DYN / DYN218
At the start of your turn, destroy Blessing of Spirits then create 3 Spectral Shield tokens. Ward 1
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At the start of your turn, destroy Blessing of Spirits then create 3 Spectral Shield tokens. Ward 1
DYN / DYN219
At the start of your turn, destroy Blessing of Spirits then create 2 Spectral Shield tokens. Ward 1
DYN / DYN220
At the start of your turn, destroy Blessing of Spirits then create a Spectral Shield token. Ward 1
DYN / DYN073
At the start of your turn, destroy Blessing of Steel then your next weapon attack this turn gains +3{p}.
DYN / DYN074
At the start of your turn, destroy Blessing of Steel then your next weapon attack this turn gains +2{p}.
DYN / DYN075
At the start of your turn, destroy Blessing of Steel then your next weapon attack this turn gains +1{p}.
PEN / PEN182
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.
HNT / HNT163
At the start of your turn, destroy this, then your next attack this turn is Draconic and gets +3{p}.
MON / MON084
Blinding Beam cost {r} less to play if it targets a Shadow Card. Target attacking or defending attack action card gets -3{p}.
MON / MON085
Blinding Beam cost {r} less to play if it targets a Shadow Card. Target attacking or defending attack action card gets -2{p}.
MON / MON086
Blinding Beam cost {r} less to play if it targets a Shadow Card. Target attacking or defending attack action card gets -1{p}.
MPG / MPG026
Crush - When this deals 4 or more damage to a Guardian hero, cards they own lose all abilities during their next turn. Heave 2
ELE / ELE176
Gain 1 action point.
AZS / AZS007
Whenever this fragments, you may banish a Lightning aura permanent you control with no holo counters, then return it to the arena with a holo counter. Fragment
DTD / DTD091
If you have a yellow card in your pitch zone, this gets go again.
DTD / DTD092
If you have a yellow card in your pitch zone, this gets go again.
DTD / DTD093
If you have a yellow card in your pitch zone, this gets go again.
FNG / FNG010
Target dagger attack gets +2{p}. If you control 2 or more Draconic chain links, instead it gets +3{p}.
AZS / AZS006
Instant - {r}, destroy this: Create an Embodiment of Lightning token. Activate this only if you've played an instant card this turn. Arcane Barrier 1
ELE / ELE147
Target attack loses and can't gain go again unless its controller pays {r}{r}.
ELE / ELE044
Ice Fusion If Blizzard Bolt was fused, whenever an attack deals damage to a hero this turn, create a Frostbite token under their control.
ELE / ELE045
Ice Fusion If Blizzard Bolt was fused, whenever an attack deals damage to a hero this turn, create a Frostbite token under their control.
ELE / ELE046
Ice Fusion If Blizzard Bolt was fused, whenever an attack deals damage to a hero this turn, create a Frostbite token under their control.
DTD / DTD111
As an additional cost to play this, banish your hand. Draw a card for each card with blood debt banished this way. Your Brute and Shadow attacks get +X{p} this turn where X is the number of cards with 6 or more {p} banished this way. Go again
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