Kaarten zoeken
Typ wat een kaart doet voor semantisch zoeken, of laat leeg en filter om te bladeren.
[Empower] 2 (2: Empower me. Use only if not Empowered.) When I move, you may deal 1 to a unit at a battlefield I moved to or from. If I'm [Empowered], deal 2 instead. [Empowered][>] I have +1 .
I can't be chosen by enemy spells and abilities unless I'm in combat. When I move to a battlefield, give me +2 this turn.
[Empower] 1 (1: Empower me. Use only if not Empowered.) [Empowered][>] I have [Assault 2]. (+2 while I'm an attacker.) [Empowered][>] When I attack, kill an enemy unit here with less Might than me.
[Empower] 2 (2: Empower me. Use only if not Empowered.) When I become [Empowered], [Predict 2]. (Look at the top 2 cards of your Main Deck. Recycle any of them and put the rest back in any order.) [Empowered][>] I have +1 .
When I attack, you may pay to give me [Assault 2] this turn. (+2 while I'm an attacker.)
The first time I move each turn, choose a player. They [Burn 1]. (They put the top card of their Main Deck into their trash.)
At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.
[Reaction][>] , : [Add] 2. Spend this Energy only to play units or activated abilities of units.
When you play me, draw 1.
If your score is not within 3 points of the Victory Score, I enter ready. When I attack, you may move any number of enemy units here each with 5 or less to their base.
When you play a unit, gear, or activated ability with Energy cost 7 or more, you may exhaust me to ready up to 2 runes.
[Empower] 5 (5: Empower me. Use only if not Empowered.) [Empowered][>] When I attack or defend, choose a unit here. Increase my Might to its Might this turn, then give me +1 this turn.
[Burn 3]. (Put the top 3 cards of your Main Deck into your trash.) Play a 0 Shadow Clone unit token. (It has "When I attack, you may banish a unit from your trash. If you do, give me [Assault 4] this turn.") [Flow] 1 (You may play this from your trash for its Flow cost. Then banish it.)
Return any number of enemy Order () units with total Might 5 or less to their owners' hands.
[Reaction] (Play any time, even before spells and abilities resolve.) Ignore [Deflect] while paying this spell's cost. Give an enemy Body () unit -5 this turn.
[Empower] 2 (2: Empower me. Use only if not Empowered.) 1, : Ready a gear. [Empowered][>] 1, : Ready 2 gear.
[Action] (Play on your turn or in showdowns.) This turn, double a unit's Might and give it ": Ready me."
[Accelerate] (You may pay 1 as an additional cost to have me enter ready.) When I move, if you control 4 or fewer runes, draw 1.
While you control 7 or more runes, prevent all damage that enemy spells and abilities would deal to me.
[Action][>] : Give a friendly unit [Tank] this turn. (It must be assigned combat damage first.)
When you play me, give a unit +3 this turn.
[Empower] (: Empower me. Use only if not Empowered.) [Empowered][>] If a spell or ability that chooses me would stun me, give me -, or return me to hand, give me +3 instead.
[Empower] (: Empower me. Use only if not Empowered.) Disempower this, : Choose a player. They gain control of this and recall it. (Send it to their base.) At the end of your turn, kill this and deal 5 to all units you control.
You may pay 1 as an additional cost to play me. When you play me, if you paid the additional cost, banish a card from any trash to give a unit [Assault 2] this turn. (+2 while it's an attacker.)
When you play a card from anywhere other than your hand, empower me. [Action][>] Disempower me, : Give a unit [Assault 2] this turn. (+2 while it's an attacker.)
Players ignore [Deflect] while paying for spells and abilities choosing something here.
[Empower] — (Pay the cost: Empower this. Use only if not Empowered.) Disempower this, 1, : Play a 3 Mech unit token to your base.
This enters exhausted. : Empower another gear. (It becomes Empowered if it's not already.)
[Tank] (I must be assigned combat damage first.)
When you play me or when I score, play a 1 Tentacle unit token from Bilgewater. I have +1 for each token unit you control.
Equip (: Attach this to a unit you control.)
When you play me or the first time you play a non-token gear each turn, you may ready something besides me that's exhausted.
When I become ready, choose one to give me this turn — [Assault 2] (+2 while I'm an attacker.) [Deflect 2] (Opponents must pay to choose me with a spell or ability.) [Ganking] (I can move from battlefield to battlefield.)
I cost 2 less if you control a battlefield with exactly two units there.
[Hidden] (Hide now for to react with later for 0.) When you play me or I attack, you may pay 2 to [Stun] a unit. (It doesn't deal combat damage this turn.) While there's a stunned enemy unit here, I have +2 .
When you play me, [Burn 2]. (Put the top 2 cards of your Main Deck into your trash.) When I conquer, give a spell in your trash [Flow] equal to its cost this turn. (You may play it from your trash for its Flow cost. Then banish it.)
[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit. Prevent the next 7 damage that would be dealt to it this turn. (Opponents can assign it extra combat damage to kill it.)
[Empower] 2 (2: Empower me. Use only if not Empowered.) [Empowered][>] I have +1 and [Ganking]. (I can move from battlefield to battlefield.)
Choose a unit. If it's [Empowered], disempower it. Then kill it if it has 3 or less. [Flow] 4 (You may play this from your trash for its Flow cost. Then banish it.)
Look at the top 3 cards of your Main Deck. You may choose a card from among them and draw it. Put the rest into your trash. [Flow] 2 (You may play this from your trash for its Flow cost. Then banish it.)
When you banish a card you own, empower me. (I become Empowered if I'm not already.) [Action][>] Disempower me, : Discard 1, then draw 1.
When you empower something else, empower me. (I become Empowered if I'm not already.) Disempower me, , : Ready a unit.
[Empower] — Discard a spell (Pay the cost: Empower me. Use only if not Empowered.) When I become [Empowered], banish an enemy unit at a battlefield with 3 or less.
When you play me, draw 1. [Empower] 3 (3: Empower me. Use only if not Empowered.) [Empowered][>] Your spells and abilities can't be countered. If a spell or ability you control would give - to a unit it chooses, it gives an additional -1 .
[Reaction] (Play any time, even before spells and abilities resolve.) Choose one — Return a friendly unit to its owner's hand. Give an enemy unit -2 this turn.
[Ambush] (You may play me as a [Reaction] to a battlefield where you have units.) When you play me, deal damage to a unit equal to the damage marked on it.
When a combat that I was in ends, empower me. (I become Empowered if I'm not already.) [Empowered][>] I have +2 .
[Deflect 2] (Opponents must pay to choose me with a spell or ability.) [Empower] 8 (8: Empower me. Use only if not Empowered.) [Empowered][>] When I conquer, you score 1 point.
Once each turn, when an enemy unit here dies, channel 1 rune exhausted.
When I conquer, you may kill a gear with Energy cost no more than my Might.
If you control fewer runes than an opponent at the start of your Beginning Phase, give me +2 and [Ganking] this turn. (I can move from battlefield to battlefield.)
You may play me to an open battlefield. When you play me, you may return a non-Dragon unit to its owner's hand.
I can't be played on your first, second, or third turns.
(I enter exhausted.) When you play me, if you control 3 or more other gear, draw 1.
Ready a unit and give it [Assault 3] this turn. (+3 while it's an attacker.) [Flow] 3 (You may play this from your trash for its Flow cost. Then banish it.)
While you control this battlefield, the first friendly gear activated ability played each turn costs 1 less.
[Empower] — Discard 1 (Pay the cost: Empower me. Use only if not Empowered.) [Empowered][>] I have +1 .
[Empower] — (Pay the cost: Empower me. Use only if not Empowered.) Disempower this, 1, : Draw 1.
[Empower] 6 (6: Empower this. Use only if not Empowered.) Your units have +1 . If I'm [Empowered], they have +2 instead.
As you play this, you may pay as an additional cost. Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 this turn. They deal damage equal to their Mights to each other.