul and Soul Bond Belief gets +1 power.

Shadow Brute Card

Pound of Flesh

Shadow Brute Action (blue) 0 resource points, 3 defense Each hero banishes a card from their hand. Each hero who didn't banish a card with 6 or more power this way loses 1 life. Go again

  • When Pound of Flesh resolves, each hero will banish a card from their hand, beginning with you then moving clockwise around the table. Then, each hero who didn't banish a card with 6 or more power this way loses 1 life.

Shadow Runeblade Card

Deep Recesses of Existence

Shadow Runeblade Action – Attack (blue) 4 resource points, 6 power, 3 defense Rune Gate When the combat chain closes, you may banish this face-down. If you do, for each hero who has lost life this turn, banish a card from their graveyard. Blood Debt

  • Deep Recesses of Existence's second ability triggers when the combat chain closes. This is an optional effect: you choose whether or not to banish this card face-down. If you banish a card face-down this way, then for each hero who has lost life this turn, you will banish a card from each of those heroes' graveyards beginning with you then moving clockwise around the table.
  • Neither player receives priority during the close step of combat.

Shadow Cards

Embraforged Gauntlet

Shadow Equipment – Arms 2 defense If this would be put into your graveyard from anywhere, instead banish it. Temper Blood Debt

Engulfing Shadows

Shadow Defense Reaction (yellow) 0 resource points, 4 defense If this would be put into your graveyard from anywhere, instead banish it. Blood Debt

Depths of Despair

Shadow Action – Attack (red/yellow/blue) 3 resource points, 7/6/5 power, 3 defense When this defends, banish it when the combat chain closes. Blood Debt

  • Depths of Despair's first ability triggers when it becomes a defending card on the combat chain. When the triggered effect resolves, it generates a delayed triggered effect that triggers when the combat chain closes. You will banish it when that specific triggered effect resolves.
  • Neither player receives priority during the close step of combat.

Fasting Carcass

Shadow Action (red/yellow/blue) 0 resource points, 3 defense The next red/yellow/blue action card you play this turn gets go again. Go again Blood Debt

Elemental Guardian Card

Seeds of Strength

Elemental Guardian Action (red) 2 resource points, 3 defense Create 3 Might tokens. Earth Bond – If an Earth card was pitched to play this, instead create 4 Might tokens.

  • When Seeds of Strength resolves, you will create 3 Might tokens. If you pitched an Earth card to play it, you will create 4 Might tokens instead.
  • You must pitch at least one Earth card while paying for this card's resource cost to meet the Earth Bond condition. Using resources from previously pitched Earth cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Earth card to play this, the condition has been met even if the Earth card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Elemental Ranger Card

Arc Bending

Elemental Ranger Action – Arrow Attack (red) 1 resource point, 5 power, 3 defense When this attacks, if a Lightning or Elemental attack would deal damage this combat chain, instead it deals that much damage plus 1. Lightning Bond – If a Lightning card was pitched to play this, this gets go again.

  • Arc Bending's first ability triggers when it resolves on the stack and becomes an attacking card on the combat chain. When this triggered effect resolves, it will generate a replacement effect where if you were to deal damage with a Lightning or Elemental attack this combat chain, it would deal that much damage plus 1 instead. This includes damage from triggered effects the Elemental or Lightning attacks may have or even damage dealt during the damage step of combat.
  • Arc Bending's second ability is a Lightning Bond ability that generates a continuous effect that is always checking. If you pitched a Lightning card to play Arc Bending, Arc Bending will get go again.
  • You must pitch at least one Lightningcard while paying for this card's resource cost to meet the Lightning Bond condition. Using resources from previously pitched Lightning cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Lightning card to play this, the condition has been met even if the Lightning card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Elemental Runeblade Card

Verdant Tide

Elemental Runeblade Action (red) 1 resource point, 2 defense Until end of turn, if you would create 1 or more Elemental or Runeblade aura tokens, instead create that many plus 1 of each of those tokens. Earth Bond – If an Earth card was pitched to play this, create an Embodiment of Earth token. Go again

  • When Verdant Tide resolves, it will generate a continuous replacement effect that is active for the remainder of the turn. If you would create 1 or more Elemental or Runeblade aura tokens, you will instead create that many plus 1 of each of those tokens. Additionally, if the Earth Bond ability is active because an Earth card was pitched to play Verdant Tide, you will create an Embodiment of Earth token (which will result in 2 Embodiment of Earth tokens as you will apply the previously generated replacement effect to it).
  • If you would create two or more different Elemental or Runeblade aura tokens, you create one more of each of those different auras. For example, if a card would have you create 1 runechant and one Embodiment of Earth tokens, you would create 2 of each of those..
  • If an ability would create 0 Elemental or Runeblade aura tokens, it's the same as no effect occurring, and therefore the replacement effect generated from Verdant Tide does not apply to it.
  • If there are multiple replacement effects that can be applied to an event that would create 1 or more aura tokens (e.g. Verdant Tide and Ripple Away), the turn player will decide which player's effects will be applied first. If a replacement effect is applied first that results in the number of aura tokens created to be 0 (e.g. applying Ripple Away), Verdant Tide's effect would no longer apply and no aura tokens would be created.
  • You must pitch at least one Earth card while paying for this card's resource cost to meet the Earth Bond condition. Using resources from previously pitched Earth cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Earth card to play this, the condition has been met even if the Earth card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Elemental Wizard Card

Voltic Veil

Elemental Wizard Instant (red) 1 resource point Prevent the next 4 damage that would be dealt to you this turn. Lightning Bond – If a Lightning card was pitched to play this, deal 1 arcane damage to all opposing heroes.

  • When Voltic Veil resolves, it generates a shielding-prevention effect that prevents the next 4 damage that would be dealt to your hero. This can be over separate events of damage (i.e. 1 arcane damage, then 2 damage, then 1 damage).
  • You must pitch at least one Lightning card while paying for this card's resource cost to meet the Bond condition. Using resources from previously pitched Ice cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch a Lightning card to play this, the condition has been met even if the Lightning card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Elemental Cards

Elemental Strike

Elemental Action – Attack (red) 0 resource points, 5 power, 3 defense As an additional cost to play this, banish a card from your hand. If it's Earth, this gets +2 power. Lightning, this gets go again. Ice, this gets dominate.

  • When paying the cost to play Elemental Strike, you must banish a card from your hand. If the card that you banish this way has the Earth, Lightning and/or Ice supertypes, it will get those respective continuous effects immediately. If it has none of those supertypes, nothing further happens.
  • If you were to banish a Colors of Aria to pay for Elemental Strike's additional cost effect, you will get all three continuous effects. This is because it will become public and face-up in your hand before it is moved (banished).

Colors of Aria

Elemental Action – Attack (red) 3 resource points, 7 power, 3 defense While this is face-up in any zone, it's Earth, Ice, and Lightning.

  • Colors of Aria only has the Earth, Ice and Lightning supertypes while it is face-up in any zone. This includes when it is pitched or banished from hand as it is made public and face-up before moving zones. This is important for abilities like bond (e.g. Earth Bond, Ice Bond, Lightning Bond) or conditional effects like those written on Lexi's/Oldhim's activated abilities or on cards like Elemental Strike.
  • Colors of Aria cannot be revealed if the reveal effect specifically requires you to reveal a specific type card. This is because Colors of Aria is still private and face-down before you perform the reveal effect and therefore will not have any of the supertypes. This is important as Colors of Aria cannot be used to pay for fusion additional costs (e.g. Lightning Fusion, etc.) nor for resolving Bravo, Star of the Show's triggered effect.

Frosthaven Sheath

Elemental Defense Reaction (red) 1 resource point, 5 defense Ice Bond – If an Ice card was pitched to play this, create a Frostbite token under the attacking hero's control.

  • When Frosthaven Sheath resolves, if you pitched an Ice card to play it, you will create a Frostbite token under the attacking hero's control. This includes the hero who controls the attacking ally. Then, it is added to the combat chain as a defending card.
  • You must pitch at least one Ice card while paying for this card's resource cost to meet the Ice Bond condition. Using resources from previously pitched Ice cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Ice card to play this, the condition has been met even if the Ice card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Leaven Sheath

Elemental Defense Reaction (red) 1 resource point, 5 defense Earth Bond – If an Earth card was pitched to play this, create an Embodiment of Earth token.

  • When Leaven Sheath resolves, if you pitched an Earth card to play it, you will create an Embodiment of Earth token. Then, it is added to the combat chain as a defending card.
  • You must pitch at least one Earth card while paying for this card's resource cost to meet the Earth Bond condition. Using resources from previously pitched Earth cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Earth card to play this, the condition has been met even if the Earth card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Stormwind Sheath

Elemental Defense Reaction (red) 1 resource point, 5 defense Lightning Bond – If a Lightning card was pitched to play this, create an Embodiment of Lightning token.

  • When Stormwind Sheath resolves, if you pitched a Lightning card to play it, you will create an Embodiment of Lightning token. Then, it is added to the combat chain as a defending card.
  • You must pitch at least one Lightning card while paying for this card's resource cost to meet the Lightning Bond condition. Using resources from previously pitched Lightning cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch a Lightning card to play this, the condition has been met even if the Lightning card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Laden with Earth

Elemental Action (red) 1 resource point, 2 defense Your next attack this turn gets +3 power. Earth Bond – If an Earth card was pitched to play this, create an Embodiment of Earth token. Go again

  • When Laden with Earth resolves, it will generate a continuous effect that gives your next attack this turn +3 power. If you pitched an Earth card to play it, you will create an Embodiment of Earth token.
  • You must pitch at least one Earth card while paying for this card's resource cost to meet the Earth Bond condition. Using resources from previously pitched Earth cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Earth card to play this, the condition has been met even if the Earth card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Laden with Frost

Elemental Action (red) 1 resource point, 2 defense Your next attack this turn gets +3 power. Ice Bond – If an Ice card was pitched to play this, create a Frostbite token under target hero's control. Go again

  • When you play Laden with Frost, you must target a hero. When Laden with Frost resolves, it will generate a continuous effect that gives your next attack this turn +3 power. If you pitched an Ice card to play it, you will create a Frostbite under that targeted hero's control.
  • You must pitch at least one Ice card while paying for this card's resource cost to meet the Ice Bond condition. Using resources from previously pitched Ice cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch an Ice card to play this, the condition has been met even if the Ice card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Laden with Lightning

Elemental Action (red) 1 resource point, 2 defense Your next attack this turn gets +3 power. Lightning Bond – If a Lightning card was pitched to play this, create an Embodiment of Lightning token. Go again

  • When Laden with Lightning resolves, it will generate a continuous effect that gives your next attack this turn +3 power. If you pitched a Lightning card to play it, you will create an Embodiment of Lightning token.
  • You must pitch at least one Lightning card while paying for this card's resource cost to meet the Lightning Bond condition. Using resources from previously pitched Lightning cards (i.e. pitched before playing this card) does not meet this condition.
  • If you pitch a Lightning card to play this, the condition has been met even if the Lightning card you pitched is removed from the pitch zone (e.g. Potion of Deja Vu).

Earth Runeblade Card

Chorus of Rotwood

Earth Runeblade Action (red) 1 resource point, 2 defense Decompose – You may banish 2 Earth cards and an action card from your graveyard. If you do, create an Embodiment of Earth token. Create 3 Runechant tokens.

  • When Chorus of Rotwood resolves, it generates a Decompose effect that is an optional effect: you choose whether or not to banish 2 Earth cards and an action card from your graveyard when Chorus of Rotwood resolves. If you banish the three cards this way, you will create an Embodiment of Earth token. Regardless of if you resolve the Decompose effect or not, you will create 3 Runechant tokens.
  • To decompose, you need to banish 3 cards in total: two Earth cards, and one action card. The Earth cards may be action cards, and the action card may be an Earth card. Banishing an Earth action card will count towards either one of the two Earth cards being banished or the action card being banished, not both at the same time.
  • When resolving Chorus of Rotwood, there is no priority between any effects generated (e.g. banishing cards, creating an Embodiment of Earth, creating Runechants).

Earth Wizard Card

Sowing Thorns

Earth Wizard Action (red) 0 resource points, 3 defense Gain 1 life Decompose – You may banish 2 Earth cards and an action card from your graveyard. If you do, you may search your deck for an Earth aura with cost less than the life you've gained this turn, reveal it, then shuffle and put it on top.

  • When Sowing Thorns resolves, you will gain 1 life. Then it generates a Decompose effect that is an optional effect: you choose whether or not to banish 2 Earth cards and an action card from your graveyard when Sowing Thorns resolves. If you banish the three cards this way, you may search your deck for an Earth aura with cost less than the total life you've gained this turn. You will reveal that card, then shuffle and put it on top.
  • If you choose to search your deck for a Earth aura card, you can fail to find an Earth aura card even if you still have one in your deck. Nothing is revealed nor put on top; however, you will still shuffle your deck afterwards.
  • To decompose, you need to banish 3 cards in total: two Earth cards, and one action card. The Earth cards may be action cards, and the action card may be an Earth card. Banishing an Earth action card will count towards either one of the two Earth cards being banished or the action card being banished, not both at the same time.
  • When resolving Sowing Thorns, there is no priority between any effects generated (e.g. gaining life, banishing cards, searching, revealing, shuffling, putting on top).

Earth Cards

Limbs of Lignum Vitae

Earth Equipment – Arms 1 defense If there are 4 or more Earth cards in your banished zone, this gets +1 defense. Blade Break

  • Limbs of Lignum Vitae's first ability generates a continuous effect that always checks the number of Earth cards in your banished zone. If this is defending with 3 Earth cards in your banished zone, and then you banish an Earth card, this gets +1 defense. If you then remove an Earth card from your banished zone, it loses the +1 defense.
  • Earth cards that are face-down in your banished zone do not count towards Earth cards in your banished zone.

Doubling Season

Earth Action – Attack (red) 3 resource points, 0 power, 3 defense While this is face-up in any zone, if it would gain power, instead it gains that much plus 1.

  • Doubling Season's replacement effect will not apply to power increases from +power counters.
  • Effects that increase power are applied as events. This effect modifies that event (and thus the result of the effect) to increase the power by an additional 1.
  • This effect increases ALL instances of effects that increase power, not just the first. If two or more effects would increase the power of Doubling Season by 1, then each of those effects instead increase the power by 2.
  • Effects that apply when Doubling Season is played and on the stack (e.g. Come to Fight) will be affected by its ability.
  • Effects that set or decrease power are not modified by Doubling Season's effect (e.g. -2 power would not become -1 power).
  • If an effect that was modified by Doubling Season were to no longer apply to an attack, but then is re-applied to that attack later, the application of Doubling Season's replacement effect on that particular effect would be lost and no longer modify it when it is reapplied.

Oath of Oak

Earth Action (red/yellow/blue) 0 resource points, 2 defense Create 3/2/an Embodiment of Earth tokens.

Sprout Strength

Earth Action (red) 0 resource points, 2 defense Your next attack this turn gets +1 power. Your next attack this turn gets +1 power. Your next attack this turn gets +1 power. Go again

  • Sprout Strength (Red) generates 3 separate continuous effects that apply to your next attack with each of them giving that next attack +1 power. If you had a replacement effect that modifies the effects that cause attacks to gain power this turn (e.g. Thrive), it would modify each of those effects.

Sprout Strength

Earth Action (yellow) 0 resource points, 2 defense Your next attack this turn gets +1 power. Your next attack this turn gets +1 power. Go again

  • Sprout Strength (Yellow) generates 2 separate continuous effects that apply to your next attack with each of them giving that next attack +1 power. If you had a replacement effect that modifies the effects that cause attacks to gain power this turn (e.g. Thrive), it would modify each of those effects.

Sprout Strength

Earth Action (blue) 0 resource points, 2 defense Your next attack this turn gets +1 power. Go again

Ice Guardian Card

Monolith of Galcia

Ice Guardian Action (blue) 3 resource points, 2 defense Choose 1 or more; Destroy target frozen ally. Destroy target frozen aura. Destroy target frozen equipment. Destroy target frozen item.

  • You choose the modes and targets when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You must choose at least one of the modes. For every mode that you choose, you must declare a target for each of the modes chosen as part of playing Monolith of Galcia.
  • If you choose more than 1 mode and all of the targets for one of the modes no longer exist, you will continue to any remaining effects and modes if able.

Ice Cards

Frost Spike

Ice Wizard Instant (blue) 0 resource points Create a Frostbite token in an exposed head, chest, arms, or legs zone.

  • When Frost Spike resolves, you will create a Frostbite token in an exposed head, chest, arms, or legs zone of your choice. This can be in one of your exposed zones or one of your opponent's exposed zones.
  • Creating a Frostbite in an exposed zone creates it under the control of the player whose zone it is.

Shattering Grasp

Ice Equipment – Arms 1 defense Action — Destroy this: Destroy target frozen ally. Go again Battleworn

Channel Galcia's Cradle

Ice Action – Aura (blue) 0 resource points, 2 defense When this enters the arena and at the start of your turn, freeze target ally, aura, item, or equipment while this is in the arena. Channel Ice – At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Ice card from your pitch zone on the bottom of your deck for each flow counter on it.

  • Channel Galcia's Cradle first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). It also triggers at the start of your turn. This is a targeted effect: you must target an ally, aura, item, or equipment when you add the triggered effect to the stack. When the triggered effect resolves, you will freeze that target and it will remain frozen while Channel Galcia's Cradle is in the arena.
  • Neither player receives priority during the start phase of a turn.
  • You may decide to destroy this even if you have enough Ice cards in your pitch zone. In that situation you will put your pitch zone on the bottom of your deck as usual.
  • When adding the triggered effect from Channel Galcia's Cradle's first ability to the stack, you can target an already frozen ally, aura, item or equipment. If you targeted one of these frozen objects, the freeze effect will not fail when the triggered effect resolves. The previous freeze effect's will no longer apply once the effect's duration is met. The new freeze effect on the targeted object will continue as long as Channel Galcia's Cradle is in the arena.

Conquer the Icy Terrain

Ice Action – Attack (red/yellow/blue) 3 resource points, 7/6/5 power, 2 defense When this hits a hero, they may pay 2 resource points. If they don't, you may destroy a frozen card in their arsenal or a frozen non-hero permanent they control.

  • Conquer the Icy Terrain triggers when it hits a hero. This is an optional effect: that hero may choose whether or not to pay 2 resource points when this triggered effect resolves. If they don't pay 2 resource points this way, you will have an optional effect: you may choose and destroy a frozen card in their arsenal or a frozen non-hero permanent they control or you may do nothing at all.

Put on Ice

Ice Action (red/yellow/blue) 1 resource point, 2 defense Freeze up to 3/2/1 target allies until the start of your next turn. If this was played from arsenal, draw a card. Go again

  • When playing Put on Ice, you must target up to 3/2/1 target allies. When Put on Ice resolves, you will freeze those targeted allies until the start of your next turn.
  • You can choose not to target any allies. The remaining effects on the card will still be generated when the Put on Ice resolves.
  • If any of the targeted allies are no longer in the arena when Put on Ice resovles, you will freeze any remaining targeted allies and draw a card (if you played Put on Ice from arsenal).
  • If all targeted allies are no longer in the arena when Put on Ice resolves, you will still draw a card (if you played Put on Ice from arsenal).
  • When resolving Put on Ice, there is no priority between any of the effects generated (e.g. freezing allies, drawing a card).

Lightning Runeblade Card

Sigil of Voltaris

Lightning Runeblade Instant – Aura (blue) 0 resource points When this enters or leaves the arena, deal 1 arcane damage to target hero. At the beginning of your action phase, destroy this.

  • Sigil of Voltaris' first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card's effect). It also triggers when it leaves the arena (e.g. when it is destroyed, when it is banished, etc.). This is a targeted effect: you must target a hero when you add the triggered effect to the stack. You will deal 1 arcane damage to that targeted hero when the triggered effect resolves.
  • Sigil of Voltaris' first ability is not functional while it is defending. It will not trigger this ability when it leaves the arena while it's defending on the combat chain.
  • Sigil of Silphidae's second ability triggers at the beginning of your action phase. You will destroy it when this triggered effect resolves.

Lightning Wizard Card

Strike Twice

Lightning Wizard Action (red) 1 resource point, 3 defense Deal 3 arcane damage to any target. If you've dealt arcane damage to an opposing hero this turn, you may play this as though it were an instant.

  • An action card played as though it were an instant does not cost an action point and can be played whenever the player has priority, otherwise it is still considered to be an action card.
  • If a card with go again is played as though it were an instant, you will gain an action point from the go again when the card resolves if it is your turn. Otherwise, you do not.

Lightning Cards

Voltic Vanguard

Lightning Equipment – Head 0 defense Instant — Destroy this: Prevent the next 2 damage that would be dealt to you this turn. Activate this only if you've played an instant card this turn. When Voltic Vanguard's activated ability resolves, it generates a shielding-prevention effect that prevents the next 2 damage that would be dealt to your hero. This can be over separate events of damage (i.e. 1 damage, then 1 damage).

Ion Charged

Lightning Instant (yellow) 0 resource points Until end of turn, Lightning and Elemental attacks get +1 power while they have go again.

  • When Ion Charged resolves, it generates a continuous effect that applies to Lightning and Elemental attacks with go again for the remainder of the turn. As long as the Elemental or Lightning attack has go again, it will get +1 power. If an effect causes the attack to lose go again, they will lose the +1 power; however, if they were able to get go again after losing it, the +1 power would apply again.

Overcharge

Lightning Action – Attack (red/yellow/blue) 1 resource point, 1 power, 3 defense If you've played an instant card this chain link, this gets +3/2/1 power. Go again

  • Overcharge's first ability generates a continuous effect that is always checking. If you've played an instant card during the same chain link where Overcharge is the attack, Overcharge will get +3/+2/+1 power.
  • Overcharge's first ability is not functional while defending.

Cloud Cover

Lightning Instant (red/yellow/blue) The next time you would be dealt damage this turn, prevent 3/2/1 of that damage.

  • When Cloud Cover resolves, it will generate a one-shot-prevention effect that prevents 3/2/1 damage from a single event of damage that would be dealt to your hero. Any remaining prevention amount does not carry over to the next time you'd be dealt damage. (e.g. If Cloud Cover's prevention effect would prevent 3 damage, and then you're dealt 1 damage, you will prevent the 1 damage; however, you will not prevent any more damage with the same Cloud Cover effect later that turn).

Draconic Illusionist Card

Haboob

Draconic Illusionist Action – Aura (red) 1 resource point, 3 defense Go again At the start of each turn, put a storm counter on this, then destroy it unless you destroy an ash you control for each storm counter on it. Attack action cards get -1 power while attacking or defending.

  • Haboob's second ability triggers at the start of each turn (you and your opponents'). When the triggered effect resolves, you must put a storm counter on it. Then you may destroy an ash you control for each storm counter on it. If you do not, you will destroy Haboob.
  • Attack action cards that are attack or defending (yours and your opponents') will get -1 power as long as Haboob is in the arena.
  • Neither player receives priority during the start phase of a turn.

Draconic Ninja Card

Enflame the Firebrand

Draconic Ninja Action – Attack (red) 0 resource points, 2 power, 3 defense When this attacks, if you control 2 or more Draconic chain links, this gets go again, 3 or more, your attacks are Draconic this combat chain, 4 or more, this gets +2 power.

  • Enflame the Firebrand's triggers when it resolves on the stack and becomes an attacking card on the combat chain. The effects generated are determined by the number of Draconic chain links you control when this triggered effect begins to resolve: this does not change while resolving the triggered effect. For example, if you have control 3 Draconic chain links and one non-Draconic chain link when this triggered effect resolves, Enflame the Firebrand gets go again and the chain link with the non-Draconic attack gets the Draconic supertype. This will cause you to control 4 Draconic chain links; however, Enflame the Firebrand will not get the +2 power because you did not control 4 Draconic chain links when the triggered effect began to resolve.

Draconic Warrior Card

Smoldering Steel

Draconic Warrior Attack Reaction (red) 0 resource points, 3 defense Target dagger attack gets +1 power and "When this hits a hero, deal 1 damage to them." While this is in your graveyard, if 1 or more Frostbite tokens would be created under your control, instead you may banish this.

  • When playing Smoldering Steel, you must target a dagger attack. When Smoldering Steel resolves, that dagger attack will get +1 power and will get a triggered ability that triggers when the dagger attack hits a hero. When that triggered effect resolves, you will deal 1 damage to that hero.
  • Smoldering Steel's second ability is functional only while it is in your graveyard and generates a replacement effect. If a single event would occur where 1 or more Frostbite tokens would be created under your control, you may banish Smoldering Steel instead.

Draconic Cards

Smoldering Scales

Draconic Equipment – Chest 2 defense If one or more Frostbite tokens would be created under your control, instead you may destroy this. Guardwell

  • Smoldering Scales' first ability generates a replacement effect. If a single event would occur where 1 or more Frostbite tokens would be created under your control, you may destroy Smoldering Scales instead.

Fire that Burns Within

Draconic Action – Attack (red) 1 resource point, 2 power, 2 defense When this attacks, you may discard a Phoenix Flame. If you do, draw a card and this gets +2 power. Go again

  • Fire that Burns Within triggers when it resolves on the stack and becomes an attacking card on the combat chain. This is an optional effect: you choose whether or not to discard a Phoenix Flame when this triggered effect resolves. If you discard a Phoenix Flame this way, you will draw a card and Fire that Burns Within will get +2 power.
  • When resolving Fire that Burns Within's triggered effect, there is no priority between any of the effects generated (e.g. discarding, drawing a card, getting +2 power)

Four Feathers One Crown

Draconic Action – Attack (red) 0 resource points, 2 power, 3 defense When this attacks, it gets +1 power for each card with Phoenix Bannerman in its name in your graveyard.

  • Four Feathers One Crown triggers when it resolves on the stack and becomes an attacking card on the combat chain. When this triggered effect resolves, it will get +1 power for each card with Phoenix Bannerman in its name in your graveyard at the time the triggered effect resolves. For example, if you have 3 cards with Phoenix Bannerman in its name in your graveyard when the triggered effect resolves, Four Feathers One Crown will get +3 power. In the same scenario, if a fourth card with Phoenix Bannerman in its name were to be put in the graveyard after the triggered effect resolves, it will not get an additional +1 power for that fourth card.

Phoenix Bannerman: Head

Draconic Action (red) 0 resource points, 3 defense Legendary Search your deck for a Phoenix Flame, reveal it, put it into your hand, then shuffle. Create a Ponder token. Go again

  • When Phoenix Bannerman: Head resolves, you will search your deck for a card named Phoenix Flame, reveal it, put it into your hand, then shuffle. Then, you will create a Ponder token.
  • When searching your deck for a Phoenix Flame, you can fail to find a Phoenix Flame even if you still have one in your deck. Nothing is revealed nor put in your hand; however, you will still shuffle your deck afterwards and you will still create a Ponder token.
  • When resolving Phoenix Bannerman: Head, there is no priority between any of the effects generated (e.g. searching, revealing, putting it into your hand, shuffling, creating a token).

Phoenix Bannerman: Chest

Draconic Action (red) 0 resource points, 3 defense Legendary Search your deck for a Phoenix Flame, reveal it, put it into your hand, then shuffle. Create a Vigor token. Go again

  • When Phoenix Bannerman: Chest resolves, you will search your deck for a card named Phoenix Flame, reveal it, put it into your hand, then shuffle. Then, you will create a Vigor token.
  • When searching your deck for a Phoenix Flame, you can fail to find a Phoenix Flame even if you still have one in your deck. Nothing is revealed nor put in your hand; however, you will still shuffle your deck afterwards and you will still create a Vigor token.
  • When resolving Phoenix Bannerman: Chest, there is no priority between any of the effects generated (e.g. searching, revealing, putting it into your hand, shuffling, creating a token).

Phoenix Bannerman: Arms

Draconic Action (red) 0 resource points, 3 defense Legendary Search your deck for a Phoenix Flame, reveal it, put it into your hand, then shuffle. Create a Might token. Go again

  • When Phoenix Bannerman: Arms resolves, you will search your deck for a card named Phoenix Flame, reveal it, put it into your hand, then shuffle. Then, you will create a Might token.
  • When searching your deck for a Phoenix Flame, you can fail to find a Phoenix Flame even if you still have one in your deck. Nothing is revealed nor put in your hand; however, you will still shuffle your deck afterwards and you will still create a Might token.
  • When resolving Phoenix Bannerman: Arms, there is no priority between any of the effects generated (e.g. searching, revealing, putting it into your hand, shuffling, creating a token).

Phoenix Bannerman: Legs

Draconic Action (red) 0 resource points, 3 defense Legendary Search your deck for a Phoenix Flame, reveal it, put it into your hand, then shuffle. Create an Agility token. Go again

  • When Phoenix Bannerman: Legs resolves, you will search your deck for a card named Phoenix Flame, reveal it, put it into your hand, then shuffle. Then, you will create an Agility token.
  • When searching your deck for a Phoenix Flame, you can fail to find a Phoenix Flame even if you still have one in your deck. Nothing is revealed nor put in your hand; however, you will still shuffle your deck afterwards and you will still create an Agility token.
  • When resolving Phoenix Bannerman: Legs, there is no priority between any of the effects generated (e.g. searching, revealing, putting it into your hand, shuffling, creating a token).

Mystic Assassin Card

Serpent's Kiss

Mystic Assassin Action – Attack (blue) 0 resource points, 1 power, 3 defense Stealth When this attacks, create a Fang Strike or Slither in your hand. If you've transcended this turn, instead create both. When this hits a hero, look at the top 2 cards of their deck. Banish 1 of them.

  • Serpent's Kiss' second ability triggers when it resolves on the stack and becomes attacking. When this triggered effect resolves, you will choose to either create a Fang Strike or Slither in your hand; however, if you've transcended this turn before the triggered effect resolves, you will create both cards in your hand instead.
  • Serpent's Kiss' third ability triggers when it hits a hero. When this triggered effect resolves, you will look at the top 2 cards of that hero's deck, then you will banish 1 of those cards.
  • When resolving Serpent's Kiss' triggered effects, there is no priority between any of the effects generated by each triggered effect.

Mystic Illusionist Card

Wax and Wane

Mystic Illusionist Instant (blue) 0 resource points Choose 1 or both; Put a +1 power counter on target blue aura you control. Put a +1 power counter on target aura with ward you control. If you choose both, search your deck for an Inner Chi, reveal it, shuffle, then put it on top of your deck.

  • You choose the modes and targets when you play this card. When resolving Wax and Wane, you will resolve the chosen modes in the order printed on the card. Then, if you had chosen both modes, you will search your deck for a card named Inner Chi, reveal it, shuffle, then put it on top of your deck.
  • You may not choose the same mode more than once.
  • You must choose at least one of the modes or both modes. If you choose both modes, you must declare a target for each of the modes chosen as part of playing Wax and Wane. If you control a blue aura with ward, that object can be targeted for both modal abilities.
  • If you choose both modes and all of the targets for one of the modes no longer exist, you will continue to any remaining effects and modes if able. If the targets for all modes no longer exist, you will still search your deck for an Inner Chi, reveal it, shuffle, and put it on top of your deck.
  • When searching your deck for an Inner Chi, you can fail to find an Inner Chi even if you still have one in your deck. Nothing is revealed nor put on top of your deck; however, you will still shuffle your deck afterwards.
  • When resolving Wax and Wane, there is no priority between any of the effects generated (e.g. putting counters, searching, revealing, shuffling, putting it on top of your deck)

Mystic Ninja Card

Shapeless Form

Mystic Ninja Action – Attack (blue) 0 resource points, 1 power, 2 defense Whenever you play an attack action card with ephemeral, choose a name. It gets the chosen name. Go again

  • While it is attacking on the combat chain, Shapeless Form triggers each time you play an attack action card with the ephemeral ability. You will choose a name when that triggered effect resolves. The attack action card gets that chosen name in addition to its original name.

Mystic Cards

Kimono of Layered Lessons

Mystic Equipment – Chest 1 defense Cloaked Instant — 3 chi points, turn this face-up: Put a +1 defense counter on this. At the start of your turn, destroy this. This card can be activated during the action phase of either player's turn.

  • Turning this card face-up is part of the cost of activating this ability. If you cannot turn this card face-up because it is already face-up in the Arena, you are unable to activate this ability.
  • When Kimono of Layered Lessons' activated ability resolves, put a +1 defense counter on it.
  • Kimono of Layered Lessons' third ability triggers at the start of your turn. You will destroy it when this triggered effect resolves.
  • Neither player receives priority during the start phase of a turn.

Recede to Mistform

Mystic Instant (blue) X resource points Choose X equipment with cloaked you have equipped. Turn them face-down.

  • The cost value of X is determined at the time the card is declared to be played so that X resources can be paid, and the cost value for the purposes of effects (e.g. Frost Lock).
  • When Recede to Mistform resolves, you will choose X equipment with the cloaked ability you have equipped, where X is equal to the cost value declared when playing the card. You will turn those chosen equipment face-down.
  • You can declare the value of X = 0 when playing Recede to Mistform. If you do, you do not turn any equipment face-down.
  • When Recede to Mistform resolves, you must choose X number of equipment with cloaked if able. If the number of equipment with cloaked is less than the value of X, you must choose all of the available equipment with cloaked.
  • When objects in the arena are turned from face-up to face-down, they will still count as the same object and will retain any counters on it when turned face-down (e.g. any -1 defense counters, energy counters, etc.). This is a rule change beginning with Compendium of Rathe.

Fluid Motion

Mystic Action – Attack (blue) 0 resource points, 2 power, 3 defense If you've created a card this turn, this gets go again.

  • Fluid Motion's ability generates a conditional continuous effect that is always checking. If you haven't created a card this turn when you attack with this and then you do, this will get go again.
  • Go again is checked during the resolution step. If you haven't created a card this turn when you attack with this and then you do before the attack's resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and you haven't created a card, and then you do later in the turn (e.g. after you've played another attack on the same combat chain, etc.)
  • Effects that create cards in your hand or create tokens satisfy the if-conditional for Fluid Motion's ability.

Manifest Muscle

Mystic Action – Attack (blue) 3 resource points, 5 power, 3 defense If you've created a card this turn, this gets +1 power.

  • Manifest Muscle's ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. If you've created a card this turn, it will get +1 power.
  • Manifest Muscle's ability is not functional while defending.
  • If you create a card after damage calculation in the damage step passes in Manifest Muscle's chain link and that causes the if-conditional effect to become active, it will get the +1 power but the damage will not be recalculated.
  • Effects that create cards in your hand or create tokens satisfy the if-conditional for Manifest Muscle's ability.

Mistborn Protector

Mystic Defense Reaction (blue) 0 resource points, 2 defense While this is defending, if you've created a card this turn, this gets +1 defense.

  • Mistborn Protector's ability is functional while it's defending and generates a continuous effect that is always checking. If you've created a card this turn, it will get +1 defense.
  • Damage will not be recalculated if the chain link where Mistborn Protector is defending passes damage calculation in the damage step and you create a card for the first time this turn.

Billowing Mist

Mystic Action (blue) 0 resource points, 2 defense Your next attack this turn gets +1 power. The next time you would create a card with ephemeral this turn, instead create that many plus 1. Go again

  • When Billowing Mist resolves, it generates a continuous effect that applies to your next attack this turn giving it +1 power. It also generates a replacement effect that applies to next time you would create a card with ephemeral this turn, instead creating that many plus 1.
  • If a single event would create two or more different cards with ephemeral (e.g. create a Fang Strike and Slither), you would choose which of those cards to create.

Look Within

Mystic Action (blue) 0 resource points, 3 defense Search your deck for a Chi, reveal it, shuffle, then put it on top. Go again

  • When Look Within resolves, you will search your deck for a card with the Chi subtype, reveal it, shuffle, then put it on top of your deck.
  • When searching your deck for a Chi, you can fail to find a Chi even if you still have one in your deck. Nothing is revealed nor put on top of your deck; however, you will still shuffle your deck afterwards.
  • When resolving Look within, there is no priority between any of the effects generated (e.g. searching, revealing, shuffling, putting it on top of your deck)

Spreading Mist

Mystic Action (blue) 0 resource points, 2 defense Your next attack this turn gets go again. The next time you would create a card with ephemeral this turn, instead create that many plus 1. Go again

  • When Spreading Mist resolves, it generates a continuous effect that applies to your next attack this turn giving it go again. It also generates a replacement effect that applies to next time you would create a card with ephemeral this turn, instead creating that many plus 1.
  • If a single event would create two or more different cards with ephemeral (e.g. create a Fang Strike and Slither), you would choose which of those cards to create.

Chaos Cards

Topsy Turvy

Chaos Equipment – Head 0 defense Instant — Destroy this: Until end of turn, if one or more cards would be put on top of a deck, instead they're put on the bottom. Arcane Barrier 1

  • When Topsy Turvy's instant activated ability resolves, it generates a replacement effect for the remainder of the turn. If a single event would cause one or more cards to be put on top of a deck (e.g. Opt, effects that search and put cards on top of the deck.), those cards are put on the bottom of the deck instead. For example, if you were instructed to Opt 2, you would look at the top 2 cards of your deck, and normally you can choose any combination of cards to go on the top or bottom. If Topsy Turvy's effect was active, you would put both cards on the bottom of the deck instead in the order of your choosing.
  • Effects that simply let you look at the top of your deck (e.g. Dash I/O) will not be replaced by Topsy Turvy's effect. Looking is different from putting a card on top of a deck: the two effects are distinct from each other.
  • If an effect instructs you to look at the top card of your deck and then gives you an option to put it on the bottom (e.g. Cut to the Chase, Right Behind You, Hornet's Sting), the card will remain on the top of the deck if you choose to not put it on the bottom. Looking is different from putting a card on top of a deck: the two effects are distinct from each other.
  • If an effect tells you to look at the top card of your deck, then has subsequent conditional effects that can result in the card being placed either on the top or bottom of the deck (e.g. Pack Call, Firewall), that card will be put on the bottom of your deck under Topsy Turvy's replacement effect. Looking is different from putting a card on top of a deck: the two effects are distinct from each other. If you were to normally meet the condition to put the card on top of your deck after looking at it, you would put it on the bottom instead.
  • If you were instructed to Opt 1 while under the effect of Topsy Turvy, you will look at the card; however, the card you look at will be put on the bottom of your deck as you will not be able to put it on the top as part of the Opt effect.
  • If an effect instructs you to put a card X cards from the top of your deck (e.g. Evo Steel Soul Controller, Submerge), Topsy Turvy's effect will not modify it. The card will still go in the prescribed position.
  • If an additional cost requires you to put a card on the top of your deck (e.g. Seek Horizon), you will put the card on the bottom of your deck instead to fulfill that cost. Doing so will meet the condition of paying the additional cost for the purposes of cards and effects.
  • If an alternative cost allows you to put a card on the top of your deck instead of paying that card's resource cost (e.g. Moon Wish, Sun Kiss), you can still use that card's alternative cost; however, you will instead put it on the bottom of your deck to fulfill that cost. Doing so will meet the condition of paying the additional cost for the purposes of cards and effects.

Descend into Madness

Chaos Attack Reaction (blue) 0 resource points, 3 defense Banish a random card from the defending hero's hand, then they draw a card.

  • When Descend into Madness resolves, you will banish a random card from the defending hero's hand, then that hero will draw a card.
  • If an attack's attack-target is an ally, the defending hero will be its controller. This is a rule change beginning with Compendium of Rathe.
  • When resolving Descend into Madness, there is no priority between any of the effects generated (e.g. banishing a card, drawing a card)

Concoct Disorder

Chaos Action – Attack (red/yellow/blue) 1 resource point, 4/3/2 power, 3 defense When this attacks, each hero puts the top card of their deck face-down into their arsenal. If 2 or more cards are put into arsenals this way, this gets go again.

  • Concoct Disorder triggers when it resolves on the stack and becomes an attacking card on the combat chain. When the triggered effect resolves, each hero puts the top card of their deck face-down into their arsenal, beginning with you and moving clockwise around the table. If 2 or more cards are put into arsenals this way, Concoct Disorder gets go again.
  • If a hero is unable to put a card in their arsenal, that effect fails for that hero.
  • When resolving Concoct Disorder's triggered effect, there is no priority between any of the effects generated (e.g. each hero putting the top card of their deck face-down into their arsenal, getting go again).

Hyper Inflation

Chaos Action – Attack (red/yellow/blue) 0 resource points, 4/3/2 power, 3 defense When this attacks, cards cost 1 resource point more to play this turn. Go again

  • Hyper Inflation triggers when it resolves on the stack and becomes an attacking card on the combat chain. When the triggered effect resolves, it generates a continuous effect that increases the cost to play cards by 1 resource point for both players for the remainder of the turn.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

Revered Brute Card

Tough as a Rok

Revered Brute Action – Attack (blue) 3 resource points, * power, 3 defense If you have less life than each other hero, this card's base power is 6, otherwise it's 0.

  • Tough as a Rok's ability is functional at all times, regardless of the visibility or zone.
  • If you attack/defend with this, and then you have less life than each other hero, then its power and defense will still be set to 6.

Revered Guardian Card

Energy of the Audience

Revered Guardian Action – Attack (yellow) 3 resource points, 6 power, 3 defense If you have less life than each other hero, this gets +1 power for each aura of suspense you control.

  • Energy of the Audience's ability is functional when it's in the arena and attacking on the combat chain. It generates a continuous effect that is always checking. If you have less life than each other hero, it gets +1 power for each aura with the suspense ability you control. If another aura of suspense comes under your control while Energy of the Audience is currently on the combat chain, then it will get another +1 power.
  • Energy of the Audience's ability is not functional while defending.

Revered Cards

Comeback Kicks

Revered Equipment – Legs 1 defense Whenever the crowd cheers you, if you have less life than each other hero, you may destroy this. If you do, gain 1 action point. Battleworn

  • Comeback Kicks' first ability triggers whenever the crowd cheers you, regardless of whose turn it is. This is an optional effect: when the triggered effect resolves, you choose if you want to destroy Comeback Kicks provided you have less life than each other hero. If you destroy it this way, you will gain 1 action point.
  • When resolving Comeback Kicks' triggered effect, there is no priority between any of the effects generated (e.g. destroying it, gaining an action point).

Emboldened by the Crowd

Revered Defense Reaction (yellow) 3 resource points, 6 defense If you've been cheered this turn, this costs 3 resource points less to play.

  • Effects that increase resource costs are applied before effects that decrease resource costs.

Hulk Up

Revered Action – Attack (red/yellow/blue) 4 resource points, 8/7/6 power, 2 defense If you have less life than each other hero, this costs 1 resource point less to play.

  • Effects that increase resource costs are applied before effects that decrease resource costs.

Stadium Security

Revered Action – Attack (red/yellow/blue) 3 resource points, 7/6/5 power, 2 defense While this is in your arsenal, if you've controlled a Toughness token this turn, this gets ambush.

  • Stadium Security's ability is functional while it's in your arsenal and generates a conditional continuous effect that is always checking. If you've controlled a Toughness token at any point during this turn, Stadium Security gets ambush for the remainder of that turn.

Reviled Brute Card

Chain Brutality

Reviled Brute Action – Attack (red) 0 resource points, 2 power, 3 defense If this has 6 or more power, it gets go again and "When this hits a hero, the next attack action card you play this turn has 6 base power."

  • Chain Brutality's ability generates a continuous effect that is always checking. If Chain Brutality has a power of 6 or more, it will get go again and a triggered ability that triggers when Chain Brutality hits a hero. When that triggered effect resolves, the next attack action card you play this turn will have its base power set to 6 base power.

  • Effects that specify the "base power" of a card are applied before other effects that affect the power of a card.

  • If Chain Brutality has 5 power or less when it hits, then it becomes 6 power or more after you hit, Chain Brutality will still get the "when this hits a hero" triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Smashing Ground hit the hero.

  • Go again is checked during the resolution step. If Chain Brutality has less than 6 power and then has 6 or more power before the attack's resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.

  • You don't retroactively get an action point from go again if you've passed the resolution step and Chain Brutality has less than 6 power, and then it has 6 or more power later in the turn (e.g. after you've played another attack, closed the combat chain etc.)

Reviled Guardian Card

Walk in My Shoes

Reviled Guardian Action – Attack (yellow) 0 resource points, 3 power, 3 defense If this has power greater than its base, it gets +1 power. Crush – When this deals 4 or more damage to a hero, until the end of their next turn, the base power and defense of attack action cards they control are halved, rounded up.

  • Walk in My Shoes' first ability generates a conditional continuous effect that is always checking. If Walk in My Shoes has power less than or equal to its base power and then later it has power greater than its base, this will get +1 power.
  • Walk in My Shoes' effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3 power), then another effect reduces its power by the same amount (e.g. -3 power), then Walk in My Shoes will lose the +1 power from its own effect.
  • Walk in My Shoes' abilities are not functional while defending.
  • If Walk in My Shoes' power is less than or equal to its base power, then later it has power greater than its base during the damage step and causes the if-conditional effect to become active, No Tall Tales gets the +1 power, but the damage will not be recalculated.
  • Walk in My Shoes' second ability is a Crush ability that triggers when Walk in My Shoes deals 4 or more damage to a hero in a single damage event. When the triggered effect resolves, it generates a continuous effect that results in the base power and defense of attack action cards that hero controls to be halved and rounded up until the end of that hero's next turn.

Reviled Cards

Line Crossers

Reviled Equipment – Arms 1 defense If you have the same life as a hero, it also counts as you having more life than them, and them having less life than you. Blade Break

  • Line Crossers' first ability generates a continuous effect that affects the way effects that are conditioned on life are satisfied. If your remaining life is the same as a hero, any effects that are conditional on you having strictly more life than that hero will be satisfied. Additionally, If your remaining life is the same as a hero, any effects that are conditional on them having less life than you are satisfied.
  • If both you and your opponent have Line Crossers equipped, if you both have the same life as each other, both players will meet any condition that evaluates having more, the same or less life than the other.

Snarky Prick

Reviled Action – Attack (red) 0 resource points, 1 power, 3 defense When this attacks a hero, look at the top card of their deck. If it's red, destroy it and this gets +4 power.

  • Snarky Prick triggers when it resolves on the stack and becomes an attacking card on the combat chain against a hero. When the triggered effect resolves, you will look at the top card of that hero's deck. If the top card you looked at this way is red, you will destroy it and Snarky Prick gets +4 power.

  • Destroying the top card of a deck will not trigger any "when this is destroyed,…" effects unless it is specified by the ability's triggering condition.

  • Destroying the top card of a deck will not satisfy any condition nor trigger any effects that look at whether you've destroyed an object you control (e.g. Merciful Retribution, Ratchet Up) as players do not control the cards in their decks.

  • When resolving Snarky Prick's triggered effect, there is no priority between any of the effects generated (e.g. looking, destroying, getting +4 power).

Insult to Injury

Reviled Action – Attack (red/yellow/blue) 0 resource points, 3/2/1 power, 3 defense When this attacks a hero, if you have more life than them, this gets go again.

  • Insult to Injury triggers when it resolves on the stack and becomes an attacking card on the combat chain against a hero. Whether or not you have more life than that hero is checked when the triggered effect resolves. If you do, Insult to Injury gets go again.

Bad Breath

Reviled Action (red/yellow/blue) 0 resource points, 2 defense Intimidate target hero. The next time an attack you control hits this turn, create 3/2/a Might tokens. Go again When Bad Breath is played, you must target a hero. When Bad Breath resolves, you will intimidate that hero. It will also generate a continuous triggered effect that triggers the next time an attack you control hits this turn. When that triggered effect resolves, you will create 3/2/a Might tokens.

  • In a multiplayer game, if the targeted hero is no longer in the game when this card resolves, you will not intimidate or count has having intimidated someone for the purposes of the effects; however, you will still create the continuous triggered effect and you will get an action point from go again.

Generic Cards

Myrkhellir Helm

Generic Equipment – Head 1 defense If you control a Gold, this gets +1 defense. Action — 2 resource points, destroy this: The next time you would draw a card from a Gold token this turn, instead draw 2 cards. Go again Temper

  • If you control a Gold (including those that count as gold), Myrkhellir Helm gets +1 defense. If you control a Gold when this defends, then you lose that Gold and control no other Gold, this will lose the +1 defense gained.
  • If a Gold comes under your control during the damage step and causes the if-conditional effect to become active, it will get the +1 defense from controlling it but the damage will not be recalculated.
  • When Myrkhellir Helm's activated ability resolves, it generates a replacement effect that applies to the next time you draw a card using the Gold token's activated ability this turn. If you were to draw a card from a Gold token while this replacement effect is active, you instead draw two cards.

Burnished Bunkerplate

Generic Equipment – Chest 0 defense Defense Reaction — Destroy this: You may add an action card from your arsenal to the active chain link as a defending card.

  • When Burnished Bunkerplate's activated ability resolves, you may choose an action card from your arsenal to the active chain link as a defending card. This can cause abilities on the action card to trigger such as those that use "when this defends".

Unyielding Grip

Generic Equipment – Arms 0 defense If you have no cards in your hand, this gets +3 defense. Blade Break

  • Unyielding Grip's first ability generates a conditional continuous effect that is always checking. If you have cards in your hand when you defend with this then have no cards in your hand, this will get +3 defense. The reverse is also true: if you have no cards in your hand when you defend with this then add a card to your hand (e.g. draw), you will no longer have the defense increase.

Unflinching Foothold

Generic Equipment – Legs 1 defense Instant — Destroy this: Target attack loses and can't gain dominate. Battleworn

Clearwater Elixir

Generic Action (red) 1 resource point, 3 defense Your next attack this turn gets +3 power. You may destroy a Bloodrot Pox token you control. If you do, gain 1 life. Go again

  • When Clearwater Elixir resolves, it generates a continuous effect that gives your next attack this turn +3 power. Then you may destroy a Bloodrot Pox token you control. If you do, you will gain 1 life.
  • When resolving Clearwater Elixir, there is no priority between any of the effects generated (e.g. generating the continuous effect, destroying a token, gaining life).

Restvine Elixir

Generic Action (red) 1 resource point, 3 defense Your next attack this turn gets +3 power. You may destroy an Inertia token you control. If you do, gain 1 life. Go again

  • When Restvine Elixir resolves, it generates a continuous effect that gives your next attack this turn +3 power. Then you may destroy an Inertia token you control. If you do, you will gain 1 life.
  • When resolving Restvine Elixir, there is no priority between any of the effects generated (e.g. generating the continuous effect, destroying a token, gaining life).

Sapwood Elixir

Generic Action (red) 1 resource point, 3 defense Your next attack this turn gets +3 power. You may destroy a Frailty token you control. If you do, gain 1 life. Go again

  • When Sapwood Elixir resolves, it generates a continuous effect that gives your next attack this turn +3 power. Then you may destroy a Frailty token you control. If you do, you will gain 1 life.
  • When resolving Sapwood Elixir, there is no priority between any of the effects generated (e.g. generating the continuous effect, destroying a token, gaining life).

Ransack and Raze

Generic Action (blue) X resource points, 3 defense Destroy target landmark with cost X. Create X Gold tokens. Go again

  • When playing Ransack and Raze, you must target a landmark with a cost value of exactly X, where X is the number of resources you intend to pay for Ransack and Raze's base cost value. When Ransack and Raze resolves, you will destroy the targeted landmark and you will create Gold tokens equal to the value of X.
  • If the targeted landmark no longer exists when Ransack and Raze resolves, you will still create X Gold tokens.
  • When resolving Ransack and Raze, there is no priority between any of the effects generated (e.g. destroy the landmark, creating Gold tokens.)

Destructive Tendencies

Generic Instant (blue) 0 resource points Choose 1 or both; Remove all counters from target item token. Remove all counters from target aura token.

  • You choose the modes and targets when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You must choose at least one of the modes or both modes. If you choose both modes, you must declare a target for each of the modes chosen as part of playing Destructive Tendencies.
  • If you choose both modes and all of the targets for one of the modes no longer exist, you will continue to any remaining effects and modes if able.

Pilfer the Tomb

Generic Instant (blue) 0 resource points Choose 1 or both; Banish target instant from an opposing hero's graveyard. Banish target yellow card from an opposing hero's graveyard.

  • You choose the modes and targets when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You must choose at least one of the modes or both modes. If you choose both modes, you must declare a target for each of the modes chosen as part of playing Pilfer the Tomb.
  • If you choose both modes and all of the targets for one of the modes no longer exist, you will continue to any remaining effects and modes if able.
  • For Pilfer the Tomb's first modal ability, when playing Pilfer the Tomb, you must target a card with the instant type. Targeting a card with an instant activated ability but no instant type in its type box is not a valid target.

Shatter Sorcery

Generic Instant (blue) 0 resource points Choose 1 or both; Destroy target aura permanent with Sigil in its name. Prevent the next 1 arcane damage that would be dealt to target hero this turn.

  • You choose the modes and targets when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You must choose at least one of the modes or both modes. If you choose both modes, you must declare a target for each of the modes chosen as part of playing Shatter Sorcery.
  • If you choose both modes and all of the targets for one of the modes no longer exist, you will continue to any remaining effects and modes if able.
  • For Shatter Sorcery's first modal ability, when playing Shatter Sorcery, you must target an aura permanent with Sigil in its name. Cards with the aura subtype on the stack or defending on the combat chain are not valid targets.

Drag Down

Generic Defense Reaction (red/yellow/blue) 0 defense When this defends an attack, it gets -3/2/1 power.

  • Drag Down triggers when it becomes a defending card on the combat chain against an attack (e.g. weapon attack, attack action card, ally attack, etc.). That attack will get the prescribed power decrease when this triggered effect resolves.

Token-specific Notes

Sigil of Fate

Wizard Token – Aura When this leaves the arena, opt 1. At the beginning of your action phase, destroy this.

  • Sigil of Fate's first ability triggers when it leaves the arena (e.g when it is destroyed, when it is banished, etc.). You will opt 1 when this triggered effect resolves..
  • Tokens cease to exist when they leave the arena.
  • Sigil of Fate's second ability triggered at the beginning of your action phase. You will destroy it when this triggered effect resolves.
  • Evo Beta Base Chest
  • Evo Beta Base Arms
  • Evo Beta Base Legs
  • Heavy Metal Hardcore
  • Heart Wrencher