88cars


Action Packed Hat Stack

Armor - Head

Action Packed Hat Stack

Armor - Head

+2 Max AP

  • +3 Shield

AP Generator II

Board Item - Generator

AP Generator II

Board Item - Generator

+4 Max AP

  • 10 HP

AP Generator III

Board Item - Generator

AP Generator III

Board Item - Generator

+5 Max AP

  • 15 HP

AP Generator XXXX

Board Item - Generator

AP Generator XXXX

Board Item - Generator

(unique, you may only have one in play)

At the start of your Turn Adds X AP on top of your Max.

Where X is the number of Generators you have in play. (including this one)

  • 7 HP

Armor Set I Chest

Armor - Chest

Armor Set I Chest

Armor - Chest

  • +3 Shield

Armor Set I Feet

Armor - Feet

Armor Set I Feet

Armor - Feet

Armor Set I Helm

Armor - Head

Armor Set I Helm

Armor - Head

  • +1 Shield

  • +2 Attack

Armor Set II Chest

Armor - Chest

Armor Set II Chest

Armor - Chest

  • +10 Shield

  • +2 Attack

Armor Set II Feet

Armor - Feet

Armor Set II Feet

Armor - Feet

  • +4 Shield

Armor Set II Helm

Armor - Head

Armor Set II Helm

Armor - Head

All Actions for this Champion cost 1AP less to play.

If a cost would be reduced below 1 it is instead 1.

Armor Set I Legs

Armor - Legs

Armor Set I Legs

Armor - Legs

  • +2 Shield

  • +1 Attack

Attack Burst I

Action - Any

Attack Burst I

Action - Any

Target Champion, Range 4.

That Champion gets +12 attack, until end of Turn.

Back Alley Blade

Weapon - 1H

Back Alley Blade

Weapon - 1H

  • +7 Attack

Battle Stomp

Action - Any

Battle Stomp

Action - Any

Deal 5 Damage to each adjacent space.

Blazer Sword

Weapon - 1H

Blazer Sword

Weapon - 1H

  • +4 Attack

Block

Reflex - Any

Block

Reflex - Any

Block Target Champion Ability.

Charge

Action - Any

Charge

Action - Any

Move up to 2 spaces then Deal 8 Damage to Target Champion, Range 1.

Charge Thrust

Action - Any

Charge Thrust

Action - Any

Deal X+10 Damage to Target Champion, Range 2.

Dart

Action - Any

Dart

Action - Any

Move this Champion up to Range 2.

Deflect

Reflex - Any

Deflect

Reflex - Any

Target a Basic Attack or any Action Card, Range 2.

Change the Target to a new Target Champion, Range 2.

If the action has more than one target it now has one.

Double Take

Action - Any

Double Take

Action - Any

Draw a Card, then choose and Discard a Card.

Eagle Power

Action - Any

Eagle Power

Action - Any

This Champion get +14 Attack, until end of Turn.

Electrified Pit

Board Item - Trap

Electrified Pit

Board Item - Trap

When an Enemy Champion enters within 1 Space, it loses 10 HP and this trap is destroyed.

Entangle

Action - Any

Entangle

Action - Any

Target Champion gets -3 Move, for 3 Turns.

Fire Ball I

Action - Any

Fire Ball I

Action - Any

Deal 4 Damage to up to 2 Target Champions, Range 3.

Fire Ball II

Action - Any

Fire Ball II

Action - Any

Deal 8 Fire Damage to up to 2 Target Champions, Range 3.

Fire Ball III

Action - Any

Fire Ball III

Action - Any

Deal 10 Fire Damage to up to 3 Target Champions, Range 3.

Fire Bolt

Action - Any

Fire Bolt

Action - Any

Deal 5 Fire Damage, Range 3.

Flame Shot

Action - Any

Flame Shot

Action - Any

Deal 10 Fire Damage to Target Champion, Range 3.

Flame Strike I

Action - Any

Flame Strike I

Action - Any

Deal 8 Fire Damage to Target, Range 1.

Target Champions also takes 1 HP Damage for 2 Turns.

Flame Strike II

Action - Any

Flame Strike II

Action - Any

Deal 5 Fire Damage to Target, Range 2.

Target Champion also takes 2 HP Damage for 3 Turns.

Flame Strike III

Action - Any

Flame Strike III

Action - Any

Deal 9 Fire Damage to up to 2 Targets, Range 3.

Target Champions also takes 3 HP Damage for 2 Turns.

Fractoid Blaster

Weapon - Ranged

Fractoid Blaster

Weapon - Ranged

  • +7 Attack

Friction Fuser

Weapon - 2H

Friction Fuser

Weapon - 2H

When this Champion Deals HP Damage it Heals 2 HP.

  • +6 Attack

Frost Bolt

Action - Any

Frost Bolt

Action - Any

Deal 5 Frost Damage to Target, Range 3.

Frost Nova

Action - Any

Frost Nova

Action - Any

Deal 5 Frost Damage to Target Champion, Range 2.

Target Champion is Immobile until your next Turn.

(Immobile: Unable to Move)

Frost Strike I

Action - Any

Frost Strike I

Action - Any

Deal 5 Frost Damage to Target Champion, Range 1.

That Champion gets -1 Moves for 2 Turns.

Frost Strike II

Action - Any

Frost Strike II

Action - Any

Deal 9 Frost Damage to Target Champion, Range 1.

That Champion gets -2 Moves for 2 Turns.

Galatic Helm

Armor - Head

Galatic Helm

Armor - Head

Prevent the first 2 Damage from each source.

Green Drink

Item - Potion

Green Drink

Item - Potion

One time use, discarded at end of Turn.

  • +4 Shield

  • +6 Attack

Hat Trick

Action - Any

Hat Trick

Action - Any

Draw 3 Cards.

Heal I

Action - Any

Heal I

Action - Any

Heal Target Champion for 10 HP, Range 3.

Health Drink

Item - Potion

Health Drink

Item - Potion

One time use, discarded at end of Turn.

  • +14 HP

Health Drink II

Item - Potion

Health Drink II

Item - Potion

One time use, discarded at end of Turn.

  • +24 HP

Helm of Might

Armor - Head

Helm of Might

Armor - Head

  • +2 Shield

  • +6 Attack

Ice Storm

Action - Any

Ice Storm

Action - Any

Target any Tile in Range 2.

Then, Target up to 3 Champions in adjacent spaces.

Each Target takes 10 Frost Damage.

J34 M.A.X. Scope

Item - Trinket

J34 M.A.X. Scope

Item - Trinket

Lasts 3 Basic Attacks.

  • +6 Attack

Laser Sight Helm

Armor - Head

Laser Sight Helm

Armor - Head

  • +2 Shield

  • +6 Attack

Lighting I

Action - Any

Lighting I

Action - Any

Deal 8 Damage to Target Champion, Range 5.

Magic Shield I

Reflex - Any

Magic Shield I

Reflex - Any

Prevent the next 5 Damage to Target Champion, Range 1.

Magic Shield II

Reflex - Any

Magic Shield II

Reflex - Any

Prevent the next 7 Damage to Target Champion, Range 2.

Magic Shield III

Reflex - Any

Magic Shield III

Reflex - Any

Prevent the next 10 Damage to Target Champion, Range 2.

Master Fire Ball

Action - Any

Master Fire Ball

Action - Any

Target a Tile, Range 4.

Deal 10 Damage to each Champion in adjacent spaces and including Target Tile.

Master Flame Strike

Action - Any

Master Flame Strike

Action - Any

Deal 16 Fire Damage, Range 2.

Master Frost Strike

Action - Any

Master Frost Strike

Action - Any

Deal 16 Frost Damage to Target Champion, Range 2.

Target Champion is Frozen until your next Turn.

(Frozen: Unable to do anything)

Master Magic Shield

Reflex - Any

Master Magic Shield

Reflex - Any

Prevent the next 8 Damage to up to 3 target Champions, Range 3.

Melee Throw I

Reflex - Any

Melee Throw I

Reflex - Any

Block Target Action, Range 2.

Deal 5HP Damage to the Champion source of the Acton.

Negate

Reflex - Any

Negate

Reflex - Any

Cancel Target Action.

Nova Blast

Action - Any

Nova Blast

Action - Any

Deal X+10 Damage to Target Champion, Range 3.

Occlude

Reflex - Any

Occlude

Reflex - Any

Cancel Target Action Card that is dealing Damage.

Orb of the Flame

Item - Orb

Orb of the Flame

Item - Orb

Basic Attack deals an additional 5 Fire Damage.

Lasts 3 Basic Attacks.

Outer Realm Strike

Action - Any

Outer Realm Strike

Action - Any

Deal X+3 Damage to up to 2 Targets, Range 2.

Parry

Reflex - Any

Parry

Reflex - Any

Negate One Basic Attack, Range 2.

Parry+

Reflex - Any

Parry+

Reflex - Any

Negate One Basic Attack, Range 2.

The Attacking Champion will not be able to Attack on its next turn.

Pherox Crystal Ball

Item - Orb

Pherox Crystal Ball

Item - Orb

Lasts until this Champions loses HP.

  • +2 Shield

  • +8 Attack

Red Drink

Item - Potion

Red Drink

Item - Potion

One time use, discarded at end of Turn.

  • +10 Attack

Red Hot Fork

Weapon - 2H

Red Hot Fork

Weapon - 2H

When this Champion deals Damage with a Basic Attack it deals an additional 5 Fire Damage.

  • +8 Attack

Redirect

Reflex - Any

Redirect

Reflex - Any

Target a Basic Attack or any Action Card, Range 2.

Change the Target to a new Target Champion, Range 2.

If the action has more than one target it now has one.

Safe Haven

Board Item - Building

Safe Haven

Board Item - Building

If a friendly Champion is in the same space at the start of your turn, that Champion heals 5 HP.
(up to Max HP)

  • 12 HP

Shield I

Item - Shield

Shield I

Item - Shield

Lasts for 2 Damage Sources.

  • +5 Shield

Shield J34 M.A.X.

Item - Shield

Shield J34 M.A.X.

Item - Shield

Basic Attacks deal no Damage to this Champion.

Lasts for 2 Basic Attacks.

Shield Master I

Reflex - Any

Shield Master I

Reflex - Any

Target Champion gets +10 Shield, until end of turn, Range 2.

Shoes of Speed

Armor - Feet

Shoes of Speed

Armor - Feet

Slingshot M.A.X.

Weapon - Ranged

Slingshot M.A.X.

Weapon - Ranged

When this Champion uses the Basic Attack it takes 2 HP Damage.

  • +10 Attack

Smitty West

Weapon - Ranged

Smitty West

Weapon - Ranged

  • +6 Attack

Solomon's Coin Flip

Reflex - Any

Solomon's Coin Flip

Reflex - Any

Target any Attack or Action that is dealing Damage, Range 2.

Take a 50/50 chance.
If you win: All Damage is Prevented and the Champion becomes Actionless for the next 2 Turns.
If you lose: All Damage is Doubled instead.

(Actionless: Only able to Move)

Span of Flames

Action - Any

Span of Flames

Action - Any

Target a Tile, Range 4.

Deal 10 Fire Damage to each Champion in an adjacent space, including Target Tile.

Speed Drank

Item - Potion

Speed Drank

Item - Potion

Lasts until Hit.

Sure Shot

Action - Any

Sure Shot

Action - Any

This Champion gets +6 Attack for 2 Turns.

Sword

Weapon - 1H

Sword

Weapon - 1H

  • +4 Attack

Sword II

Weapon - 1H

Sword II

Weapon - 1H

  • +6 Attack

Sword Stab I

Action - Any

Sword Stab I

Action - Any

Deal 7 Damage to Target Champion, Range 1.

Sword Storm

Action - Any

Sword Storm

Action - Any

Deal 10 Damage to Target Champion, Range 1.

Sword Swipe I

Action - Any

Sword Swipe I

Action - Any

Deal 6 Damage to up to 3 Champions, Range 1.

Taunt

Reflex - Any

Taunt

Reflex - Any

Target Champion that is Attacking, Range 2.

Force Attacking Champion to Attack this Champion instead.

Tower of Thought

Board Item - Building

Tower of Thought

Board Item - Building

At the beginning of your turn Draw an additional Card.

  • 24 HP

Wildfire

Action - Any

Wildfire

Action - Any

Target a Tile, Range 3.

Deal 8 Damage to each Champion in adjacent spaces of Target Tile.

Each Champion also takes 2 HP Damage for 2 Turns.

X Blocks the Spot

Reflex - Any

X Blocks the Spot

Reflex - Any

Bock any one Action that requires X AP, Range 3.

At the beginning of your next turn gain X AP, where X is the amount of AP used to pay for the Blocked Action.