Riftbound set

Vendetta Cards

Browse the Vendetta Riftbound card list by collector number, rarity, type, domains, and text. Open any card for a dedicated page or use the Card DB for filters and pricing.

247 cards indexed

Baccai Sandspinner

Baccai Sandspinner

001/166 - Common - Unit

Empower 5 Energy. This ability costs 3 Energy less if you control 4 or fewer runes. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Assault 2. (Opponents must pay Power to choose me with a spell or ability. +2 Might while I'm an attacker.)

Blade Twirler

Blade Twirler

002/166 - Common - Unit

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.)

Brittle Steel

Brittle Steel

003/166 - Common - Spell

Kill a gear. Flow 4 Energy Fury Power (You may play this from your trash for its Flow cost. Then banish it.)

Dune Surfer

Dune Surfer

004/166 - Common - Unit

You ignore Tank while assigning combat damage here.

Forsaken Baccai

Forsaken Baccai

005/166 - Common - Unit

If you control fewer runes than an opponent at the start of your Beginning Phase, give me +1 Might this turn.

Oasis Raider

Oasis Raider

006/166 - Common - Unit

If you control fewer runes than an opponent at the start of your Beginning Phase, give me +2 Might and Ganking this turn. (I can move from battlefield to battlefield.)

Punching Poro

Punching Poro

007/166 - Common - Unit

Empower — Discard 1 (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +1 Might.

Ruthless Strike

Ruthless Strike

008/166 - Common - Spell

Action (Play on your turn or in showdowns.) As an additional cost to play this, you may discard 1. Deal 3 to a unit at a battlefield. If you paid the additional cost, deal 5 to it instead.

Baccai Reaper

Baccai Reaper

009/166 - Uncommon - Unit

When I attack, you may pay Fury Power to give me Assault 2 this turn. (+2 Might while I'm an attacker.)

Consuming Curse

Consuming Curse

010/166 - Uncommon - Spell

Action (Play on your turn or in showdowns.) Deal 2 to a unit at a battlefield. This deals 1 Bonus Damage for each card with this name in your trash.

Pendulum Blade

Pendulum Blade

011/166 - Uncommon - Gear

Equip Fury Power ( Fury Power: Attach this to a unit you control.)

Perfect Execution

Perfect Execution

012/166 - Uncommon - Spell

Ready a unit and give it Assault 3 this turn. (+3 Might while it's an attacker.) Flow 3 Energy Fury Power (You may play this from your trash for its Flow cost. Then banish it.)

Shadow Assassin

Shadow Assassin

013/166 - Uncommon - Unit

I enter ready if you have a card with my name in your trash.

Shadow Fiend

Shadow Fiend

014/166 - Uncommon - Unit

Empower 2 Energy Fury Power ( 2 Energy Fury Power: Empower me. Use only if not Empowered.) Empowered → I have Assault 3. (+3 Might while I'm an attacker.)

Decree of Rage

Decree of Rage

015/166 - Rare - Spell

Action (Play on your turn or in showdowns.) This can't be countered. Deal 4 to an enemy Calm ( Calm Power ) unit.

Eclipse Dragon

Eclipse Dragon

016/166 - Rare - Unit

Accelerate (You may pay 1 Energy Fury Power as an additional cost to have me enter ready.) When I move, if you control 4 or fewer runes, draw 1.

Morgana, Vindictive

Morgana, Vindictive

017/166 - Rare - Unit

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.

Rage Amplifier

Rage Amplifier

018/166 - Rare - Gear

Empower 6 Energy Fury Power ( 6 Energy Fury Power: Empower this. Use only if not Empowered.) Your units have +1 Might. If I'm Empowered, they have +2 Might instead.

Renekton, Rage Fueled

Renekton, Rage Fueled

019/166 - Rare - Unit

Accelerate (You may pay 1 Energy Fury Power as an additional cost to have me enter ready.) When I attack, if you control 4 or fewer runes, deal 2 to all enemy units here.

Renekton, Rage Fueled (Alternate Art)

Renekton, Rage Fueled (Alternate Art)

019a/166 - Rare - Unit

Accelerate When I attack, if you control 4 or fewer runes, deal 2 to all enemy units here.

Twilight Reveler

Twilight Reveler

020/166 - Rare - Unit

When I attack, ready another friendly unit.

Akali, Deadly Weapon

Akali, Deadly Weapon

021/166 - Epic - Unit

Empower 2 Energy Fury Power ( 2 Energy Fury Power: 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 Might.

Akali, Deadly Weapon (Alternate Art)

Akali, Deadly Weapon (Alternate Art)

021a/166 - Epic - Unit

Empower 2 Energy Fury Power 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 Might..

Endless Riches

Endless Riches

022/166 - Epic - Gear

When you play this, banish your hand and trash, then Burn 7. Skip your Draw Phase. You may play cards from your trash. If a card would go to your trash from anywhere other than your Main Deck, banish it instead.

Zed, From the Shadows

Zed, From the Shadows

023/166 - Epic - Unit

You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might 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.")

Zed, From the Shadows (Alternate Art)

Zed, From the Shadows (Alternate Art)

023a/166 - Epic - Unit

You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might Shadow Clone unit token.

Affectionate Poro

Affectionate Poro

024/166 - Common - Unit

When a combat that I was in ends, if I haven't been dealt damage this turn, draw 1.

Esteemed Hierophant

Esteemed Hierophant

025/166 - Common - Unit

While you control 7 or more runes, prevent all damage that enemy spells and abilities would deal to me.

Field Musicians

Field Musicians

026/166 - Common - Unit

When you play me, give a unit +3 Might this turn.

Hand Hammer

Hand Hammer

027/166 - Common - Gear

Equip Calm Power ( Calm Power: Attach this to a unit you control.)

Mournful Witness

Mournful Witness

028/166 - Common - Unit

When a combat that I was in ends, empower me. (I become Empowered if I'm not already.) Empowered → I have +2 Might.

Ol' Poro

Ol' Poro

029/166 - Common - Unit

I can't be played on your first, second, or third turns.

Serene Ascetic

Serene Ascetic

030/166 - Common - Unit

Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Shield 3. (Opponents must pay Power to choose me with a spell or ability.+3 Might while I'm a defender.)

Twilight Shroud

Twilight Shroud

031/166 - Common - Spell

Give a friendly unit +1 Might this turn. It can't be chosen by enemy spells and abilities this turn. Flow 2 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Frostcoat Mother

Frostcoat Mother

032/166 - Uncommon - Unit

Empower 12 Energy. This ability costs 1 Energy less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +3 Might.

Pakaa Protector

Pakaa Protector

033/166 - Uncommon - Unit

When I move, reveal the top card of your Main Deck. If it's a unit, draw it. Otherwise, put it in your trash and give me +2 Might this turn.

Resonating Strike

Resonating Strike

034/166 - Uncommon - Spell

Hidden (Hide now for Power to react with later for 0 Energy.) Reaction (Play on your turn or in showdowns.) Choose a battlefield you control and a unit you control at a different location. Move that unit to that battlefield and give it +2 Might this turn.

Sanction

Sanction

035/166 - Uncommon - Spell

Reaction (Play any time, even before spells and abilities resolve.) Choose one — • Empower a unit. Disempower it at end of turn. • Disempower a unit that's Empowered. Empower it at end of turn.

Sandstone Chimera

Sandstone Chimera

036/166 - Uncommon - Unit

While I'm at a battlefield, players only channel 1 rune at the start of their Channel Phase.

Tomb-Raider Barbara

Tomb-Raider Barbara

037/166 - Uncommon - Unit

When you play me, if you control 7 or more runes, choose an enemy gear. If it's Empowered, disempower it. Otherwise, kill it.

Akali, Silent

Akali, Silent

038/166 - Rare - Unit

I can't be chosen by enemy spells and abilities unless I'm in combat. When I move to a battlefield, give me +2 Might this turn.

Akali, Silent (Alternate Art)

Akali, Silent (Alternate Art)

038a/166 - Rare - Unit

I can't be chosen by enemy spells and abilities unless I'm in combat. When I move to a battlefield, give me +2 Might this turn.

Crumbling Sands

Crumbling Sands

039/166 - Rare - Spell

Reaction (Play any time, even before spells and abilities resolve.) Counter a spell if an opponent has played another spell this turn.

Decree of Focus

Decree of Focus

040/166 - Rare - Spell

Reaction (Play any time, even before spells and abilities resolve.) Choose a friendly unit that's in combat with an enemy Fury ( Fury Power ) unit or that's being chosen by an enemy Fury spell. Give it +4 Might this turn.

Riven, Shattered

Riven, Shattered

041/166 - Rare - Unit

Weaponmaster (When you play me, you may Equip one of your Equipment to me for Power less, even if it's already attached.) When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.

Shen, Scourge of Shadows

Shen, Scourge of Shadows

042/166 - Rare - Unit

When I hold, if there is exactly one other unit you control here, draw 1.

Shen, Scourge of Shadows (Alternate Art)

Shen, Scourge of Shadows (Alternate Art)

042a/166 - Rare - Unit

When I hold, if there is exactly one other unit you control here, draw 1.

Steel Paws

Steel Paws

043/166 - Rare - Unit

Deflect (Opponents must pay Power to choose me with a spell or ability.) Empower 7 Energy ( 7 Energy: Empower me. Use only if not Empowered.) Empowered → I have +7 Might.

Astral Heron

Astral Heron

044/166 - Epic - Unit

When you play your first card each turn, if I'm at a battlefield, your next card costs 2 Energy Power Power less.

Helm of Suppression

Helm of Suppression

045/166 - Epic - Gear

Empower 4 Energy Calm Power ( 4 Energy Calm Power: Empower this. Use only if not Empowered.) Opponents' spells cost 1 Energy more. If this is Empowered, they cost 1 Energy Power more instead.

Nasus, Ascended

Nasus, Ascended

046/166 - Epic - Unit

Deflect 2 (Opponents must pay Power Power to choose me with a spell or ability.) Empower 8 Energy ( 8 Energy: Empower me. Use only if not Empowered.) Empowered → When I conquer, you score 1 point.

Nasus, Ascended (Alternate Art)

Nasus, Ascended (Alternate Art)

046a/166 - Epic - Unit

Deflect 2 Empower 8 Energy Empowered → When I conquer, you score 1 point.

Apprentice Mage

Apprentice Mage

047/166 - Common - Unit

Empower 2 Energy ( 2 Energy: 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 Might.

Cloud Drake

Cloud Drake

048/166 - Common - Unit

When you play me, draw 1.

Dredge Up

Dredge Up

049/166 - Common - Spell

Draw 1. Flow 2 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Grumpy Rockbear

Grumpy Rockbear

050/166 - Common - Unit

Empower 12 Energy. This ability costs 1 Energy less for each rune you control. (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have Deflect and Shield 3. (Opponents must pay Power to choose me with a spell or ability.+3 Might while I'm a defender.)

Iterative Design

Iterative Design

051/166 - Common - Spell

Play a 3 Might Mech unit token. Flow 2 Energy Mind Power (You may play this from your trash for its Flow cost. Then banish it.)

Mesmerize

Mesmerize

052/166 - Common - Spell

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 Might this turn.

Otterpus

Otterpus

053/166 - Uncommon - Unit

If a player would score 1 point from conquering or holding during their first or second turn, they draw 1 instead.

Questionable Tome

Questionable Tome

054/166 - Common - Gear

Empower — Exhaust (Pay the cost: Empower me. Use only if not Empowered.) Disempower this, 1 Energy, Exhaust: Draw 1.

Applied Researchers

Applied Researchers

055/166 - Uncommon - Unit

Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → Your spells cost 1 Energy Power less, to a minimum of 1 Energy.

Clairvoyance

Clairvoyance

056/166 - Uncommon - Spell

Reaction (Play any time, even before spells and abilities resolve.) Predict 5. (Look at the top 5 cards of your Main Deck. Recycle any of them and put the rest back in any order.) Draw 2.

Covert Informant

Covert Informant

057/166 - Uncommon - Unit

Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → When I move, draw 1.

Patched Porobot

Patched Porobot

058/166 - Common - Unit

(I enter exhausted.) When you play me, if you control 3 or more other gear, draw 1.

Shock Blast

Shock Blast

059/166 - Uncommon - Spell

Action (Play on your turn or in showdowns.) This costs 2 Energy less if you control something that's Empowered. Deal 4 to a unit at a battlefield.

Sky Cruiser

Sky Cruiser

060/166 - Uncommon - Unit

Discard a gear, 1 Energy, Exhaust: Deal 4 to a unit at a battlefield.

Decree of Insight

Decree of Insight

061/166 - Rare - Spell

Reaction (Play any time, even before spells and abilities resolve.) Ignore Deflect while paying this spell's cost. Give an enemy Body ( Body Power ) unit -5 Might this turn.

Hextech Formula

Hextech Formula

062/166 - Rare - Gear

This enters exhausted. Exhaust: Empower another gear. (It becomes Empowered if it's not already.)

Nasus, Guardian of Knowledge

Nasus, Guardian of Knowledge

063/166 - Rare - Unit

Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Nasus, Guardian of Knowledge (Alternate Art)

Nasus, Guardian of Knowledge (Alternate Art)

063a/166 - Rare - Unit

Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Plaza Guardian

Plaza Guardian

064/166 - Rare - Unit

I cost 1 Energy less for each gear you control. Deflect (Opponents must pay Power to choose me with a spell or ability.)

Swain, Visionary

Swain, Visionary

065/166 - Rare - Unit

Vision (When you play me, look at the top card of your Main Deck. You may recycle it.) When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.

Temporal Breach

Temporal Breach

066/166 - Rare - Spell

Hidden (Hide now for Power to react with later for 0 Energy.) Banish a unit, then its owner plays it to the same location, ignoring its cost.

Bottled Constellation

Bottled Constellation

067/166 - Epic - Gear

At the start of your Main Phase, you may kill 3 other friendly units and/or gear to score 1 point.

Jayce, Brilliant Inventor

Jayce, Brilliant Inventor

068/166 - Epic - Unit

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.

Jayce, Brilliant Inventor (Alternate Art)

Jayce, Brilliant Inventor (Alternate Art)

068a/166 - Epic - Unit

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.

Mel, Newly Awakened

Mel, Newly Awakened

069/166 - Epic - Unit

When you play me, draw 1. Empower 3 Energy ( 3 Energy: 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 - Might to a unit it chooses, it gives an additional -1 Might.

Mel, Newly Awakened (Alternate Art)

Mel, Newly Awakened (Alternate Art)

069a/166 - Epic - Unit

When you play me, draw 1. Empower 3 Energy Empowered → Your spells and abilities can't be countered. If a spell or ability you control would give - Might to a unit it chooses, it gives an additional -1 Might.

Brutal Hunter

Brutal Hunter

070/166 - Common - Unit

Empower 3 Energy ( 3 Energy: Empower me. Use only if not Empowered.) Empowered → I have +2 Might and Ganking. (I can move from battlefield to battlefield.)

Fretful Feline

Fretful Feline

071/166 - Common - Unit

When I become ready, give me +2 Might this turn.

Guttural Roar

Guttural Roar

072/166 - Common - Spell

Action (Play on your turn or in showdowns.) Give a unit +2 Might this turn. If it's Empowered, give it +4 Might this turn instead.

Jagged Cutlass

Jagged Cutlass

073/166 - Common - Gear

Equip Body Power ( Body Power: Attach this to a unit you control.)

Legion Marauder

Legion Marauder

074/166 - Common - Unit

Empower — 1 Energy or Body Power (Pay either cost: Empower me. Use only if not Empowered.) Empowered → I have +1 Might.

Platewyrm Egg

Platewyrm Egg

075/166 - Common - Gear

This enters exhausted. Empower — 1 Energy, Exhaust (Pay the cost: Empower this. Use only if not Empowered.) Reaction → Exhaust: Add 1 Energy. If this is Empowered, Add 2 Energy instead.

Repair Specialist

Repair Specialist

076/166 - Common - Unit

I have Assault equal to the number of gear you control. (+1 Might while I'm an attacker for each instance of Assault.)

Tools of Empire

Tools of Empire

077/166 - Common - Gear

Empower 2 Energy ( 2 Energy: Empower this. Use only if not Empowered.) Exhaust: Give a unit +2 Might this turn. If this is Empowered, give that unit +4 Might this turn instead.

Baccai Witherclaw

Baccai Witherclaw

078/166 - Uncommon - Unit

Empower 1 Energy Power Power ( 1 Energy Power Power: Empower me. Use only if not Empowered.) Empowered → I have +2 Might. Empowered → ⇒ Deathknell → Channel 2 runes exhausted. (When I die while Empowered, get the effect.)

Dame the Despoiler

Dame the Despoiler

079/166 - Uncommon - Unit

Empower 5 Energy Body Power ( 5 Energy Body Power: 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 Might this turn.

Noxian Demolitionist

Noxian Demolitionist

080/166 - Uncommon - Unit

When I conquer, you may kill a gear with Energy cost no more than my Might.

Onslaught

Onslaught

081/166 - Uncommon - Spell

Give a unit +6 Might this turn. Flow 4 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Profiteer

Profiteer

082/166 - Uncommon - Unit

When you play me, you may disempower something you control to empower a legend, unit, or gear.

Rampage

Rampage

083/166 - Uncommon - Spell

As you play this, you may pay Body Power as an additional cost. Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 Might this turn. They deal damage equal to their Mights to each other.

Ambessa, The Wolf

Ambessa, The Wolf

084/166 - Rare - Unit

Empower 3 Energy Body Power ( 3 Energy Body Power: Empower me. Use only if not Empowered.) Empowered → I have +3 Might and can't be dealt damage unless I'm in combat.

Ambessa, The Wolf (Alternate Art)

Ambessa, The Wolf (Alternate Art)

084a/166 - Rare - Unit

Empower 3 Energy Body Power Empowered → I have +3 Might and can't be dealt damage unless I'm in combat.

Decree of Strength

Decree of Strength

085/166 - Rare - Spell

Choose an opponent. They reveal their hand and you choose a Mind ( Mind Power ) card from it. They recycle that card.

Gangplank, Naval

Gangplank, Naval

086/166 - Rare - Unit

Empower Body Power Body Power ( Body Power Body Power: Empower me. Use only if not Empowered.) Empowered → If a spell or ability that chooses me would stun me, give me - Might, or return me to hand, give me +3 Might instead.

Hextech Disc

Hextech Disc

087/166 - Rare - Gear

Empower — Exhaust (Pay the cost: Empower this. Use only if not Empowered.) Disempower this, 1 Energy, Exhaust: Play a 3 Might Mech unit token to your base.

Jayce, Hammer in Hand

Jayce, Hammer in Hand

088/166 - Rare - Unit

When I become ready, choose one to give me this turn — • Assault 2 (+2 Might while I'm an attacker.) • Deflect 2 (Opponents must pay Power Power to choose me with a spell or ability.) • Ganking (I can move from battlefield to battlefield.)

Jayce, Hammer in Hand (Alternate Art)

Jayce, Hammer in Hand (Alternate Art)

088a/166 - Rare - Unit

When I become ready, choose one to give me this turn — • Assault 2 • Deflect 2 • Ganking

Wild Claw

Wild Claw

089/166 - Rare - Spell

Look at the top 5 cards of your Main Deck. You may banish a unit or gear from among them and play it, reducing its Energy cost by 5 Energy. Recycle the rest. Then you may do this: Empower it. (It becomes Empowered if it's not already.)

Cataclysmic Duel

Cataclysmic Duel

090/166 - Epic - Spell

Each player chooses a unit they control. Kill the rest.

Corrupted Dragon

Corrupted Dragon

091/166 - Epic - Unit

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 Might or less to their base.

Renekton, Brute

Renekton, Brute

092/166 - Epic - Unit

1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. (I become Empowered if I'm not already.) Empowered → I have Deflect and Ganking. (Opponents must pay Power to choose me with a spell or ability. I can move from battlefield to battlefield.)

Renekton, Brute (Alternate Art)

Renekton, Brute (Alternate Art)

092a/166 - Epic - Unit

1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. Empowered → I have Deflect and Ganking.

Kinkou Lifeblade

Kinkou Lifeblade

093/166 - Common - Unit

Empower 2 Energy ( 2 Energy: Empower me. Use only if not Empowered.) Empowered → I have +1 Might and Ganking. (I can move from battlefield to battlefield.)

Mask Mother

Mask Mother

094/166 - Uncommon - Unit

When you discard me, you may pay 1 Energy to give a friendly unit +2 Might this turn.

Shadow Order Disciple

Shadow Order Disciple

095/166 - Common - Unit

When I move, you may Burn 1 to give me +1 Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)

Shadowblade Lurker

Shadowblade Lurker

096/166 - Common - Unit

I cost 2 Energy less for each card with my name in your trash.

Spiderling

Spiderling

097/166 - Common - Unit

Hidden (Hide now for Power to react with later for 0 Energy.) I have +1 Might for each other unit you control here with my name. Your deck can have any number of cards named Spiderling.

Stargazer

Stargazer

098/166 - Common - Unit

Spells with Flow you play from your trash cost 2 Energy less, to a minimum of 1 Energy.

Tornado Warrior

Tornado Warrior

099/166 - Common - Unit

Hidden (Hide now for Power to react with later for 0 Energy.) When you play me from face down, you may empower something here. Disempower it at end of turn.

Up from the Deep

Up from the Deep

100/166 - Common - Spell

Play two 1 Might Tentacle unit tokens from Bilgewater. Flow 3 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Gust Monk

Gust Monk

101/166 - Uncommon - Unit

You may pay 1 Energy 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 Might while it's an attacker.)

Ravenbloom Prefect

Ravenbloom Prefect

102/166 - Common - Unit

When an opponent plays a gear, you may banish me to banish it.

Shadows of the Past

Shadows of the Past

103/166 - Uncommon - Spell

Return up to 2 units from trashes to their owners' hands.

Tail-Cloaked Matriarch

Tail-Cloaked Matriarch

104/166 - Uncommon - Unit

Empower 2 Energy Chaos Power ( 2 Energy Chaos Power: Empower me. Use only if not Empowered.) When I become Empowered, you may choose a unit in your trash with Energy cost no more than 3 Energy and Power cost no more than Power. Play it to your base, ignoring its cost.

Twilight Step

Twilight Step

105/166 - Uncommon - Spell

Move a unit with 3 Might or less. Flow 4 Energy Chaos Power (You may play this from your trash for its Flow cost. Then banish it.)

Wind and Ghosts

Wind and Ghosts

106/166 - Uncommon - Spell

Action (Play on your turn or in showdowns.) Choose a unit at a battlefield. If it has 3 Might or less, banish it. Otherwise, return it to its owner's hand.

Decree of Discord

Decree of Discord

107/166 - Rare - Spell

Return any number of enemy Order ( Order Power ) units with total Might 5 or less to their owners' hands.

Forgotten Relic

Forgotten Relic

108/166 - Rare - Gear

When you play this or at the start of your Beginning Phase, Burn 1. When you burn a unit this way, do this: Give a friendly unit + Might equal to the burned card's Might this turn. (To Burn 1, put the top card of your Main Deck into your trash.)

Illaoi, Prophet of the Great Kraken

Illaoi, Prophet of the Great Kraken

109/166 - Rare - Unit

When you play me or when I score, play a 1 Energy Might Tentacle unit token from Bilgewater. I have +1 Might for each token unit you control.

Mel, Defiant Soul

Mel, Defiant Soul

110/166 - Rare - 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 Might or less.

Mel, Defiant Soul (Alternate Art)

Mel, Defiant Soul (Alternate Art)

110a/166 - Rare - Unit

Empower — Discard a spell When I become Empowered, banish an enemy unit at a battlefield with 3 Might or less.

Minah Swiftfoot

Minah Swiftfoot

111/166 - Rare - Unit

When I move to a battlefield, choose one — • Each player discards 1. • Each player draws 1.

Zed, Without a Sound

Zed, Without a Sound

112/166 - Rare - Unit

When I conquer, play a 0 Might Shadow Clone unit token to your base. (It has "When I attack, you may banish a unit from your trash. If you do, give me Assault 4 this turn.") Action → 1 Energy Chaos Power: Move me and a Shadow Clone you control to each other's locations.

Zed, Without a Sound (Alternate Art)

Zed, Without a Sound (Alternate Art)

112a/166 - Rare - Unit

When I conquer, play a 0 Might Shadow Clone unit token to your base. Action → 1 Energy Chaos Power: Move me and a Shadow Clone you control to each other's locations.

Kennen, Storm of Shuriken

Kennen, Storm of Shuriken

113/166 - Epic - Unit

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.)

Kennen, Storm of Shuriken (Alternate Art)

Kennen, Storm of Shuriken (Alternate Art)

113a/166 - Epic - Unit

When you play me, Burn 2. When I conquer, give a spell in your trash Flow equal to its cost this turn.

Kharox

Kharox

114/166 - Epic - Unit

Empower 6 Energy Chaos Power Chaos Power ( 6 Energy Chaos Power Chaos Power: Empower me. Use only if not Empowered.) When I become Empowered, choose an opponent. They Burn 3. Then you may do this: Choose a unit in their trash and play it, ignoring its cost. (To Burn 3, they put the top 3 cards of their Main Deck into their trash.)

Ocean Drake

Ocean Drake

115/166 - Epic - Unit

You may play me to an open battlefield. When you play me, you may return a non-Dragon unit to its owner's hand.

Dragon Form

Dragon Form

116/166 - Uncommon - Spell

Choose a unit. Its base Might becomes 5 this turn. Flow 3 Energy (You may play this from your trash for its Flow cost. Then banish it.)

Disciple of Shen

Disciple of Shen

117/166 - Common - Unit

Hidden (Hide now for Power to react with later for 0 Energy.) I have Shield 3 while I'm at a battlefield with exactly one other unit you control. (+3 Might while I'm a defender.)

Horns of the Dragon

Horns of the Dragon

118/166 - Common - Unit

Tank (I must be assigned combat damage first.)

Keeper of Law

Keeper of Law

119/166 - Common - Unit

I cost 2 Energy Order Power less if you control a battlefield with exactly two units there.

Masa, Crashing Thunder

Masa, Crashing Thunder

120/166 - Common - Unit

You may pay Order Power as an additional cost to play me. When you play me, if you paid the additional cost, Stun an enemy unit at a battlefield. (It doesn't deal combat damage this turn.)

Reluctant Leader

Reluctant Leader

121/166 - Common - Unit

When you play another unit, give me +2 Might this turn.

Solari Sunhawk

Solari Sunhawk

122/166 - Common - Unit

Empower 2 Energy ( 2 Energy: Empower me. Use only if not Empowered.) Empowered → I have +1 Might and Deflect 2. (Opponents must pay Power Power to choose me with a spell or ability.)

Soulspinner

Soulspinner

123/166 - Common - Unit

Ambush (You may play me as a Reaction to a battlefield where you have units.)

Escaped Grayback

Escaped Grayback

124/166 - Uncommon - Unit

Empower — Kill a friendly unit (Pay the cost: Empower me. Use only if not Empowered.) Empowered → I have +2 Might.

Hungry Wolf

Hungry Wolf

125/166 - Uncommon - Unit

Order Power: Ready me and give me +1 Might this turn. Use only if you've chosen an enemy unit this turn and only once each turn.

Ki Barrier

Ki Barrier

126/166 - Uncommon - Spell

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.)

Lacerate

Lacerate

127/166 - Common - Spell

Choose a unit. If it's Empowered, disempower it. Then kill it if it has 3 Might or less. Flow 4 Energy Order Power Order Power (You may play this from your trash for its Flow cost. Then banish it.)

Noxian Emissary

Noxian Emissary

128/166 - Uncommon - Unit

Empower 1 Energy Order Power ( 1 Energy Order Power: Empower me. Use only if not Empowered.) Empowered → ⇒ Deathknell → Play two 1 Might Recruit unit tokens to your base. (When I die while Empowered, get the effect.)

Sacred Protector

Sacred Protector

129/166 - Uncommon - Unit

I don't deal combat damage unless I'm at a battlefield with exactly one other unit you control.

Aurok General

Aurok General

130/166 - Rare - Unit

Empower 3 Energy Order Power ( 3 Energy Order Power: Empower me. Use only if not Empowered.) Empowered → Your units that are Empowered have +2 Might (including me).

Decree of Unity

Decree of Unity

131/166 - Rare - Spell

Kill an enemy Chaos ( Chaos Power ) unit or gear.

Fallen Feline

Fallen Feline

132/166 - Rare - Unit

When you play me, name a spell. While I'm at a battlefield, opponents can't play spells with that name.

Glowstone

Glowstone

133/166 - Rare - Gear

Empower Power Power ( Power Power: Empower me. Use only if not Empowered.) Disempower this, Exhaust: 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.

Kayle, Justified

Kayle, Justified

134/166 - Rare - Unit

Empower 3 Energy ( 3 Energy: Empower me.) I can be Empowered up to three times. I have +2 Might for each time I'm Empowered. While I'm Empowered three times, I have Deflect 3 and Ganking.

Kennen, Keeper of Balance

Kennen, Keeper of Balance

135/166 - Rare - Unit

Hidden (Hide now for Power to react with later for 0 Energy.) When you play me or I attack, you may pay 2 Energy to Stun a unit. (It doesn't deal combat damage this turn.) While there's a stunned enemy unit here, I have +2 Might.

Kennen, Keeper of Balance (Alternate Art)

Kennen, Keeper of Balance (Alternate Art)

135a/166 - Rare - Unit

Hidden When you play me or I attack, you may pay 2 Energy to Stun a unit. While there's a stunned enemy unit here, I have +2 Might.

Ambessa, Respected and Feared

Ambessa, Respected and Feared

136/166 - Epic - Unit

Empower 1 Energy Order Power Order Power ( 1 Energy Order Power Order Power: Empower me. Use only if not Empowered.) Empowered → I have Assault 2. (+2 Might while I'm an attacker.) Empowered → When I attack, kill an enemy unit here with less Might than me.

Ambessa, Respected and Feared (Alternate Art)

Ambessa, Respected and Feared (Alternate Art)

136a/166 - Epic - Unit

Empower 1 Energy Order Power Order Power Empowered → I have Assault 2. Empowered → When I attack, kill an enemy unit here with less Might than me.

Shady Spectacles

Shady Spectacles

137/166 - Epic - Gear

Equip 1 Energy Order Power ( 1 Energy Order Power: Attach this to a unit you control.) As this is attached to a unit, choose another friendly unit. The equipped unit becomes a copy of that unit for as long as this is attached to it.

Shen, Leader of the Kinkou Order

Shen, Leader of the Kinkou Order

138/166 - Epic - Unit

Shield (+1 Might while I'm a defender.) When I hold, if there is exactly one other unit you control here, you score 1 point.

Shen, Leader of the Kinkou Order (Alternate Art)

Shen, Leader of the Kinkou Order (Alternate Art)

138a/166 - Epic - Unit

Shield When I hold, if there is exactly one other unit you control here, you score 1 point.

Akali, Rogue Assassin

Akali, Rogue Assassin

139/166 - Rare - Legend

Empower 3 Energy Power ( 3 Energy Power: Empower this. Use only if not Empowered.) Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Shuriken Flip

Shuriken Flip

140/166 - Epic - Spell

Deal 2 to up to one enemy unit at a battlefield, then move a friendly unit. Flow 3 Energy Power (You may play this from your trash for its Flow cost. Then banish it.)

Renekton, Butcher of the Sands

Renekton, Butcher of the Sands

141/166 - Rare - Legend

Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Dominus

Dominus

142/166 - Epic - Spell

Action (Play on your turn or in showdowns.) This turn, double a unit's Might and give it " Power Power: Ready me."

Zed, Master of Shadows

Zed, Master of Shadows

143/166 - Rare - Legend

When you banish a card you own, empower me. (I become Empowered if I'm not already.) Action → Disempower me, Exhaust: Discard 1, then draw 1.

Death Mark

Death Mark

144/166 - Epic - Spell

Burn 3. (Put the top 3 cards of your Main Deck into your trash.) Play a 0 Might 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 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Nasus, Curator of the Sands

Nasus, Curator of the Sands

145/166 - Rare - Legend

When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Siphoning Strike

Siphoning Strike

146/166 - Epic - Spell

Deal 4 to a unit at a battlefield. If you control 7 or more runes, deal 7 to it instead. When it dies this turn, channel 1 rune exhausted.

Shen, Eye of Twilight

Shen, Eye of Twilight

147/166 - Rare - Legend

Action → Exhaust: Give a friendly unit Tank this turn. (It must be assigned combat damage first.)

Shadow Dash

Shadow Dash

148/166 - Epic - Spell

Move an enemy unit to a battlefield where you have units. If you have exactly two units there, they each get +1 Might this turn. Flow 5 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Jayce, Defender of Tomorrow

Jayce, Defender of Tomorrow

149/166 - Rare - Legend

Empower 2 Energy Power Power ( 2 Energy Power Power: Empower me. Use only if not Empowered.) 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Acceleration Gate

Acceleration Gate

150/166 - Epic - Spell

Ready up to 4 units, gear, and/or runes.

Mel, Soul's Reflection

Mel, Soul's Reflection

151/166 - Rare - Legend

When you empower something else, empower me. (I become Empowered if I'm not already.) Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Rebuttal

Rebuttal

152/166 - Epic - Spell

Reaction (Play any time, even before spells and abilities resolve.) Choose a spell with Energy cost no more than 4 Energy. You may pay Power. If you do, gain control of it and you may make new choices for it. Otherwise, counter it.

Ambessa, Matriarch of War

Ambessa, Matriarch of War

153/166 - Rare - Legend

When you empower something else, empower me. (I become Empowered if I'm not already.) Disempower me, Power, Exhaust: Ready a unit.

Public Execution

Public Execution

154/166 - Epic - Spell

Choose a friendly unit. Kill an enemy unit with less Might than it. Flow 5 Energy Power Power (You may play this from your trash for its Flow cost. Then banish it.)

Kennen, Heart of the Tempest

Kennen, Heart of the Tempest

155/166 - Rare - Legend

When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn. (+2 Might while it's an attacker.)

Lightning Rush

Lightning Rush

156/166 - Epic - Spell

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 Energy Power (You may play this from your trash for its Flow cost. Then banish it.)

Dragon Roost

Dragon Roost

157/166 - Uncommon - Battlefield

Any player may pay Power Power as an additional cost to play a Dragon. If they do, they play it to this battlefield.

Heisho, Shell of the World

Heisho, Shell of the World

158/166 - Uncommon - Battlefield

Players ignore Deflect while paying for spells and abilities choosing something here.

Kinkou Temple

Kinkou Temple

159/166 - Uncommon - Battlefield

Units here with Tank have +1 Might.

Mystic Vortex

Mystic Vortex

160/166 - Uncommon - Battlefield

During showdowns here, cards with Reaction cost Power more to play. (Hidden cards have Reaction.)

Piltovan Forge

Piltovan Forge

161/166 - Uncommon - Battlefield

While you control this battlefield, the first friendly gear activated ability played each turn costs 1 Energy less.

Protective Sands

Protective Sands

162/166 - Uncommon - Battlefield

When you conquer here, if you control 4 or fewer runes, you may pay 1 Energy to draw 1.

Risen Altar

Risen Altar

163/166 - Uncommon - Battlefield

Empower costs of your units here cost 1 Energy or Power less.

Sandswept Tomb

Sandswept Tomb

164/166 - Uncommon - Battlefield

Each spell that chooses one or more units here that are friendly to it costs Power less.

Shadow Temple

Shadow Temple

165/166 - Uncommon - Battlefield

When you hold here, Burn 3. (Put the top 3 cards of your Main Deck into your trash.)

Threshold of the Gray

Threshold of the Gray

166/166 - Uncommon - Battlefield

When combat starts here, the attacker and defender each Add 1 Energy.

Vi, Destructive (Overnumbered)

Vi, Destructive (Overnumbered)

167/166 - Rare - Unit

Ganking Recycle 1 from your trash: Give me +1 Might this turn.

Jinx, Demolitionist (Overnumbered)

Jinx, Demolitionist (Overnumbered)

168/166 - Rare - Unit

Accelerate Assault 2 When you play me, discard 2.

Zed, From the Shadows (Overnumbered)

Zed, From the Shadows (Overnumbered)

169/166 - Epic - Unit

You may discard 1 as an additional cost to play me. When you play me, if you paid the additional cost, play a 0 Might Shadow Clone unit token.

Shen, Scourge of Shadows (Overnumbered)

Shen, Scourge of Shadows (Overnumbered)

170/166 - Rare - Unit

When I hold, if there is exactly one other unit you control here, draw 1.

Riven, Shattered (Overnumbered)

Riven, Shattered (Overnumbered)

171/166 - Rare - Unit

Weaponmaster When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.

Draven, Showboat (Overnumbered)

Draven, Showboat (Overnumbered)

172/166 - Rare - Unit

My Might is increased by your points.

Swain, Visionary (Overnumbered)

Swain, Visionary (Overnumbered)

173/166 - Rare - Unit

Vision When I conquer, if you've played a non-token unit, a non-token gear, and a spell this turn, you score 1 point.

Irelia, Fervent (Overnumbered)

Irelia, Fervent (Overnumbered)

174/166 - Epic - Unit

Deflect When you choose or ready me, give me +1 Might this turn.

Jayce, Man of Progress (Overnumbered)

Jayce, Man of Progress (Overnumbered)

175/166 - Rare - Unit

When you play me, you may kill a friendly gear. If you do, you may play a gear with Energy cost no more than 7 Energy from hand this turn, ignoring its Energy cost.

Viktor, Innovator (Overnumbered)

Viktor, Innovator (Overnumbered)

176/166 - Rare - Unit

When you play a card on an opponent's turn, play a 1 Might Recruit unit token to your base.

Renekton, Brute (Overnumbered)

Renekton, Brute (Overnumbered)

177/166 - Epic - Unit

1 Energy: Give me +1 Might this turn. When my Might becomes 10 or more, empower me. Empowered → I have Ganking and Deflect.

Nasus, Guardian of Knowledge (Overnumbered)

Nasus, Guardian of Knowledge (Overnumbered)

178/166 - Rare - Unit

Once each turn, when an enemy unit here dies, channel 1 rune exhausted.

Rengar, Trophy Hunter (Overnumbered)

Rengar, Trophy Hunter (Overnumbered)

179/166 - Epic - Unit

Ambush I can be played to a battlefield where there are enemy units.

Kha'Zix, Evolving Hunter (Overnumbered)

Kha'Zix, Evolving Hunter (Overnumbered)

180/166 - Epic - Unit

Hunt When I attack, you may spend 3 XP to deal damage equal to my Might to an enemy unit here.

Gangplank, Naval (Overnumbered)

Gangplank, Naval (Overnumbered)

181/166 - Rare - Unit

Empower Body Power Body Power Empowered → If a spell or ability that chooses me would stun me, give me - Might, or return me to hand, give me +3 Might instead.

Illaoi, Prophet of the Great Kraken (Overnumbered)

Illaoi, Prophet of the Great Kraken (Overnumbered)

182/166 - Rare - Unit

When you play me or when I score, play a 1 Energy Might Tentacle unit token from Bilgewater. I have +1 Might for each token unit you control.

Diana, No Longer Human (Overnumbered)

Diana, No Longer Human (Overnumbered)

183/166 - Epic - Unit

Ambush When you play a spell, give me +2 Might this turn.

Leona, Determined (Overnumbered)

Leona, Determined (Overnumbered)

184/166 - Rare - Unit

Shield When I attack, stun an enemy unit here.

Kayle, Justified (Overnumbered)

Kayle, Justified (Overnumbered)

185/166 - Rare - Unit

Empower 3 Energy ( 3 Energy: Empower me.) I can be Empowered up to three times. I have +2 Might for each time I’m Empowered. While I'm Empowered three times, I have Deflect 3 and Ganking.

Morgana, Vindictive (Overnumbered)

Morgana, Vindictive (Overnumbered)

186/166 - Rare - Unit

Ambush When you play me, deal damage to a unit equal to the damage marked on it.

Ambessa, Respected and Feared (Overnumbered)

Ambessa, Respected and Feared (Overnumbered)

187/166 - Epic - Unit

Empower 1 Energy Order Power Order Power Empowered → I have Assault 2. Empowered → When I attack, kill an enemy unit here with less Might than me.

Mel, Defiant Soul (Overnumbered)

Mel, Defiant Soul (Overnumbered)

188/166 - Rare - Unit

Empower — Discard a spell When I become Empowered, banish an enemy unit at a battlefield with 3 Might or less.

Akali, Rogue Assassin (Overnumbered)

Akali, Rogue Assassin (Overnumbered)

189/166 - Rare - Legend

Empower 3 Energy Power Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Akali, Rogue Assassin (Signature)

Akali, Rogue Assassin (Signature)

189*/166 - Rare - Legend

Empower 3 Energy Power Action → Exhaust: If it's your turn, move a friendly unit in a showdown to base and if I'm Empowered, ready it.

Renekton, Butcher of the Sands (Overnumbered)

Renekton, Butcher of the Sands (Overnumbered)

190/166 - Rare - Legend

Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Renekton, Butcher of the Sands (Signature)

Renekton, Butcher of the Sands (Signature)

190*/166 - Rare - Legend

Reaction → Power Power, Exhaust: Add 2 Energy. Spend this Energy only to play units or activated abilities of units.

Zed, Master of Shadows (Overnumbered)

Zed, Master of Shadows (Overnumbered)

191/166 - Rare - Legend

When you banish a card you own, empower me. Action → Disempower me, Exhaust: Discard 1, then draw 1.

Zed, Master of Shadows (Signature)

Zed, Master of Shadows (Signature)

191*/166 - Rare - Legend

When you banish a card you own, empower me. Action → Disempower me, Exhaust: Discard 1, then draw 1.

Nasus, Curator of the Sands (Overnumbered)

Nasus, Curator of the Sands (Overnumbered)

192/166 - Rare - Legend

When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Nasus, Curator of the Sands (Signature)

Nasus, Curator of the Sands (Signature)

192*/166 - Rare - Legend

When you play a unit, gear, or activated ability with Energy cost 7 Energy or more, you may exhaust me to ready up to 2 runes.

Shen, Eye of Twilight (Overnumbered)

Shen, Eye of Twilight (Overnumbered)

193/166 - Rare - Legend

Action → Exhaust: Give a friendly unit Tank this turn.

Shen, Eye of Twilight (Signature)

Shen, Eye of Twilight (Signature)

193*/166 - Rare - Legend

Action → Exhaust: Give a friendly unit Tank this turn.

Jayce, Defender of Tomorrow (Overnumbered)

Jayce, Defender of Tomorrow (Overnumbered)

194/166 - Rare - Legend

Empower 2 Energy Power Power 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Jayce, Defender of Tomorrow (Signature)

Jayce, Defender of Tomorrow (Signature)

194*/166 - Rare - Legend

Empower 2 Energy Power Power 1 Energy, Exhaust: Ready a gear. Empowered → 1 Energy, Exhaust: Ready 2 gear.

Mel, Soul's Reflection (Overnumbered)

Mel, Soul's Reflection (Overnumbered)

195/166 - Rare - Legend

When you empower something else, empower me. Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Mel, Soul's Reflection (Signature)

Mel, Soul's Reflection (Signature)

195*/166 - Rare - Legend

When you empower something else, empower me. Disempower me, Exhaust: Give a unit at a battlefield -2 Might this turn.

Ambessa, Matriarch of War (Overnumbered)

Ambessa, Matriarch of War (Overnumbered)

196/166 - Rare - Legend

When you empower something else, empower me. Disempower me, Power, Exhaust: Ready a unit.

Ambessa, Matriarch of War (Signature)

Ambessa, Matriarch of War (Signature)

196*/166 - Rare - Legend

When you empower something else, empower me. Disempower me, Power, Exhaust: Ready a unit.

Kennen, Heart of the Tempest (Overnumbered)

Kennen, Heart of the Tempest (Overnumbered)

197/166 - Rare - Legend

When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn.

Kennen, Heart of the Tempest (Signature)

Kennen, Heart of the Tempest (Signature)

197*/166 - Rare - Legend

When you play a card from anywhere other than your hand, empower me. Action → Disempower me, Exhaust: Give a unit Assault 2 this turn.

Ahri, Inquisitive

Ahri, Inquisitive

SP3/006 - Epic - Unit

When I attack or defend, give an enemy unit here -2 Might this turn, to a minimum of 1 Might.

Body Rune

Body Rune

R04 - Common - Rune

Riftbound card details and database link.

Body Rune (R04a)

Body Rune (R04a)

R04a - Common - Rune

Riftbound card details and database link.

Calm Rune

Calm Rune

R02 - Common - Rune

Riftbound card details and database link.

Calm Rune (R02a)

Calm Rune (R02a)

R02a - Common - Rune

Riftbound card details and database link.

Chaos Rune

Chaos Rune

R05 - Common - Rune

Riftbound card details and database link.

Chaos Rune (R05a)

Chaos Rune (R05a)

R05a - Common - Rune

Riftbound card details and database link.

Empowered // Gold

Empowered // Gold

T01 // T02 - Common - Card

Riftbound card details and database link.

Ezreal, Prodigy

Ezreal, Prodigy

SP5/006 - Epic - Unit

When you play me, discard 1, then draw 2. Optional additional costs you pay cost 1 Energy or Power less.

Fury Rune

Fury Rune

R01 - Common - Rune

Riftbound card details and database link.

Fury Rune (R01a)

Fury Rune (R01a)

R01a - Common - Rune

Riftbound card details and database link.

Kai'Sa, Survivor

Kai'Sa, Survivor

SP1/006 - Epic - Unit

Accelerate When I conquer, draw 1.

Lux, Crownguard

Lux, Crownguard

SP6/006 - Epic - Unit

Exhaust: Reaction — Add 2 Energy. Spend this Energy only to play spells.

Mech // Recruit

Mech // Recruit

T03 // T04 - Common - Card

Riftbound card details and database link.

Mind Rune

Mind Rune

R03 - Common - Rune

Riftbound card details and database link.

Mind Rune (R03a)

Mind Rune (R03a)

R03a - Common - Rune

Riftbound card details and database link.

Order Rune

Order Rune

R06 - Common - Rune

Riftbound card details and database link.

Order Rune (R06a)

Order Rune (R06a)

R06a - Common - Rune

Riftbound card details and database link.

Recruit (NX)

Recruit (NX)

T04 - Common - Unit

Riftbound card details and database link.

Sett, Brawler

Sett, Brawler

SP4/006 - Epic - Unit

When you play me or when I conquer, buff me. Spend my buff: Give me +4 Might this turn.

Shadow Clone // Tentacle

Shadow Clone // Tentacle

T05 // T06 - Common - Card

Riftbound card details and database link.

Shadow Clone // Tentacle (Full Art)

Shadow Clone // Tentacle (Full Art)

T05 // T06 - Common - Card

Riftbound card details and database link.

Sona, Harmonious

Sona, Harmonious

SP2/006 - Epic - Unit

At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.