Rarity: Rare
Number: 191/219
Description: LEVEL 6 Your units have +1 Might. (While you have 6+ XP, get the effect.)
LEVEL 11 Your units enter ready.
Card Type: Legend
Tag: Master Yi
Dom...
Rarity: Rare
Number: 181/219
Description: When you play a spell, if you spent 4 or more, you may banish it. Then, if there are four spells banished with me, put each in its trash, channel 4 r...
Rarity: Rare
Number: 199/219
Description: When you conquer or hold, you may discard 1 and exhaust me to play a ready Reflection unit token there. It becomes a copy of another unit there.
Give...
Rarity: Rare
Number: 193/219
Description: When you or an ally hold, you may exhaust me to draw 1.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Type: Legend
Tag: Vex
Domain: Calm;Cha...
Rarity: Rare
Number: 187/219
Description: When you conquer, if you assigned 3 or more excess damage, you may exhaust me to ready a unit.
Energy Cost: 0
Power Cost: 0
Might: 0
Card Typ...
Rarity: Rare
Number: 171/219
Description: [DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.)
[TANK] (I must be assigned combat damage first.)
I don't deal combat dama...
Rarity: Uncommon
Number: 078/219
Description: [TEMPORARY] (Kill this at the start of its controller's Beginning Phase, before scoring.)
When you play this, play a ready 3 Might Sprite unit to...
Rarity: Common
Number: 048/166
Description: When you play me, draw 1.
Energy Cost: 6
Might: 5
Card Type: Unit
Tag: Dragon;Demacia
Domain: Mind
Flavor Text: These things are a cirr...
Rarity: Common
Number: 069/219
Description: Play two ready 3 Might Sprite unit tokens with [TEMPORARY]. (Kill each at the start of its controller's Beginning Phase, before scoring.)
Energy ...
Rarity: Rare
Number: 175/221
Description: When you play me, give your other units +2 Might this turn.
As I'm revealed from your deck, [ADD] 2.
Energy Cost: 6
Power Cost: 1
Might: 5
Ca...
Rarity: Common
Number: 159/219
Description: Kill a unit at a battlefield with 3 Might or less.
Energy Cost: 2
Power Cost: 1
Might: 0
Card Type: Spell
Domain: Order
Flavor Text: It...
Rarity: Rare
Number: 175/219
Description: [REACTION] (Play any time, even before spells and abilities resolve.)
Choose a friendly unit. The next time it would die this turn, heal it, exhaust ...
Rarity: Rare
Number: 176/219
Description: [AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.)
When I attack, [STUN] an enemy unit here. (It doesn't deal combat d...
Rarity: Rare
Number: 172/219
Description: [ASSAULT] (+1 Might while I'm an attacker.)
[DEATKNELL] Draw 1. If it's your Beginning Phase, draw 2 instead. (When I die, get the effect.)
Energy ...
Rarity: Rare
Number: 170/221
Description: When I attack, you may reveal the top 2 cards of your Main Deck. You may play one. Then recycle the rest. If the played card is a unit, you may play ...
Rarity: Rare
Number: 170/219
Description: You may kill a friendly unit as an additional cost to play me. If you do, I cost 1 less for each Energy it costs and 1 Order less for each Power it c...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '