Super Slam

Last modified September 13, 2025

General Notes

Super Slam becomes legal for tournament play on its official release date: September 26, 2025

Icons

  • {r} Resource Point
  • {p} Power
  • {d} Defense Value
  • {h} Life
  • {i} Intellect
  • {c} Chi point
  • {t} Tap
  • {u} Untap

Returning Cards

Uprising

  • Brothers in Arms (RED/YEL/BLU)

Outsiders

  • Feisty Locals (RED/YEL/BLU)

Returning Tokens

Heavy Hitters

  • Might
  • Vigor

New Keywords and Rules Notes

Suspense

This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it

  • Suspense is a new keyword ability featured on several Guardian cards in Super Slam
  • Suspense has several effects associated with it. The first effect the ability generates is a self-replacement effect that occurs as it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect), which will put 2 suspense counters on the card.
  • Suspense’s second effect triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. You will remove a suspense counter from it when the triggered effect resolves.
  • Suspense’s third effect triggers when it has no suspense counters on its card. As this is also a state-based triggering condition, the card must also have no suspense counters on it at the time the triggered effect begins to resolve. You will destroy that card when the triggered effect resolves. This can cause other effects to trigger (e.g. when this leaves the arena, etc). If this happens during the start phase of a turn, then neither player receives priority; however, if not having suspense counters on the object is triggered during the action phase, players will receive priority as normal. If a suspense counter is added before this effect resolves, then this triggered-layer will fail to resolve and the aura will not be destroyed.

Aura of Suspense

  • Aura of Suspense is a thematic representation of an object with the Aura subtype in its type box and with the “suspense” keyword in its text box.

The Crowd Cheers You / The Crowd Booes You

  • Crowds love to cheer for their favorite heroes and boo the heroes' despicable actions. These two discrete effects are new effects featured in Super Slam.
  • Each time the crowd cheers you or the crowd boos you, there is no material effect either on their own produces; however, several cards and effects look to see if you’ve been cheered or booed this turn for their additional effect, satisfy triggering conditions and activation/play requirements.
  • The crowd cheering you and the crowd booing you in a single turn does not cancel each other.
  • The crowd can cheer and boo you multiple times in a single turn.

Super Slam Card Notes

Authority of Ataya

Generic Resource - Gem

(BLU)

Legendary

When this is pitched, defense reaction cards cost opponents an additional {r} to play this turn.

  • Authority of Ataya triggers when it is pitched (e.g. during the process of playing cards/activating abilities, effects that instruct you to pitch, etc). When the triggered effect resolves, it generates a continuous effect where defense reaction cards will cost opponents an additional {r} to play for the remainder of the current turn. This will not affect defense reaction activated abilities (e.g. Oldhim).
  • Opponents will not be required to retroactively pay the additional {r} for any defense reaction cards already played before Authority of Ataya’s triggered effect resolves.

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Revered Brute Cards

Tuffnut, Bumbling Hulkster | Tuffnut

Revered Brute Hero | Revered Brute Hero - Young

3{i} 40{h} | 3{i} 20{h}

Instant -- {t}: Pitch the top card of your deck. If it has 6 or more {p}, the crowd cheers you.

Whenever the crowd cheers you, create a Toughness token.

  • When resolving Tuffnut’s activated ability, there is no priority between any of the effects of the ability (e.g. pitching the top card of your deck, the crowd cheering you).
  • Tuffnut’s second ability triggers whenever the crowd cheers you, regardless of whose turn it is. You will create a Toughness when that triggered effect resolves.
  • The crowd cheers you effect generated from resolving Tuffnut’s activated ability will trigger Tuffnut’s second ability.
  • When you pitch cards from resolving Tuffnut’s activated ability, it can still trigger effects due to pitching and you still gain the resources from pitching (e.g. you would gain 3 resources if it was a blue card, etc).
  • If a card that is being pitched is in a private state, it is shown and made public first before it is moved to the pitched zone. If you are under an effect that says you can’t pitch a specific card (e.g. Chains of Eminence) you will not be able to pitch that card and it will remain on the top of the deck. In this scenario, if you could not pitch the card and it has 6 or more {p}, the crowd will not cheer you.

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Tough Leather Boots

Revered Brute Equipment - Legs

1{d}

If you control a Toughness and a Vigor token, this gets +2{d}.

Blade Break

  • If you control both a Toughness token and a Vigor token, this gets +2{d}. If you control only one of these tokens, you will not get the +2{d} from its effect.
  • If you control both of these tokens when this defends, then you lose either one of those tokens, this will lose the +2{d} gained by controlling both tokens.
  • If either a Toughness or Vigor token is created during the damage step (e.g. Slap-Happy) and causes the if-conditional effect to become active, it will get the +2{d} from controlling both tokens but the damage will not be recalculated.

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Good Natured Brutality

Revered Brute Action - Attack

(YEL) 2{r} 6{p} 0{d}

When this defends, if you have no cards in hand, it gets +6{d} and the crowd cheers you.

  • Good Natured Brutality triggers when it becomes a defending card on the combat chain. Whether or not you have cards in your hand is checked when the triggered effect resolves. If you have no cards in hand, it will get +6{d} and the crowd cheers you.

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Jaws of Victory

Revered Brute Action - Attack

(RED) 2{r} 6{p} 3{d}

When this attacks a hero, if you have less {h} than them, the crowd cheers you.

If you've been cheered this turn, this gets go again.

  • Jaws of Victory’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. Whether or not you have less {h} than that hero is checked when this triggered effect resolves. If you have less {h} than them, the crowd cheers you.
  • Jaws of Victory’s second ability generates a conditional continuous effect that is always checking. If the crowd hasn’t cheered you when you attack with this and then the crowd cheers you, this will get go again.
  • Go again is checked during the resolution step. If the crowd hasn’t cheered you this turn but then the crowd cheers you before the attack’s resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and the crowd hasn’t cheered you, and then the crowd cheers you later in the turn (e.g. after you've played another attack, closed the combat chain etc.)

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Wind Up the Crowd

Revered Brute Action - Attack

(BLU) 3{r} 6{p} 0{d}

Instant -- Discard this: Create a Toughness and a Vigor token.

  • Wind Up the Crowd has an ability that can only be activated from your hand. To activate this, show Wind Up the Crowd to all players, then pay the cost of discarding it.
  • Discarding this card to its ability counts as activating an instant ability, not as playing an instant.

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Numbskull Charm

Revered Brute Instant

(YEL) 0{r}

Choose any number;

* Destroy a Confidence or Might token.

* The crowd cheers you.

* Pitch the top card of your deck. If it has 6 or more {p}, create a Vigor token.

  • You choose the modes when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You may choose any number of modes, which includes 0 modes as a valid choice.
  • When resolving Numbskull Charm, there is no priority between any of the effects generated by the card (e.g. destroying a Confidence or Might token, the crowd cheering you, pitching the top card of your deck, creating the Vigor token).
  • You choose which Confidence or Might token to destroy for Numbskull Charm’s first modal ability when Numbskull Crown resolves on the stack.
  • When you pitch cards from resolving Numbskull Charm’s third modal ability, it can still trigger effects due to pitching and you still gain the resources from pitching (e.g. you would gain 3 resources if it was a blue card, etc).
  • If a card that is being pitched is in a private state, it is shown and made public first before it is moved to the pitched zone. If you are under an effect that says you can’t pitch a specific card (e.g. Chains of Eminence, Null Time Zone) you will not be able to pitch that card and it will remain on the top of the deck. In this scenario, if you could not pitch the card and it has 6 or more {p}, you will not create a Vigor token.

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Old Leather and Vim

Revered Brute Action - Attack

(RED) 2{r} 6{p} 3{d}

If you control a Toughness or Vigor token, this gets +1{p}.

When this hits a hero, create a Toughness and a Vigor token.

  • Old Leather and Vim’s first ability generates a conditional continuous effect that is always checking. If you control neither a Toughness token nor a Vigor token when you attack with this, then you control one of those tokens, this will get +1{p}.
  • Old Leather and Vim’s first ability is not functional while defending.
  • If either a Toughness or Vigor token is created during the damage step (e.g. Slap-Happy) and causes the if-conditional effect to become active, it will get the +1{p} from controlling that token but the damage will not be recalculated.
  • Old Leather and Vim’s second ability triggers when it hits a hero. You will create both a Toughness token and a Vigor token when the triggered effect resolves.

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Revered Guardian Cards

Pleiades, Superstar | Pleiades

Revered Guardian Hero | Revered Guardian Hero - Young

4{i} 40{h} | 4{i} 20{h}

Instant -- {t}, remove a suspense counter from an aura you control: You may put a suspense counter on an aura of suspense you control.

Whenever the crowd cheers you, create a Confidence token.

  • Pleiades’s first ability is an activated ability with a cost that requires you to {t} Pleiades and to remove a suspense counter from an aura you control. This is an optional effect: You choose whether or not you put a suspense counter on an aura of suspense you control when the activated ability resolves.
  • When resolving Pleiades’s activated ability, you may choose to put a suspense counter on the same aura you removed a suspense counter from to pay for its activation cost. This is provided only if the aura is still under your control when the activated ability resolves.
  • Pleiades’s second ability triggers whenever the crowd cheers you, regardless of whose turn it is. You will create a Confidence token when that triggered effect resolves.

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Plate of Tough Love

Revered Guardian Equipment - Chest

1{d}

If you control a Confidence and a Toughness token, this gets +2{d}.

Blade Break

  • If you control both a Confidence token and a Toughness token, this gets +2{d}. If you control only one of these tokens, you will not get the +2{d} from its effect.
  • If you control both of these tokens when this defends, then you lose either one of those tokens, this will lose the +2{d} gained by controlling both tokens.
  • If either a Confidence or Toughness token is created during the damage step and causes the if-conditional effect to become active, it will get the +2{d} from controlling both tokens but the damage will not be recalculated.

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Cries of Encore

Revered Guardian Action - Attack

(RED) 3{r} 7{p} 3{d}

When this attacks a hero, if you have less {h} than them, the crowd cheers you.

If you've been cheered this turn, this gets "When this hits a hero, you may play an aura of suspense from your graveyard this turn."

  • Cries of Encore’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. Whether or not you have less {h} than that hero is checked when this triggered effect resolves. If you have less {h} than them, the crowd cheers you.
  • Cries of Victory’s second ability generates a conditional continuous effect that is always checking. If the crowd hasn’t cheered you when you attack with this and then the crowd cheers you, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from Cries of Encore’s second ability triggers when it hits a hero. When this triggered effect resolves, a continuous effect is generated that allows you to play an aura of suspense from your graveyard this turn.
  • If the crowd hasn’t cheered you this turn but then the crowd cheers you after you hit, Cries of Encore will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Cries of Encore hit the hero.

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Thespian Charm

Revered Guardian Instant

(YEL) 0{r}

Choose any number;

* Destroy a Might or Vigor token.

* The crowd cheers you.

* Return an aura permanent you control to its owner's hand.

  • You choose the modes when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You may choose any number of modes, which includes 0 modes as a valid choice.
  • When resolving Thespian Charm, there is no priority between any of the effects generated by the card (e.g. destroying a Might or Vigor token, the crowd cheering you, returning an aura permanent).
  • You choose which Might or Vigor token to destroy for Thespian Charm’s first modal ability when Thespian Charm resolves on the stack.
  • You choose which aura permanent you control to return to its owner’s hand for Thespian Charm’s third modal ability when Thespian Charm resolves on the stack. If you choose an aura token you control to return, it ceases to exist.

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Up on a Pedestal

Revered Guardian Instant - Aura

(BLU) 0{r} 2{d}

Suspense

When this enters or leaves the arena, you may put a Revered or Guardian attack action card from your graveyard on top of your deck.

  • Up on a Pedestal triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). It also triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). This is an optional effect: you choose whether or not to put a Revered or Guardian attack action card from your graveyard on top of your deck when the triggered effect resolves.

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Turning Point

Revered Guardian Block

(BLU) 2{d}

When this defends, if you have less {h} than the attacking hero, the crowd cheers you.

While this is defending, if you've been cheered this turn, it gets +3{d}.

  • Turning Point’s first ability triggers when it becomes a defending card on the combat chain. Whether or not you have less {h} than the attacking hero is checked when this triggered effect resolves. If you have less {h} than them, the crowd cheers you.
  • Turning Point’s second ability is only functional while it is a defending card on the combat chain and generates a conditional continuous effect that is always checking. If the crowd hasn’t cheered you when you add this as a defending card to the combat chain and then the crowd cheers you, this will get +3{d}.
  • If the crowd cheers you for the first time in a turn during the damage step and causes the if-conditional effect to become active while Turning Point is defending, it will get the +3{d} but the damage will not be recalculated.

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Uplifting Performance

Revered Guardian Action - Attack

(BLU) 3{r} 5{p} 3{d}

If you control a Confidence or Toughness token, this gets +1{p}.

When this hits a hero, create a Confidence and a Toughness token.

  • Uplifting Performance’s first ability generates a conditional continuous effect that is always checking. If you control neither a Confidence token nor a Toughness token when you attack with this, then you control one of those tokens, this will get +1{p}.
  • Uplifting Performance’s first ability is not functional while defending.
  • If either a Confidence or Toughness token is created during the damage step and causes the if-conditional effect to become active, it will get the +1{p} from controlling that token but the damage will not be recalculated.
  • Uplifting Performance’s second ability triggers when it hits a hero. You will create both a Confidence token and a Toughness token when the triggered effect resolves.

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Revered Cards

Helm of the Adored

Revered Equipment - Head

1{d}

When this defends, the crowd cheers you.

Blade Break

  • Helm of the Adored triggers when it becomes a defending card on the combat chain. The crowd cheers you when this triggered effect resolves.

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Hold Firm

Revered Equipment - Arms

1{d}

Action -- {r}{r}{r}, destroy this: Create 3 Toughness tokens. Activate this only if you have less {h} than each other hero. Go again

Blade Break

  • You can only activate if your current {h} is less than each other hero. If there are one or more heroes other than you that have {h} greater or equal than yours, you cannot activate this ability.

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Crowd Goes Wild

Revered Action - Attack

(YEL) 3{r} 6{p} 3{d}

If you've been cheered this turn, this costs {r}{r}{r} less to play.

  • Crowd Goes Wild’s ability generates a continuous effect that is always checking whether or not you have been cheered this turn.
  • Effects that increase resource costs are applied before effects that decrease resource costs.

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No Hero Stands Alone

Revered Action - Attack

(YEL) 3{r} 6{p} 0{d}

While this is in any zone, if you've controlled a Toughness token this turn, this gets +3{d} and ambush.

When this defends, clash with the attacking hero. The winner may choose an attacking or defending card to get -3{p} -3{d} this chain link.

  • No Hero Stands Alone’s first ability is always functional while it is in any zone and generates a conditional continuous effect that is always checking. If you currently control, or have controlled a Toughness token at any point the turn, this will get +3{d} and ambush.
  • No Hero Stands Alone’s second ability triggers when it becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. The winner chooses which attacking or defending card to get both -3{p AND -3{d} after the outcome of the clash is determined.
  • When resolving No Hero Stands Alone’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, the winner choosing an attacking or defending card to get -3{p} -3{d}).
  • When resolving No Hero Stands Alone’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner.

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A Good Clean Fight

Revered Action - Attack

(RED) 3{r} 7{p} 3{d}

If this is attacking a hero, non-equipment cards they own lose and can't gain abilities.

  • A Good Clean Fight’s conditional continuous effect is active as long as it is an attacking card on the combat chain against a hero. It will remain active for that combat chain as long as its condition is met. As long as it is attacking a hero, the non-equipment cards that hero owns loses and can’t gain abilities.
  • The owner of a card is the player who started the game with that card as their hero or as part of their card-pool, or the player instructed to create it or otherwise put it into the game. Cards owned by an opponent, but controlled by the player don't change ownership. (e.g. typically Frostbite tokens, stealing an aura etc.)
  • A Good Clean Fight would affect non-equipment cards with additional costs (e.g. Reckless Swing), allowing them to be played without paying the additional cost. In contrast, alternative cost abilities on non-equipment cards (e.g. Rise Above) would not be able to be used.
  • A Good Clean Fight would affect non-equipment cards with play-static abilities (e.g. Ambush), preventing them from being played using those abilities.
  • Cards with multiple types in addition to the equipment type (e.g. action equipment) would not lose their abilities and can still gain abilities as they have the equipment type.

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Escalate Order

Revered Action - Attack

(RED) 2{r} 6{p} 3{d}

When this attacks, if you control a Toughness token, create 3 more.

  • Escalate Order’s ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you control a Toughness token is checked when this triggered effect resolves. If you control a Toughness token, you will create 3 Toughness tokens.

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Old Favorite

Revered Action - Attack

(YEL) 3{r} 6{p} 3{d}

When this attacks, if you've been cheered this turn, create a Toughness token.

When this defends, if it has 6 or more {d}, put it on the bottom of its owner's deck when the combat chain closes.

  • Old Favorite’s first ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you’ve been cheered this turn is checked when this triggered effect resolves. If you’ve been cheered this turn, you will create a Toughness token.
  • Old Favorite’s second ability triggers when it becomes a defending card on the combat chain. Whether or not Old Favorite has 6 or more {d} is checked when this triggered effect resolves. If it has 6 or more {d}, you will generate a delayed-triggered effect that triggers when the combat chain closes. When resolving that delayed-triggered effect, you will put it on the bottom of its owner’s deck.

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Tame the Beastly Behavior

Revered Action - Attack

(RED) 3{r} 7{p} 3{d}

When this attacks a Reviled hero, this gets +1{p}.

When this hits a Reviled hero, put a card from their arsenal on the bottom of their deck.

  • Tame the Beastly Behavior’s first ability triggers when it resolves on the stack and becomes an attacking card against a Reviled hero. It will get +1{p} when this triggered effect resolves.
  • Tame the Beastly Behavior’s second ability triggers when it hits a Reviled hero. You will put a card from that Reviled hero’s arsenal on the bottom of their deck when that triggered effect resolves. If there are multiple cards in that Reviled hero’s arsenal, you choose which of those cards to put on the bottom of their deck.

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Renounce Violence

Revered Instant

(BLU) 0{r}

Destroy up to 3 Might tokens. Create a Toughness token for each token destroyed this way.

  • When Renounce Violence resolves, you choose up to 3 Might tokens and destroy them. You will create a Toughness token for each token destroyed this way.
  • You may choose to destroy no Might tokens when resolving this card.

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Never Give Up

Revered Block

(YEL) 3{d}

Instant -- {r}{r}, put this on the bottom of your deck: Target defending action card gets +3{d} this chain link. Activate this only while it's in your graveyard, you have less {h} than each other hero, and you've been cheered this turn.

  • You can only activate if all of the following three conditions are satisfied: 1) Never Give Up is in your graveyard; 2) your current {h} is less than each other hero; and 3) you’ve been cheered this turn. If any of these conditions are not satisfied, you cannot activate this ability (e.g. Never Give Up is in your graveyard and you’ve been cheered this turn but there is one or more other heroes that have {h} greater than or equal to yours).
  • When activating Never Give Up’s ability, you must target a defending action card. This defending action card can be one on the current chain link or on a previous chain link. If you target a defending action card on a previous chain link, it will still get the +3{d}; however, no damage is retroactively recalculated for that chain link.

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Comeback Kid

Revered Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When this attacks a hero, if you have less {h} than them, the crowd cheers you.

If you've been cheered this turn, this gets +1{p}.

  • Comeback Kid’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. Whether or not you have less {h} than that hero is checked when this triggered effect resolves. If you have less {h} than them, the crowd cheers you.
  • Comeback Kid’s second ability generates a conditional continuous effect that is always checking. If the crowd hasn’t cheered you when you attack with this and then the crowd cheers you, this will get +1{p}.
  • Comeback Kid’s second ability is not functional while defending.
  • If you’ve been cheered during the damage step and causes the if-conditional effect to become active, Comeback Kid will get the +1{p} from you being cheered this turn, but the damage will not be recalculated.

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Disarm

Revered Action - Attack

(YEL) 3{r} 6{p} 3{d}

When this attacks, if you've been cheered this turn, create a Toughness token.

When this defends, if it has 6 or more {d}, the attacking hero puts a card from their hand on the bottom of their deck.

  • Disarm’s first ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you’ve been cheered this turn is checked when this triggered effect resolves. If you’ve been cheered this turn, you will create a Toughness token.
  • Disarm’s second ability triggers when it becomes a defending card on the combat chain. Whether or not Disarm has 6 or more {d} is checked when this triggered effect resolves. If it has 6 or more {d}, the attacking hero will put a card from their hand on the bottom of their deck.
  • When resolving the triggered effect of Disarm’s second ability, if there is no attacking hero when this triggered effect resolves, the effect simply fails and nothing happens.

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Disembody

Revered Action - Attack

(RED) 3{r} 7{p} 3{d}

When this attacks, if you've been cheered this turn, create a Toughness token.

When this defends, if it has 6 or more {d}, the attacking hero puts an aura they control on the bottom of their deck.

  • Disembody’s first ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you’ve been cheered this turn is checked when this triggered effect resolves. If you’ve been cheered this turn, you will create a Toughness token.
  • Disembody’s second ability triggers when it becomes a defending card on the combat chain. Whether or not Disembody has 6 or more {d} is checked when this triggered effect resolves. If it has 6 or more {d}, the attacking hero will put an aura they control on the bottom of their deck.
  • If they choose an aura token they control to put on the bottom of their deck, it ceases to exist.
  • When resolving the triggered effect of Disembody’s second ability, if there is no attacking hero when this triggered effect resolves, the effect simply fails and nothing happens.

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Disperse

Revered Action - Attack

(BLU) 3{r} 5{p} 3{d}

When this attacks, if you've been cheered this turn, create a Toughness token.

When this defends, if it has 6 or more {d}, the attacking hero puts a card from their arsenal on the bottom of their deck.

  • Disperse’s first ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you’ve been cheered this turn is checked when this triggered effect resolves. If you’ve been cheered this turn, you will create a Toughness token.
  • Disperse’s second ability triggers when it becomes a defending card on the combat chain. Whether or not Disembody has 6 or more {d} is checked when this triggered effect resolves. If it has 6 or more {d}, the attacking hero will put a card from their arsenal on the bottom of their deck.
  • When resolving the triggered effect of Disperse’s second ability, if there is no attacking hero when this triggered effect resolves, the effect simply fails and nothing happens.

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Fight Fair

Revered Action - Attack

(RED) 2{r} 6{p} 2{d}

If this is defended by a Reviled card, this gets +1{p}.

When this hits a Reviled hero, put this on the bottom of its owner's deck.

  • Fight Fair’s first ability generates a conditional continuous effect that is always checking. If Fight Fair is defended by a Reviled card, it will get +1{p}.
  • If this is defended by two or more Reviled cards, it still only gets +1{p} in total.
  • Fight Fair’s second ability triggers when it hits a Reviled hero. You will put Fight Fair on the bottom of its owner’s deck when the triggered effect resolves.

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Shining Courage

Revered Instant

(RED) 0{r}

Up to one target defending action card gets +3{d} this turn.

The crowd cheers you.

  • When you play Shining Courage, you can target up to one defending action card. When Shining Courage resolves, that targeted defending action card will get +3{d} and the crowd cheers you.
  • You may choose to not target a defending action card when playing Shining Courage If you don’t target a defending action card, the first effect will not occur; however, the crowd cheers you from the second effect.

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Will of the Crowd

Revered Block

(BLU) 2{d}

When this defends, if you've been cheered this turn, defending action cards get +3{d} this chain link.

  • Will of the Crowd’s ability triggers when it becomes a defending card on the combat chain. Whether or not you’ve been cheered this turn is checked when this triggered effect resolves. If you’ve been cheered this turn, defending action cards get +3{d} this chain link.
  • The continuous effect generated from Will of the Crowd’s triggered effect will increase the defense of defending action cards this chain link. This includes any existing defending action cards and any future defending action cards that may be added to the chain link later (e.g. adding a blue action card through an effect like Siren’s Call).

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Dig In

Revered Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When this defends, you may pay up to {r}{r}{r}. Create that many Toughness tokens.

  • Dig In’s ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to pay up to {r}{r}{r} when the triggered effect resolves. You will create a number of Toughness tokens equal to the number of resources you paid.
  • When resolving Dig In’s triggered effect, there is no priority between any of the effects generated (e.g. paying resources, creating toughness tokens).

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Empowering Ruckus

Revered Action - Attack

(YEL) 3{r} 6{p} 3{d}

If you've been cheered this turn, this gets +1{p}.

  • Empowering Ruckus’s ability generates a conditional continuous effect that is always checking. If the crowd hasn’t cheered you when you attack with this and then the crowd cheers you, this will get +1{p}.
  • Empowering Ruckus’s ability is not functional while defending.
  • If you’ve been cheered during the damage step and causes the if-conditional effect to become active, Empowering Ruckus will get the +1{p} from you being cheered this turn, but the damage will not be recalculated.

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Fight from Behind

Revered Action - Attack

(RED/YEL/BLU) 2{r} 6/5/4{p} 2{d}

When this attacks or defends, if you have less {h} than each other hero, the crowd cheers you.

  • Fight from Behind triggers when it resolves on the stack and becomes an attacking card. It also triggers when it becomes a defending card on the combat chain. Whether or not you have less {h} than each other hero is checked when this triggered effect resolves. If you have less {h} than each other hero, the crowd cheers you.

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Rapturous Applause

Revered Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When you win a clash revealing this, the crowd cheers you.

  • Rapturous Applause triggers when its owner wins a clash by revealing this. The crowd cheers you when the triggered effect resolves.
  • Rapturous Applause’s triggered effect will be added to the stack to resolve after the current clash completely resolves.
  • If you fail to win a clash revealing Rapturous Applause, then you clash again with an outcome-replacement effect (e.g. Victor), revealing another card and winning, Rapturous Applause doesn’t trigger.
  • If you fail to win a clash revealing another card, then you clash again with an outcome-replacement effect (e.g. Victor), revealing Rapturous Applause and winning, Rapturous Applause will trigger.
  • If you were to reveal this card while it is on top of its an opponent’s deck (e.g. The Old Switcheroo), you will not trigger Rapturous Applause. This is because you are neither the controller nor the owner of the card that you revealed, and thus would not be able to generate that effect.

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Tough Smashup

Revered Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When this defends, clash with the attacking hero. The winner creates a Toughness token. You may put your revealed card on the bottom of its owner's deck.

  • Tough Smashup’s ability triggers when it becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. The winner creates a Toughness token after the outcome of the clash is determined. Regardless of if you win or lose, after the winner creates a toughness token, you may choose to put your revealed card on the bottom of its owner’s deck. The attacking hero doesn't put their revealed card on the bottom of the deck from this effect.
  • If you were to reveal the top of the opponent’s deck for the clash (e.g. The Old Switcheroo), you may choose to put that card on the bottom of its owner’s deck.
  • When resolving Tough Smashup’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, creating a Toughness token, putting a card on the bottom of the deck.).
  • When resolving Tough Smashup’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner. Because you didn’t reveal a card from this effect, you would not put any cards on the bottom of the deck.

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Turn the Crowd Grateful

Revered Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

When this attacks a Reviled hero, this gets +1{p}.

When this hits a Reviled hero, the crowd cheers you.

  • Turn the Crowd Grateful’s first ability triggers when it resolves on the stack and becomes an attacking card against a Reviled hero. It will get +1{p} when this triggered effect resolves.
  • Turn the Crowd Grateful’s second ability triggers when it hits a Reviled hero. The crowd cheers you when that triggered effect resolves.

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Who's the Tough Guy?

Revered Action - Attack

(RED/YEL/BLU) 2{r} 7/6/5{p} 2{d}

When the combat chain closes, if this didn't hit, the defending hero creates a Toughness token.

  • Who’s the Tough Guy’s ability triggers when the combat chain closes. Whether or not this card hit a hero is checked when the triggered effect resolves. If it did hit, nothing happens. If it didn’t hit, the defending hero will create a Toughness token.
  • When resolving Who’s the Tough Guy’s triggered effect, if there is no defending hero when this triggered effect resolves, the token creation effect fails.
  • Neither player receives priority during the close step of combat. During the close step, triggered effects will resolve first. Only after all triggered effects have resolved, permanents on the combat chain return to their respective zones and any remaining cards on the combat chain are cleared.
  • The defending hero who creates the Toughness token is the hero defending this attack.

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Cheers!

Revered Action - Aura

(BLU) 0{r} 3{d}

Go again

When this enters or leaves the arena, the crowd cheers you.

At the start of your turn, destroy this.

  • Cheers’ first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). It also triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). The crowd cheers you when the triggered effect resolves.
  • Cheers’ second ability triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. You will destroy this aura when the triggered effect resolves.

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Heroic Grit

Revered Action

(YEL) 0{r} 2{d}

Your next attack this turn gets "This gets +1{p} for each Toughness token you control."

Create a Toughness token.

Go again

  • When Heroic Grit resolves, its first ability generates a continuous effect that gives your next attack this turn a static ability. This static ability given to your next attack generates a continuous effect that is always checking how many Toughness tokens you control. For example, If you control no Toughness tokens, then create a Toughness token while your attack has this ability, then you will get +1{p}.

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Heroic Pose

Revered Action

(RED/YEL/BLU) 1{r} 2{d}

Your next attack this turn gets +3/2/1{p}.

The crowd cheers you.

Go again

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Humble Entrance

Revered Action

(BLU) 0{r} 2{d}

Create 3 Toughness tokens.

Go again

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Darling of the Crowd

Revered Block

(YEL) 3{d}

While this is defending, if you've been cheered this turn, it gets +1{d}.

  • Darling of the Crowd’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and defending. If the crowd hasn’t cheered you yet at the time this is added as a defending card, then the crowd cheers you later during the attack, then it will get +1{d}.

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Not So Mighty

Revered Block

(BLU) 2{d}

When this defends a Reviled hero's attack, destroy a Might token they control. If you do, create a Toughness token.

  • Not So Mighty’s ability triggers when it becomes a defending card on the combat chain against an attack controlled by a Reviled hero (e.g. generic attack, weapon attack, brute attack, etc.). You will destroy a Might token that the Reviled hero controls when this triggered effect resolves. If you destroy a Might token they control this way, you will create a toughness token.
  • When resolving Not So Mighty’s triggered effect, there is no priority between any of the effects generated (e.g. destroying the Might token, creating the Toughness token).

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Reviled Brute Cards

Kayo, Underhanded Cheat | Kayo, Strong-arm

Reviled Brute Hero | Reviled Brute Hero - Young

4{i} 40{h} | 4{i} 20{h}

You start the game with 1 weapon zone.

Instant -- {r}{r}{r}{r}, {t}: Target attack action card you control has 6 base {p}.

Whenever the crowd boos you, create a Vigor token.

  • When you begin the game as Kayo, the number of weapon zones you own is set exactly to 1 for the remainder of the game. This starts from the moment Kayo is revealed during the start-of-game procedure. If an effect causes Kayo to lose their abilities (e.g. Sleep Dart), Kayo still only has 1 weapon zone.
  • You only have 1 weapon zone to equip either a 1H weapon or an off-hand equipment. You cannot equip a 2H weapon, or two 1H weapons and/or off-hand equipment, because you have an insufficient number of weapon zones.
  • If a hero becomes a copy of Kayo during a game (e.g. Shiyana), that hero will still have the number of weapon zones they started the game with which is typically 2 zones.
  • Effects that specify the “base {p}” of a card are applied before other effects that affect the {p} of a card.
  • Kayo’s third ability triggers each time the crowd boos you on any player’s turn. You will create a Vigor token when each of those triggered effects resolve.

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Laughing Knee-Slappers

Reviled Brute Equipment - Legs

1{d}

If you control a Might and a Vigor token, this gets +2{d}.

Blade Break

  • If you control both a Might token and a Vigor token, this gets +2{d}. If you control only one of these tokens, you will not get the +2{d} from its effect.
  • If you control both of these tokens when this defends, then you lose either one of those tokens, this will lose the +2{d} gained by controlling both tokens.
  • If either a Might or Vigor token is created during the damage step and causes the if-conditional effect to become active, it will get the +2{d} from controlling both tokens but the damage will not be recalculated.

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Outside Interference

Reviled Brute Action - Attack

(BLU) 3{r} 6{p} 0{d}

Instant -- Discard this: You may reveal a Reviled attack action card from your inventory and put it into your hand.

  • Outside Interference has an ability that can only be activated from your hand. To activate this, show Outside Interference to all players, then pay the cost of discarding it.
  • Discarding this card to its ability counts as activating an instant ability, not as playing an instant.
  • This is an optional effect: You choose to reveal any Reviled attack action card from your inventory when the activated ability resolves. If you reveal a Reviled attack action card from your inventory this way, put it into your hand.
  • A player’s inventory is the collection of arena-cards and deck-cards that were not selected to start the game in play nor in their deck. A player’s inventory is not a zone and is private. Generally, players may look at cards in their own inventory during a game but are not required to show any other player. When resolving this card’s effect, if you choose to reveal the Reviled attack action, you must reveal your choice.
  • In limited the only cards in your pool that are considered in your inventory are those which are legal deck and arena cards for your chosen hero. Other cards (e.g. a Revered card while you are playing a Kayo, Strong Arm deck) are not considered in your inventory.

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Big Bully

Reviled Brute Action - Attack

(RED) 2{r} 4{p} 3{d}

When this attacks a hero, if you have more {h} than them, the crowd boos you.

If you've been booed this turn, this card's base {p} is doubled.

  • Big Bully’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. Whether or not you have less {h} than that hero is checked when this triggered effect resolves. If you have less {h} than them, the crowd boos you.
  • Big Bully’s second ability generates a conditional continuous effect that is always checking. If the crowd hasn’t booed you when you attack with this and then the crowd boos you, this card’s base {p} is doubled.
  • If you target Big Bully with an effect sets the base {p} (e.g. Kayo, Underhanded Cheat), you will first set the base {p}, then you will double the base {p} if you were booed. The order of resolving an effect that sets the base power, and an effect that boos you doesn't matter.
  • Big Bully’s second ability is not functional while defending.
  • If you’ve been booed during the damage step and causes the if-conditional effect to become active, Big Bully’s {p} will double from you being booed this turn, but the damage will not be recalculated.

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Cheater's Charm

Reviled Brute Instant

(YEL) 0{r}

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.

  • You choose the modes when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card. For example, if you attack with Big Bully then play Cheater’s Charm for its second and third modes, the crowd will first boo you which will double the card’s base (p) from 4 to 8, then you deal 2 damage to the target hero unless they discard a card.
  • You may not choose the same mode more than once.
  • You may choose any number of modes, which includes 0 modes as a valid choice.
  • When resolving Cheater’s Charm, there is no priority between any of the effects generated by the card (e.g. Stealing a Confidence or Toughness token, the crowd booing you, dealing damage unless they discard a card).
  • You choose which Confidence or Toughness token to steal for Cheater’s Charm’s first modal ability when Cheater’s Charm resolves on the stack.
  • Cheater’s Charm’s third mode is a conditional targeted effect. When playing this card, if you choose this mode, you must target a hero. Whether or not you control an attack with 6 or more {p} is checked when this effect begins to resolve.
  • When the third mode’s effect begins to resolve, the targeted hero may discard a card from their hand. If they do not discard a card this way, you deal 2 damage to them.

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Steal Victory

Reviled Brute Block

(BLU) 3{d}

When this defends, steal an aura token the attacking hero controls.

  • Steal Victory triggers when it becomes a defending card on the combat chain. You will steal an aura token of your choice the attacking hero controls when the triggered effect resolves.
  • When resolving Steal Victory’s triggered effect, if there is no attacking hero when this triggered effect resolves, the steal effect fails.

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Offensive Behavior

Reviled Brute Action - Attack

(BLU) 0{r} 2{p} 3{d}

If you control a Might or Vigor token, this gets +1{p}.

When this hits a hero, create a Might and a Vigor token.

  • Offensive Behavior’s first ability generates a conditional continuous effect that is always checking. If you control neither a Might token nor a Vigor token when you attack with this, then you control one of those tokens, this will get +1{p}.
  • Offensive Behavior’s first ability is not functional while defending.
  • If either a Might or Vigor token is created during the damage step and causes the if-conditional effect to become active, it will get the +1{p} from controlling that token but the damage will not be recalculated.
  • Offensive Behavior’s second ability triggers when it hits a hero. You will create both a Might token and a Vigor token when the triggered effect resolves.

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Reviled Guardian Cards

Lyath Goldmane, Vile Savant | Lyath Goldmane

Reviled Guardian Hero | Reviled Guardian Hero - Young

5{i} 40{h} | 5{i} 20{h}

The base {p} and {d} of cards you control are halved, rounded up.

Instant -- {r}{r}, {t}: The crowd boos you. Defending action cards you control get +1{d} this turn.

Whenever the crowd boos you, create a Might token.

  • For Lyath’s first ability, you only control cards that are in the arena or on the stack. The {p} and {d} of cards you own that are in other zones or in your inventory are not halved by Lyath’s first ability.
  • When Lyath’s second ability resolves, you will generate two effects. First, the crowd boos you. Second, a continuous effect that lasts for the remainder of the turn is generated. This continuous effect gives defending action cards you control +1{d} this turn. This effect is applied to both those that currently exist on the combat chain as well as those that are added to the combat chain later.
  • Effects that specify the “base {p}” and/or base {d}” of a card are applied before other effects that affect the {p} or {d} or a card. For example, if you defend with an action card that has a printed 3{d} value and resolve Lyath’s second ability, you will first halve the printed defense value, round up to the nearest whole number, then you will add +1{d}.
  • Lyath’s third ability triggers each time the crowd boos you on any player’s turn. You will create a Might token when each of those triggered effects resolve.

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Strong Stomach for Adversity

Reviled Guardian Equipment - Chest

1{d}

If you control a Confidence and a Might token, this gets +2{d}.

Blade Break

  • If you control both a Confidence token and a Might token, this gets +2{d}. If you control only one of these tokens, you will not get the +2{d} from its effect.
  • If you control both of these tokens when this defends, then you lose either one of those tokens, this will lose the +2{d} gained by controlling both tokens.
  • If either a Confidence or Might token is created during the damage step and causes the if-conditional effect to become active, it will get the +2{d} from controlling both tokens but the damage will not be recalculated.

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Leave Them Hanging

Reviled Guardian Instant - Aura

(RED) 3{r} 3{d}

Suspense

When this enters the arena, intimidate target hero.

When this leaves the arena, your next attack this turn gets +4{p}.

  • Leave Them Hanging’s first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). This is a targeted effect: you must target a hero for this triggered effect when you add the triggered effect to the stack. You will intimidate that targeted hero when the triggered effect resolves.
  • Leave Them Hanging’s second ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). When this triggered effect resolves, your next attack this turn gets +4{p}.

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Two Steps Ahead

Reviled Guardian Action - Aura

(BLU) 0{r} 3{d}

At the start of your turn, destroy this, then create a Confidence and 3 Might tokens.

  • Two Steps Ahead’s ability triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. When the triggered effect resolves, you will destroy this aura then immediately create a Confidence token and 3 Might tokens.

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Liar's Charm

Reviled Guardian Instant

(YEL) 0{r}

Choose any number;

* Steal a Toughness or Vigor token.

* The crowd boos you.

* Target hero loses and can't gain abilities this action phase unless they discard a card.

  • You choose the modes when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You may choose any number of modes, which includes 0 modes as a valid choice.
  • When resolving Liar’s Charm, there is no priority between any of the effects generated by the card (e.g. Stealing a Toughness or Vigor token, the crowd booing you, target hero losing abilities unless they discard a card).
  • You choose which Toughness or Vigor token to steal for Liar’s Charm’s first modal ability when Liar’s Charm resolves on the stack.
  • Liar’s Charm’s third mode is a targeted effect. When playing this card, if you choose this mode, you must target a hero.
  • When the third mode’s effect begins to resolve, the targeted hero may discard a card from their hand. If they do not discard a card this way, you generate a continuous effect that is applied to the targeted hero. This continuous effect will cause the hero to lose their abilities and prevents them from gaining any for the remainder of that action phase.

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Truth or Trickery

Reviled Guardian Block

(YEL) 3{d}

When this defends, you may look at the top card of your deck and choose a color. If you do, the attacking hero guesses if that card is the chosen color, then they look at it. If they guessed wrong, they discard a card.

  • Truth or Trickery triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to look at the top card of your deck and choose a color when the triggered effect resolves. If you do, then the attacking hero guesses if the card is the chosen color or not. Then they will look at the card to verify it. If the card is not the chosen color, they discard a card from their hand of their choice.
  • If you choose to look at the top card of your deck and choose a color, looking and recognizing the color of the card (if any) is a mandatory part of the effect. After that, there is no opportunity for you to look at the card during the remaining resolution of Truth or Trickery's triggered layer.
  • When resolving Truth or Trickery’s triggered effect, if there is no attacking hero when this triggered effect resolves, you may still look at the top card of your deck and choose a color; however, the subsequent conditional effects will fail as there is no attacking hero to neither guess, look nor discard.
  • The colors that you can choose are those that are available on color strips that are typically located at the top of a Flesh and Blood. Cards that do not have a color strip (e.g. Gorganian Tome) have no color.
  • If you come under the effect that results in cards you own to lose colors (e.g. Blanch), the card itself will have no color; however, you can still choose a color.

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Spew Obscenities

Reviled Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If you control a Confidence or Might token, this gets +1{p}.

When this hits a hero, create a Confidence and a Might token.

  • Spew Obscenities’ first ability generates a conditional continuous effect that is always checking. If you control neither a Confidence token nor a Might token when you attack with this, then you control one of those tokens, this will get +1{p}.
  • Spew Obscenities’ first ability is not functional while defending.
  • If either a Confidence or Might token is created during the damage step and causes the if-conditional effect to become active, it will get the +1{p} from controlling that token but the damage will not be recalculated.
  • Spew Obscenities' second ability triggers when it hits a hero. You will create both a Confidence token and a Might token when the triggered effect resolves.

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Reviled Cards

Horns of the Despised

Reviled Equipment - Head

1{d}

When this defends, the crowd boos you.

Blade Break

  • Horns of the Despised triggers when it becomes a defending card on the combat chain. The crowd boos you when the triggered effect resolves.

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Mightybone Knuckles

Reviled Equipment - Arms

1{d}

Action -- {r}{r}{r}, destroy this: Create 3 Might tokens. Activate this only if you have more {h} than each other hero. Go again

Blade Break

  • You can only activate if your current {h} is more than each other hero. If there are one or more heroes other than you that have {h} less than or equal to yours, you cannot activate this ability.

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Bully Tactics

Reviled Action - Attack

(RED) 0{r} 3{p} 3{d}

When this attacks a hero, you may pay up to {r}{r}{r}. Intimidate them that many times.

  • Bully Tactics’ ability triggers when it resolves on the stack and becomes an attacking card against a hero. This is an optional effect: you choose to pay up to {r}{r}{r} when the triggered effect resolves. You will intimidate that hero equal to the number of resources you paid.
  • When resolving Bully Tactics’ triggered effect, there is no priority between any of the effects generated (e.g. paying resources, intimidating).

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Fix the Match

Reviled Action - Attack

(YEL) 0{r} 3{p} 2{d}

When this attacks, search your deck for a card, then shuffle and put that card on top.

Whenever a card defends this, clash with the defending hero. The winner creates a Might token.

  • Fix the Match’s first ability triggers when it resolves on the stack and becomes an attacking card. When the triggered effect resolves, you must search your deck for a card, then shuffle and put that card on top. You do not show the searched card to your opponents.
  • You cannot fail to find a card during the search effect if you have any cards remaining in your deck.
  • When resolving the triggered effect from Fix the Match’s first ability, there is no priority between any of the effects generated (e.g. searching, shuffling, putting it on top).
  • Fix the Match’s second ability triggers each time a defending card is added to its chain link. If multiple defending cards are declared at the same time against Fix the Match (e.g. during the defend step), each defending card being added will cause the ability to trigger. Each of those triggered effects will resolve independently of the other triggered effects.
  • When resolving the triggered effect from Fix the Match’s second ability, there is no priority between any of the effects generated (e.g. clashing with the defending hero, the winner creating a Might token).
  • When resolving Fix the Match’s triggered effect, if there are no defending heroes when this triggered effect resolves, the clash effect fails and there is no winner.
  • If multiple heroes are being attacked at the same time, then each defending card will cause the ability to trigger once with the clash against the hero that the card is defending.
  • If a card with protect is declared as a defending card for a Fix the Match that is targeting another player, then the clash will be with the hero being attacked (the defending hero) not with the player that owns/controls the card with protect.

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Battered, Beaten, and Broken

Reviled Action - Attack

(YEL) 0{r} 1{p} 3{d}

When this attacks a hero, intimidate them.

If you control 3 or more auras, this gets +3{p} and "When this hits a hero, destroy an intimidated card they own."

  • Battered, Beaten, and Broken’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. You will intimidate that hero when the triggered effect resolves.
  • Battered, Beaten, and Broken’s second ability generates a conditional continuous effect that is always checking. If you control less than 3 auras when you attack with this, then you control 3 or more auras, this will get +3{p and gain the “when this hits a hero” triggered ability.
  • Battered, Beaten, and Broken’s second ability is not functional while defending.
  • If you gain control of a third aura during the damage step and it causes the if-conditional effect to become active, it will get the +3{p} from controlling three auras but the damage will not be recalculated.
  • The triggered ability gained from Battered, Beaten, and Broken’s second ability triggers when it hits a hero. You will choose which intimidated card they own to destroy when the triggered effect resolves. If the intimidated card is face-down, it is made public before it is moved to the graveyard.
  • If the number of auras you control becomes 2 or less while the triggered effect is waiting to resolve on the stack, you will still resolve the triggered effect and it is not removed from the stack.
  • If there are multiple face-down intimidated cards when making your choice, you will not be able to see the cards before making your choice. The player who owns the intimidated cards is responsible for ensuring that the cards are distinguishable by the order in which they were intimidated.
  • Destroying the intimidated card will not trigger any “when this is destroyed,...” effects unless it is specified by the ability’s triggering condition.
  • Destroying the intimidated card will not satisfy any condition nor trigger any effects that look at whether an object they control was destroyed (e.g. Merciful Retribution, Ratchet Up) as players do not control the cards in their banished zone.

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Escalate Violence

Reviled Action - Attack

(BLU) 1{r} 3{p} 3{d}

When this attacks, if you control a Might token, create 3 more.

  • Escalate Violence’s ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you control a Might token is checked when this triggered effect resolves. If you control a Might token, you will create 3 Might tokens.

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Gang Robbery

Reviled Action - Attack

(YEL) 0{r} 1{p} 3{d}

When this attacks a hero, steal an aura token they control.

If you control 3 or more auras, this gets +3{p}.

  • Gang Robbery first ability triggers when it resolves on the stack and becomes an attacking card against a hero. You will steal an aura token of your choice that hero controls when the triggered effect resolves.
  • Gang Robbery’s second ability generates a conditional continuous effect that is always checking. If you control less than 3 auras when you attack with this, then you control 3 or more auras, this will get +3{p}.
  • Gang Robbery's second ability is not functional while defending.
  • If you gain control of a third aura during the damage step and it causes the if-conditional effect to become active, it will get the +3{p} from controlling three auras but the damage will not be recalculated.

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Tear Down the Idols

Reviled Action - Attack

(RED) 3{r} 7{p} 3{d}

When this attacks a Revered hero, intimidate them.

When this hits a Revered hero, they discard a card.

  • Tear Down the Idols’ first ability triggers when it resolves on the stack and becomes an attacking card against a Revered hero. You will intimidate that hero when this triggered effect resolves.
  • Tear Down the Idols’ second ability triggers when it hits a Revered hero. That hero chooses and discards a card from their hand when that triggered effect resolves.

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The Old Switcheroo

Reviled Action - Attack

(BLU) 0{r} 2{p} 3{d}

Instant -- Discard this: The next time you would clash with target hero this turn, instead you reveal the top card of their deck and they reveal the top card of your deck. If you win the clash, they discard a card.

  • The Old Switcheroo has an ability that can only be activated from your hand. To activate this, show The Old Switcheroo to all players, then pay the cost of discarding it.
  • Discarding this card to its ability counts as activating an instant ability, not as playing an instant.
  • When activating The Old Switcheroo, you must target a hero. When The Old Switcheroo resolves, it generates 2 effects: 1) a standard replacement effect that is active and is applied to the next time you would clash with the targeted hero and 2) a conditional effect that is conditioned on you winning the clash. When it is applied, instead of you revealing the top card of your deck and the targeted hero’s revealing theirs, you will instead reveal the top card of each other’s deck. If you win the clash, the targeted hero will discard a card. If the targeted opponent wins the clash, you will not discard a card from the subsequent conditional effect.
  • If The Old Switcheroo is applied to a clash, you will resolve The Old Switcheroo’s clash and the conditional effect before you proceed with resolving the remainder of the effects from the original clash. For example, if The Old Switcheroo’s replacement effect was applied to the clash event generated from Test of Agility's triggered effect, you and the targeted hero will clash by revealing the top card of each other’s deck. If you win, the targeted hero must discard a card from their hand. Then as the winner, you will create an Agility token from resolving the remainder of the Test of Agility’s effect.
  • If a card results in multiple clashes being performed, The Old Switcheroo’s replacement effect would only apply to the first clash event to be performed between you and the targeted hero (e.g. Trounce). For example, Nic defends Tyler’s attack with Trounce, triggering its ability. Tyler activates and resolves The Old Switcheroo’s ability targeting Nic. Trounce’s triggered effect resolves and the first clash event is generated, which is replaced by The Old Switcheroo’s replacement effect causing Tyler and Nic to reveal the top of each other’s deck for the clash. Tyler wins this clash, so Nic discards a card. Then Trounce’s triggered effect continues to resolve, causing both heroes to put the revealed cards on the bottom of their owner’s deck, then the second clash even occurs. For this second clash event, both heroes will reveal the top of their own decks as normal.
  • If The Old Switcheroo’s replacement effect is applied to a clash event, then an outcome-replacement effect results in a new clash to be performed (e.g. Victor Goldmane), the new clash will be performed as normal with both players revealing the top card of their own deck. The Old Switcheroo’s effect is no longer available as it was already applied to the initial clash event.
  • If The Old Switcheroo is applied to a clash and you were to reveal an opponent’s card on the top of their deck that has an ability that is conditioned on you winning/failing to win the clash by revealing it (e.g. Thunk, The Golden Son, Wallop), you will not trigger nor generate those effects. This is because you are neither the controller nor the owner of the card that you revealed, and thus would not be able to generate that effect.

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Rip Up Their Virtues

Reviled Instant

(BLU) 0{r}

Destroy up to 3 Toughness tokens. Create a Might token for each token destroyed this way.

  • When Rip Up Their Virtues resolves, you choose up to 3 Toughness tokens and destroy them. You will create a Might token for each token this destroyed this way.
  • You may choose to destroy no Toughness tokens when resolving this card.

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Fight Dirty

Reviled Action - Attack

(RED) 3{r} 7{p} 2{d}

If this is defended by a Revered card, this gets +1{p}.

When this hits a Revered hero, destroy the top card of their deck.

  • Fight Dirty’s first ability generates a conditional continuous effect that is always checking. If Fight Dirty is defended by a Revered card, it will get +1{p}.
  • If this is defended by two or more Reviled cards, it still only gets +1{p} in total.
  • Fight Dirty’s second ability triggers when it hits a Revered hero. You will destroy the top card of their deck when the triggered effect resolves.
  • Destroying the top card of the hero’s deck will not trigger any “when this is destroyed,...” effects unless it is specified by the ability’s triggering condition.
  • Destroying the top card of the hero’s deck will not satisfy any condition nor trigger any effects that look at whether an object they control was destroyed (e.g. Merciful Retribution, Ratchet Up) as players do not control the cards in their deck.

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Mocking Blow

Reviled Action - Attack

(RED/YEL/BLU) 0{r} 1{p} 3{d}

When this attacks a hero, if you have more {h} than them, the crowd boos you.

If you've been booed this turn, this gets +4/3/2{p}.

  • Mocking Blow’s first ability triggers when it resolves on the stack and becomes an attacking card against a hero. Whether or not you have less {h} than that hero is checked when this triggered effect resolves. If you have more {h} than them, the crowd boos you.
  • Mocking Blow’s second ability generates a conditional continuous effect that is always checking. If the crowd hasn’t booed you when you attack with this and then the crowd boos you, this card gets +4/3/2{p}.
  • Mocking Blow’s second ability is not functional while defending.
  • If you’ve been booed during the damage step and causes the if-conditional effect to become active, Mocking Blow gets the +{p} from you being booed this turn, but the damage will not be recalculated.

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Overturn the Results

Reviled Action - Attack

(BLU) 3{r} 5{p} 3{d}

If you would fail to win a clash revealing this, instead you win the clash and the crowd boos you.

  • Overturn the Results’ ability generates an outcome-replacement effect that is applied to the outcome of a clash event where its owner failed to win by revealing it. After it is applied, the result of the clash is changed from you failing to win to a result where you win and the crowd boos you.
  • If another player other than this card’s owner reveals this card during a clash, its replacement effect is not active.
  • If The Old Switcheroo is applied to a clash and you were to reveal an opponent’s card on the top of their deck that has an ability that is conditioned on you winning/failing to win the clash by revealing it (e.g. Thunk, The Golden Son, Wallop, Overturn the Results), you will not trigger nor generate those effects. This is because you are neither the controller nor the owner of the card that you revealed, and thus would not be able to generate that effect.
  • If Overturn the Results causes you to win the clash and causes your opponent’s Victor Goldmane’s outcome-replacement effect to be active, you will finish doing Overturn the Results’ replacement effect with the crowd booing you. Then the opponent may apply Victor’s replacement effect to destroy a gold, put 1 of the revealed cards on the bottom, then clash again.

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Cheap Shot

Reviled Action

(YEL) 0{r} 2{d}

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.

  • When Cheap Shot resolves, the targeted hero may discard a card from their hand. If they do not discard a card this way, you deal 2 damage to them.
  • An action card played as though it were an instant does not cost an action point and can be played whenever the player has priority, otherwise it is still considered to be an action card.
  • If a card with go again is played as though it were an instant, you will gain an action point from the go again when the card resolves if it is your turn. Otherwise, you do not.

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Sadistic Scowl

Reviled Action

(RED) 3{r} 2{d}

Your next attack this turn gets +5{p}.

Intimidate target hero.

Go again

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Arrogant Showboating

Reviled Instant

(BLU) 0{r}

Create a Might token for each defending card controlled by an opponent on the combat chain.

  • When Arrogant Showboating, you will create Might tokens equal to each defending card controlled by an opponent on the combat chain, including defending equipment cards, block cards, and defense reaction cards.

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Concealed Object

Reviled Instant - Item

(BLU) 0{r}

When this enters the arena, the crowd boos you.

Instant -- {t}: Target attack gets +1{p}.

At the beginning of your end phase, destroy this.

  • Concealed Object’s first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). The crowd boos you when the triggered effect resolves.
  • Concealed Object’s third ability triggers at the beginning of your end phase. Neither player receives priority during the end phase of a turn. You will destroy it when the triggered effect resolves.

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Bask in Your Own Greatness

Reviled Action - Attack

(RED/YEL/BLU) 0{r} 4/3/2{p} 2{d}

When this attacks, you may pay up to {r}{r}{r}. Create that many Might tokens.

  • Bask in Your Own Greatness’s ability triggers when it resolves on the stack and becomes an attacking card. This is an optional effect: you choose to pay up to {r}{r}{r} when the triggered effect resolves. You will create a number of Might tokens equal to the number of resources you paid.
  • When resolving Bask in Your Own Greatness’s triggered effect, there is no priority between any of the effects generated (e.g. paying resources, creating Might tokens).

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Clench the Upper Hand

Reviled Action - Attack

(RED/YEL/BLU) 0{r} 4/3/2{p} 2{d}

When this attacks or defends, if you have more {h} than each other hero, the crowd boos you.

  • Clench the Upper Hand’s ability triggers when it resolves on the stack and becomes an attacking card. It also triggers when it becomes a defending card on the combat chain. Whether or not you have more {h} than each other hero is checked when this triggered effect resolves. If you have more {h} than each other hero, the crowd boos you.

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Goon Battery

Reviled Action - Attack

(BLU) 0{r} 1{p} 3{d}

If you control 3 or more auras, this gets +3{p} and "When this hits a hero, {t} them."

  • Goon Battery’s ability generates a conditional continuous effect that is always checking. If you control less than 3 auras when you attack with this, then you control 3 or more auras, this will get +3{p} and gain the “when this hits a hero” triggered ability.
  • Goon Battery’s ability is not functional while defending.
  • If you gain control of a third aura during the damage step and it causes the if-conditional effect to become active, it will get the +3{p} from controlling three auras but the damage will not be recalculated.
  • The triggered ability gained from Goon Battery’s ability triggers when it hits a hero. You will tap that hero when the triggered effect resolves.
  • If the number of auras you control becomes 2 or less while the triggered effect is waiting to resolve on the stack, you will still resolve the triggered effect and it is not removed from the stack.

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Goon Beatdown

Reviled Action - Attack

(BLU) 0{r} 1{p} 3{d}

If you control 3 or more auras, this gets +3{p} and "When this hits a hero, the crowd boos you."

  • Goon Beatdown’s ability generates a conditional continuous effect that is always checking. If you control less than 3 auras when you attack with this, then you control 3 or more auras, this will get +3{p} and gain the “when this hits a hero” triggered ability.
  • Goon Beatdown’s ability is not functional while defending.
  • If you gain control of a third aura during the damage step and it causes the if-conditional effect to become active, it will get the +3{p} from controlling three auras but the damage will not be recalculated.
  • The triggered ability gained from Goon Beatdown’s ability triggers when it hits a hero. The crowd boos you when the triggered effect resolves.
  • If the number of auras you control becomes 2 or less while the triggered effect is waiting to resolve on the stack, you will still resolve the triggered effect and it is not removed from the stack.

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Goon Tactics

Reviled Action - Attack

(BLU) 0{r} 1{p} 3{d}

If you control 3 or more auras, this gets +3{p} and "When this hits a hero, destroy the top card of their deck."

  • Goon Tactics’ ability generates a conditional continuous effect that is always checking. If you control less than 3 auras when you attack with this, then you control 3 or more auras, this will get +3{p} and gain the “when this hits a hero” triggered ability.
  • Goon Tactics’ ability is not functional while defending.
  • If you gain control of a third aura during the damage step and it causes the if-conditional effect to become active, it will get the +3{p} from controlling three auras but the damage will not be recalculated.
  • The triggered ability gained from Goon Tactics’ ability triggers when it hits a hero. You will destroy the top card of that hero’s deck when the triggered effect resolves.
  • If the number of auras you control becomes 2 or less while the triggered effect is waiting to resolve on the stack, you will still resolve the triggered effect and it is not removed from the stack.
  • Destroying the top card of the hero’s deck will not trigger any “when this is destroyed,...” effects unless it is specified by the ability’s triggering condition.
  • Destroying the top card of the hero’s deck will not satisfy any condition nor trigger any effects that look at whether an object they control was destroyed (e.g. Merciful Retribution, Ratchet Up) as players do not control the cards in their deck.

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Instill Fear

Reviled Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

When this attacks a hero, intimidate them.

  • Instill Fear’s ability triggers when it resolves on the stack and becomes an attacking card against a hero. You will intimidate that hero when the triggered effect resolves.

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Low Blow

Reviled Action - Attack

(RED) 1{r} 3{p} 3{d}

If you've been booed this turn, this gets +3{p}.

  • Low Blow’s ability generates a conditional continuous effect that is always checking. If the crowd hasn’t booed you when you attack with this and then the crowd boos you, this card gets +3{p}.
  • Low Blow’s ability is not functional while defending.
  • If you’ve been booed during the damage step and causes the if-conditional effect to become active, Low Blow gets the +3{p} from you being booed this turn, but the damage will not be recalculated.

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Take That!

Reviled Action - Attack

(RED/YEL/BLU) 0{r} 5/4/3{p} 2{d}

When the combat chain closes, if this didn't hit, the defending hero creates a Might token.

  • Take That’s ability triggers when the combat chain closes. Whether or not this card hit a hero is checked when the triggered effect resolves. If it did hit, nothing happens. If it didn’t hit, the defending hero will create a Might token.
  • When resolving Take That’s triggered effect, if there is no defending hero when this triggered effect resolves, the token creation effect fails.
  • Neither player receives priority during the close step of combat. During the close step, triggered effects will resolve first. Only after all triggered effects have resolved, permanents on the combat chain return to their respective zones and any remaining cards on the combat chain are cleared.
  • The defending hero who creates the Might token is the hero defending this attack.

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Turn the Crowd Hateful

Reviled Action - Attack

(RED/YEL/BLU) 3{r} 5/4/3{p} 2{d}

When this attacks a Revered hero, this gets +3{p}.

When this hits a Revered hero, the crowd boos you.

  • Turn the Crowd Hateful’s first ability triggers when it resolves on the stack and becomes an attacking card against a Revered hero. It will get +3{p} when this triggered effect resolves.
  • Turn the Crowd Hateful’s second ability triggers when it hits a Revered hero. The crowd cheers boos you when that triggered effect resolves.

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Booze!

Reviled Action - Aura

(BLU) 0{r} 3{d}

Go again

When this enters or leaves the arena, the crowd boos you.

At the start of your turn, destroy this.

  • Booze’s first ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). It also triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). The crowd boos you when the triggered effect resolves.
  • Booze’s second ability triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. You will destroy this aura when the triggered effect resolves.

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Cruel Ambition

Reviled Action

(RED) 0{r} 2{d}

Create 3 Might tokens.

Go again

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Revolting Gesture

Reviled Action

(RED) 1{r} 2{d}

Your next attack this turn gets +3{p}.

Create a Might token.

Go again

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Villainous Pose

Reviled Action

(RED/YEL/BLU) 2{r} 2{d}

Your next attack this turn gets +4/3/2{p}.

The crowd boos you.

Go again

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Disdainful Delight

Reviled Block

(YEL) 3{d}

While this is defending, if you've been booed this turn, this gets +1{d}.

  • Disdainful Delight’s ability generates a conditional continuous effect that is always checking as long as it is face-up in the arena and defending. If the crowd hasn’t booed you yet at the time this is added as a defending card, then the crowd boos you later during the attack, then it will get +1{d}.

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Not So Tuff

Reviled Block

(BLU) 2{d}

When this defends a Revered hero's attack, destroy a Toughness token they control. If you do, create a Might token.

  • Not So Tuff’s ability triggers when it becomes a defending card on the combat chain against an attack controlled by a Revered hero (e.g. generic attack, weapon attack, brute attack, etc.). You will destroy a Toughness token that the Revered hero controls when this triggered effect resolves. If you destroy a Toughness token they control this way, you will create a Might token.
  • When resolving Not So Tuff’s triggered effect, there is no priority between any of the effects generated (e.g. destroying the Toughness token, creating the Might token).

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Brute Cards

Gauntlets of Tyrannical Rex

Brute Equipment - Arms

2{d}

Action -- {r}, {t}: Your next attack this turn gets +1{p}. Activate this only if there is a card with 6 or more {p} in your pitch zone. Go again

Temper

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Overbearing Presence

Brute Equipment - Chest

1{d}

Action -- {r}{r}{r}, destroy this: Create 3 Vigor tokens. Activate this only if there is a card with 6 or more {p} in your pitch zone. Go again

Blade Break

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Reckless Stampede

Brute Action - Attack

(RED) 2{r} 7{p} 0{d}

Whenever a card defends this, clash with the defending hero. The winner deals 1 damage to the other hero. Each hero may put their revealed card on the bottom of its owner's deck.

  • Reckless Stampede’s ability triggers each time a defending card is added to its chain link. If multiple defending cards are declared at the same time against Reckless Stampede (e.g. during the defend step), each defending card being added will cause the ability to trigger. Each of those triggered effects will resolve independently of the other triggered effects.
  • When resolving Reckless Stampede’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the defending hero, dealing damage, each hero putting their revealed card).
  • When resolving Reckless Stampede’s triggered effect, if there are no defending heroes when this triggered effect resolves, the clash effect fails and there is no winner.
  • If multiple heroes are being attacked at the same time, then each defending card will cause the ability to trigger once with the clash against the hero that the card is defending.
  • If a card with protect is declared as a defending card for a Reckless Stampede that is targeting another player, then the clash will be with the hero being attacked (the defending hero) not with the player that owns/controls the card with protect.

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Show of Strength

Brute Action - Attack

(RED) 2{r} 8{p} 3{d}

This gets -1{p} for each card with 6 or more {p} defending it.

  • Show of Strength’s ability generates a continuous effect that is always checking how many cards with 6 or more {p} are defending it. For example, If those defending cards are removed, or if those defending cards’ power becomes less than 6{p}, Show of Strength will adjust dynamically.

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Challenge the Alpha

Brute Action - Attack

(YEL) 3{r} 6{p} 3{d}

When this attacks a Brute hero, this gets +2{p}.

When this hits a Brute hero, they discard a card. If it has 6 or more {p}, you lose 2{h}.

  • Challenge the Alpha’s first ability triggers when it resolves on the stack and becomes an attacking card against a Brute hero. It will get +2{p} when this triggered effect resolves.
  • Challenge the Alpha’s second ability triggers when it hits a Brute hero. That hero discards a card when that triggered effect resolves. If the card discarded this way has 6 or more {p}, you will lose 2{h}.
  • When resolving the triggered effect from Challenge the Alpha’s second ability, there is no priority between any of the effects generated (e.g. discarding a card, losing {h}).

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Disturb the Peace

Brute Action - Attack

(RED) 2{r} 6{p} 3{d}

This can't be defended by Guardian auras.

When this hits a Guardian hero, destroy an aura they control.

  • Disturb the Peace’s first ability prevents auras with the Guardian type from being added to its chain link as defending cards.
  • Disturb the Peace’s second ability triggers when it hits a Guardian hero. You destroy an aura of your choice that hero controls when that triggered effect resolves. This can include those that are currently defending on the combat chain.

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Energetic Impact

Brute Action - Attack

(BLU) 3{r} 5{p} 3{d}

When this defends together with a card with 6 or more {p}, create a Vigor token.

  • Energetic Impact triggers when it becomes a defending card on the combat chain at the same time as another card with 6 or more {p}. This can either be done by declaring all the cards during the defend step of combat, or by an effect that puts all of the cards onto the chain link as defending cards at the same time. When the triggered effect resolves, you will create a Vigor token.
  • This does not trigger if it's defending alone and then a card with 6 or more {p} is added as a defending card later.

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Smashing Ground

Brute Action - Attack

(BLU) 3{r} 5{p} 3{d}

If this has 6 or more {p}, it gets "When this hits a hero, destroy a card in their arsenal."

  • Smashing Ground’s ability generates a conditional continuous effect that is always checking. If Smashing Crowd has less than 6{p} and then has 6 or more {p}, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from Smashing Ground’s ability triggers when it hits a hero. When this triggered effect resolves, you will destroy a card of your choice in their arsenal.
  • If Smashing Ground is 5{p} or less when it hits, then it becomes 6{p} or more after you hit, Smashing Ground will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Smashing Ground hit the hero.

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Smash with Big Rock

Brute Action - Attack

(YEL) 2{r} 6{p} 0{d}

Cards defending this can't gain {d}.

  • Cards defending this cannot get {d} modifiers that increase those cards’ numerical {d} value. This effect does not apply to {d} modifiers that decrease the {d} value of a card.
  • If a card has a {d} property and an effect is applied to it that sets its value to a value greater than its current value (e.g. Quickdodge Flexors, Phantasmal Footsteps), that card’s {d} will still be set to that value while defending.

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Song of Sinew

Brute Action

(YEL) 0{r} 2{d}

Reveal the top 4 cards of your deck. Your next attack this turn gets +X{p}, where X is the number of cards with 6 or more {p} revealed this way. Put them back in any order.

Go again

  • When Song of Sinew resolves, you will reveal the top 4 cards of your deck and your next attack this turn will get a {p} increase equal to the number of cards with 6 or more {p} revealed this way. After you reveal the set of cards to your opponents, you will put them back in any order you choose on top of your deck. Your opponents are not entitled to know this order as they are no longer being revealed when you begin to put the card back on top of the deck.
  • If you do not have 4 cards remaining in your deck, you will reveal as many as you can.
  • When resolving Song of Sinew, there is no priority between any of the effects generated by the card (e.g. revealing cards, putting them back on top of your deck).

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Strongest Survive

Brute Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When this hits a hero, they discard a card unless they reveal a card from their hand with {p} greater than the damage dealt this way.

  • Strongest Survive’s ability triggers when it hits a hero. When this trigger effect resolves, that hero may reveal a card from their hand with {p} greater than the damage dealt by Strongest Survive when it hit. If they do not reveal a card from their hand with {p} greater than that damage dealt, they discard a card of their choice from their hand.

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Vigorous Roar

Brute Action

(RED) 0{r} 2{d}

Your next attack this turn gets +3{p}.

If there is a card with 6 or more {p} in your pitch zone, create a Vigor token.

Go again

  • Vigorous Roar’s second ability checks If there is a card with 6 or more {p} in your pitch zone when it resolves. If there is, you will create a Vigor token.

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Visit the Boneyard

Brute Instant

(BLU) 0{r}

Put a card with 6 or more {p} from your graveyard on top of your deck.

Create a Vigor token.

  • You choose which card with 6 or more {p} to put on top of your deck from your graveyard when Visit the Boneyard resolves.

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Asking for Trouble

Brute Block

(YEL) 4{d}

When this defends, create a Vigor token under the attacking hero's control.

  • Asking for Trouble triggers when it becomes a defending card on the combat chain. You will create a Vigor token under the attacking hero’s control when the triggered effect resolves.
  • When resolving Asking for Trouble’s triggered effect, if there is no attacking hero when this triggered effect resolves, the token creation effect fails.

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Bash Guardian

Brute Action - Attack

(RED) 2{r} 6{p} 2{d}

If this is defended by a Guardian card, this gets +1{p}.

When this hits a Guardian hero, destroy an aura token they control.

  • Bash Guardian’s first ability generates a conditional continuous effect that is always checking. If Bash Guardian is defended by a Guardian card, it will get +1{p}.
  • If this is defended by two or more Guardian cards, it still only gets +1{p} in total.
  • Bash Guardian’s second ability triggers when it hits a Guardian hero. You will destroy an aura token of your choice that hero controls when the triggered effect resolves.

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Familiar Stench

Brute Action - Attack

(RED) 2{r} 6{p} 2{d}

When 1 or more Brute cards defend this, create a Vigor token.

  • Familiar Stench’s ability triggers when one or more defending Brute cards are added to its chain link at the same time. If multiple defending Brute cards are declared at the same time against Familiar Stench (e.g. during the defend step), that set of defending cards will cause Familiar Stench’s ability to trigger only once. You will create a Vigor token when that triggered effect resolves.

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Buckwild

Brute Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

If there is a card with 6 or more {p} in your pitch zone, this gets go again.

  • Buckwild’s ability generates a conditional continuous effect that is always checking. If you don’t have a card with 6 or more {p} in your pitch zone when you attack with this and then later you do, this will get go again.
  • Go again is checked during the resolution step. If you have a card with 6 or more {p} in your pitch zone before the attack’s resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and you didn’t have a card with 6 or more {p} in your pitch zone and then later in the turn you do (e.g. after you've played another attack, closed the combat chain etc.).

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Flex Speed

Brute Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

If this has 6 or more {p}, it gets go again.

  • Flex Speed’s ability generates a conditional continuous effect that is always checking. If Flex Speed has less than 6{p} and then has 6 or more {p}, this will get go again.
  • Go again is checked during the resolution step. If Flex Speed has less than 6{p} and then has 6 or more {p} before the attack’s resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and Flex Speed has less than 6{p}, and then it has 6 or more {p} later in the turn (e.g. after you've played another attack, closed the combat chain etc.)

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Flex Strength

Brute Action - Attack

(RED/YEL/BLU) 2{r} 4/3/2{p} 3{d}

If this has 6 or more {p}, it gets +3{p}.

  • Flex Strength’s ability generates a conditional continuous effect that is always checking. If Flex Strength has less than 6{p} and then has 6 or more {p}, this will get +3{p}.
  • Flex Strength’s ability is not functional while defending.
  • If Flex Strength has less than 6{p} and then has 6 or more {p} during the damage step and causes the if-conditional effect to become active, Flex Strength gets the +3{p}, but the damage will not be recalculated.

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Give 'Em a Piece of Your Mind

Brute Action - Attack

(RED/YEL/BLU) 2{r} 7/6/5{p} 2{d}

When the combat chain closes, if this didn't hit, the defending hero creates a Vigor token.

  • Give ‘Em a Piece of Your Mind’s ability triggers when the combat chain closes. Whether or not this card hit a hero is checked when the triggered effect resolves. If it did hit, nothing happens. If it didn’t hit, the defending hero will create a Vigor token.
  • When resolving Give ‘Em a Piece of Your Mind’s triggered effect, if there is no defending hero when this triggered effect resolves, the token creation effect fails.
  • Neither player receives priority during the close step of combat. During the close step, triggered effects will resolve first. Only after all triggered effects have resolved, permanents on the combat chain return to their respective zones and any remaining cards on the combat chain are cleared.
  • The defending hero who creates the Vigor token is the hero defending this attack.

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High Pitched Howl

Brute Action - Attack

(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}

When this attacks, if there is a card with 6 or more {p} in your pitch zone, create a Vigor token.

  • High Pitched Howl’s ability triggers when it resolves on the stack and becomes an attacking card. Whether or not you have a card with 6 or more {p} in your pitch zone is checked when this triggered effect resolves. If you do, you will create a Vigor token.

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Rough Up

Brute Action - Attack

(RED/YEL/BLU) 2{r} 6/5/4{p} 3{d}

If there is a card with 6 or more {p} in your pitch zone, this gets +1{p}.

  • Rough Up’s ability generates a conditional continuous effect that is always checking. If you don’t have a card with 6 or more {p} in your pitch zone when you attack with this and then later you do, this will get +1{p}.
  • Rough Up’s ability is not functional while defending.
  • If a card with 6 or more {p} is put into your pitch zone during the damage step and causes the if-conditional effect to become active, it will get the +1{p} but the damage will not be recalculated.

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Unexpected Backhand

Brute Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When you win a clash revealing this, deal 1 damage to the other hero.

  • Unexpected Backhand triggers when its owner wins a clash by revealing this. You deal 1 damage to the other hero when the triggered effect resolves.
  • Unexpected Backhand’s triggered effect will be added to the stack to resolve after the current clash completely resolves.
  • If you fail to win a clash revealing Unexpected Backhand, then you clash again with an outcome-replacement effect (e.g. Victor), revealing another card and winning, Unexpected Backhand doesn’t trigger.
  • If you fail to win a clash revealing another card, then you clash again with an outcome-replacement effect (e.g. Victor), revealing Rapturous Applause and winning, Unexpected Backhand will trigger.
  • If you were to reveal this card while it is on top of its an opponent’s deck (e.g. The Old Switcheroo), you will not trigger Unexpected Clash. This is because you are neither the controller nor the owner of the card that you revealed, and thus would not be able to generate that effect.

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Vigorous Smashup

Brute Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 3{d}

When this defends, clash with the attacking hero. The winner creates a Vigor token. You may put your revealed card on the bottom of its owner's deck.

  • Vigorous Smashup’s ability triggers when it becomes a defending card on the combat chain. You will clash with the attacking hero when this triggered effect resolves. The winner creates a Toughness token after the outcome of the clash is determined. Regardless of if you win or lose, after the winner creates a toughness token, you may choose to put your revealed card on the bottom of its owner’s deck. The attacking hero does put any cards on the bottom of their deck from this effect.
  • If you were to reveal the top of the opponent’s deck for the clash (e.g. The Old Switcheroo), you may choose to put that card on the bottom of its owner’s deck.
  • When resolving Vigorous Smashup’s triggered effect, there is no priority between any of the effects generated (e.g. clashing with the attacking hero, creating a Vigor token, putting a card on the bottom of the deck.).
  • When resolving Vigorous Smashup’s triggered effect, if there is no attacking hero when this triggered effect resolves, the clash effect fails and there is no winner. Because you didn’t reveal a card from this effect, you would not put any cards on the bottom of the deck.

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Bark Obscenities

Brute Action

(RED) 0{r} 2{d}

Your next attack that targets a Guardian hero this turn gets +4{p}.

Go again

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Guardian Cards

Ironfist Revelation

Guardian Equipment - Arms

2{d}

When this defends, you may turn a face-down card with crush in your arsenal face-up. If you do, put a +1{p} counter on it.

Temper

  • Ironfist Revelation’s first ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to turn face-down card with crush in your arsenal face-up when the triggered effect resolves. If you do, you will put a +1{p} counter on it.
  • When resolving Ironfist Revelation’s triggered effect, there is no priority between any of the effects generated (e.g. turning a face-down card with crush face-up, putting a counter on it).

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Stand Strong

Guardian Equipment - Legs

1{d}

Action -- {r}{r}{r}, destroy this: Create a Confidence token. Activate this only if you control an aura of suspense. Go again

Blade Break

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No Tall Tales

Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Tower - If this has 13 or more {p}, it gets "When this hits a hero, cards they own lose and can't get go again during their next action phase."

  • No Tall Tales’ first ability generates a conditional continuous effect that is always checking. If No tall Tales has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If No Tall Tales' effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then No Tall Tales will lose the +1{p} from its own effect.
  • No Tall Tales’ abilities are not functional while defending.
  • If No Tall Tales {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, No Tall Tales gets the +1{p}, but the damage will not be recalculated.
  • No Tall Tales’ second ability is a Tower ability that generates a conditional continuous effect that is always checking. If No Tall Tales has less than 13{p} and then later it has 13{p} or more, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from No Tall Tale’s ability triggers when it hits a hero. When this triggered effect resolves, it generates a continuous effect that causes cards that hero owns to lose go again and prevents their cards gaining go again for the duration of their next action phase.
  • If the condition for No Tall Tales’ Tower ability is not met, then its {p} becomes 13 or more after you hit, No Tall Tales will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment No Tall Tales hit the hero.

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In the Palm of Your Hand

Guardian Instant - Aura

(RED) 2{r} 3{d}

Suspense

When this enters or leaves the arena, draw a card.

  • In The Palm of Your Hand’s ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). It also triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). You draw a card when the triggered effect resolves.

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Cut a Long Story Short

Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Tower - If this has 13 or more {p}, it gets "When this hits a hero, they discard their hand."

  • Cut a Long Story Short’s first ability generates a conditional continuous effect that is always checking. If Cut a Long Story Short has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Cut a Long Story Short's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Cut a Long Story Short will lose the +1{p} from its own effect.
  • Cut a Long Story Short’s abilities are not functional while defending.
  • If Cut a Long Story Short’s {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Cut a Long Story Short gets the +1{p}, but the damage will not be recalculated.
  • Cut a Long Story Short’s second ability is a Tower ability that generates a conditional continuous effect that is always checking. If Cut a Long Story Short has less than 13{p} and then later it has 13{p} or more, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from Cut a Long Story Short’s ability triggers when it hits a hero. When this triggered effect resolves, that hero discards all cards in their hand.
  • If the condition for Cut a Long Story Short’s Tower ability is not met, then its {p} becomes 13 or more after you hit, Cut a Long Story Short will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Cut a Long Story Short hit the hero.

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Cut Off at the Knees

Guardian Action - Attack

(YEL) 0{r} {p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Tower - If this has 13 or more {p}, it gets "When this hits a hero, destroy the top 3 cards of their deck."

  • Cut Off at the Knees’ first ability generates a conditional continuous effect that is always checking. If Cut Off at the Knees has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Cut Off at the Knees's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Cut Off at the Knees will lose the +1{p} from its own effect.
  • Cut Off at the Knees’ abilities are not functional while defending.
  • If Cut Off at the Knees’ {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Cut Off at the Knees gets the +1{p}, but the damage will not be recalculated.
  • Cut Off at the Knees’ second ability is a Tower ability that generates a conditional continuous effect that is always checking. If Cut Off at the Knees has less than 13{p} and then later it has 13{p} or more, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from Cut Off at the Knees’ ability triggers when it hits a hero. When this triggered effect resolves, you destroy the top 3 cards of their deck.
  • If the condition for Cut Off at the Knees’ Tower ability is not met, then its {p} becomes 13 or more after you hit, Cut Off at the Knees will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Cut Off at the Knees hit the hero.
  • Destroying the top card of the hero’s deck will not trigger any “when this is destroyed,...” effects unless it is specified by the ability’s triggering condition.
  • Destroying the top card of the hero’s deck will not satisfy any condition nor trigger any effects that look at whether an object they control was destroyed (e.g. Merciful Retribution, Ratchet Up) as players do not control the cards in their deck.

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Cut the Small Talk

Guardian Action - Attack

(YEL) 0{r} {p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Tower - If this has 13 or more {p}, it gets "When this hits a hero, destroy all auras they control."

  • Cut the Small Talk’s first ability generates a conditional continuous effect that is always checking. If Cut the Small Talk has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Cut the Small Talk's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Cut the Small Talk will lose the +1{p} from its own effect.
  • Cut the Small Talk’s abilities are not functional while defending.
  • If Cut the Small Talk’s {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Cut the Small Talk gets the +1{p}, but the damage will not be recalculated.
  • Cut the Small Talk’s second ability is a Tower ability that generates a conditional continuous effect that is always checking. If Cut the Small Talk has less than 13{p} and then later it has 13{p} or more, this will get the “when this hits a hero” triggered ability.
  • The “when this hits a hero” triggered ability gained from Cut the Small Talk’s ability triggers when it hits a hero. When this triggered effect resolves, you destroy all auras that hero controls.
  • If the condition for Cut the Small Talk’s Tower ability is not met, then its {p} becomes 13 or more after you hit, Cut the Small Talk will still get the “when this hits a hero” triggered ability; however, it will not retroactively trigger as the ability was not active at the moment Cut the Small Talk hit the hero.

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Hungry for More

Guardian Instant - Aura

(RED) 1{r} 2{d}

Suspense

When this leaves the arena, gain 3{h}.

  • Hungry for More’s ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). You gain {h} when the triggered effect resolves.

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Turn Heads

Guardian Instant - Aura

(BLU) 3{r} 3{d}

Suspense

When this leaves the arena, {t} target Brute hero. They don't {u} during their next end phase.

  • Turn Heads’ ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). The first effect is a targeted effect: you must target a Brute hero for this triggered effect when you add the triggered effect to the stack. You will {t} target Brute hero when the triggered effect resolves. That hero will not {u} during their next end phase as part of the player’s end phase game actions.
  • When declaring a target hero for Turn Heads’ triggered effect, you may declare an already tapped Brute hero. If that target is still tapped when the triggered effect resolves, the layer will continue to resolve since the target is still valid but the {t} effect will fail. The subsequent continuous effect will still apply to that tapped target, preventing that player from {u} as part of their end phase game actions.

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Who Blinks First?

Guardian Instant - Aura

(BLU) 3{r} 3{d}

Suspense

When this leaves the arena, you may destroy an aura permanent that a Guardian hero controls.

  • Who Blinks First’s ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). This is an optional effect: you choose to destroy an aura permanent in the arena of your choice that any Guardian hero controls when this triggered effect resolves (including your own if you are a Guardian hero).

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Full of Bravado

Guardian Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

When this attacks or defends, if you control an aura of suspense, create a Confidence token.

  • Full of Bravado’s ability triggers when it resolves on the stack and becomes an attacking card. It also triggers when it becomes a defending card on the combat chain. Whether or not you control an aura of suspense is checked when this triggered effect resolves. If you control an aura of suspense, you create a Confidence token.

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Story Beats

Guardian Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

When this attacks or defends, you may put a suspense counter on, or remove one from, an aura of suspense you control.

  • Story Beats’ ability triggers when it resolves on the stack and becomes an attacking card. It also triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to put a suspense counter on or remove one on an existing aura of suspense you control of your choice when the triggered effect resolves.

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Bash Brute

Guardian Action - Attack

(RED) 3{r} 7{p} 2{d}

If this is defended by a Brute card, this gets +1{p}.

When this hits a Brute hero, destroy an aura token they control.

  • Bash Brute’s first ability generates a conditional continuous effect that is always checking. If Bash Brute is defended by a Brute card, it will get +1{p}.
  • If this is defended by two or more Brute cards, it still only gets +1{p} in total.
  • Bash Brute’s second ability triggers when it hits a Brute hero. You will destroy an aura token of your choice that hero controls when the triggered effect resolves.

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Familiar Story

Guardian Action - Attack

(RED) 3{r} 7{p} 2{d}

When 1 or more Guardian cards defend this, create a Confidence token.

  • Familiar Story’s ability triggers one or more defending Guardian cards are added to its chain link at the same time. If multiple defending Guardian cards are declared at the same time against Familiar Story (e.g. during the defend step), that set of defending cards will cause Familiar Story ’s ability to trigger only once. You will create a Confidence token when that triggered effect resolves.

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Power Play

Guardian Action - Attack

(RED/YEL/BLU) 3{r} 3/2/1{p} 3{d}

If this was played from arsenal, it gets +5{p}.

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Shoot Your Mouth Off

Guardian Action - Attack

(RED/YEL/BLU) 3{r} 8/7/6{p} 2{d}

When the combat chain closes, if this didn't hit, the defending hero creates a Confidence token.

  • Shoot Your Mouth Off’s ability triggers when the combat chain closes. Whether or not this card hit a hero is checked when the triggered effect resolves. If it did hit, nothing happens. If it didn’t hit, the defending hero will create a Confidence token.
  • When resolving Shoot Your Mouth Off’s triggered effect, if there is no defending hero when this triggered effect resolves, the token creation effect fails.
  • Neither player receives priority during the close step of combat. During the close step, triggered effects will resolve first. Only after all triggered effects have resolved, permanents on the combat chain return to their respective zones and any remaining cards on the combat chain are cleared.
  • The defending hero who creates the Confidence token is the hero defending this attack.

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Short Shrift

Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Crush - When this deals 4 or more damage to a hero, they discard a card.

  • Short Shrift’s first ability generates a conditional continuous effect that is always checking. If it has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Short Shrift's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Short Shrift will lose the +1{p} from its own effect.
  • Short Shrift’s abilities are not functional while defending.
  • If Short Shrift’s {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Short Shrift gets the +1{p}, but the damage will not be recalculated.
  • Short Shrift’s second ability is a Crush ability that triggers when it deals 4 or more damage to a hero. That hero chooses and discards a card from their hand when the triggered effect resolves.

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Small Problem

Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Crush - When this deals 4 or more damage to a hero, destroy an aura they control.

  • Small Problem’s first ability generates a conditional continuous effect that is always checking. If it has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Small Problem's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Small Problem will lose the +1{p} from its own effect.
  • Small Problem’s abilities are not functional while defending.
  • If Small Problem’s {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Short Shrift gets the +1{p}, but the damage will not be recalculated.
  • Small Problem’s second ability is a Crush ability that triggers when it deals 4 or more damage to a hero. You destroy an aura of your choice that hero controls when that triggered effect resolves. This can include those that are currently defending on the combat chain.

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Wee Wrecking Ball

Guardian Action - Attack

(YEL) 0{r} 3{p} 3{d}

If this has {p} greater than its base, it gets +1{p}.

Crush - When this deals 4 or more damage to a hero, destroy a card in their arsenal.

  • Wee Wrecking Ball’s first ability generates a conditional continuous effect that is always checking. If it has {p} less than or equal to its base {p} and then later it has {p} greater than its base, this will get +1{p}.
  • If Wee Wrecking Ball's effect is not self-sustaining. If it has power greater than its base from an effect (e.g. +3{p}), then another effect reduces its power by the same amount (e.g. -3{p}), then Wee Wrecking Ball will lose the +1{p} from its own effect.
  • Wee Wrecking Ball’s abilities are not functional while defending.
  • If Wee Wrecking Ball’s {p} is less than or equal to its base {p}, then later it has {p} greater than its base during the damage step and causes the if-conditional effect to become active, Short Shrift gets the +1{p}, but the damage will not be recalculated.
  • Wee Wrecking Ball’s second ability is a Crush ability that triggers when it deals 4 or more damage to a hero. When this triggered effect resolves, you will destroy a card of your choice in their arsenal.

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Act of Glory

Guardian Instant - Aura

(RED/YEL/BLU) 4{r} 3{d}

Suspense

When this leaves the arena, your next attack this turn gets +6/5/4{p}.

  • Act of Glory’s ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). When this triggered effect resolves, your next attack this turn will get a {p} increase.

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Dramatic Pause

Guardian Instant - Aura

(RED/YEL/BLU) 0{r}

Suspense

When this enters the arena, target defending action card gets +3/2/1{d} this chain link.

  • Dramatic Pause’s ability triggers when it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect). This is a targeted effect: you must target a defending action card when you add the triggered effect to the stack. That target defending action card will get a {d} increase when the triggered effect resolves.

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Edge of Their Seats

Guardian Instant - Aura

(RED/YEL/BLU) 3{r} 3{d}

Suspense

When this leaves the arena, your next attack this turn gets +5/4/3{p}.

  • Edge of Their Seats’ ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). When this triggered effect resolves, your next attack this turn will get a {p} increase.

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Tension in the Air

Guardian Instant - Aura

(RED/YEL/BLU) 2{r} 3{d}

Suspense

When this leaves the arena, your next attack this turn gets +4/3/2{p}.

  • Tension in the Air’s ability triggers when it leaves the arena (for example, when it is destroyed, when it is banished, etc.). When this triggered effect resolves, your next attack this turn will get a {p} increase.

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The Suspense is Killing Me

Guardian Instant - Aura

(BLU) 0{r} 2{d}

Suspense

Your first attack each turn gets +1{p}.

  • The Suspense is Killing Me’s static ability is only functional while it is a permanent in the arena. It generates a continuous effect that gives your first attack each turn +1{p}.
  • If The Suspense is Killing Me enters the arena after you’ve performed your first attack that turn, that attack will get +1{p} if it is still on the combat chain. You will not retroactively do any increased damage if the first attack has proceeded through the damage step of its chain link.

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To Be Continued...

Guardian Instant - Aura

(BLU) 0{r} 2{d}

Suspense

The first time you would be dealt damage each turn, prevent 1 of that damage.

  • To Be Continued’s static ability is only functional while it is a permanent in the arena. It generates a continuous replacement effect that applies to the first time you would be dealt damage each turn and prevents 1 of that damage.
  • If To Be Continued enters the arena after you’ve been dealt your first damage this turn, you will not retroactively prevent 1 damage nor would you apply it to the next time you are dealt damage in that same turn.

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What Happens Next?

Guardian Instant - Aura

(BLU) 0{r} 2{d}

Suspense

The first card with cost 1 or more you play each turn costs {r} less to play.

  • What Happens Next’s static ability is only functional while it is a permanent in the arena. It generates a continuous effect that gives the first card with a cost of 1 or more you play each turn a cost decrease of {r}.
  • If What Happens Next enters the arena after you’ve played a card that cost 1 or more that turn, you will not retroactively gain a resource point back nor would the cost reduction effect be active for the next card with cost 1 or greater you play that turn.

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Sit!

Guardian Block

(RED) 2{d}

When this defends a Brute attack, this gets +3{d}.

  • Sit’s ability triggers when it becomes a defending card on the combat chain against a Brute attack. This will get +3{d} when the triggered effect resolves.

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Generic Cards

Helm of Hindsight

Generic Equipment - Head

0{d}

Instant -- {r}{r}{r}, destroy this: Put target attack action card from your graveyard on top of your deck.

  • When you activate Held of Hindsight, as it is a targeted effect, you must target an attack action card in your graveyard. When Helm of Hindsight’s ability resolves, you put that targeted attack action card on top of your deck.

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Garland of Spring

Generic Equipment - Chest

0{d}

Action -- Destroy this: Gain {r}. Go again

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Punching Gloves

Generic Equipment - Arms

0{d}

Action -- {r}{r}, destroy this: The next attack action card you play this turn gets +2{p}. Go again

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Toby Jugs

Generic Equipment - Legs

0{d}

When this defends, you may pay {r}. If you do, it gets +2{d} this turn.

Blade Break

  • Toby Jug’s ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to pay {r} when the triggered effect resolves. If you do, it will get +2{d} this turn.

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Cutting Retort

Generic Action - Attack

(RED) 0{r} 4{p} 3{d}

When this attacks a hero, you may pay up to {r}{r}{r}. Destroy that many aura tokens with different names they control. If you do, this gets +1{p} for each aura destroyed this way.

  • Cutting Retort’s ability triggers when it resolves on the stack and becomes an attacking card against a hero. This is an optional effect: you choose to pay up to {r}{r}{r} when the triggered effect resolves. You will destroy that many aura tokens with different names of your choice that hero controls equal to the number of resources you paid. Then you will get +{p} equal to the number of auras destroyed this way.
  • When resolving Cutting Retort’s triggered effect, there is no priority between any of the effects generated (e.g. paying resources, destroying tokens, etc.).
  • If your opponent is under an effect that results in cards they control to lose names (e.g. Amnesia), you would not destroy any aura tokens they control as those tokens would not have any names.

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Overcrowded

Generic Action - Attack

(BLU) 0{r} 1{p} 2{d}

Ambush

When this attacks or defends, it gets +1{p} +1{d} for each different name among aura tokens in the arena.

  • Overcrowded triggers when it resolves on the stack and becomes an attacking card. It also triggers when it becomes a defending card on the combat chain. When this triggered effect resolves, it gets +1{p} and +1{d} for each different name among aura tokens in the arena. For example, if Tyler, Nic and Sam each control a Confidence token, Overcrowded would get +1{p} and +1{d} when the triggered effect resolves.
  • If an effect causes cards a player owns to lose names (e.g. Amnesia), aura tokens owned by that player would not have any names and would not contribute towards the total number of aura tokens with different names.

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Kick the Hornet's Nest

Generic Action - Attack

(YEL) 3{r} 6{p} 3{d}

When an opponent's effect puts this into your graveyard from anywhere, create a Confidence, Might, Toughness, and Vigor token.

  • Kick the Hornet’s Nest triggers when an opponent’s effect puts this into the graveyard from anywhere (e.g. their effects say “they discard a card”, “destroy the top card of their deck”, etc.). When the triggered effect resolves, you will create one of each of the following tokens: Confidence, Might, Toughness, Vigor.
  • Attacking/defending with Kicking the Hornet’s Nest, then putting it into the graveyard when the combat chain closes does not trigger this effect.
  • Effects controlled by you that cause you to put this card into the card do not trigger this effect (e.g. your effect says “discard a card”, “destroy the top card of your deck”, etc.).

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Unwavering Resolve

Generic Action - Attack

(RED) 3{r} 6{p} 2{d}

If you have no cards in your deck, this gets +4{p}.

If this is defended by 3 or more cards, it gets go again.

  • Unwavering Resolve’s first ability generates a conditional continuous effect that is always checking. If you have no cards in your deck while Unwavering Resolve is in the arena attacking, it will get +4{p}.
  • If you have no more cards in your deck during the damage step and causes the if-conditional effect to become active, Unwavering Resolve gets the +{p} from you having no cards in your deck, but the damage will not be recalculated.
  • Unwavering Resolve’s abilities are not functional while defending.
  • Unwavering Resolve’s second ability generates a conditional continuous effect that is always checking. If it is defended by less than 3 cards then is defended by 3 or more cards, Unwavering Resolve will get go again.
  • Go again is checked during the resolution step. If Unwavering Resolve continues to have 3 or more cards defending it before the attack’s resolution step (i.e. after damage is dealt, but before moving into the resolution step), you will gain an action point from go again during the resolution step.
  • You don't retroactively get an action point from go again if you've passed the resolution step and Unwavering Resolve is defended by 3 or more cards later in the turn (e.g. after you've played another attack, closed the combat chain etc.)

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Beat the Same Drum

Generic Action

(BLU) 0{r} 3{d}

If you've controlled an Agility token this turn, create an Agility token, then repeat for Confidence, Might, Toughness, and Vigor.

Go again

  • When Beat the Same Drum resolves, if you’ve controlled an Agility at any point this turn, you will create an Agility token regardless of if you currently control a token with that name. You will repeat this process as well in the following order for Confidence, Might, Toughness and Vigor tokens.
  • Replacement effects that can be applied to an event that would create 1 or more tokens, those effects will be applied each time the player executes Beat the Same Drum’s create token effect, including each time the process is repeated.
  • When resolving Beat the Same Drum, there is no priority between any of the effects generated (e.g. between any of the token creation effects).

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Time Flies When You're Having Fun

Generic Action

(RED) 0{r} 2{d}

The next time an attack action card hits a hero this turn, you may destroy an aura they control.

If this was played from arsenal, the next attack action card you play this turn gets +3{p}.

Go again

  • When Time Flies When You’re Having Fun resolves, it generates a continuous effect that triggers the next time an attack action card hits a hero this turn. This triggered effect is an optional effect: you may choose to destroy an aura of your choice they control when the triggered effect resolves. This can include those that are currently defending on the combat chain.

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Bluster Buff / Chest Puff / Look Tuff

Generic Action - Attack

(RED) 1/2/3{r} 6/7/8{p} 3{d}

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

  • Bluster Buff / Chest Puff / Look Tuff’s abilities trigger when they resolve on the stack and become attacking cards. When the trigger effect resolves, you may pay {r}. If you choose not to pay, that attack will get -1{p}.

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Punch Above Your Weight

Generic Action - Attack

(RED/YEL/BLU) 0{r} 2{p} 2{d}

When this attacks, you may pay {r}{r}{r}. If you do, this gets +5/4/3{p}.

  • Punch Above Your Weight’s ability triggers when it resolves on the stack and becomes an attacking card. This is an optional effect: you choose to pay {r}{r}{r} when the triggered effect resolves. If you do, Punch Above Your Weight gets the {p} increase.
  • When resolving Punch Above Your Weight’s triggered effect, there is no priority between any of the effects generated (e.g. paying resources, generating the continuous effect).

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Right Behind You

Generic Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

When this defends together with another card from hand, this gets +1{d} and look at the top card of your deck. You may put it on the bottom.

  • Right Behind You triggers when it becomes a defending card on the combat chain at the same time as another card from hand. This can either be done by declaring all the cards during the defend step of combat, or by an effect that puts all of the cards onto the chain link as defending cards at the same time. When the triggered effect resolves, Right Behind You will get +1{d} and you must look at the top of your deck. Then you may choose whether or not you want to put it on the bottom.
  • When resolving Right Behind You’s triggered effect, there is no priority between any of the effects generated (e.g. looking at the top card of your deck, putting it on the bottom).
  • This does not trigger if it's defending alone and then a card from hand is added as a defending card later.

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Prime the Crowd

Generic Action

(RED/YEL/BLU) 2{r} 2{d}

The next attack action card you play this turn gets +4{p}.

The crowd cheers each Revered hero.

The crowd boos each Reviled hero.

Go again

  • When resolving Prime the Crowd, there is no priority between any of the effects generated (e.g. the crowd cheering each Revered hero, crowd booing each Reviled hero).

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Expansion-Slot Cards

Hunter or Hunted?

Assassin Defense Reaction

(BLU) 3{r} 4{d}

When this defends, name a card. The attacking hero reveals the top card of their deck. If it's the named card, banish it, search their hand, deck, and arsenal for up to 3 cards with that name and banish them, then they shuffle.

Contract - While this is defending, you are contracted to banish opponents' cards with the chosen name. Whenever you complete this contract, create a Silver token.

  • Hunter or Hunted?’s first ability triggers when it is added as a defending card on the combat chain. You will name a card when this triggered effect resolves. Then the attacking hero must reveal the top card of their deck. If it is the named card, then you (not the attacking hero) will banish it. Then you will search their hand, deck and arsenal zones for up to 3 more cards with that name and banish each of them. After the searching is completed, then that attacking hero will shuffle.
  • When resolving Hunter or Hunted?’s triggered effect from its first ability, if there is no attacking hero or the attacking hero is unable to reveal the top card of their deck when the triggered effect resolves, you will still name a card; however, the subsequent if-conditional effects will fail as they are all conditioned on the revealed card being the named card.
  • When resolving Hunter or Hunted?’s triggered effect from its first ability, there is no priority between any of the effects generated (e.g.naming a card, the attacking hero revealing, banishing the cards, searching, and shuffling).
  • When naming a card for Hunter or Hunted?, you may choose one of the names of a split card (e.g. Shock, Life). If you do and the attacking hero reveals a split card with that name, you can search the hand, deck, and arsenal for up to 3 other split cards that share that name. For example, Tyler names “Shock” and the attacking hero reveals “Burn Up||Shock”. Tyler banishes that Burn Up||Shock, then searches the attacking hero’s deck, arsenal and hand. From these locations, Tyler banishes two Vaporize||Shock and 1 Null||Shock.
  • Hunter or Hunted?’s second ability is a Contract ability that is functional only while it is a defending card on the combat chain. This ability triggers each time you complete the contract: when you banish an opponent’s card with the chosen name from the preceding first ability. When each of these triggered effects resolve, you will create a Silver. For example, if you name “Shock” and you banish 4 split cards with the “Shock” name, you will trigger this ability 4 times and create 4 Silver tokens.
  • Hunter or Hunted?’s Contract ability will not trigger if you banish an opponent’s card while Hunter or Hunted’s defense reaction card on the stack waiting resolve and be added to the combat chain. It will also not trigger if the opponent is the player who is instructed to banish their cards.

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Tempest Palm Gustwave

Ninja Action - Attack

(YEL) 0{r} 3{p} 3{d}

Combo - If Surging Strike was the last attack this combat chain, this gets +2{p}.

If this is played at chain link 3 or higher, this gets go again.

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Golden Galea | Golden Heart Plate | Golden Gauntlets | Golden Gait

Warrior Equipment - Head | Warrior Equipment - Chest | Warrior Equipment - Arms | Warrior Equipment - Legs

2{d}

Legendary Olympia Specialization

This counts as a Gold.

Temper

  • When paying the costs that require you to destroy Gold you control, you may choose to destroy any Gold you control, not just Gold tokens. This includes objects which count as a Gold (e.g. Aurum Aegis, Golden Galea)
  • When an effect is checking whether or not you control less Gold than an opponent, any Gold tokens and objects that count as Gold (e.g. Aurum Aegis, Golden Galea, etc.) under your control contribute to this check.
  • 영원히 깨질 수 없는 gonna be, gonna be Golden

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Beat of the Ironsong

Warrior Attack Reaction

(BLU) 0{r} 3{d}

Choose X+1, where X is the number of +1{p} counters on an attacking Dawnblade;

* Target Dawnblade attack gets +1{p}.

* Target Dawnblade attack gets go again.

* Cards defending target Dawnblade attack can't gain {d}.

* Damage target Dawnblade attack would deal can't be prevented.

  • You choose the modes when you play this card. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may not choose the same mode more than once.
  • You must choose a number of modes equal to the current number of +1{p} counters on an attacking Dawnblade plus 1 at the time you play Beat of the Ironsong. If there are 3 or more +1{p} counters on the attacking Dawnblade, then you must choose all 4 modes. If you have no counters, X will be 0 and you can only choose one mode.
  • All 4 modes are targeted effects - you must target a Dawnblade attack for each of them.
  • When resolving Beat of the Irongsong, there is no priority between any of the effects generated by the card.
  • For Beat of the Ironsong’s third modal ability, cards defending the targeted Dawnblade attack cannot get {d} modifiers that increase those cards' numerical {d} value. This effect does not apply to {d} modifiers that decrease the {d} value of a card.
  • If a card has a {d} property and an effect is applied to it that sets its value to a value greater than its current value (e.g. Quickdodge Flexors, Phantasmal Footsteps), that card’s {d} will not be set to that value while defending the Dawnblade attack targeted by Beat of the Ironsong’s third modal ability.
  • For Beat of the Ironsong’s Fourth modal ability, the hero defending the targeted Dawnblade attack may still defend the attack, and the total defense value of defending cards would still be considered against the power of the attack for damage calculation; however, prevention effects would not reduce any of the damage that would be dealt by that Dawnblade attack.

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Blood Follows Blade

Warrior Attack Reaction

(YEL) 0{r} 3{d}

Kassai Specialization

Target sword attack gets go again and "When this hits, create a Cintari Sellsword token."

  • When you play Blood Follows Blade, you must target a sword attack. When Blood Follows Blade resolves, it gets two abilities: Go Again and a triggered ability that triggers when that sword attack hits. You will create a Cintari Sellsword token when that triggered effect resolves.

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Adaptive Alpha Mold

Mechanologist Equipment - Base

1{d}

Modular

Action -- 0: Equip this to another equipment zone.

Battleworn

  • When resolving Adaptive Alpha Mold’s activated ability, you must equip it to an available equipment zone that is empty and that does not have anything equipped to it. That includes not only your but your opponent’s equipment zone as well.
  • You cannot equip this to a weapon zone.

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Backspin Thrust

Mechanologist Action - Attack

(RED) 0{r} 4{p} 3{d}

Once per Turn Instant -- {u} a cog you control: This gets +1{p} or go again.

  • If a cost requires you to {u} an object, you must {u} an untapped object to fulfill this cost. You cannot {u} an already untapped object to pay for the costs in these situations.
  • When Backspin Thrust’s activated ability resolves, you choose if it gets +1{p} or go again at that time.

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Hit the Gas

Mechanologist Action

(BLU) 0{r} 3{d}

Maxx Specialization

Turn any number of Hyper Drivers in your banished zone face-down and gain that many action points. If 3 or more cards are turned face-down this way, draw a card.

  • Turning any number of Hyper Drivers in your banished zone face-down is not a cost. When Hit the Gas resolves, you may choose any number of Hyper Drivers to turn face down. You will gain a number of action points equal to the number of cards turned face-down this way. If it was 3 or more, you will draw a card.
  • When resolving Hit the Gas, there is no priority between any of the effects generated (e.g. turning Hyper Drivers face-down, gaining action points, drawing a card).

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Mage Hunter Arrow

Ranger Action - Arrow Attack

(RED) 1{r} 5{p} 3{d}

Instant -- Destroy this: The next time you would be dealt arcane damage this turn, prevent 3 of that damage. Activate this only while this is face-up in your arsenal.

When this hits a Runeblade or Wizard hero, you may destroy an aura they control.

  • Mage Hunter Arrow’s first ability can only be activated from your arsenal.
  • Destroying this card to its ability counts as activating an instant ability, not as playing an instant.
  • This is a one-shot-prevention effect that prevents 3 damage from a single event of arcane damage that would be dealt to your hero. Any remaining prevention amount does not carry over to the next time you'd be dealt damage. (e.g. if you're dealt 1 damage, you prevent it, and don't prevent any more damage with this Mage Hunter Arrow’s effect later that turn).
  • Mage Hunter Arrow’s second ability triggers when it hits either a Runeblade or a Wizard hero. This is an optional effect: You may choose to destroy an aura of your choice that hero controls when the triggered effect resolves. This can include those that are currently defending on the combat chain.

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Take the Bait

Ranger Action

(RED) 0{r} 3{d}

Riptide Specialization

Search your deck for a card, then shuffle and put it on top.

Create a Bait token under an opponent's control.

Go again

  • When searching your deck for a card, you cannot fail to find if there are still cards in the deck.
  • When resolving Take the Bait, there is no priority between any of the effects generated (e.g. searching your deck for a card, shuffling, putting it on top, creating a Bait token)

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Parched Terrain

Draconic Instant - Aura

(RED) 1{r}

Heroes can't gain {h}.

At the beginning of your end phase, put a sand counter on this, then destroy it unless you banish a red card from your graveyard for each sand counter on it.

  • Parched Terrain’s first ability is a static ability that is functional while it is a permanent in the arena. As long as Parched Terrain is a permanent in the arena, all heroes cannot gain {h}.
  • Parched Terrain’s second ability triggers at the beginning of your end phase. Neither player receives priority during the end phase of a turn. When this triggered effect resolves, you must put a sand counter on it. Next, you may choose to banish a number of red cards from your graveyard equal to the number of sand counters on Parched Terrain. If you do not banish the requisite number of red cards, you will destroy Parched Terrain.

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Channel the Tranquil Domain

Earth Action - Aura

(YEL) 3{r} 3{d}

Go again

When this enters the arena and at the start of your action phase, put another target aura on the bottom 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.

  • This card’s second ability triggers when it enters the arena AND at the beginning of your action phase. You must target an aura other than Channel the Tranquil Domain when adding the triggered effect to the stack. When the triggered effect resolves, put that targeted aura on the bottom of its owner’s deck.
  • You may decide to destroy this even if you have enough Earth cards in your pitch zone. In that situation you will put your pitch zone on the bottom of your deck as usual.

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Light Up the Leaves

Earth Wizard Action

(RED) 3{r} 3{d}

Deal 6 arcane damage to any target.

Instant -- Discard this and an Earth card: Prevent the next 6 arcane damage target source would deal this turn.

  • Light Up the Leaves has an ability that can only be activated from your hand. To activate this, show Light Up the Leave to all players, then pay the cost of discarding it and another Earth card from your hand.
  • Discarding this card to its ability counts as activating an instant ability, not as playing an instant.
  • When activating Light Up the Leaves’ ability, you must declare the target source the prevention effect will use to prevent arcane damage from. This source must be public (face-up) and either on the arena or the stack.
  • This is a shielding-prevention effect that prevents the next 6 arcane damage that would be dealt to your hero by the targeted source. This can be over separate events of damage (i.e. 2 damage, then 2 damage, then another 2 damage).

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Angelic Attendant

Light Illusionist Action

(YEL) 0{r} 3{d}

Awaken target figment you control.

Put this into your soul.

Go again

  • You can target a figment you control on the stack. If you awaken that figment when Angelic Attendant resolves, it will flip to its back-side.
  • When resolving Angelic Attendant, there is no priority between any of the effects generated (e.g. awakening a figment you control, putting the card into your soul)

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Battlefield Beacon

Light Warrior Action - Attack

(YEL) 0{r} 3{p} 3{d}

When this attacks, choose 1 for each card you've banished from your soul this combat chain. You may choose the same mode up to 3 times;

* Create a Courage token.

* Create a Toughness token.

* Create a Vigor token.

  • Battlefield Beacon’s ability triggers when it resolves on the stack and becomes an attacking card. You choose the modes when adding this triggered effect to the stack. When resolving the chosen modes, they will resolve in the order printed on the card.
  • You may choose each mode more than once, and up to 3 times for each mode, determined by how many cards you’ve banished from your soul in this combat chain. If you’ve banished 10 cards from your soul this combat chain, you would be able to choose all 3 modes 3 times maximum.
  • When resolving Battlefield Beacon’s triggered effect, there is no priority between any of the effects generated by the card.

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Gallow, End of the Line

Pirate Necromancer Action - Ally

(YEL) 3{r} 4{p} 3{d}

Action -- {r},{t}: Attack

Instant -- {t}, discard a card with watery grave: Until end of turn, effects controlled by opponents don't trigger when their attacks hit.

Watery Grave

  • Gallow’s second instant-activated ability requires its controller to tap Gallow and discard a card with watery grave for its activation cost. Discard a card to pay for a cost does not trigger the watery grave.
  • When Gallow’s second instant-activated ability resolves, you generate a continuous effect that until end of turn would prevent any effect controlled by your opponent that would trigger if an attack hits, including on-hit and on-damage effects. It does not prevent effects from triggering if the attack deals damage in other ways (in steps other than the damage step of combat), nor does it prevent effects that check if attacks previously hit (eg. wager).
  • If an effect would trigger, but is prevented by this, it still counts towards the number of times it would trigger. For effects that say “The next time” or “The first time” that are prevented from triggering, they won’t trigger again because their conditions were already satisfied.

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Catch of the Day

Pirate Ranger Action

(BLU) 0{r} 3{d}

Your next arrow attack this turn gets +2{p}.

If a go fish effect would trigger this turn, instead it triggers twice.

Go again

  • When Catch of the Day resolves, you generate a replacement effect that can cause a go fish triggered ability to trigger twice for the remainder of the turn. This means two triggered effects are generated and both will need to be placed on to the stack by its controller.

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Painful Passage

Shadow Runeblade Action

(RED) 0{r} 3{d}

You may banish an attack action card from your hand. If you do, it gets +3{p} or go again until end of turn.

Go again

  • This is an optional effect: you choose to banish an attack action card from your hand when Painful Passage resolves. If you banish an attack action card from your hand this way, you choose for that banished card to get +3{p} or go again until end of turn.
  • When resolving Painful Passage, there is no priority between any of the effects generated (e.g. banishing a card, getting +{p} or go again).

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Tiara of Suspense

Revered Guardian Equipment - Head

2{d}

Instant -- Destroy this: Put a suspense counter on an aura of suspense you control. Activate this only if you've been cheered this turn.

Guardwell

  • When Tiara of Supsense’s activated ability resolves, you choose which aura of suspense to put an a suspense counter on at that time.

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Virtuoso Bodice

Guardian Equipment - Chest

2{d}

When this defends, you may remove a suspense counter from an aura you control. If you do, gain {r}{r}.

Blade Break

  • Virtuoso Bodice’s ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to remove a suspense counter from any aura you control when the triggered effect resolves. If you remove a suspense counter this way, you gain {r}{r}.
  • When resolving Virtuoso Bodice’s triggered effect, there is no priority between any of the effects generated (e.g. removing a suspense counter, gaining resources)

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Attention Grabbers

Guardian Equipment - Arms

1{d}

When this defends, you may remove a suspense counter from an aura you control. If you do, this gets +2{d} this chain link.

Blade Break

  • Attention Grabbers’ ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to remove a suspense counter from any aura you control when the triggered effect resolves. If you remove a suspense counter this way, Attention Grabbers will get +2{d} this chain link.
  • When resolving Attention Grabbers’ triggered effect, there is no priority between any of the effects generated (e.g. removing a suspense counter, getting +{d})

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Boots to the Boards

Revered Equipment - Legs

2{d}

When this defends, you may pay up to {r}{r}{r}. Create that many Toughness tokens.

Temper

  • Boots to the Boards’ ability triggers when it becomes a defending card on the combat chain. This is an optional effect: you choose to pay up to {r}{r}{r} when the triggered effect resolves. You will create a number of Toughness tokens equal to the number of resources you paid.
  • When resolving Boots to the Boards’ triggered effect, there is no priority between any of the effects generated (e.g. paying resources, creating toughness tokens)

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Token-Specific Notes

Confidence

Generic Token - Aura

At the start of your turn, destroy this, then the next attack action card you play this turn can't be defended by more than 2 non-block cards.

  • Confidence triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn.
  • When Confidence’s triggered effect resolves, you will destroy it. Then you will generate a continuous effect that applies to the next attack action card you play this turn. This continuous effect will prevent that attack action card from being defended by more than 2 non-block cards (e.g. can’t be blocked by 3 defense reactions, or 2 attack action cards and 1 defense reaction cards).
  • If there are multiple Confidence continuous effects that have been generated, all of those Confidence continuous effects are applied to the next attack action card you play.

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Toughness

Generic Token - Aura

At the start of your opponent's turn, destroy this, then the next action card you defend with this turn gets +1{d} this chain link.

  • Toughness triggers at the beginning of your opponent’s start phase. Neither player receives priority during the start phase of a turn.
  • When Tougness’s triggered effect resolves, you will destroy it. Then you will generate a continuous effect that applies to the next action card that becomes a defending card that turn. That defending card will get +1{d} for that chain link.

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Bait

Ranger Token - Aura

0{p}

You can't play or activate cards you own.

Action -- Destroy this when the chain link resolves: Attack

Once per Turn Attack Reaction -- 0: This gets +1{p} and go again.

  • Bait’s first ability is a static ability that prevents you from playing or activating cards you own.
  • If Bait is created under your control, you control the Bait token; however, you do not own it. The owner is the player who controlled the effect that created the Bait token. This means you can still activate either of Bait’s activated abilities.
  • Bait’s second ability is an activated ability that has a cost that requires you to generate a delayed triggered effect. This delayed triggered effect will trigger when the attack’s chain link resolves. When the triggered effect resolves, you will destroy the Bait token.
  • In the resolution step, if you attack with Bait and you have go again, you will gain an action point, then the Bait token is destroyed from its “when this chain link resolves” triggered effect and ceases to exist.

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