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Flesh and Blood cards

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All setsEntire library??? Set 20 ???IARAOLArmory Deck - OlympiaAOLDDDDorinthea Demo DeckDDDMastery Pack WarriorMPWOmens of the Third AgeOMNAZSArmory Deck - ZyggyAZSAHAArmory Deck Origins - HalaAHAPENCompendium of RathePENANQCompendium of Rathe - Antiquity PackANQSBRSilver Age Chapter 1 - Bravo, Flattering ShowmanSBRSDASilver Age Chapter 1 - DashSDASIYSilver Age Chapter 1 - IyslanderSIYSKASilver Age Chapter 1 - KayoSKASVISilver Age Chapter 1 - ViseraiSVISARSilver Age Chapter 2 - Arakni, Web of DeceitSARSAZSilver Age Chapter 2 - AzaleaSAZSDOSilver Age Chapter 2 - DorintheaSDOSENSilver Age Chapter 2 - EnigmaSENSFASilver Age Chapter 2 - FaiSFAAACArmory Deck - ArakniAACARRArmory Deck - RhinarARRSuper SlamSUPAPSArmory Deck - PleiadesAPSSMPSmash PalaceSMPBDDBravo Demo DeckBDDMastery Pack GuardianMPGAPRArmory Deck Legends - PrismAPRAVSArmory Deck Legends - ViseraiAVSArmory Deck - IraASRHigh SeasSEAArmory Deck - Gravy BonesAGBAmory Deck - MaxxAMXArmory Deck - AuroraASTARKArakni Blitz DeckARKWODArakni, Web of Deceit Blitz DeckWODCINCindra Blitz DeckCINFNGFang Blitz DeckFNGThe HuntedHNTArmory Deck Origins - Jarl VetreiðiAJVArmory Deck - Dash I/OAIOAUAAurora Blitz DeckAUAFLRFlorian Blitz DeckFLROSCOscilio Blitz DeckOSCRosettaROSVERVerdance Blitz DeckVERFirst Strike - AuroraAURFirst Strike - TerraTERArmory Deck - AzaleaAAZArmory Deck - BoltynASBENGEnigma Blitz DeckENGNUUNuu Blitz DeckNUUPart the MistveilMSTZENZen Blitz DeckZENArmory Deck - KayoAKOBETBetsy Blitz DeckBETHeavy HittersHVYKSIKassai Blitz DeckKSIKYOKayo Blitz DeckKYOOLAOlympia Blitz DeckOLARHIRhinar Blitz DeckRHIVICVictor Goldmane Blitz DeckVICBright LightsEVORound the Table: TCC X LSSTCCDusk till DawnDTDARAArakni Blitz DeckARAAZLAzalea Blitz DeckAZLBENBenji Blitz DeckBENKATKatsu Blitz DeckKATOutsidersOUTRIPRiptide Blitz DeckRIPUZUUzuri Blitz DeckUZUHistory Pack 1 - Bravo Blitz Deck1HBHistory Pack 1 - Dash Blitz Deck1HDHistory Pack 1 - Dorinthea Blitz Deck1HTHistory Pack 1 - Kano Blitz Deck1HKHistory Pack 1 - Rhinar Blitz Deck1HRHistory Pack 1 - Viserai Blitz Deck1HVDynastyDYNDRODromai Blitz DeckDROFAIFai Blitz DeckFAIUprisingUPRClassic Battles: Rhinar vs Dorinthea – DorintheaDVRClassic Battles: Rhinar vs Dorinthea – RhinarRVDHistory Pack 11HPEverfestEVRBRIBriar Blitz DeckBRILXILexi Blitz DeckLXIOLDOldhim Blitz DeckOLDTales of AriaELEBOLBoltyn Blitz DeckBOLCHNChane Blitz DeckCHNLEVLevia Blitz DeckLEVMonarchMONPSMPrism Blitz DeckPSMCrucible of WarCRUArcane RisingARCBVOBravo Hero DeckBVOTEADorinthea Hero DeckTEAKSUKatsu Hero DeckKSURNRRhinar Hero DeckRNRWelcome to RatheWTRIRAIra Welcome DeckIRACONConvention PromosCONGEMGEM Pack PromosGEMHERHero Card PromosHERJDGJudge Unique PromosJDGLGSLocal Game Store PromosLGSLSSLSS PromosLSSXXXOP Event TokensXXXFABPromosFABSBZSilver Age Chapter 3 - Blaze, FiremindSBZSBLSilver Age Chapter 3 - BoltynSBLSBASilver Age Chapter 3 - BriarSBASGBSilver Age Chapter 3 - Gravy BonesSGBSLYSilver Age Chapter 3 - Lyath GoldmaneSLYOXOSlingshot Underground PromosOXOTNPTournament PackTNPWINWorlds / Pro Tour Prize CardsWIN
4,897 cards
M

ELE / ELE175

Go again Whenever you play an action card, you may pay {r}. If you do, it gains go again. Channel Lightning - At the beginning of your end phase, put a flow counter on Channel Thunder Steppe then destroy it unless you put a Lightning card from your pitch zone on the bottom of your deck for each flow counter on it.

Channel Thunder Steppe (Yellow)

ELE

Channel Thunder Steppe (Yellow)

ELE175 / M / Lightning · Action · Aura

Set
ELE
color
Yellow
pitch
2
cost
1
power
0
defense
3
health
0
intelligence
0

Go again Whenever you play an action card, you may pay {r}. If you do, it gains go again. Channel Lightning - At the beginning of your end phase, put a flow counter on Channel Thunder Steppe then destroy it unless you put a Lightning card from your pitch zone on the bottom of your deck for each flow counter on it.

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M

UPR / UPR138

Go again Heroes can't reveal cards, search decks, or draw cards from effects. Channel Ice - At the beginning of your end phase, put a flow counter on Channel the Bleak Expanse 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 the Bleak Expanse (Blue)

UPR

Channel the Bleak Expanse (Blue)

UPR138 / M / Ice · Action · Aura

Set
UPR
color
Blue
pitch
3
cost
1
power
0
defense
2
health
0
intelligence
0

Go again Heroes can't reveal cards, search decks, or draw cards from effects. Channel Ice - At the beginning of your end phase, put a flow counter on Channel the Bleak Expanse 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.

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P

FAB / FAB263

Go again When this enters the arena and at the beginning of your action phase, amp 3. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

Channel the Millennium Tree (Red)

FAB

Channel the Millennium Tree (Red)

FAB263 / P / Earth · Action · Aura

Set
FAB
color
Red
pitch
1
cost
3
power
0
defense
3
health
0
intelligence
0

Go again When this enters the arena and at the beginning of your action phase, amp 3. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

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M

PEN / PEN217

Go again When this enters the arena and at the beginning of your action phase, create 2 Might tokens. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

Channel the Skybreaker (Yellow)

PEN

Channel the Skybreaker (Yellow)

PEN217 / M / Earth · Action · Aura

Set
PEN
color
Yellow
pitch
2
cost
2
power
0
defense
3
health
0
intelligence
0

Go again When this enters the arena and at the beginning of your action phase, create 2 Might tokens. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

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M

SUP / SUP263

Go again When this enters the arena and at the start of your action phase, put another target aura on the obttom of its owner's deck. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

Channel the Tranquil Domain (Yellow)

SUP

Channel the Tranquil Domain (Yellow)

SUP263 / M / Earth · Action · Aura

Set
SUP
color
Yellow
pitch
2
cost
3
power
0
defense
3
health
0
intelligence
0

Go again When this enters the arena and at the start of your action phase, put another target aura on the obttom of its owner's deck. Channel Earth - At the beginning of your end phase, put a flow counter on this, then destroy it unless you put an Earth card from your pitch zone on the bottom of your deck for each flow counter on it.

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C

DTD / DTD072

The next attack you charge to play this turn gets +3{p}. Go again

Charge of the Light Brigade (Red)

DTD

Charge of the Light Brigade (Red)

DTD072 / C / Light · Warrior · Action

Set
DTD
color
Red
pitch
1
cost
0
power
0
defense
3
health
0
intelligence
0

The next attack you charge to play this turn gets +3{p}. Go again

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C

DTD / DTD073

The next attack you charge to play this turn gets +2{p}. Go again

Charge of the Light Brigade (Yellow)

DTD

Charge of the Light Brigade (Yellow)

DTD073 / C / Light · Warrior · Action

Set
DTD
color
Yellow
pitch
2
cost
0
power
0
defense
3
health
0
intelligence
0

The next attack you charge to play this turn gets +2{p}. Go again

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C

DTD / DTD074

The next attack you charge to play this turn gets +1{p}. Go again

Charge of the Light Brigade (Blue)

DTD

Charge of the Light Brigade (Blue)

DTD074 / C / Light · Warrior · Action

Set
DTD
color
Blue
pitch
3
cost
0
power
0
defense
3
health
0
intelligence
0

The next attack you charge to play this turn gets +1{p}. Go again

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C

SEA / SEA173

Your first attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

Chart a Course (Red)

SEA

Chart a Course (Red)

SEA173 / C / Pirate · Action

Set
SEA
color
Red
pitch
1
cost
0
power
0
defense
2
health
0
intelligence
0

Your first attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

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C

SEA / SEA174

Your second attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

Chart a Course (Yellow)

SEA

Chart a Course (Yellow)

SEA174 / C / Pirate · Action

Set
SEA
color
Yellow
pitch
2
cost
0
power
0
defense
2
health
0
intelligence
0

Your second attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

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C

SEA / SEA175

Your third attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

Chart a Course (Blue)

SEA

Chart a Course (Blue)

SEA175 / C / Pirate · Action

Set
SEA
color
Blue
pitch
3
cost
0
power
0
defense
2
health
0
intelligence
0

Your third attack this turn gets +3{p}. You may put a gold counter on Treasure Island. Go again

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P

FAB / FAB344

Look at the top 2 cards of your deck. You may pitch a blue card from among them. Put the rest into your graveyard. Create a Gold token for each yellow card put into your graveyard this way. Go again

Chart the High Seas (Blue)

FAB

Chart the High Seas (Blue)

FAB344 / P / Pirate · Necromancer · Action

Set
FAB
color
Blue
pitch
3
cost
0
power
0
defense
3
health
0
intelligence
0

Look at the top 2 cards of your deck. You may pitch a blue card from among them. Put the rest into your graveyard. Create a Gold token for each yellow card put into your graveyard this way. Go again

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M

MST / MST161

Combo - When this attacks, if Crouching Tiger was the last attack this combat chain, this gets go again and the next Crouching Tiger you play this combat chain gets +3{p}.

Chase the Tail (Red)

MST

Chase the Tail (Red)

MST161 / M / Ninja · Action · Attack

Set
MST
color
Red
pitch
1
cost
1
power
4
defense
3
health
0
intelligence
0

Combo - When this attacks, if Crouching Tiger was the last attack this combat chain, this gets go again and the next Crouching Tiger you play this combat chain gets +3{p}.

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R

SUP / SUP094

If you've been booed this turn, you may play this as though it were an instant. Deal 2 damage to target hero unless they discard a card.

Cheap Shot (Yellow)

SUP

Cheap Shot (Yellow)

SUP094 / R / Reviled · Action

Set
SUP
color
Yellow
pitch
2
cost
0
power
0
defense
2
health
0
intelligence
0

If you've been booed this turn, you may play this as though it were an instant. Deal 2 damage to target hero unless they discard a card.

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P

FAB / FAB372

Choose any number; - Steal a Confidence or Toughness token. - The crowd boos you. - If you control an attack with 6 or more {p}, deal 2 damage to target hero unless they discard a card.

Cheater's Charm (Yellow)

FAB

Cheater's Charm (Yellow)

FAB372 / P / Reviled · Brute · Instant

Set
FAB
color
Yellow
pitch
2
cost
0
power
0
defense
0
health
0
intelligence
0

Choose any number; - Steal a Confidence or Toughness token. - The crowd boos you. - If you control an attack with 6 or more {p}, deal 2 damage to target hero unless they discard a card.

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M

PEN / PEN169

The next attack action card you play this turn gets +3{p} and "When this attacks, wager with the defending hero. The winner creates a Gold token." The next time you would lose a wager this turn, instead you may discard a card. If you do, you win the wager. Go again

Cheating Scoundrel (Red)

PEN

Cheating Scoundrel (Red)

PEN169 / M / Pirate · Action

Set
PEN
color
Red
pitch
1
cost
0
power
0
defense
3
health
0
intelligence
0

The next attack action card you play this turn gets +3{p} and "When this attacks, wager with the defending hero. The winner creates a Gold token." The next time you would lose a wager this turn, instead you may discard a card. If you do, you win the wager. Go again

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P

LGS / LGS434

Go again When this enters or leaves the arena, the crowd cheers you. At the start of your turn, destroy this.

Cheers! (Blue)

LGS

Cheers! (Blue)

LGS434 / P / Revered · Action · Aura

Set
LGS
color
Blue
pitch
3
cost
0
power
0
defense
3
health
0
intelligence
0

Go again When this enters or leaves the arena, the crowd cheers you. At the start of your turn, destroy this.

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R

SUP / SUP222

When this attacks, it gets -1{p} unless you pay {r}.

Chest Puff (Red)

SUP

Chest Puff (Red)

SUP222 / R / Generic · Action · Attack

Set
SUP
color
Red
pitch
1
cost
2
power
7
defense
3
health
0
intelligence
0

When this attacks, it gets -1{p} unless you pay {r}.

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P

LGS / LGS145

While Ruk'utan is face down in arsenal, at the start of your turn, you may turn him face up. While Ruk'utan is face up in arsenal, whenever you play a card with 6 or more {p}, intimidate, and put a lesson counter on him. Then if there are 2 or more lesson counters on Ruk'utan, banish him, search your deck for Alpha Rampage, put it face up in arsenal, and shuffle.

Chief Ruk'utan

LGS

Chief Ruk'utan

LGS145 / P / Brute · Mentor

Set
LGS
color
pitch
0
cost
0
power
0
defense
3
health
0
intelligence
0

While Ruk'utan is face down in arsenal, at the start of your turn, you may turn him face up. While Ruk'utan is face up in arsenal, whenever you play a card with 6 or more {p}, intimidate, and put a lesson counter on him. Then if there are 2 or more lesson counters on Ruk'utan, banish him, search your deck for Alpha Rampage, put it face up in arsenal, and shuffle.

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C

ELE / ELE163

The next time an Ice or Elemental attack hits a hero this turn, create 3 Frostbite tokens under their control. Go again

Chill to the Bone (Red)

ELE

Chill to the Bone (Red)

ELE163 / C / Ice · Action

Set
ELE
color
Red
pitch
1
cost
0
power
0
defense
2
health
0
intelligence
0

The next time an Ice or Elemental attack hits a hero this turn, create 3 Frostbite tokens under their control. Go again

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C

ELE / ELE164

The next time an Ice or Elemental attack hits a hero this turn, create 2 Frostbite tokens under their control. Go again

Chill to the Bone (Yellow)

ELE

Chill to the Bone (Yellow)

ELE164 / C / Ice · Action

Set
ELE
color
Yellow
pitch
2
cost
0
power
0
defense
2
health
0
intelligence
0

The next time an Ice or Elemental attack hits a hero this turn, create 2 Frostbite tokens under their control. Go again

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C

ELE / ELE165

The next time an Ice or Elemental attack hits a hero this turn, create a Frostbite token under their control. Go again

Chill to the Bone (Blue)

ELE

Chill to the Bone (Blue)

ELE165 / C / Ice · Action

Set
ELE
color
Blue
pitch
3
cost
0
power
0
defense
2
health
0
intelligence
0

The next time an Ice or Elemental attack hits a hero this turn, create a Frostbite token under their control. Go again

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C

ELE / ELE050

Ice Fusion If Chilling Icevein was fused, whenever an attack deals damage to a hero this turn, they discard a card unless they pay {r}.

Chilling Icevein (Red)

ELE

Chilling Icevein (Red)

ELE050 / C / Elemental · Ranger · Action · Arrow · Attack

Set
ELE
color
Red
pitch
1
cost
1
power
5
defense
3
health
0
intelligence
0

Ice Fusion If Chilling Icevein was fused, whenever an attack deals damage to a hero this turn, they discard a card unless they pay {r}.

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C

ELE / ELE051

Ice Fusion If Chilling Icevein was fused, whenever an attack deals damage to a hero this turn, they discard a card unless they pay {r}.

Chilling Icevein (Yellow)

ELE

Chilling Icevein (Yellow)

ELE051 / C / Elemental · Ranger · Action · Arrow · Attack

Set
ELE
color
Yellow
pitch
2
cost
1
power
4
defense
3
health
0
intelligence
0

Ice Fusion If Chilling Icevein was fused, whenever an attack deals damage to a hero this turn, they discard a card unless they pay {r}.

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Card data: GoAgain.dev. Artwork belongs to its respective owners.