This creature can counterattack even when they are set.
Worn by High King Arenor, this crown was shaped from the Lythorien Forest itself - the same wood that grows around the Origin Tree kept by Queen Lithriel. Its quiet magic marks its bearer with an older, deeper authority.
Combat Phase: Add 5 points of damage to any single attack or counterattack.
If your creature is destroyed, it immediately revives itself. One use only.
This creature cannot be counterattacked this turn.
A hidden society moves through the Silverthorn kingdom, dressing sabotage as gift. The 'enchanted' arms they peddle are cursed steel, sold to a court that hungers for magic it does not yet understand.
Set Phase: Replace one item on any creature with another item from your hand.
A proving ground where seasoned warriors and untested recruits sharpen weapon, footwork, and instinct alike. New skills are learned here; old ones are stripped down and rebuilt.
Set Phase: Look at the top three cards of your support deck. Place 1 into your hand.
King Andrin's campaign against the Baratherin Kingdom was less battle than long, patient manipulation. Cunning and cruel, he moved every piece toward a single end: the throne, taken by slaughter.
Play this card at any time. Immediately draw 2 replacement support cards.
On the open waters of Lumina, the pirate ships hold their own dominion. In Tir Am Byth, pirates are not common thieves but freedom-seekers, living past the edge of every crown and every law.
Combat Phase: Choose 1 opponent creature. It can't counterattack this combat phase.
A restless current threads the forests and plains of Tir Am Byth, carrying the voices of ancient spirits. Those who listen closely catch forgotten truths, and now and then a prophecy not yet spoken aloud.
Set Phase: Replace 1 field creature with 1 from your bench. Discard attached equipment.
A moment of safe passage offered to warriors of every banner by those who keep no side in mortal wars - guardians of the forest, members of the fae, hosts who answer to older laws.
Add +3 defense to any creature.
Deep in the forest, wild magic gathers in still pools and hidden springs. To drink from them, or simply to stand near, is to take some of the forest's strength into yourself.
Add +1 defense to any creature. If magic type, add +3 defense.
The Seers pour their craft into these books and draw it back stronger. Within their pages lie mysteries, kept secrets, and truths the world has long since forgotten.
Add +2 defense to any creature. If range type, add +3 defense.
Add +2 attack to any creature. If melee type, add +4 attack.
Add +1 attack to any creature. If melee type, add +3 attack.
Combat Phase: Change the attack type of one of your creatures for this combat phase.
Add +1 attack to any creature. If range type, add +3 attack.
Remove -2 attack from any creature. Add +5 defence.
Add +3 attack to any magic creature.
Add +2 defense to any creature. If melee, add +3 defense.
Add +2 attack to any creature. If magic type, add +3 attack.
Add +2 attack to any creature. If range type, add +3 attack.
Add +2 attack to any creature. If melee type, add +3 attack.
Add +1 defense to any creature. If range type, add +3 defense.
Add +1 defense to any creature. If range type, add +2 defense.
A gift from the Silverthorns to the Windriders - the rangers who guard the forest's magic - bestowed before the Great Treaty was broken. Many believe no blade like it will ever be forged again.
Combat Phase: You receive half damage in a chosen lane this combat phase.
Combat Phase: Redirect an opponent's attack to a lane of your choice.
Set Phase: Search your creature deck, then swap one with your bench.
Set Phase: After playing this card, discard your hand and redraw 5.
When played, prevent counterattack on first combat phase.
When played, has type advantage on first combat phase.
On death, deal 5 damage to the opponent's morale.
On death, deal 10 damage to the opponent's morale.
When played, add 1 creature to your bench or field.
When played, draw 2 cards from your support deck.
When played, add +2 attack to all creatures on your field for the first round.
On death, remove 1 item from the attacking creature.
When played, choose 1 opposing card to set.