LoH/All Cards List

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Mastermind (Genesis)
All Mastermind (Genesis)
Mastermind (Tempus)
All Mastermind (Tempus)
Mastermind (Vengeance)
All Mastermind (Vengeance)
Mastermind (Crisis)
All Mastermind (Crisis)
Mastermind (Rift)
All Mastermind (Rift)
Mastermind (Tribunal)
All Mastermind (Tribunal)

Other Lists
All Cards

Cards
Card Badges Type Sub-type Attack Defense Card Text
Blank None None 0 0 Blanked.
Backhand Martial 2 1
Balance v1 LoH ScultpingBadge.png Martial 1 1 Recover 1.
Balance v2 LoH PowerBadge.png Martial 2 0 Recover 1.
Balance v3 LoH PsychBadge.png Martial 0 2 Recover 1.
Jump Kick LoH ReflexBadge.png Martial 2 2
Leg Sweep LoH PsychBadge.png Martial 2 2
Lesser Jump Kick LoH ReflexBadge.png Martial 2 0
Lesser Leg Sweep LoH PsychBadge.png Martial 1 1
Lesser Spark LoH ScultpingBadge.png Martial 1 1
Lesser Strike LoH PowerBadge.png Martial 2 0
Light Jab Martial 2 0 The next Martial Attack played by you or a member of your team deals +1 damage.
Rouse v.1 LoH ScultpingBadge.png Martial 0 1 +1 Willpower Counters
Rouse v.2 LoH PowerBadge.png Martial 1 0 +1 Willpower Counters
Rouse v.3 LoH PsychBadge.png Martial 1 1 +1 Willpower Counters
Running Start LoH ReflexBadge.png Martial 1 1 Your next attack has a +20% chance to be a critical strike.
Spark LoH ScultpingBadge.png Martial 2 2
Strike LoH PowerBadge.png Martial 2 2
Take a Break Martial 0 1 Recover 2.
Barrage Martial 3 3
Bear Knuckle Brawling LoH PowerBadge.png Martial 6 0 Deplete 2.
Brain Drain LoH PsychBadge.png Martial 1 3 Remove up to 2 Willpower Counters from your opponent. For each Willpower Counter removed in this way, you gain 1 Willpower Counter.
Flurry of Blows LoH ReflexBadge.png Martial 2 1 Expend up to 3 Willpower Counters. For each Willpower Counter expended in this way, deal +1 damage.
Freestyle Training LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Martial 0 0
Greater Jump Kick LoH ReflexBadge.png Martial 3 1
Greater Leg Sweep LoH PsychBadge.png Martial 3 1
Greater Spark LoH ScultpingBadge.png Martial 4 0
Greater Strike LoH PowerBadge.png Martial 4 0
Healing Flame LoH ScultpingBadge.png Martial 1 2 Recover 3.
Healing Light LoH PsychBadge.png Martial 2 2 Recover 2.
Follow Through LoH PowerBadge.png Martial 2 1 LoH PowerBadge.png +3 damage.
Kiss the Sky v.1 LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Martial 2 1
Kiss the Sky v.2 LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 1
Lie in Wait LoH ReflexBadge.png Martial 2 0 If Lie in Wait deals damage, remove 1 Willpower Counter from your opponent.
Mind's Eye LoH PsychBadge.png Martial 2 0 LoH PsychBadge.png The next attack you play will be a critical strike.
Missed Me LoH ReflexBadge.png Martial 2 0 LoH ReflexBadge.png The next threat your opponent plays deals -4 damage.
One-Two Punch LoH PowerBadge.png Martial 2 1 If the last threat you played was a Martial Attack, deal +2 damage.
Practice Makes Perfect Martial 2 1 Reveal the top card of your deck. If it is a Tactical Attack, deal +1 damage.
Rise to the Occasion Martial 2 2 Expend 2 Willpower Counters. For each Willpower Counter removed in this way, deal +1 damage.
Rise Up LoH ReflexBadge.png LoH PsychBadge.png Martial 2 1 If you have at least 5 Willpower Counters, play an additional Martial Attack.
Round Up Martial 2 3 +1 Willpower Counters
Sidestep LoH ReflexBadge.png Martial 0 0 The next attack played against you has a 25% chance to deal no damage.
Sleeper Hold LoH PsychBadge.png Martial 1 3 The next Ally your opponent plays deals -3 damage.


The next attack you play deals +2 damage.

Slow Burn LoH ScultpingBadge.png Martial 1 2 LoH ScultpingBadge.png Each opponent depletes 2.
Try Again LoH ScultpingBadge.png Martial 2 0 If your previous threat dealt no damage, Try Again deals +2 damage.
That Felt Good Martial 3 0 Recover 3.
Withstand LoH PowerBadge.png LoH ScultpingBadge.png Martial 0 3 For the next 3 turns, if you would gain shield, gain +1 shield.
Seismic Strike LoH PowerBadge.png Martial 3 2 On your opponent's next turn, their Martial Attacks deal no damage.
Aerial Assault LoH ReflexBadge.png Martial 2 1 Expend up to 3 Willpower Counters. For each Willpower Counter expended this way, deal +2 damage.
Battle Plans LoH PsychBadge.png Martial 2 2 LoH PsychBadge.png For the rest of the fight, Martial Attacks you play have a +10% chance to be critical strikes.
Calm Before the Storm LoH PsychBadge.png Martial 0 3 LoH PsychBadge.png Recover 4.
Channel LoH PsychBadge.png Martial 0 2 LoH PsychBadge.png For each Willpower Counter you have, deal +1 damage. Expend 2 Willpower Counters.
Cheap Shot LoH ReflexBadge.png Martial 2 1 LoH ReflexBadge.png If Cheap Shot is the first attack played this fight, deal +6 damage.
Curtain Call LoH PowerBadge.png Martial 7 0 +4 Willpower Counters
Element of Surprise LoH ReflexBadge.png LoH PsychBadge.png Martial 2 2 LoH ReflexBadge.png The next threat played against you has a 30% chance to deal no damage.


LoH PsychBadge.png The next Martial Attack you play has a 30% chance to deal double damage.

Finishing Blow LoH PowerBadge.png Martial 1 1 LoH PowerBadge.png Banish all cards in your depletion pile. For every 3 cards banished in this way, deal +1 damage.
Fire Wall LoH ScultpingBadge.png Martial 1 1 LoH ScultpingBadge.png The next time an opponent plays a threat, if it deals damage to you, Fire Wall deals an equal amount of damage to them.
Icy Resolve LoH PowerBadge.png LoH ScultpingBadge.png Martial 2 1 LoH ScultpingBadge.png Recover 2.


LoH PowerBadge.png +2 damage.

Immolate LoH ScultpingBadge.png Martial 4 0 LoH ScultpingBadge.png [Banisher] 5.
Look Up! LoH PsychBadge.png Martial 3 3
Not so Fast Martial 4 0 Ploy: If an opponent's threat would recover, banish their depletion pile.
Overload LoH ScultpingBadge.png Martial 4 2
Pound to a Pulp LoH PowerBadge.png Martial 4 2
Kick, Push LoH ReflexBadge.png Martial 3 3
Slow Down! LoH ReflexBadge.png LoH ScultpingBadge.png Martial 2 4
Spitfire LoH ScultpingBadge.png Martial 2 2 LoH ScultpingBadge.png For each copy of Spitfire in your depletion pile, deal +2 damage and gain 2 Willpower Counters.
Stiff Arm LoH PowerBadge.png LoH PsychBadge.png Martial 2 4
Too Fast LoH ReflexBadge.png Martial 1 1 LoH ReflexBadge.png For this turn, play an additional threat.
Cunning Maneuver LoH ReflexBadge.png Martial 3 1 Ploy: If you're dealt damage by a Tactical Attack, recover 4.
Fire and Ice LoH PowerBadge.png LoH ScultpingBadge.png Martial 4 3 For each point of damage dealt by Fire and Ice, recover 1.
Blind Fury LoH PowerBadge.png LoH ReflexBadge.png Martial 2 0 Play a Martial Attack from your deck. It deals +3 damage.


Banish Blind Fury.

Painful Memories LoH ScultpingBadge.png LoH PsychBadge.png Martial 0 0 For each threat in your opponent's depletion pile, deal +1 damage. For each Ally in your depletion pile, deal +1 damage to yourself.


Banish Painful Memories.

Last Ditch Effort LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 0 0 Survivor 25: +25 damage.
Sibling Rivalry LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Martial 0 0 For each Martial Attack in your depletion pile, deal +1 damage.


Recover 2.

Moxie's Missiles LoH PowerBadge.png Martial 4 3 +1 Willpower Counters


For each Willpower Counter you have, deal +2 damage.

Knees and Elbows LoH ReflexBadge.png Martial 3 1 Play 2 random attacks from your depletion pile. Each attack deals +1 damage.


Banish Knees and Elbows.

Body Blow Martial 2 1
Block LoH PowerBadge.png Tactical 2 2
Concentration LoH ReflexBadge.png Tactical 1 1 Your next attack has a +10% chance to be a critical strike.
Flame LoH ScultpingBadge.png Tactical 2 2
Focus LoH PsychBadge.png Tactical 2 2
Lesser Block LoH PowerBadge.png Tactical 1 1
Lesser Flame LoH ScultpingBadge.png Tactical 2 0
Lesser Focus LoH PsychBadge.png Tactical 2 0
Lesser Grind LoH ReflexBadge.png Tactical 1 1
Light Endurance Training v.1 LoH ScultpingBadge.png Tactical 0 1 +1 Willpower Counters
Light Endurance Training v.2 LoH PowerBadge.png Tactical 1 0 +1 Willpower Counters
Light Endurance Training v.3 LoH PsychBadge.png Tactical 1 1 +1 Willpower Counters
Phantom Pain LoH PsychBadge.png Tactical 0 2 The next attack you play deals +2 damage.
Recess Tactical 2 0 Recover 1.
Grind LoH ReflexBadge.png Tactical 2 2
Trial and Error v.1 LoH ScultpingBadge.png Tactical 1 1 Recover 1.
Trial and Error v.2 LoH ReflexBadge.png Tactical 1 1 Recover 1.
Trial and Error v.3 LoH PowerBadge.png Tactical 1 1 Recover 1.
Archery LoH PsychBadge.png Tactical 3 2 +1 Willpower Counters


For each copy of Archery in your depletion pile, deal +1 damage and gain 1 Willpower Counter.

Back on Your Feet LoH PowerBadge.png Tactical 2 2 Recover 2.
Demoralize LoH PowerBadge.png LoH PsychBadge.png Tactical 1 2 +1 Willpower Counters


Your opponent's next Martial Attack deals -2 damage.

Desperation LoH ReflexBadge.png Tactical 0 0 Desperation has a 50% chance your opponent depletes 4.
Endure LoH PowerBadge.png Tactical 1 3 LoH PowerBadge.png Recover 3.
Engulf LoH ScultpingBadge.png Tactical 3 0 LoH ScultpingBadge.png Engulf has a 100% chance of being a critical strike.
Focused Flame LoH ScultpingBadge.png Tactical 2 2 The next Tactical Attack you play deals +2 damage.
Form Follows Function Tactical 3 2 +1 Willpower Counters
Cross Training LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 0 0
Glass Jaw LoH ScultpingBadge.png Tactical 1 1 If Glass Jaw deals damage, it deals +2 damage.
Greater Block LoH PowerBadge.png Tactical 3 1
Greater Flame LoH ScultpingBadge.png Tactical 3 1
Greater Focus LoH PsychBadge.png Tactical 4 0
Greater Grind LoH ReflexBadge.png Tactical 4 0
Have a Nice Trip LoH ReflexBadge.png Tactical 2 0 LoH ReflexBadge.png Damage dealt by Have a Nice Trip is unstoppable.
Hit 'Em Where You Ain't LoH ReflexBadge.png Tactical 2 0 The next attack you play has a +33% chance of being a critical strike.
In Plain Sight LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 2 1 Your next attack has a 20% chance to be unstoppable.
Jab Tactical 2 1 Reveal the top card of your deck. If it is a Martial Attack, deal +1 damage.
Learn to Burn LoH ScultpingBadge.png Tactical 3 2 +3 Willpower Counters
Lunge LoH PowerBadge.png Tactical 2 1 The next attack you play deals +1 damage.
Meditate LoH PsychBadge.png Tactical 0 3 +3 Willpower Counters
Misery LoH PsychBadge.png Tactical 0 2 Your opponent's next 2 attacks deal -1 damage.
Shield Wall v.1 LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 1 3
Shield Wall v.2 LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 1 3
Sparring Practice Tactical 2 3
Structural Damage Tactical 3 0 Your next attack has a +20% chance to be a critical strike.
The Bigger They Are... LoH PsychBadge.png Tactical 0 4 LoH PsychBadge.png If you prevent 4 or more damage on your next turn, your opponent depletes 4.
Training Regimen LoH PowerBadge.png Tactical 3 0 For this and the next 3 turns, attacks you play deal +1 damage.
A Thousand Deaths LoH PsychBadge.png Tactical 3 2 LoH PsychBadge.png Banisher 4.
Bathe in Light LoH ScultpingBadge.png Tactical 0 2 +2 Willpower Counters


You and each member of your team recovers 2.

Banish Bathe in Light.

Blast from the Past LoH PsychBadge.png Tactical 0 2 +1 Willpower Counters


Shuffle 2 Allies from your depletion pile into your deck.

Banish Blast from the Past.

Brake Beat LoH ReflexBadge.png Tactical 3 1 LoH ReflexBadge.png Damage dealt by Brake Beat is unstoppable.
Always Be Prepared LoH ReflexBadge.png LoH PsychBadge.png Tactical 0 0 LoH ReflexBadge.png Always Be Prepared deals double damage.


LoH PsychBadge.png Always Be Prepared has a 100% chance of being a critical strike.

Dragon Punch LoH PowerBadge.png LoH ScultpingBadge.png Tactical 3 1 LoH PowerBadge.png +1 damage.


LoH ScultpingBadge.png Dragon Punch has a 100% chance of being a critical strike.

Faster than the Eye LoH ReflexBadge.png Tactical 3 0 If Faster than the Eye deals damage, your opponent's next attack deals -2 damage.


LoH ReflexBadge.png If Faster than the Eye deals damage, there is a 50% chance your opponent's next attack deals -3 damage.

Fiery Reflection LoH ScultpingBadge.png Tactical 2 3 Ploy: If you're dealt damage by a Martial Attack, that opponent depletes 4.
Find the Spark LoH ScultpingBadge.png Tactical 4 0 For the rest of the fight, your Sculpting threats deal +1 damage.
Fire from Within LoH ScultpingBadge.png Tactical 4 1 LoH ScultpingBadge.png If Fire from Within deals 3 or more damage, shuffle it into your opponent's deck. If Fire from Within is depleted from their deck, they deplete 5.
Flip Kick LoH ReflexBadge.png Tactical 4 2
Foul Play LoH ScultpingBadge.png LoH PsychBadge.png Tactical 2 4
Get Bent LoH PowerBadge.png Tactical 4 0 On your opponent's next turn, their Tactical Attacks deal no damage.
I Said Slow Down LoH PowerBadge.png LoH ReflexBadge.png Tactical 2 4
Interrogation LoH PsychBadge.png Tactical 4 2
Neighborhood Watch Tactical 3 1 Ploy: If an opponent plays an Ally card, negate it. Banish that Ally card.
Pump the Fist LoH PowerBadge.png Tactical 1 4 For the rest of the fight, your Power threats deal +1 damage.
Shake It Off LoH PowerBadge.png Tactical 3 3
Step for Step LoH ReflexBadge.png Tactical 3 1 For the rest of the fight, your Reflex threats deal +1 damage.
Tag Team Up LoH PowerBadge.png Tactical 2 3 LoH PowerBadge.png Expend 2 Willpower Counters. If you do, the next threat played by you or a member of your team deals double damage.
Target Practice LoH ScultpingBadge.png Tactical 3 3
Well Read LoH PsychBadge.png Tactical 2 2 For the rest of the fight, your Psych threats deal +1 damage.
Black and White, and Red All Over LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 3 2 +1 Willpower Counters


For each Willpower Counter you have, your opponent depletes 1 Memento.

Blast Radius LoH PowerBadge.png LoH ScultpingBadge.png Tactical 3 2 +1 Willpower Counters


Remove all of your Willpower Counters. For the next X turns, threats you play deal double damage where X is the number of Willpower Counters removed in this way.

Nova LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 2 2 For each Willpower Counter you have, deal +1 damage.
Puppet Strings LoH ReflexBadge.png LoH PsychBadge.png Tactical 4 3 If Puppet Strings deals damage, your opponent depletes 4 Tactical Attacks from their deck.
Seen It All Before LoH PowerBadge.png LoH PsychBadge.png Tactical 0 0 For each card type in your depletion pile, deal +2 damage and gain 2 Willpower Counters.
Fire Sculpture LoH ScultpingBadge.png Tactical 4 2 Shuffle a copy of Fire Sculpture into your deck.


Damage dealt by Fire Sculpture is unstoppable.

The next threat you play deals +5 damage.

Matter over Mind LoH PsychBadge.png Tactical 4 0 The next time an opponent's threat would deal 5 or more damage to you Matter over Mind deals twice that much damage to them and prevent the damage to you.
Lucky Rabbit's Foot Memento 0 0 While in deck, attacks you play have a +10% chance of being critical strikes.
Championship Belt Memento 0 0 While in deck, Martial Attacks you play have a +33% chance to deal +1 damage.
Painful Reminder Memento 0 0 While in deck, attacks you play have a +25% chance of being critical strikes.
Mug Shots Memento 0 0 While in deck, Tactical Attacks you play have a +66% chance to deal +1 damage.
Cold Case Memento 0 0 Whenever you play an Ally, gain +2 Willpower Counters.


Ongoing: Whenever you play an Ally or an opponent plays an Ally against you, gain +3 Willpower Counters.

Glory Days Memento 0 0 While in deck, whenever you play an Ally, you have a +60% chance to recover an Ally.
Scoreboard Memento 0 0 While in deck, if you deal damage to your opponent, they deplete an additional 2 cards.
Big Stick Memento 0 0 While in deck, whenever an opponent deals damage to you, your opponent depletes 1.
Field Dressing Event 0 0 On deplete, recover 1.
15 Minutes Event 0 0 On deplete, gain 2 Willpower Counters.
Night Light Event 0 0 On deplete, your next attack has a +20% chance to be a critical strike.
Shaky Ground Event 0 0 On deplete, your next Martial Attack deals +3 damage.
Word on the Street Event 0 0 On deplete, your next Tactical Attack deals +3 damage.
Ax You a Question Event 0 0 On deplete, for the next 3 turns, your Martial Attacks deal +1 damage.
Collateral Damage Event 0 0 On deplete, your opponent depletes 2.
Found and Lost Event 0 0 On deplete, blank one card in each opponent's deck.
Lay of the Land Event 0 0 On deplete, for the next 3 turns, your Tactical Attacks deal +2 damage.
Turning Tides Event 0 0 On deplete, recover 2.
On the Bubble Event 0 0 On deplete, for the next 2 turns play an additional threat.
Time Out Event 0 0 On deplete, recover 3.
Unsafe House Event 0 0 On deplete, for the next 2 turns your attacks have a 100% chance of being critical strikes.
Eager Freshman Ally Freshman 1 0 Recover 1.
Shy Freshman Ally Freshman 1 2
​#Z03MG LoH ReflexBadge.png LoH ScultpingBadge.png Ally Homeschool 1 1 LoH ReflexBadge.png Damage dealt by #Z03MG has a 33% chance to be unstoppable.


LoH ScultpingBadge.png #Z03MG has a 33% chance to deal double damage.

Bantam LoH PowerBadge.png LoH ScultpingBadge.png Ally Upperclassman 2 0 When Bantam is depleted, shuffle a Martial Attack from your depletion pile into your deck.
Bookworm LoH ReflexBadge.png LoH PsychBadge.png Ally Upperclassman 0 2 When Bookworm is depleted, shuffle a Tactical Attack from your depletion pile into your deck.
Fast Learner LoH ScultpingBadge.png LoH PsychBadge.png Ally Freshman 1 3 The next attack you play deals +1 damage.
Makeshift LoH ReflexBadge.png LoH PsychBadge.png Ally Homeschool 2 2 Ploy: If your opponent plays a Martial Attack, recover 3.
Pyrotechnique LoH ScultpingBadge.png Ally Upperclassman 2 1 The next time you are dealt damage, your opponent depletes 1.
The Beacon LoH PowerBadge.png LoH ScultpingBadge.png Ally Upperclassman 1 2 When you play The Beacon, your opponent banishes a card from their depletion pile.


When The Beacon is depleted, your opponent banishes 2 cards from their depletion pile.

Trebuchet LoH PowerBadge.png LoH ReflexBadge.png Ally Mercenary 2 1 Ploy: If your opponent would play a second attack in a turn, that opponent depletes 4.
The Conservator LoH PowerBadge.png LoH PsychBadge.png Ally Faculty 0 5 Recover 4.
The Crimson Mark LoH ReflexBadge.png LoH ScultpingBadge.png Ally Efl 3 1 Survivor 7: +2 damage.
Diamonoid LoH PowerBadge.png Ally Efl 1 3 For each Martial Attack in your depletion pile, Diamonoid has a 60% chance to deal +1 damage.
Maser LoH ScultpingBadge.png Ally Homeschool 1 2 Play a random Martial Attack from your depletion pile.
Quickhit LoH ReflexBadge.png Ally Homeschool 3 0 When Quickhit is depleted, banish Quickhit and shuffle a copy of Painful Reminder into your deck.
The Accelerant LoH ReflexBadge.png LoH ScultpingBadge.png Ally Upperclassman 2 3 For the next 4 turns, threats you play deal +1 damage.


On deplete, banish The Accelerant. Recover 2.

Dimetrodon LoH PowerBadge.png LoH ScultpingBadge.png Ally Efl 5 3
The Form LoH PowerBadge.png Ally Efl 4 1 Search your deck for The Function and play it. The Function is unstoppable.
The Function LoH ReflexBadge.png LoH PsychBadge.png Ally Efl 2 3 Search your deck for The Form and play it. The Form deals double damage.
The Notch LoH ReflexBadge.png LoH PsychBadge.png Ally Mercenary 2 2 For each Bounty Counter on The Notch, deal +1 damage. Put a Bounty Counter on The Notch.
Shimmerstorm LoH ReflexBadge.png LoH ScultpingBadge.png Ally Upstart 4 2 If there are no Upstarts other than Shimmerstorm in your deck, shuffle 5 copies of Shimmerstorm Token into your deck.


When Shimmerstorm is depleted, banish all copies of Shimmerstorm Token from your deck.

The Southside Sentry LoH PowerBadge.png LoH PsychBadge.png Ally Upstart 3 6 If there are no Upstarts other than The Southside Sentry in your deck, damage dealt by The Southside Sentry is unstoppable.
The Crime Blotter LoH ReflexBadge.png LoH PsychBadge.png Ally Upstart 5 1 If there are no Upstarts other than The Crime Blotter in your deck, if The Crime Blotter causes an Ally to be depleted, shuffle a copy of The Crime Blotter into your deck.
The Cornerman LoH PowerBadge.png LoH PsychBadge.png Ally Efl 4 2 Shuffle an Ally from your depletion pile into your deck.


When The Cornerman is depleted, banish it. Shuffle all Allies from your depletion pile into your deck.

Pesticide LoH PsychBadge.png Ally None 1 1 When you play Pesticide, shuffle a copy of Albino Croc into your deck.


For the rest of the fight, Psych badged Ally cards you play deal +2 damage.

For each Ally card in your opponent's depletion pile, Pesticide deals +1 damage.

Torrent LoH PowerBadge.png Ally Mercenary 3 2 For the rest of the fight, Mercenary cards you play deal +2 damage.
Devastatrix LoH PowerBadge.png LoH ScultpingBadge.png Ally Upstart 2 1 Play a random Martial Attack from your depletion pile and banish it, then play a random Tactical Attack from your depletion pile and banish it.
Billy Stopless LoH ReflexBadge.png Ally Genesis 5 1 Shuffle a copy of Billy Stopless into your deck.


This card's damage is unstoppable.

When Billy Stopless is depleted, banish it. For the next 2 turns, play an additional attack.

Moxie LoH PowerBadge.png Ally Genesis 6 4 Recover 4.


For the rest of the fight, Martial Attacks you play deal +1 damage.

When Moxie is depleted, for the next 2 turns, your Martial Attacks deal double damage.

Professor Helios LoH ScultpingBadge.png Ally Genesis 5 3 [Banisher] 9.


For the rest of the fight, your Sculpting badged attacks deal +1 damage.

When Professor Helios is depleted, for the next 3 turns, your Sculpting badged attacks are critical strikes.

The Abyss LoH PsychBadge.png Ally Genesis 4 5 While The Abyss is in deck, Allies your opponent plays against you go to their depletion pile.


Your opponent banishes an Ally and negate the next Ally they deplete.

On deplete, banish The Abyss, you recover 1 for each Ally in your opponent's deck.

Zeroth LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Ally Zeroth 1 1 LoH PowerBadge.png For the next 2 turns, attacks you play deal +2 damage.


LoH ReflexBadge.png Play an additional attack this turn.

LoH ScultpingBadge.png Recover 4.

LoH PsychBadge.png You have a 50% chance to deal +1 damage for each Willpower Counter.

Albino Croc LoH PsychBadge.png Ally Animal 2 2
Crocodile Tears LoH PsychBadge.png Martial 3 2
Dog Attack LoH PsychBadge.png Martial 3 2
Dog Attack 2 LoH PsychBadge.png Tactical 2 3
Mixology LoH ScultpingBadge.png Tactical 4 0
Psychotic Fury LoH MastermindBadge.png LoH PsychBadge.png Martial 3 3 Shuffle a copy of Daddy-O-Bot into your deck.
Exposed Wires LoH ScultpingBadge.png Martial 3 0 If Exposed Wires depletes an Ally, your opponent depletes another Ally at random.
Black Smoke LoH ScultpingBadge.png Tactical 2 4 For the next turn, opponents play their threats at random.
Falling Timber LoH ScultpingBadge.png Martial 6 0 Deplete 3.
​Firestarter LoH ScultpingBadge.png Tactical 3 1 Your opponent gains 1 Damage Counter.
illKay otShay LoH MarksmanBadge.png LoH PsychBadge.png Tactical 1 1 illKay otShay is unstoppable.


illKay otShay deals double damage.

​Catch! LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 3 1 If Catch! causes a Memento to be depleted, your opponent banishes the top 4 cards of their deck.
​Haymaker LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Martial 3 2 Haymaker is unstoppable.
Jaw Breaker LoH MastermindBadge.png LoH ScultpingBadge.png Martial 3 0 Your opponent depletes an Ally from their deck.
Sweet Revenge LoH MastermindBadge.png LoH ScultpingBadge.png Tactical 4 0 The next time an opponent plays a threat, if it deals damage to you, Sweet Revenge deals an equal amount of damage to them.
H____ LoH MarksmanBadge.png LoH PsychBadge.png Tactical 1 0 For each copy of H____ in your depletion pile, deal +1 damage.
Puppet Master LoH MastermindBadge.png Tactical 0 0 Banish all threats in your depletion pile. For each threat banished in this way, deal +2 damage.
Collect Call LoH MastermindBadge.png Tactical 3 1 +1 Willpower Counters
​Mighty Blow LoH MastermindBadge.png LoH PowerBadge.png Martial 3 3 Mighty Blow is a critical strike.
Funny Bones LoH MastermindBadge.png LoH PowerBadge.png Martial 4 2
Right Behind You LoH MastermindBadge.png LoH ReflexBadge.png Martial 2 2
Street Fighting LoH MastermindBadge.png LoH PowerBadge.png Martial 2 1
Greater Street Fighting LoH MastermindBadge.png LoH ReflexBadge.png Martial 3 2 For the rest of the fight, Martial Attacks you play deal +1 damage.
Tire Rotation LoH MastermindBadge.png LoH PowerBadge.png Martial 1 1
(alt) LoH MastermindBadge.png LoH PsychBadge.png Martial 2 0 Deplete an O-Bot from your deck. If you can't, negate (alt).


Your opponent's next attack deals only 1 damage.

(ctrl) LoH MastermindBadge.png LoH PsychBadge.png Tactical 2 3 For each Ally in your opponent's depletion pile, deal +1 damage.
(del) LoH MastermindBadge.png LoH PsychBadge.png Martial 2 2 If (del) deals damage, your opponent depletes an Ally from their deck.
Last Laugh Memento 0 0 While in deck, your attacks have a +33% chance to deal double damage.
​I Want Candy Memento 0 0 While in deck, your attacks have a +33% chance to be critical strikes.
Keys to the Kingdom Memento 0 0 While in deck, whenever a Tactical Attack goes into any player's depletion pile, gain 1 Willpower Counter.
Piece of the Rock Memento 0 0 While in deck, when a Henchman is depleted, recover 1.
Simple Tools Memento 0 0 While in deck, on each turn, +25% chance to play another attack.
​Splash Damage Event 0 0 On deplete, your opponent depletes 3.
Backdraft Event 0 0 On deplete, your next attack is unstoppable.
Get Your Red Hots Event 0 0 On deplete, your opponent depletes 1.
​Pointed Response Event 0 0 On deplete, your opponent's next attack deals no damage.
​What We Need Is a Distraction Event 0 0 On deplete, for the next 2 turns, your opponent's Allies deal no damage.
Oh, Really? Event 0 0 On deplete, shuffle all Allies from your depletion pile into your deck.
Floor Collapse Event 0 0 On deplete, each player banishes an Ally from their deck, and an Ally from their depletion pile.
Daddy-O LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Obot 3 0 For each O-Bot in your deck, Daddy-O deals +1 damage.


If Daddy-O would be depleted, deplete an O-Bot instead.

Daddy-O-Bot LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Obot 2 0 Recover 2.


When Daddy-O-Bot is depleted, your opponent depletes 1.

Docile Daddy-O-Bot LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Obot 1 0 Recover 2.
Feral Dogs LoH PsychBadge.png Ally Animal 1 1 For each Animal in your deck, Feral Dogs has a 50% chance to deal +1 damage.
Firerazer LoH MastermindBadge.png LoH ScultpingBadge.png Ally Crimelord 3 3 Your opponent gains 1 Damage Counter.
Gingerhaired Men LoH MastermindBadge.png LoH ScultpingBadge.png Ally Henchman 4 1 When Gingerhaired Men is depleted, shuffle a copy of Get Your Red Hots into your deck.
Grizzly Bear LoH PsychBadge.png Ally Animal 3 1
IxNay LoH MarksmanBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Crimelord 4 1 Your next attack is a critical strike.
Kindling LoH MastermindBadge.png LoH ScultpingBadge.png Ally Henchman 4 0 Deplete 2.
Little Susie Homewrecker LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally None 2 2 Each player depletes an Ally from their deck.


When Little Susie Homewrecker is depleted, for each Ally in each player's depletion pile, deal +1 damage.

Masked Thugs LoH MastermindBadge.png Ally Henchman 2 2
Nest of Rats LoH PsychBadge.png Ally Animal 2 1 When Nest of Rats is depleted, your opponent depletes 1.
Sunder LoH MastermindBadge.png LoH PowerBadge.png Ally Crimelord 6 2
​Sunderlings LoH MastermindBadge.png LoH PowerBadge.png Ally Henchman 2 2
The Hat LoH MastermindBadge.png Ally Crimelord 0 1 +1 Willpower Counters


For each Willpower Counter you have, deal +1 damage.

If you would deplete The Hat, deplete another card instead.

The Mad Confectionist LoH MastermindBadge.png LoH ScultpingBadge.png Ally Crimelord 1 2 Banish your depletion pile. For each card banished this way, deal +1 damage.


When The Mad Confectionist is depleted, shuffle 2 copies of Sweet Revenge into your deck.

Shimmerstorm Token LoH ReflexBadge.png LoH ScultpingBadge.png Ally None 4 2
Outsmarted LoH PsychBadge.png Tactical None 3 2 Damage dealt by Outsmarted is unstoppable.
​#Pow3rFlux LoH ReflexBadge.png LoH ScultpingBadge.png Tactical None 1 3 LoH ScultpingBadge.png +2 damage.


LoH ReflexBadge.png The next threat you play deals +2 damage.

​Mighty Blow LoH PowerBadge.png Martial 3 3 Mighty Blow is a critical strike.
​Splash Damage Event 0 0 On deplete, your opponent depletes 3.
Little Susie: Antihero LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally 3 3 Little Susie: Antihero is unstoppable.


Each opponent banishes an Ally from their deck.

When Little Susie: Antihero is depleted, banish it. Each Event in your opponent's deck has a 50% chance to be banished.

...the Hand LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Martial 3 2 Deplete an Ally from your deck. If you do, ...the Hand deals +1 damage.
Entrapment LoH PsychBadge.png Martial 4 4 Banish your depletion pile.
Feral Rage LoH PowerBadge.png LoH ReflexBadge.png Martial 5 0
Hard Target LoH PowerBadge.png Martial 3 2 Deplete 2.


LoH PsychBadge.png For the rest of the fight if you would gain shield, attacks you play gain +1 shield.

Home Delivery LoH PsychBadge.png Martial 4 1 If Home Delivery depletes an Ally, your opponent banishes an Ally.
Nick of Time LoH ReflexBadge.png Martial 0 3 Delay: For this turn, threats you play deal +3 damage.
Team Spirit LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 3 Team Spirit is unstoppable.


Delay: Threats you play this turn are critical strikes.

Team Building LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 2 Survivor 5: +4 damage.


Survivor 15: Recover 4.

Up and at 'em LoH ReflexBadge.png LoH PsychBadge.png Martial 3 4 Recover an Ally. For the rest of the fight, Allies that share a subtype with the recovered Ally deal +2 damage.
Alley-Oops! LoH ReflexBadge.png Tactical 0 2 Your opponent banishes 2.
Evasive Maneuvers LoH ScultpingBadge.png Tactical 4 1 Delay: Recover 2.
Eye of the Storm LoH ScultpingBadge.png Tactical 2 3 Shuffle a Martial Attack and an Ally from your depletion pile into your deck.
Hot off the Presses LoH ScultpingBadge.png LoH PsychBadge.png Tactical 3 0 Banish 2.


The next threat played against you deals no damage.

Hyper Conductor LoH ScultpingBadge.png Tactical 3 2 LoH ScultpingBadge.png Your opponent banishes 1, and you recover 1.
Pet Society LoH PsychBadge.png Tactical 0 3 For each Animal in your deck, deal +1 damage.
Streak of Tigers LoH PowerBadge.png LoH ReflexBadge.png Tactical 0 4 The next time you're attacked, if you're dealt no damage, your opponent depletes 4.
Remand... LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Tactical 1 3 Shuffle an Ally from your depletion pile into your deck.


The next threat you play deals +1 damage.

Help from Above LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Tactical 0 4 +1 Willpower Counters


Deal +1 damage for each Willpower Counter you have.

Help from Above is a critical strike.

Investigative Journalism LoH PowerBadge.png LoH PsychBadge.png Tactical 5 4 If Investigative Journalism deals damage, your opponent banishes an Event and an Ally from their deck.


Banish Investigative Journalism.

Sage Counsel Event 0 0 For the next 3 turns, your Allies deal +2 damage.
Heartbreaker Event 0 0 Banish an Ally from your deck. If an Ally is not banished, negate Heartbreaker.


Shuffle 3 Martial Attacks from your depletion pile into your deck.

On your next turn, play an additional threat.

Key to the City Memento 0 0 At the beginning of your turn, you have a 20% chance to recover 1 and a 20% chance your opponent depletes 1.
Crime Blotter: Upstart LoH ReflexBadge.png LoH PsychBadge.png Ally Upstart 3 3 If Devastatrix: Upstart is in your deck, recover 3.


If Little Susie: Antihero is in your deck, banish all other Upstarts in your deck. For each Upstart banished in this way, your opponent depletes 1.

Devastatrix: Upstart LoH PowerBadge.png LoH ScultpingBadge.png Ally Upstart 4 3 For each Upstart in your depletion pile, deal +1 damage.
Shimmerstorm: Upstart LoH ReflexBadge.png LoH ScultpingBadge.png Ally Upstart 0 2 For each Upstart in your deck, deal +1 damage.


Delay: Shuffle a copy of Shimmerstorm: Upstart into your deck.

Southside Sentry: Upstart LoH PowerBadge.png LoH PsychBadge.png Ally Upstart 5 1 For each Upstart in your deck, there's a 50% chance to gain +1 shield.
The Conservator: Protector LoH PowerBadge.png LoH PsychBadge.png Ally 2 3 For each Ally in your depletion pile, there's a 75% chance to deal +1 damage.
Pesticide: Receiver of Wreck LoH PsychBadge.png Ally 3 3 For each Ally in your depletion pile, deal +1 damage.


When Pesticide: Receiver of Wreck is depleted, shuffle a copy of Flotsam into your deck and a copy of Jetsam into your deck.

The Scarlet Tiger LoH PowerBadge.png LoH ReflexBadge.png Ally 5 2 The next Ally you play is a critical strike.


When The Scarlet Tiger is depleted, the next threat you play deals +2 damage.

Shimmerstorm: Warning LoH ReflexBadge.png LoH ScultpingBadge.png Ally Upstart 4 4 Delay: Shuffle a copy of Shimmerstorm: Warning into your deck.


Delay: Recover 5.

Delay: For this turn, you may play an additional threat.

On deplete, for each copy of Shimmerstorm: Warning in your deck, deal +1 damage.

Flotsam LoH PsychBadge.png Ally Animal 4 3
Jetsam LoH PsychBadge.png Ally Animal 3 4
Displaced Anger LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Martial 0 2 Deplete an Ally.


Deal +1 damage for each Ally in your depletion pile.

​Wild in the Streets LoH PowerBadge.png Martial 4 4
No Witnesses LoH MastermindBadge.png Tactical 3 3 +2 Willpower Counters


Blank an Ally in your opponent's deck.

OtHay otShay LoH MarksmanBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 4 2 OtHay otShay has a 50% chance to deal double damage.


OtHay otShay has a +50% chance to be a critical strike.

For this turn, play an additional threat.

Time Capsule Memento 0 0 For each blank card in your opponent's deck, your Allies have a 33% chance to deal +1 damage.
​IxNay: ostLay LoH MarksmanBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Crimelord 5 0 For this turn, play an additional threat.
The Hat: Lost LoH MastermindBadge.png Ally Crimelord 0 1 For each Willpower Counter you have, shuffle a copy of The Undone into your deck.


If you would deplete The Hat: Lost, deplete another card instead.

The Schism: Handhold LoH AlienBadge.png Ally Alien 10 10
The Strays LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png Ally Thug 5 2
The Undone LoH AlienBadge.png LoH MastermindBadge.png Ally Alien 0 0 Blank a card in each opponent's deck.


When The Undone is depleted, banish it. Each opponent blanks a card in their deck.

Bump the Shark LoH PowerBadge.png LoH ScultpingBadge.png Tactical 3 3 +2 Willpower Counters


Shuffle an Event from your banish pile into your deck.

Banish Bump the Shark.

Bad Dreams LoH PsychBadge.png LoH PowerBadge.png Martial 4 2 LoH PsychBadge.png If Bad Dreams deals damage, your opponent depletes a Memento.
Bone Crusher LoH PowerBadge.png Martial 1 2 Deplete an Event from your deck.


The next Martial Attack you play deals +4 damage.

Emergence LoH PowerBadge.png Martial 0 4 Your Martial Attacks deal +1 damage for the rest of the fight.
Fanning the Flames LoH ScultpingBadge.png Martial 2 2 For this and the next two turns your Sculpting badged threats deal +2 damage.
Irrepressible Optimism LoH ReflexBadge.png Martial 1 2 Damage dealt by Irrepressible Optimism is unstoppable.


Your opponent depletes 1.

Your opponent banishes 1.

Recover 1.

LoH ReflexBadge.png 25% chance to play an additional threat this turn.

Outer Strength LoH PowerBadge.png Martial 3 1 Recover 2.


LoH PowerBadge.png: +2 Willpower Counters.

Spitting Image LoH ScultpingBadge.png LoH PowerBadge.png Martial 2 2 LoH PowerBadge.png Shuffle a copy of Endure into your deck.
Step Aside LoH ReflexBadge.png Martial 4 0 LoH ReflexBadge.png If the next threat played against you would deal 5 or more damage, it deals 1 damage instead.
Unholstered LoH PowerBadge.png LoH ReflexBadge.png Martial 2 2 There is a 33% chance that Unholstered deals +3 damage.


There is a 33% chance that Unholstered is unstoppable.

Wet Work LoH ReflexBadge.png Martial 0 2 Banish up to 6 cards from your depletion pile, Wet Work deals +1 damage for each card banished in this way.
Cover Fire LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Martial 5 1 Play a random Ally from your deck.
Forgotten Promises LoH PsychBadge.png Martial 3 4 Your opponent depletes 1 for each Ally card in their deck.
Bank Shot LoH PowerBadge.png Tactical 0 3 Deplete 2.


You gain 4 Willpower Counters.

Decoy Mission LoH ReflexBadge.png LoH PsychBadge.png Tactical 2 2 The next Tactical Attack you play is unstoppable.
Fireroad LoH ScultpingBadge.png Tactical 1 2 Recover 2.


The next threat you play deals +2 damage.

Fuel for the Fire LoH ScultpingBadge.png Tactical 3 0 Shuffle 2 copies of Fuel for the Fire into your deck.
Recon Mission LoH ReflexBadge.png LoH PowerBadge.png Tactical 4 1 If you have 5 or more Willpower Counters, the next threat you play deals double damage.


If you have 4 or fewer Willpower Counters, gain +2 Willpower Counters and shuffle a copy of Recon Mission into your deck.

Shadowplay LoH ScultpingBadge.png LoH PsychBadge.png Tactical 3 2 The next 2 threats played against you will deal you no more than 5 damage.
Siegecraft LoH ScultpingBadge.png Tactical 2 2 The next threat you play has a 50% chance to be a critical strike.
Night Music LoH PsychBadge.png Tactical 4 2 If Night Music would deal damage, you instead shuffle a copy of Sleeper Agent into your opponent's deck for each point of damage it would have inflicted.
Welcome Wagon Event 0 0 On deplete, your opponent can't gain shield until the end of their next turn.
Show Stopper Memento 0 0 While in deck, your threats have a 33% chance to deal +1 damage for each Ally in your depletion pile.
Codename: Sidekick LoH PsychBadge.png LoH ReflexBadge.png Ally 1 4 If you have at least 1 Tactical Attack in your depletion pile, gain 1 Willpower Counter.


If your opponent has at least 1 Martial Attack in their depletion pile, gain 1 Willpower Counter.

If Codename: Soldier is in your deck, gain 1 Willpower Counter.

Codename: Soldier LoH PowerBadge.png LoH ReflexBadge.png Ally 3 2 Shuffle an Ally from your depletion pile into your deck.


If Codename: Sidekick is in your deck, you have a 40% chance to recover a card for each Willpower Counter you have.

Billy Stopless: Genesis LoH ReflexBadge.png Ally Genesis 3 1 Billy Stopless: Genesis is unstoppable.


Billy Stopless: Genesis is a critical strike.

On deplete, for the next 3 turns your Reflex badged threats deal +1 damage.

Dimetrodon: Cage Fighter LoH PowerBadge.png LoH ScultpingBadge.png Ally 5 3 Dimetrodon: Cage Fighter is unstoppable.
Helios: Genesis LoH ScultpingBadge.png Ally Genesis 4 2 The next time you're dealt 8 or more damage, your opponent depletes that many cards.


On deplete, your opponent depletes 2.

Moxie: Genesis LoH PowerBadge.png Ally Genesis 5 3 Expend up to 3 Willpower Counters. Your opponent depletes 2 and you recover 2 for each Willpower Counter expended in this way.


On deplete, you gain 2 Willpower Counters.

The Abyss: Genesis LoH PsychBadge.png Ally Genesis 3 4 Shuffle 3 copies of Sleeper Agent into your opponent's deck.


On deplete, shuffle 1 copy of Sleeper Agent into your opponent's deck.

Zeroth: Genesis LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Zeroth 1 1 LoH PowerBadge.png For the next 2 turns, threats you play deal +3 damage.


LoH ReflexBadge.png Play an additional threat this turn.

LoH ScultpingBadge.png Recover 5.

LoH PsychBadge.png You have a 75% chance to deal +1 damage for each Willpower Counter you have.

On deplete, banish Zeroth: Genesis. Shuffle 4 Genesis Squadron Allies from your depletion pile into your deck.

Sleeper Agent Ally 1 1 When Sleeper Agent is depleted, you deplete 2.
Arch Villainy LoH AlienBadge.png Martial 2 0 Your opponent skips their next turn.
Close to the Chest LoH PowerBadge.png LoH ReflexBadge.png Martial 2 3 Play a copy of Close to the Chest from your depletion pile.


Banish Close to the Chest.

​Pole Vault LoH PowerBadge.png Martial 4 2 For this and your next turn, Martial Attacks have a 50% chance to deal double damage.


The next attack played against you deals -2 damage.

​Scientific Method LoH PsychBadge.png LoH PowerBadge.png Tactical 1 5 Recover three Allies from your depletion pile.
Stampede LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 4 1 For the rest of the fight, Allies you play gain +1 shield.
Last Stand Event 0 0 On deplete, banish 2 cards from your opponent's deck.
Dr. Tessera LoH PsychBadge.png LoH PowerBadge.png LoH MastermindBadge.png Ally Crimelord 3 0 Search your deck for 3 copies of The T-Generates and play them.


On deplete, shuffle a copy of The T-Generates into your deck.

Red Poles LoH PowerBadge.png LoH MastermindBadge.png Ally Henchman 3 3 Your next Martial Attack deals +2 damage.


Recover a Martial Attack.

On deplete, your next Martial Attack is unstoppable.

Schism: Footfall LoH AlienBadge.png Ally Alien 4 4 Your opponent depletes 5.


Recover 5.

The T-Generates LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Ally Henchman 1 1 The T-Generates is unstoppable.


The next Ally you play deals +2 damage.

The Three Harmonies LoH PowerBadge.png LoH ReflexBadge.png LoH MastermindBadge.png Ally Crimelord 7 0 For this and your next turn, Martial Attack deals double damage.


On deplete, shuffle 3 copies of Close to the Chest into your deck.

Scarlet Tiger: Enraged LoH PowerBadge.png LoH ReflexBadge.png Martial 5 1 Play an additional Martial Attack.


Your next Martial Attack played this turn is unstoppable.

On deplete, shuffle a copy of Feral Rage into your deck.

Dark Thoughts LoH PowerBadge.png LoH PsychBadge.png Martial 2 2 LoH PsychBadge.png Lv3: Your opponent depletes 2.


LoH PowerBadge.png Lv5: Your next Ally deals +3 damage.

Do as I Do LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Martial 1 3 The next attack played by each of the other members of your team is a critical strike.
Head-on Collision LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Martial 0 4 Deal +2 damage for each other member in your team.
Held at Bay LoH ReflexBadge.png LoH PowerBadge.png Martial 4 3 LoH ReflexBadge.png Lv3: Held at Bay deals +2 damage.


LoH PowerBadge.png Lv3: Gain 1 Willpower Counter for each point of damage dealt by Held at Bay.

Missing Each Other LoH ReflexBadge.png Martial 5 1 LoH ReflexBadge.png Lv3: The next attack played against you deals -2 damage.


LoH ReflexBadge.png Lv6: Your opponent depletes 3.

LoH ReflexBadge.png Lv10: Play an additional threat this turn.

Over the Top LoH PowerBadge.png Martial 2 3 LoH PowerBadge.png Lv3: +2 shield.


LoH PowerBadge.png Lv6: Over the Top is unstoppable.

LoH PowerBadge.png Lv10: For the rest of the fight, Power badged cards you play deal +2 damage.

Vise Grip LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Martial 6 6
​#nextlevel LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 2 2 LoH ScultpingBadge.png Lv3: Banish 2 cards from your opponent's deck.


LoH ReflexBadge.png Lv3: Recover 2.

​#uhoh LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 0 4 +2 Willpower Counters


Each other member of your team gains 1 Willpower Counter.

Corner Pocket LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 3 4 Corner Pocket deals double damage.


On deplete, banish Corner Pocket. Recover 2 and your opponent depletes 2.

Evenly Matched LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 0 0 Remove all Willpower Counters from all players.


Banish all cards in all depletion piles.

Each opponent depletes 3.

Banish an Event from your opponent's deck.

Fool Me Once... LoH PsychBadge.png Tactical 0 3 50% chance to deal +1 damage for each Ally in your deck.
Freezeframe LoH ScultpingBadge.png LoH PsychBadge.png Tactical 4 0 If the next threat played against you would deal you 5 or more damage, prevent it.


Recover 5.

Banish Freezeframe.

Grip of Fanaticism LoH PsychBadge.png Tactical 1 4 LoH PsychBadge.png Lv3: Recover 2.


LoH PsychBadge.png Lv6: Negate the next two Allies your opponent depletes.

LoH PsychBadge.png Lv10: Recover 2 whenever you play a Psych threat for the rest of the fight.

Old Habits LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 6 3 Recover 6.


Each opponent banishes 10 cards from their depletion pile.

Reflective Reasoning LoH PsychBadge.png LoH ScultpingBadge.png Tactical 0 4 LoH ScultpingBadge.png Lv5: Your opponent depletes 3.


LoH PsychBadge.png Lv5: Banish 5 cards from your opponent's depletion pile.

Some Say... LoH ScultpingBadge.png Tactical 3 2 LoH ScultpingBadge.png Lv3: Some Say... has a 50% chance to deal double damage.


LoH ScultpingBadge.png Lv6: +2 damage.

LoH ScultpingBadge.png Lv10: Your opponent gains 1 Damage Counter.

Philosophical Differences Event 0 0 On deplete, recover 2 Allies.
Surprised Party Event 0 0 On deplete, the next threat you play deals +2 damage.
Undercard Bout Event 0 0 On deplete, the next threat you play is unstoppable.
Zeroth Unity Event 0 0 On deplete, recover 1 Tactical attack, 1 Martial attack, 1 Ally, and 1 Memento.
Faculty Mixer Memento 0 0 While in deck, if you would gain shield, gain an additional 1 shield.
The Road to Hell Memento 0 0 While in deck, attacks you play have a 10% chance to be unstoppable.
​#Z03MG: Far from Home LoH ScultpingBadge.png LoH ReflexBadge.png Ally Homeschool 1 2 LoH ScultpingBadge.png Lv3: #Z03MG: Far from Home deals double damage.


LoH ReflexBadge.png Lv3: #Z03MG: Far from Home deals +2 damage.

Absolute Zeroth LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Zeroth 3 3 +3 Willpower Counters


Absolute Zeroth is unstoppable.

Deal +2 damage for each Willpower Counter your opponent has.

On deplete, the next Ally you play deals double damage.

Afterimage LoH ReflexBadge.png LoH PsychBadge.png Ally Dramaclub 5 2 Search your deck for 2 copies of Step for Step and play them.


On deplete, shuffle 2 copies of Afterimage Token into your deck.

Bantam: The Whom LoH ScultpingBadge.png LoH PowerBadge.png Ally Whom 5 0 LoH ScultpingBadge.png Your next attack gains [Banisher] 6.


LoH PowerBadge.png Lv5: Search your deck for a copy of Bookworm: The Whom, play it, and recover 4.

Beacon: The Whom LoH ScultpingBadge.png LoH PowerBadge.png Ally Whom 3 4 LoH PowerBadge.png If Beacon: The Whom deals damage, banish an Event from your opponent's deck.


LoH ScultpingBadge.png Lv7: Banish a Memento from your opponent's Deck.

On deplete, banish 4 cards from your opponent's depletion pile.

Bookworm: The Whom LoH ReflexBadge.png LoH PsychBadge.png Ally Whom 2 2 LoH ReflexBadge.png Bookworm: The Whom is unstoppable.


LoH PsychBadge.png Lv5: Search your deck for a copy of Bantam: The Whom and play it. It deals +4 damage.

Coax LoH PsychBadge.png LoH ScultpingBadge.png Ally Dramaclub 0 5 Your opponent depletes 4.


If your opponent has an Ally in their depletion pile, recover 4.

If your opponent has a Memento in their depletion pile, they banish 2.

If Coax would be depleted, deplete another card instead.

Cornerstone LoH ScultpingBadge.png LoH PowerBadge.png Ally Dramaclub 3 3 The next threat you play deals +4 damage.


The next threat you play gives you +4 shield, if you would gain shield.

Makeshift: Far from Home LoH ReflexBadge.png LoH PsychBadge.png Ally Homeschool 4 1 Ploy: If an attack played against you deals no damage, banish the top 3 cards from your opponent's deck.


Ploy: If an attack played against you deals damage, recover 3.

Maser: Far from Home LoH ScultpingBadge.png Ally Homeschool 4 2 Recover 2 Tactical attacks.


If your next threat is Tactical, it deals +3 damage.

Quickhit: Far from Home LoH ReflexBadge.png Ally Homeschool 2 3 Delay: Allies you play this turn deal +2 damage.


Delay: Attacks you play this turn deal +1 damage.

The Accelerant: The Whom LoH ScultpingBadge.png LoH ReflexBadge.png Ally Whom 3 3 LoH ScultpingBadge.png Shuffle a copy of The Accelerant: The Whom into your deck.


LoH ReflexBadge.png Lv7: Recover 4.

Zeroth: Resolute LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Zeroth 5 2 +3 Willpower Counters


Play a random Ally from your depletion pile.

Play an additional threat this turn.

On deplete, banish Zeroth: Resolute and remove up to 3 Willpower Counters. Recover 2 and your opponent depletes 2 for each Willpower Counter removed this way.

Afterimage Token LoH ReflexBadge.png LoH PsychBadge.png Ally Dramaclub 4 1 Search your deck for a copy of Step for Step and play it.
Space Station Zeroth Ally 4 4 While in deck, attacks you play have a 25% chance to deal +1 damage and if you would gain shield, you have a 35% chance to gain an additional 1 shield.


If you would deplete Space Station Zeroth, deplete another card instead.

If you have at least 1 Zeroth Ally in your deck, your opponent depletes 4.

If you have at least 1 Zeroth Ally in your depletion pile, recover 4.

Young Zeroth LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Zeroth 2 2
Brink of Destruction LoH AlienBadge.png LoH ScultpingBadge.png LoH PowerBadge.png Martial 4 1 Brink of Destruction is a critical strike.


Brink of Destruction is unstoppable.

On deplete, deplete an Event and a Memento from your opponent's deck.

Dimetrodrone Fight LoH PowerBadge.png Martial 0 0 50% chance to deal +1 damage for each Dimetrodrone in your deck.
​Three-Headed Giant LoH PowerBadge.png LoH ReflexBadge.png LoH MastermindBadge.png Martial 4 4 Banish an Event and a Memento from your opponent's deck.
Malevolent Intent LoH AlienBadge.png LoH MarksmanBadge.png LoH MastermindBadge.png Tactical 3 0 The next threat played against you will deal you no more than 3 damage.


When Malevolent Intent is depleted, banish it. recover 4.

Twisted Genius LoH ReflexBadge.png LoH PowerBadge.png LoH PsychBadge.png LoH MastermindBadge.png Tactical 5 1 For each point of damage done by Twisted Genius, shuffle a copy of The T-Generates into your deck.
Unrelenting Assault LoH AlienBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 0 1 Each opponent banishes 2 cards from their deck.


On deplete, deal a random opponent 1 damage for each Martial Attack in their deck.

Dimetrodrone LoH PowerBadge.png Ally Henchman 2 2 Henchmen deal +2 damage for the rest of the fight.


When Dimetrodrone is depleted, each opponent depletes 1.

Dr. Tessera: Devolved LoH ReflexBadge.png LoH PowerBadge.png LoH PsychBadge.png LoH MastermindBadge.png Ally Crimelord 4 0 Deplete 5.


Deal +2 damage for each Henchman in your depletion pile.

On deplete, shuffle 2 Henchmen from your depletion pile into your deck.

Schism: Arrived LoH AlienBadge.png LoH MastermindBadge.png LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Ally Alien 5 5 Search your deck for Schism: Footfall and Schism: Handhold and play them.
Three Harmonies: Offkey LoH PowerBadge.png LoH ReflexBadge.png LoH MastermindBadge.png Ally Crimelord 5 1 Three Harmonies: Offkey is unstoppable.


50% chance to deal +1 damage for each Martial attack in your depletion pile.

On deplete, each opponent depletes 1.

Pyrotechnique: Forget Me Not LoH ScultpingBadge.png Ally 3 4 Discard 2 cards. Deal +2 damage for each card discarded.
​#3gging LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 3 0 +3 Willpower Counters


The next threat played against you deals -7 damage.

Brown Bagging LoH PsychBadge.png LoH ReflexBadge.png Tactical 3 3 50% chance that your opponent depletes 4.


50% chance that Brown Bagging is unstoppable.

Paper into Trees LoH PowerBadge.png LoH ReflexBadge.png Martial 1 1 Your opponent plays threats at random during their next turn.


Play an additional Ally from your hand.

Banish Paper into Trees.

Cutting Edge LoH ScultpingBadge.png LoH PsychBadge.png Tactical 4 2 For the rest of the fight, Tactical attacks you play deal +1 damage and have a +10% chance to be critical strikes.
Accelerated Decay LoH PowerBadge.png LoH ScultpingBadge.png Martial 3 6 For the next three turns, whenever your opponent plays a threat, they deplete 3.
Trick or Trick Event 0 0 On deplete, the next threat played against you will deal you no more than 3 damage.
Gummy Crawlers LoH PowerBadge.png LoH ScultpingBadge.png LoH MastermindBadge.png Martial 4 3 Banish 3 cards from your opponent's deck.


Banish 4 cards from opponent's depletion pile.

The next threat you play deals +5 damage.

​#LOL LoH ReflexBadge.png LoH ScultpingBadge.png Martial 4 2 For each Home School Ally in your deck, your opponent has a 20% chance to deplete an Ally, a Memento, and a Tactical Attack from their deck.
​#Sawed Off LoH ReflexBadge.png LoH ScultpingBadge.png Martial 1 3 If you have at least 6 Martial attacks in your depletion pile, your opponent depletes 3.
Adlib LoH PowerBadge.png Martial 2 2 If your opponent has an Ally in their depletion pile, your next threat deals +3 damage.
Easy Access LoH ScultpingBadge.png Martial 2 3 LoH ScultpingBadge.png Lv8: Easy Access is a critical strike.
Cowabunga!! LoH PsychBadge.png LoH ScultpingBadge.png Tactical 2 1 Discard your hand. For each card discarded in this way, play a random Tactical Attack from your deck. Banish Cowabunga!!.
Dead in Your Tracks LoH ReflexBadge.png Martial 1 2 If your opponent has a Memento in their depletion pile, the next threat you play is a critical strike.
Hard Choices LoH PsychBadge.png Martial 0 2 Banish all Allies from your deck. You recover 1 and your opponent depletes 1 for each card banished in this way.
Head to Head LoH ReflexBadge.png LoH PowerBadge.png Martial 1 2 Discard your hand. If you discarded 1 card, Head to Head deals +3 damage. If you discarded 2 cards, Head to Head deals an additional +5 damage.
Power Tool LoH PowerBadge.png Martial 0 4 LoH PowerBadge.png Lv6: Power Tool deals +5 damage.
Saving Grab LoH PowerBadge.png LoH ScultpingBadge.png Martial 1 3 Discard your hand. For each card discarded in this way, recover 3.
Plot Twist LoH ReflexBadge.png LoH PsychBadge.png Martial 2 3 Discard your hand. If you discarded 1 card, gain +1 Willpower Counter. If you discarded 2 cards, gain an additional +3 Willpower Counters.
Tool Box LoH PowerBadge.png LoH ScultpingBadge.png Martial 2 2 Recover up to 2 Mementos.


Tool Box has a +50% chance to deal +1 damage for each Memento in your deck.

Walk-On LoH ReflexBadge.png LoH PowerBadge.png Martial 1 2 Discard a card. If you do, the next Tactical Attack you play deals +3 damage.
​#Headgames LoH ReflexBadge.png LoH PowerBadge.png Tactical 3 1 Discard your hand. If you discarded 1 card, #Headgames has a +30% chance to be a critical strike. If you discarded 2 cards, #Headgames is a critical strike.
Autonomous Effort LoH PowerBadge.png LoH PsychBadge.png Tactical 3 1 Autonomous Effort deals +1 damage for each Home School Ally in your deck.
Big Man on Campus LoH PowerBadge.png LoH ScultpingBadge.png Tactical 2 2 If you have at least 4 Tactical attacks in your depletion pile, recover 5.


Recover 2.

Doubtless LoH PsychBadge.png Tactical 1 4 LoH PsychBadge.png Lv4: your opponent banishes 3.
Drama Queen LoH PsychBadge.png LoH ScultpingBadge.png Tactical 4 2 Recover 4.


If there are no Allies in your deck, banish your opponent's depletion pile. For every 3 cards banished in this way, they deplete 1.

Fast Tracked LoH ReflexBadge.png Tactical 5 3 Discard your hand. If you discarded 1 card, your opponent banishes an Event from their deck. If you discarded 2 cards, your opponent also depletes 3 Martial attacks from their deck.
Gentle Reminder LoH ScultpingBadge.png Tactical 3 2 +3 Willpower Counters
Hit Your Mark LoH PowerBadge.png LoH ScultpingBadge.png Tactical 4 1 Discard a card. If you do, the next threat your opponent plays deals -2 damage.
Most Likely to Succeed Tactical 2 3 LoH PsychBadge.png Lv8: Recover 2 attacks.


LoH ReflexBadge.png Lv8: for the next 3 turns whenever you play an attack, your opponent depletes 2.

LoH PowerBadge.png Lv8: Recover 2 Allies.

LoH ScultpingBadge.png Lv8: for the next 3 turns, Allies you play deal +2 damage.

Recollection LoH PsychBadge.png Tactical 3 1 If your opponent has a Martial Attack in their depletion pile recover 3.
Right in the Wheelhouse LoH PowerBadge.png LoH ReflexBadge.png Tactical 5 2 For the next X turns, whenever your opponent plays a threat they deplete 1; where X= the number of Willpower Counters you have.
Screen of Death Tactical 0 0 Ploy: if this is the second threat your opponent played this turn, negate and banish it. Your opponent's turn immediately ends.
Shooting Gallery LoH ScultpingBadge.png Tactical 2 3 If your opponent has a Tactical Attack in their depletion pile, they deplete 2.
Stage Whisper LoH PowerBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Tactical 4 5 Your opponents banish 1 Event and Memento.


Survivor 10: Your opponents banish 1 Event and Memento.

Survivor 40: Your opponents banish all Events and Mementos.

Stop Shooting Yourself LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 5 0 Your opponent's next threat deals no more than 2 damage.


Until your next turn, whenever your opponent plays a threat they deplete 2.

Waiting in the Wings LoH PowerBadge.png Tactical 2 2 For each Willpower Counter your opponent has, they have a 75% chance to deplete 1.
What's My Line? LoH ReflexBadge.png Tactical 2 3 LoH ReflexBadge.png Lv2: Recover 3.
​#Z03MG: Protector LoH ScultpingBadge.png LoH ReflexBadge.png Ally Homeschool 3 0 #Z03MG: Protector is Unstoppable


While in your deck, Homeschool Allies have a 35% chance to deal +2 damage.

Johnny Tinker LoH PowerBadge.png LoH ScultpingBadge.png Ally Homeschool 7 3 Discard your hand. If you discarded 1 card, the next threat played against you deals no more than 5 damage, and each opponent banishes 3 cards. If you discarded 2 cards, attacks you play for the next 2 turns deal +4 damage.


If Johnny Tinker would be depleted, deplete another card instead.

Makeshift: Protector LoH ReflexBadge.png LoH PsychBadge.png Ally Homeschool 5 2 Your opponent has a 33% chance to banish an Ally, a 33% chance to banish an Event, and a 33% chance to banish a Memento.


While Makeshift: Protector in your deck at the beginning of your turn, you have a 20% chance to recover an attack.

Maser: Protector LoH ScultpingBadge.png LoH PsychBadge.png Ally Homeschool 5 3 While in your deck, whenever you play an attack you have a 20% chance to gain +1 Willpower Counter


On deplete banish Maser: Protector, shuffle all Homeschool Allies from your depletion pile into your deck.

Quickhit: Protector LoH ReflexBadge.png LoH PowerBadge.png Ally Homeschool 3 4 Survivor 10: Shuffle a copy of Quickhit: Protector into your deck.


While in you deck, Reflex badged cards have a +10% chance to deal +2 damage.

While in you deck, Power badged threats you play have a %10 chance to gain +1 shield.

Oh, Hi! Event 0 0 Home School Allies deal +1 damage for the rest of the battle.
Leveled Playing Field Memento 0 0 Whenever you play a threat you have a 25% chance to recover 1.
Wax Lips Event 0 0 Recover 2 Tactical attacks.


Tactical attacks you play next turn are critical strikes.

Battle Modifications LoH PowerBadge.png LoH ScultpingBadge.png Martial 4 4 Discard your hand. If you discarded one card recover 2 Allies.


If you discarded 2 cards, whenever you play an Ally it deals +1, and if you would gain shield, gain +1 shield.

Rain of Destruction LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 5 3 Your opponent depletes a Memento.


Survivor 10: Deal +1 damage for each copy of Rain of Destruction in your deck.

Survivor 15: Shuffle 3 copies of Rain of Destruction into your deck.

Survivor 20: Deal +1 damage for each copy of Rain of Destruction in your depletion pile.

​Monkeyshines LoH MastermindBadge.png LoH ScultpingBadge.png Martial 7 2 For the next 3 Allies you play, deal +3 damage.
​Pillar of Strength LoH MastermindBadge.png LoH PowerBadge.png Martial 0 4 Play a Sunderling from your deck.


Recover 2 Henchman Ally.

Reckless Charge LoH MastermindBadge.png LoH PowerBadge.png Martial 5 3 Deplete 2.


This attack has a 70% chance to deal double damage.

Shortest Distance LoH MastermindBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Martial 3 1 Shortest Distance is unstoppable.


Your next 3 threats are unstoppable.

Gain +1 Willpower Counter for each damage dealt by Shortest Distance.

​Swat LoH MastermindBadge.png LoH PowerBadge.png Martial 3 3 Deplete 3.


For the rest of the fight your Power attacks deal +3.

Wrecking Ball LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Martial 5 0 Wrecking Ball is Unstoppable.


The next threat you play deals double damage.

Blunt Instruments LoH MastermindBadge.png LoH PowerBadge.png Tactical 5 2 If Blunt Instruments would deal damage to an opponent, your opponent depletes 2.
Fire Corridor LoH MastermindBadge.png LoH ScultpingBadge.png Tactical 3 4 Your opponent plays threats at random for the next turn.


For the next threat you play if you would gain shield, gain +3 shield.

​Swing State LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 7 2 Swing State has a 50% chance to deal no damage.


Swing State has a 50% chance to deal double damage.

​Wiggle Room LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 0 0 The next 2 threats your opponent plays deal no damage.


Recover 2.

Firerazer: Freelancer LoH MastermindBadge.png LoH ScultpingBadge.png Ally Mercenary 2 6 Firerazer: Freelancer has a 15% chance to deplete a card for each Tactical Attack in your opponent's deck.


On deplete your opponent banishes a Memento from their deck.

Kindling: For Hire LoH MastermindBadge.png LoH ScultpingBadge.png Ally Henchman 2 3 On deplete banish Kindling: For Hire, shuffle Black Smoke and Exposed Wires into your deck.
Ms. Modulus LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Ally 5 1 If an attack deals damage to you, it deals no more than 2 damage.


Your Sculpting attacks for the next 2 turns, deal +4 damage.

Your next Reflex attack is unstoppable.

Sunder: Freelancer LoH MastermindBadge.png LoH PowerBadge.png Ally Mercenary 10 3 Deplete a Henchman from your deck, Sunder: Freelancer deals +1 damage for each Henchman in your deck, and a +50% chance to deal an additional +1 damage.


On Deplete banish Sunder: Freelancer, the next threat you play deals +4 damage.

Sunderlings: For Hire LoH MastermindBadge.png LoH PowerBadge.png Ally Henchman 4 3 Recover a Sunderling.


When this is depleted, your next 2 threats are unstoppable.

​The 8-Bits LoH MastermindBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Henchman 2 2 Your opponent banishes 2.


Your opponent depletes 2.

On deplete banish The 8-Bits, Recover 2

Torrent: Freelancer LoH MastermindBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Mercenary 6 4 For the rest of the fight, threats you play deal +2 damage.


Shuffle 4 copies of 8-bits into your deck.

On deplete banish Torrent: Freelancer, the next attack you play deals double damage.

​Candy Factory Memento 0 0 While in your deck, whenever you play a threat your opponent has a 75% chance to banish 1.
​Hard Headed LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 4 2 Each opponent banishes an Event from their deck.


Survivor 30: Each opponent banishes all Events from their decks.

Survivor 60: Each opponent banishes all Allies from their decks.

Crawling from the Wreckage LoH MastermindBadge.png LoH PowerBadge.png Martial 6 2 Crawling from the Wreckage is unstoppable.


The next attack you play is a critical strike.

Strung Up LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 3 4 Each opponent depletes a Memento.


Each opponent banishes an Ally from their deck.

Taunting LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Martial 5 4 Survivor 20: Shuffle 4 copies of Taunting into your deck.


On deplete banish Taunting, each opponent depletes 2.

Sandbagged LoH ReflexBadge.png LoH PowerBadge.png Tactical 5 0 The next 2 threats played against you deal no more than 4 damage.


Sandbagged has a 50% chance to be unstoppable.

The next Home School Ally you play deals +3 damage.

Dramatic Entrance LoH PowerBadge.png LoH ReflexBadge.png Martial 3 4 Your next Martial attack is unstoppable, deals +2 damage, and gets +2 shield, if you would gain shield.


Discard your hand. If you discarded 1 card, gain 3 Willpower Counter.

If you discarded 2 cards, in addition play a random Martial attack from your depletion pile.

Backstage Pass LoH ScultpingBadge.png LoH PsychBadge.png Tactical 5 1 Shuffle 2 copies of Backstage Pass into your deck.


The next attack played against you has a 50% chance to deal no more than 3 damage.

On deplete banish Backstage Pass, your next Tactical Attack deals +2 damage.

Arch-Frenemies LoH ScultpingBadge.png LoH ReflexBadge.png Martial 0 3 LoH ReflexBadge.png Lv3: Deal +1 damage for each copy of Arch-Frenemies in your deck.


LoH ScultpingBadge.png Lv7: Deal +1 damage for each copy Arch-Frenemies in your depletion pile.

Shuffle a copy of Arch-Frenemies into your deck.

Chit Chat LoH PowerBadge.png LoH PsychBadge.png Martial 6 4 For the next two turns, if your opponent plays a Martial Attack they deplete 7.


For the next two turns, if your opponent plays a Tactical Attack you recover 5.

Chop-Block LoH PowerBadge.png Martial 5 0 If Chop-Block is discarded, your card that caused Chop-Block to discard if you would gain shield, gains +5 shield.


On deplete, banish Chop-Block. The next threat you play if you would gain shield, gains +3 shield.

Coercion LoH PsychBadge.png Martial 4 5 The next time a threat played against you would deal you 9 or more damage, prevent it.


If Coercion is discarded, your opponent depletes 2 Tactical attacks, and 2 Martial attacks from their deck.

Don't Hold Me Back LoH ReflexBadge.png LoH PowerBadge.png Martial 1 1 The next threat played against you does -3 damage.


The next threat you play does +3 damage.

Early Edition LoH ReflexBadge.png Tactical 0 4 Discard a random card.


If you discarded a Martial attack, the next Martial attack you play deals +5 damage.

Eye for an Eye LoH ScultpingBadge.png LoH PsychBadge.png Martial 1 2 Shuffle a copy of Eye for an Eye into your deck.


LoH ScultpingBadge.png Lv2: Deal +2 damage.

LoH PsychBadge.png Lv5: recover 2.

Hot Potato LoH ScultpingBadge.png LoH PowerBadge.png Martial 4 3 LoH PowerBadge.png Lv4: Hot Potato is a critical strike.


If Hot Potato is discarded, your opponent gains 1 Damage Counter.

Into the Fray LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Martial 6 2 The next Ally you play is unstoppable.


The next Tactical Attack you play deals +4 damage.

The next Martial Attack you play gains +10 shield, if you would gain shield.

On deplete, banish Into the Fray and the next threat you play deals +2 damage.

Lob City LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 6 5 Damage dealt by Lob City is unstoppable.


Shuffle 2 copies of Lob City into your deck.

If Lob City is discarded, your attacks deal +3 damage for the rest of the battle.

Man Out of Time LoH ReflexBadge.png LoH PsychBadge.png Martial 5 4 Your Martial attacks deal +3 damage for the next 2 turns.


If you play or discard Man Out of Time, your Martial attacks have a +30% chance to be critical strikes for the next 3 turns.

Moment of Clarity LoH PowerBadge.png LoH PsychBadge.png Martial 1 3 If you have an Ally in your depletion pile Moment of Clarity deals +2 damage.


If you have at least three allies in your depletion pile Moment of Clarity is a critical strike.

Muckraker LoH PsychBadge.png LoH ReflexBadge.png Martial 3 2 If Muckraker deals damage, your opponent depletes a Tactical Attack and a Martial Attack.


Survivor 6: Muckraker deals +3 damage.

Survivor 12: Your opponent depletes 4.

Survivor 24: Recover 5.

Not on My Watch! LoH PowerBadge.png Martial 1 2 You and your opponent each gain +2 Willpower Counter.


Not on My Watch! deals +1 damage for each Willpower Counter your opponent has.

On Your Feet LoH PsychBadge.png LoH PowerBadge.png Martial 3 3 Deal +1 damage for each Ally in your depletion pile.


Survivor 30: On Your Feet is unstoppable.

If On Your Feet is discarded, the next Ally you play deals +4 damage.

Still Waters Martial 4 4
You're Welcome LoH ReflexBadge.png Martial 1 3 If You're Welcome is discarded, recover 3.
Bombs Away LoH PowerBadge.png LoH PsychBadge.png Tactical 3 0 The next threat played against you deals no more than 5 damage.


If the next threat played against you would deal you 5 damage, your opponent depletes 5.

Bring the Ruckus LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 4 3 Bring the Ruckus is unstoppable.


Until your next turn, attacks played by your teammates are unstoppable.

Call to Arms LoH PowerBadge.png Tactical 3 2 For the rest of the battle, Power badged cards you play if you would gain shield, gain +1 shield.
Don't Move LoH PsychBadge.png LoH ReflexBadge.png Tactical 0 1 If your opponent's next threat deals you no damage, they deplete 10.
Eye See Now... LoH PsychBadge.png Tactical 5 4 Discard your hand, for each card discarded your opponent banishes 1.


If Eye See Now... is discarded, your opponent depletes 4.

Gruff Grabber LoH PsychBadge.png LoH ReflexBadge.png Tactical 4 2 If Gruff Grabber is discarded, your opponent banishes 2.
Guess Who? LoH ReflexBadge.png LoH PowerBadge.png Tactical 1 3 Reveal the top card of your deck. If it's an Ally, Guess Who? deals +5 damage.


If it's an attack Guess Who? deals +3 damage.

Hacking the System Tactical 2 3 If you have at least 4 Willpower Counters, your opponent banishes 2 Martial attacks from their deck.


If you have at least 6 Willpower Counters, your opponent banishes 2 Tactical attacks from their deck.

If you have at least 8 Willpower Counters your opponent banishes 2 Mementos from their deck.

Heads Up! LoH ReflexBadge.png LoH PowerBadge.png Tactical 3 3 If your opponent has 4 or more shield, Heads Up! is unstoppable.
Manual Shutdown LoH ScultpingBadge.png LoH PowerBadge.png Tactical 3 2 Banish an Ally from your deck. If an Ally is not banished, negate Manual Shutdown. Your opponent banishes their depletion pile.
Pep Talk LoH PsychBadge.png LoH PowerBadge.png Tactical 1 3 LoH PsychBadge.png Lv2: For the next 2 turns threats you play have 40% chance to be unstoppable.


LoH PowerBadge.png Lv2: For the next two turns, whenever you play a threat you gain +1 shield.

There's No 'Eye' in Team LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 2 2 Discard a card at random. If you do, play an Ally from your deck.


Delay: recover 2 Allies.

This May Sting... LoH PowerBadge.png Tactical 2 5 Discard your hand.


If you discarded 1 card, the next threat played against you deal no more than 1 damage.

If you discarded 2 cards, your opponent depletes 3 each time they play a threat next turn.

Too Hot to Handle LoH ScultpingBadge.png Tactical 0 3 Discard your hand.


If you discarded one card, your opponent depletes 2.

If you discarded 2 cards, your opponent banishes 2.

Trial by Fire LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 3 3 Discard your hand.


Recover every The Whom Ally in your depletion pile. For each Ally recovered this way, the next threat you play deals +2 damage.

Banish Trial by Fire upon play.

Downtime Event 0 0 Recover 2.


The next threat you play deals +2 damage.

The Crime Line Memento 0 0 Whenever you play a Martial Attack you have a 35% chance to gain +1 Willpower Counter.
Crime Blotter: Gumshoe LoH ReflexBadge.png LoH PsychBadge.png Ally Upstart 4 3 Recover a Memento.


Delay: Shuffle in a copy of Glory Days and Show Stopper into your deck.

If Crime Blotter: Gumshoe is discarded, recover all Allies in your depletion pile.

Iso-Man LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Meanwhile 3 7 Deplete an Ally from your deck.


For the rest of the fight, Allies you play deal +2 damage.

On deplete, Recover 5 Attacks.

Southside Sentry: Steadfast LoH PowerBadge.png LoH PsychBadge.png Ally Upstart 2 7 Southside Sentry: Steadfast is unstoppable.


Expend 3 Willpower Counters. Recover 3 for each Willpower Counter expended in this way.

If Southside Sentry: Steadfast is discarded, the next two threats played against you deal no more than 3 damage.

Divide and Conquer LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png Martial 6 0 Divide and Conquer deals +2 damage for each Ally in your opponent's depletion pile.


Divide and Conquer deals +3 damage for each Ally in your opponent's deck.

On Deplete banish Divide and Conquer, recover 4.

Eyes in the Skies LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 0 7 Banish all Allies from each opponents' depletion pile. That player depletes 2 for each card banished this way.


Banish all Mementos from each opponents' depletion pile. That player depletes 2 for each card banished this way.

On deplete, the next threat you play is a crtical strike.

Irrational in Numbers LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png Martial 7 6 Recover 8.
Remote Controlled Wreckage LoH MastermindBadge.png LoH PowerBadge.png Martial 4 4 Remote Controlled Wreckage is unstoppable.


The next 2 threats you play are unstoppable.

The next 2 threats you play deal +2 damage.

Saw It Coming LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Martial 7 3 Cards that would be depleted by Saw It Coming are banished instead.


On deplete, your next threat deals +3 damage.

Temper Tantrum LoH MastermindBadge.png LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 3 Temper Tantrum deals +3 damage for each card type in your opponent's depletion pile.


Recover 1 Ally, Martial attack, Tactical attack, 1 Memento, and 1 Event from your depletion pile.

Public Access LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 4 3 Public Access deals +1 damage for each O-bot in your deck.


Recover 1 for each O-bot in your depletion pile.

Rabble Rousing LoH MastermindBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 3 3 For the rest of the game, Scultping badged attacks deal +2 damage.


For the rest of the game, Psych badged allies deal +2.

For the rest of the game, Mastermind badged threats deal +2.

Solving for X LoH MastermindBadge.png LoH PsychBadge.png Tactical 2 3 Solving for X has an 85% chance to deplete 4 cards from each your opponents' decks.


Solving for X has an 90% chance to banish 4 cards from each your opponents' decks.

Solving for X has an 95% chance to banish each of your opponents' depletion pile.

Isolating Z LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png Tactical 5 6 Deplete a Memento from each of your opponent's decks.


Banish 2 Events from each of your opponents' decks.

Deplete 3 Allies from each of your opponents' decks.

On Deplete banish Isolating Z, deplete 4 attacks from each of your opponents' decks.

Stare Down LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 5 5 Until your next turn, your opponent plays their threats at random.


Stare Down is unstoppable.

'Twas Gunpowder Event 0 0 When 'Twas Gunpowder is depleted your opponent's next two threats deal no damage.
Robbery Day Memento 0 0 While Robbery Day is in your deck threats you play deal +1 damage.
Daddy 2.0 LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally Obot 5 5 Each opponent banishes 2 cards from their deck.


Blank 2 Allies in your opponent's deck.

Shuffle in 3 copies of EyeBots.

On Deplete, your opponent depletes 1 for each copy of EyeBots in your depletion pile.

EyeBots LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally Obot 4 3 Recover 5.


On deplete, opponent shuffles 2 copies of Sleeper Agent into their deck.

Gingerhaired Men: Enlisted LoH MastermindBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Ally Henchman 3 4 Your next threat does double damage.


On deplete, banish Gingerhaired Men: Enlisted. Each opponent banishes an Event and a Memento from their deck.

Hench-Mob LoH MastermindBadge.png LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally Henchman 0 3 Recover all Henchmen.


Hench-Mob deals +3 damage for each card recovered this way.

On deplete banish Hench-Mob, for the rest of the fight Henchmen you play deal +1 damage.

Sunderlings: Enlisted LoH MastermindBadge.png LoH PowerBadge.png Ally Henchman 5 3 Recover 3.


Your opponent banishes 2.

Your next threat deals +3.

On deplete, each opponent banishes 1.

Little Susie: Eye Candy LoH MastermindBadge.png LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally 3 4 Little Susie: Eye Candy is unstoppable.


If Little Susie: Eye Candy would be depleted, deplete another card instead.

For the next 4 turns, threats you play are critical strikes.

Cards that would be depleted by Little Susie: Eye Candy are banished instead.

Jaws of Death LoH MastermindBadge.png LoH PowerBadge.png Martial 2 3 The next threat you play deals +3 damage.


On deplete, the next threat you play deals +2 damage.

The Formula LoH MastermindBadge.png LoH PowerBadge.png LoH PsychBadge.png Ally 3 3 If The Formula would be depleted, deplete another card instead.


Your next attack banishes cards instead of depleting them.

Your next 2 attacks are a critical strike.

Your next 3 attacks deals double damage.

Your next 4 attacks are unstoppable.

The Variables LoH MastermindBadge.png LoH PsychBadge.png Ally Henchman 4 4 If you have at least 3 of The Variables in your deck, Shuffle a copy of The Formula into your deck.


The Variables has a 75% chance to recover 4.

The Variables has a 50% chance to be unstoppable.

On Deplete, you have a 25% chance to shuffle a copy of The Variables into your deck.

Flight Suit LoH PowerBadge.png LoH ScultpingBadge.png Martial 3 5 For the rest of the fight, Allies you play deal +1 damage.


The next attack you play deals +5 damage.

Weight for It Memento 0 0 While Weight for It is in your deck your Marital attacks have a 75% chance to gain +1 shield.


Allies you play have a 25% chance to gain +1 Willpower Counter.

Still the Best Jokes Memento 0 0 Your Martial attacks have a 33% chance to cause your opponent to deplete 1.


While Still the Best Jokes is in your deck your Allies have a 20% chance to be unstoppable.

Two Birds Memento 0 0 While Two Birds is in your deck, whenever you play Tactical attacks you have a 35% chance to Recover 1.


While in your deck, Allies you play have a 35% chance to Recover 1.

Practical Gift Memento 0 0 While Practical Gift is in your deck, your Tactical attacks have a 55% chance to deal +1 damage.


Your Allies have a 25% chance to banish 1 card from your opponent's deck.

Family Gathering LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Martial 5 4 Recover all Mementos in your depletion pile.
​Young Zeroth LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Zeroth 3 3 Recover 2.
Prep Talk LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png Tactical 2 6 Recover two Allies from your depletion pile.


The next Martial Attack you play is a critical strike.

The next Tactical Attack you play gains +8 shield, if you would gain shield.

Plan B LoH PowerBadge.png LoH ScultpingBadge.png Martial 2 2 Discard your hand. If you discarded 1 card, Plan B deals +2 damage.


If you discarded 2 cards, in addition Plan B is unstoppable.

If Plan B is discarded, recover a Memento and your opponent banishes a Memento from thier deck.

Missing Your Mark LoH PowerBadge.png LoH ReflexBadge.png Tactical 5 3 For each copy of Missing Your Mark in your deck, your opponent depletes 2.
After You LoH PowerBadge.png Martial 4 6 Deplete 2 events from your deck.


Delay: Allies and Martial Attacks you play this turn are critical strikes.

Ongoing: Allies and Martial attacks you play gain +2 damage +2 shield.

When After You is depleted, banish it.

Blindsided LoH PowerBadge.png LoH ReflexBadge.png Martial 3 2 If Blindsided is discarded, the next Tactical Attack you play deals +4 damage.
Long Memory LoH PowerBadge.png LoH ScultpingBadge.png Martial 4 5 For the next 4 turns, whenever a player plays a threat they discard 2 cards.
Master and Disciple LoH PsychBadge.png LoH ReflexBadge.png Martial 3 0 Discard your hand. If you discarded 1 card, your opponent banishes a Memento from their deck. If you discarded 2 cards, the next threat played against you deals no damage.
Men on a Mission LoH PowerBadge.png Martial 3 1 Deplete 5.


Delay: The next attack you play deals double damage.

Missed Connection LoH PowerBadge.png Martial 2 4 Ongoing: Martial Attacks you play have a +10% chance to deal +1 damage.
Red Thumb LoH ScultpingBadge.png LoH PsychBadge.png Martial 1 2 LoH ScultpingBadge.png Lv2: Red Thumb deals + 2.


LoH PsychBadge.png Lv2: Banish one card from your opponent's deck and depletion pile.

Reluctant Warrior Martial 0 0 Discard your hand. Recover 3.


If Reluctant Warrior is discarded, your opponent depletes 5.

Road Kill LoH ReflexBadge.png Martial 0 4 Survivor 25: Gain 1 Willpower Counter for each Ally in your deck.


For every 3 Willpower Counters you have Road Kill deals +1 damage.

Inconvenient Interruption Martial 7 0 Discard your hand.
Take Down LoH PowerBadge.png LoH ReflexBadge.png Martial 2 4 Discard your hand.


If you discarded 2 Meanwhile Squadron Allies, your opponent banishes 12.

If Take Down is discarded, recover 4 Meanwhile Squadron Allies.

Wall Flower LoH ReflexBadge.png LoH PowerBadge.png Martial 2 2 LoH ReflexBadge.png Lv2: The next attack played against you deals -2.


LoH PowerBadge.png Lv2: The next attack you play, if you would gain shield, gain +1 shield.

Broken Clock LoH ScultpingBadge.png LoH PsychBadge.png Tactical 5 3 Your opponent depletes 2 Martial attacks and 2 Tactical attacks.


Banish 5 Martial attacks in your opponent's depletion pile and 5 Tactical attacks in your opponent's depletion pile.

By the Book LoH PowerBadge.png LoH ScultpingBadge.png Tactical 4 1 When By the Book is depleted, banish it.


Ongoing: If an attack that you play deals damage, your opponent depletes 1.

Deboned Tactical 0 0 Discard your hand. The next attack your opponent plays deals -5 damage.


If Deboned is discarded, recover 7.

Declawed LoH PsychBadge.png Tactical 3 3 Deplete 3, for each attack depleted this way, your opponent banishes 2 cards.
Horse Play LoH PowerBadge.png LoH ScultpingBadge.png Tactical 4 3 Survivor 8: Horse Play is unstoppable.


Survivor 16: Play another threat this turn.

Survivor 24: the next 2 threats played against you deal no more than 4 damage.

Injury to Eye Panel LoH ScultpingBadge.png Tactical 3 2 Discard you hand. The next Martial Attack you play deals +4 damage.


If Injury to Eye Panel is discarded, the next Martial Attack you play deals +4 damage.

Overheat LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 2 2 The next threat you play deals +2 damage.


LoH ReflexBadge.png Lv3: Your opponent depletes 2.

Plea Bargain LoH PowerBadge.png LoH ReflexBadge.png Tactical 4 4 +2 Willpower Counters


When Plea Bargain is depleted, banish it.

Ongoing: Whenever you play a threat gain +1 Willpower Counter.

Teen Angst LoH ReflexBadge.png LoH PsychBadge.png Tactical 2 1 Discard a card, the next Martial Attack you play has a 75% chance to deal +1 damage and be unstoppable.
Perfect Timing LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 3 5 The next Ally played against you deals no damage.


Survivor 12: Each opponent depletes 1 for each Ally in your depletion pile.

Delay: Recover 1 Martial Attack, Tactical Attack, 1 Ally, and 1 Memento.

Unplugged LoH ReflexBadge.png Tactical 2 1 Discard your hand. If you discarded 1 card, recover 3. If you discarded 2 cards, Unplugged deals +3 damage.
Turn Back the Clock Event 0 0 Recover 7 Attacks.
Meanwhile... Memento 0 0 Meanwhile Squadron allies you play deal +1 damage.


Ongoing: Meanwhile Squadron allies you play deal +2 damage.

Chronarchivist: Meanwhile LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally Meanwhile 4 6 Delay: Shuffle a copy of Chronarchivist: Meanwhile into your deck.


If Chronarchivist: Meanwhile is discarded your next Ally does double damage.

Ongoing: Allies you play have a +25% chance to be unstoppable and a +25% chance to deal +2 damage.

Codename Sidekick: Meanwhile LoH ReflexBadge.png LoH PsychBadge.png Ally Meanwhile 6 3 When Codename Sidekick: Meanwhile is discarded the next attack played against you deals no damage.


Ongoing: threats you play have a +20% chance to be critical strikes.

Codename Soldier: Meanwhile LoH ReflexBadge.png LoH PowerBadge.png Ally Meanwhile 4 4 For the rest of the battle, Meanwhile Squadron Allies you play deal +1 damage.


Discard your hand, if you discarded 1 card your opponent banishes 1 Ally and you recover 1 Meanwhile Squadron Ally. If you discarded 2 cards Codename Soldier: Meanwhile deals +4 damage.

Johnny Tinker: Meanwhile LoH PowerBadge.png LoH ScultpingBadge.png Ally Meanwhile 4 1 Discard your hand. If you discarded 1 card +3 Shield. If you discarded 2 cards Meanwhile Squadron Allies gain +2 shield for the rest of the battle .


If Johnny Tinker: Meanwhile is discarded recover 2 attacks and 2 allies.

Scarlet Tiger: Meanwhile LoH PowerBadge.png LoH ReflexBadge.png Ally Meanwhile 3 4 Discard your hand. If you discarded 2 cards, recover 1 for each damage that Scarlet Tiger: Meanwhile does.


Ongoing: threats you play gain +1 Shield.

Dot the Eyes LoH PowerBadge.png Martial 2 10 If your opponent's next threat deals damage, you deplete 3.


If your opponent's next threat deals no damage to you, they deplete 6.

Fingers Flat LoH ReflexBadge.png Martial 2 7 For the next 3 turns your opponent's Tactical Attacks deal no damage.


Your opponent depletes 1 for each Tactical Attack in their deck.

Fire in the Sky LoH PowerBadge.png LoH ReflexBadge.png Martial 5 3 Ongoing: Your threats deal +1 damage for each Ally in your depletion pile.
Line in the Sand LoH ScultpingBadge.png LoH PsychBadge.png Tactical 5 4 Survivor 5: Each opponent banishes 2 events from their deck.


Survivor 10: Each opponent banishes 2 mementos from their deck.

Survivor 15: Each opponent banishes up to 15 cards from their depletion pile.

Unwelcomed Party LoH ScultpingBadge.png Tactical 6 2 The next attack you play deals double damage.


When Unwelcomed Party is depleted, your opponent depletes 1.

Palms Out Event 0 0 Each of your opponents gains a Damage Counter.
Leeched Lotus Memento 0 0 At the beginning of your turn, recover 1.


Ongoing: Attacks you play deal +1 damage.

Sun Steeds LoH ScultpingBadge.png LoH ReflexBadge.png Ally Henchman 3 4 Sun Steeds has a 33% chance to deal +1 damage for each Henchmen in your deck.


On deplete, your next attack is unstoppable.

Ongoing: At the beginning of your turn, recover 1.

​Ix-Nay: oundFay LoH PsychBadge.png Ally Mercenary 3 5 For the rest of the game whenever you play a Martial Attack each opponent depletes 1 card.
The Hat: Found LoH PsychBadge.png Ally Crimelord 3 4 Ongoing: At the beginning of your turn, each of your opponents depletes 1.
Keep Your Hands and Feet In... LoH ReflexBadge.png Tactical 3 2 Tactical attacks you play for the next 2 turns deal +3 damage.


If Keep Your Hands and Feet In... is discarded your opponent depletes 3.

Between the Lines LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Tactical 3 5 Shuffle an Event from your banish pile into your deck.


Banish Between the Lines.

Delay: Recover 2 Mementos and 2 Allies.

For the rest of the battle, Allies you play gain +2 shield.

Exit Strategy LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH PowerBadge.png Martial 4 6 Your opponent gains 1 Damage Counter.


Prevent the damage from the next threat your opponent plays that would deal you 9 or more damage.

If the next threat your opponent plays deals you no damage, they deplete 10.

Phaeton LoH ScultpingBadge.png LoH PsychBadge.png LoH MastermindBadge.png Ally 6 6 Banish 1 of each card type from each opponent's deck.


For each Henchman in your depletion pile their is a 33% chance for each opponent to deplete 1.

For each Henchman in your depletion pile their is a 33% chance to recover 1.

On deplete, each opponent banishes 6 cards from their depletion pile.

Sins of the Father LoH ScultpingBadge.png LoH PsychBadge.png LoH MastermindBadge.png Martial 4 6 Deplete 4, for each Ally depleted in this way your opponent depletes 3.


Recover 2 for each card type in your depletion pile.

Survivor 60: Banish all Allies in each opponent's deck.

Cat Scan LoH PsychBadge.png Tactical 0 4 Shuffle 2 copies of Cat Scan into your deck.


Your opponent depletes 1 for each copy of Cat Scan in your deck.

Backflip LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 4 Survivor 5: Shuffle a copy of Splash Damage into your deck.


Survivor 10: Shuffle a copy of Time Out into your deck.

Stand Together LoH PowerBadge.png LoH ScultpingBadge.png Tactical 6 3 The next threat your opponent plays deals no damage.


Recover 3.

The next threat you play deals +4 damage.

Support Beam LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Martial 0 4 Support Beam deals +2 damage for each other member of your team.


You and each member of your teams recover 2.

Banish Support Beam.

On deplete, banish Support Beam.

Trick Shot Martial 3 3 You have a 25% chance to play a Ally from your deck.


You have a 25% chance to play a Ally from your depletion pile.

Formula for Success Memento 0 0 At the beginning of your turn, you have a 50% chance to recover 2 and a 50% chance your opponent depletes 2.
Eye Opener LoH PsychBadge.png LoH PowerBadge.png Tactical 5 3 Deplete 3 Allies from your deck.


Recover 2 for each other member of your team.

On deplete, the next threat played by each of your teammates deals +1 damage.

Date Night LoH PsychBadge.png LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Martial 2 1 Deplete an Event from your deck.


Play a Martial Attack from your deck.

Play a Martial Attack from your depletion pile.

Banish Date Night.

Fire Wrangling LoH ReflexBadge.png LoH ScultpingBadge.png Martial 2 3 Each opponent banishes an Ally from their deck.


You have a 70% chance to search your deck for a copy of Fire Wrangling and play it.

If Fire Wrangling is discarded shuffle 2 copies of Fire Wrangling into your deck.

Selective Retention LoH PsychBadge.png LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 5 4 Banish a copy of Selective Retention from your deck. If you do, Selective Retention deals +7 damage.


On deplete banish Selective Retention, for the rest of the battle attacks your teammates play deal +1 damage.

Light Show LoH ScultpingBadge.png LoH PsychBadge.png Martial 2 3 The next Martial Attack you play is a critical strike.


Ongoing: Tactical attacks you play deal +1 damage.

When Light Show is depleted, banish it.

Throw Down LoH PowerBadge.png LoH ScultpingBadge.png Martial 1 2 Deal +1 damage for each copy of Throw Down in your depletion pile.
Shoulders of Giants LoH ScultpingBadge.png LoH ReflexBadge.png Martial 1 2 Your opponent depletes 1 for each copy of Shoulders of Giants in your depletion pile.
Sticks and Stones LoH PsychBadge.png LoH PowerBadge.png Martial 2 1 Gain +2 shield for each copy of Sticks and Stones in your depletion pile.
Lightning Reflexes LoH ReflexBadge.png LoH PsychBadge.png Martial 2 2 Recover 2.


LoH ReflexBadge.png: Your opponent depletes 1.

Boiling Point LoH ScultpingBadge.png Martial 1 1 Discard your hand.


Recover 5.

Face First LoH ScultpingBadge.png LoH ReflexBadge.png Martial 0 0 If your opponent's next threat deals you 5 or more damage, they deplete 10.
Cat Tricks LoH PsychBadge.png LoH PowerBadge.png Martial 1 3 You have a 65% chance to recover each animal in your depletion pile.
Time Slip LoH PowerBadge.png Martial 3 5 Expend up to 4 Willpower Counters, for every 2 Willpower Counters expended this way recover 1 Ally from your banish pile.
Join Forces LoH ReflexBadge.png LoH PsychBadge.png LoH PowerBadge.png Martial 2 4 +4 Willpower Counters


If you have 10 or more Willpower Counters recover 7.

If you have 20 or more Willpower Counters the next attack played against you deals no more than 2 damage.

If you have 30 or more Willpower Counters each opponent depletes 10 cards.

If Join Forces is discarded, gain +6 Willpower Counters.

Double Up LoH ReflexBadge.png Martial 3 3 Reveal the top card of your deck, if it's a Martial Attack gain +5 shield and Double Up deals +3 damage.


Reveal the top card of your deck, if it's a Tactical Attack each opponent depletes 3 and you recover 3.

Try and Stop Me LoH PowerBadge.png LoH ScultpingBadge.png Martial 7 6 +2 Willpower Counters


Discard your hand.

Banish your opponent's depletion pile.

Heed the Call LoH ReflexBadge.png LoH PowerBadge.png Tactical 2 0 +2 Willpower Counters


Gain +1 Willpower Counter for each copy of Heed the Call in your depletion pile.

Belay LoH PowerBadge.png LoH ScultpingBadge.png Tactical 2 2 LoH PowerBadge.png Lv2: +2 Willpower Counters.


LoH ScultpingBadge.png Lv2: The next attack you play has a 25% chance to deal double damage.

Long Time No See LoH ReflexBadge.png LoH PsychBadge.png Tactical 2 2 LoH ReflexBadge.png Lv2: 25% chance to play another attack


LoH PsychBadge.png Lv2: Banish 4 cards in your opponent's depletion pile.

Inundated LoH ScultpingBadge.png LoH PsychBadge.png Tactical 0 2 On deplete, banish Inundated, the next attack you play deals +1.
THWACK!! LoH PowerBadge.png LoH ScultpingBadge.png Tactical 1 2 The next threat you play deals +4 damage.
Trailblazing LoH ScultpingBadge.png LoH PsychBadge.png Tactical 1 1 Banish up to 3 cards from your depletion pile, for each card banished this way banish a card from your opponent's deck.
Fire-Proof LoH ReflexBadge.png LoH PowerBadge.png Tactical 2 2 The next 3 threats played against you deal no more than 7 damage.
Grass Stains LoH PowerBadge.png LoH ScultpingBadge.png Tactical 1 2 Grass Stains has 50% chance to deal +1 damage for each Tactical Attack in your opponent's depletion pile.
Not Again LoH ReflexBadge.png LoH PsychBadge.png Tactical 3 1 The next threat played against you deals no more than 3 damage.
Arcane Maneuver LoH PsychBadge.png Tactical 3 3 The next Martial Attack played against you deals no damage.


The next Tactical Attack you play deals +5 damage.

Wizards and Warriors LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Tactical 3 4 When you play or discard Wizards and Warriors, each opponent banishes an Event from their deck.


Delay: Recover 1 Memento.

On deplete, banish Wizards and Warriors.

Ongoing: At the begining of your turn, recover 2 attacks.

Hold That Liger LoH ReflexBadge.png LoH PowerBadge.png Tactical 2 4 The next Ally you play is a Critical Strike.


If the last card your opponent played was an Ally, play an Ally from your deck.

If Hold That Liger is discarded Animal allies you play for the rest of the game deal +2 damage.

Water Conjuring LoH ReflexBadge.png LoH PsychBadge.png LoH PowerBadge.png Tactical 4 5 Remove all Willpower Counters from your opponent, you gain 1 Willpower Counter for each Willpower Counter removed in this way.


Recover 1 for each Willpower Counter you have.

If you have at least 100 Willpower Counters your opponent banishes 30.

Lost Charge Event 0 0 Recover 2 attacks.


The next Tactical Attack you play deals +2.

Flick Event 0 0 The next Martial Attack you play deals +3 damage.


The next Martial Attack you play is a critical strike.

Uncommon Bond Memento 0 0 Animal allies deal +1 damage.


Ongoing: Animal allies you play gain +1 shield.

Footnotes Memento 0 0 Whenever you discard a card recover 1.


Ongoing: Whenever you play an Ally you have a +10% chance to play an additional threat.

Thunder Liger LoH ReflexBadge.png LoH ScultpingBadge.png Ally Animal 4 1 Whenever you play or discard Thunder Liger you have an 80% chance to shuffle a copy of Thunder Liger into your deck.


While Thunder Liger is in your deck, at the begining of your turn your opponent has a +33% chance to deplete 1.

Johnny Tinker: Crimson Knight LoH PowerBadge.png LoH ScultpingBadge.png Ally Meanwhile 2 5 Johnny Tinker: Crimson Knight is a critical strike.


Survivor 10: Your opponent depletes 2 Mementos.

Survivor 20: The next two attacks played against you deal no more than 4 damage.

Chronarchivist: Wizard LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png Ally Meanwhile 2 3 Chronarchivist: Wizard deals +1 for each Event in your banished pile.


Delay: Shuffle 2 copies of Time Out into your deck.

On Deplete, the next Event you play deals +20 damage.

Ember Hawk LoH ScultpingBadge.png Ally Animal 1 4 Your opponent gains a Damage Counter.


Recover 3 LoH ScultpingBadge.png badged attacks.

While Ember Hawk is in your deck, whenever you play a threat your opponent has a 8% chance to banish an Event.

Iron Steed LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Ally Animal 4 3 While Iron Steed is in your deck, whenever you play an Animal you have a 50% chance to recover 1.


Ongoing: at the beginning of your turn, you have an 80% chance to recover an Animal Ally.

When Iron Steed is depleted, banish all non-animal Allies in your deck. For each card banished in this way, shuffle a copy of Iron Steed into your deck.

Scarlet Tiger: Beastmaster LoH PowerBadge.png LoH ReflexBadge.png Ally Meanwhile 3 3 Discard your hand.


Play an Animal Ally from your deck, that card has an 85% chance to deal double damage.

On deplete, banish this and recover 2 allies.

Cornerstone: Gladiator LoH PowerBadge.png LoH ScultpingBadge.png Ally Dramaclub 6 6 Cornerstone: Gladiator is Unstoppable.


Delay: Threats you play this turn deal +4 damage, and gain +4 shield.

Ongoing: Martial Attacks you play deal +1 damage and gain +1 shield.

Bethany: Secret Keeper LoH ReflexBadge.png LoH PsychBadge.png LoH PowerBadge.png Ally Meanwhile 3 6 Expend up to 3 Willpower Counters, Allies you play deal double damage for the next X turns, where X is the number of Willpower Counters you expended.


If Bethany: Secret Keeper is discarded, Recover 4 Allies.

Ongoing: at the begining of your turn, each opponent depletes 1.

Beastmen LoH PowerBadge.png LoH ReflexBadge.png Ally Beastman 1 0 Play a Tactical Attack from your deck.


Play a Tactical Attack from your depletion Pile.

On deplete, Tactical Attacks you play next turn deal +2 damage.

2 for 1 LoH PowerBadge.png LoH ReflexBadge.png Tactical 5 2 Banish 4 events from each opponent's deck.


Banish 2 Allies from each opponent's deck.

Banish 6 cards from each opponent's depletion pile.

Big Game Hunters LoH PowerBadge.png LoH ReflexBadge.png Tactical 3 2 Your opponent banishes 4 for each Ally in their deck.
Daddy-O: Longlegs LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Ally Plantlord 5 5 For the rest of the battle whenever you play a Henchmen each opponent depletes 1 and you recover 1.


Play a random Henchmen from your deck.

Delay: Recover 4 Henchmen.

Survivor 25: Daddy-O: Longlegs deals +1 damage for each Henchmen in your depletion pile.

Survivor 40: Play an additional 2 threats this turn.

Tangled LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Martial 4 4 Recover 1 for each Martial Attack in your opponent's depletion pile and your opponents deplete 1 for each Tactical Attack in their depletion pile.
Spore Spreader LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Martial 3 5 Each opponent depletes 5 Martial Attacks and 5 Tactical Attacks.


Spore Spreader has 70% chance to deal +1 damage for each Martial Attack in your depletion pile.

Fire-Worshipping Barbarians LoH ScultpingBadge.png LoH PowerBadge.png Ally 4 2 +3 Willpower Counters


Each opponent gains a Damage Counter.

Survivor 20: for the rest of the battle threats you play deal +2 damage and have a +25% chance to be a critical strike.

Rumble LoH ScultpingBadge.png LoH PowerBadge.png Tactical 1 4 Rumble deals +1 damage for every 2 Willpower Counters you have.


On Deplete, each opponent depletes 1 for every 2 Willpower Counters you have.

Hedge Men LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Ally Henchman 4 1 The next Henchmen you play is Unstoppable.


The next Plantlord you play deals double damage.

Each opponent depletes 1 card for every 2 Henchmen in your depletion pile.

Dragged into the Deep LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Martial 4 2 For the rest of the game whenever you play a Henchmen each opponent depletes a Tactical Attack.


Each opponent depletes 3 Tactical Attacks.

Ongoing: Whenever you play a Henchmen each opponent depletes a Tactical Attack.

Swamp Things LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Martial 2 4 For the rest of the game whenever you play a Henchmen Recover 1.


Each opponent depletes 3 Martial Attacks.

Ongoing: Whenever you play a Henchmen each opponent depletes a Martial Attack.

Worm LoH PowerBadge.png Ally Worm 3 3 Deplete 3. For each Worm depleted this way Worm deals +2 damage and gains +2 shield.


Shuffle a Worm into your deck.

Unreined LoH PowerBadge.png Martial 0 10 Shuffle 3 Events from your banish pile into your deck.


Shuffle 3 Mementos from your banish pile into your deck.

On deplete, banish this and shuffle an Event and [Memento] from your banish pile into your deck.

Follow the Leader Memento 0 0 At the beginning of your turn shuffle 2 copies of Worm into your deck.


Whenever you play a Worm recover 1.

Worm Rider LoH PowerBadge.png LoH PsychBadge.png Ally 1 4 For the rest of the battle Worms you play deal +1 damage.


Worm Rider has a 15% chance to deal +1 damage for each Worm in your deck.

The Worms Turn LoH PowerBadge.png Martial 4 0 Shuffle 2 copies of Worm and 1 copy of Worm Rider into your deck.
Young Zeroth: Junior LoH PsychBadge.png LoH ScultpingBadge.png LoH PowerBadge.png LoH ReflexBadge.png Ally Zeroth 4 2 +2 Willpower Counters.


Recover 2.

Young Zeroth: Junior has a 65% chance to deal +1 damage for each Willpower Counter you have.

Parting Shot LoH PsychBadge.png LoH ReflexBadge.png Tactical 1 5 The next time an opponent plays an attack against you they deplete 4.


The next time an opponent plays an Ally against you they banish 3.

Delay: The next attack you play is a critical strike.

Rallying Cry LoH PowerBadge.png LoH ReflexBadge.png Tactical 3 3 Rallying Cry is unstoppable.


Your opponent has an 80% chance to deplete a Memento from their deck for each member of your team.

Bring Down the House LoH ReflexBadge.png Martial 3 2 Deplete 2 Allies.


The next time your opponent plays an Ally they deplete 4.

​#Balance LoH PsychBadge.png Martial 0 2 Recover 1.
​#Ele-Trick LoH ScultpingBadge.png Tactical 1 1 Recover 1.
Out of Reach LoH ReflexBadge.png Tactical 1 1 Recover 1.
Sucker Punch LoH PowerBadge.png Tactical 1 1 Recover 1.
Hang Time LoH PowerBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Martial 2 1
Wrong Place, Wrong Time LoH PowerBadge.png LoH ReflexBadge.png LoH PsychBadge.png Martial 2 1
Hard Hittings LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Tactical 1 3
Jeers LoH ReflexBadge.png LoH ScultpingBadge.png LoH PsychBadge.png Tactical 1 3
Treehugger LoH PowerBadge.png LoH ScultpingBadge.png Martial 5 5
Later That Day... LoH ReflexBadge.png LoH PsychBadge.png Tactical 5 5
Allied Forces LoH ScultpingBadge.png LoH ReflexBadge.png Martial 3 6 Discard your hand.


The next Ally you play deals +3 damage.

If Allied Forces is discarded, recover 4 Allies.

Ongoing: Allies you play have a 15% chance to deal +1 damage.

Fire Fist LoH ScultpingBadge.png Martial 3 0 Your opponent depletes 1.
Knock About LoH PowerBadge.png Martial 2 2 Gain +1 Willpower Counters.
Pounce LoH ReflexBadge.png Tactical 0 2 Survivor 5: +3 Damage
Recalibrate LoH PsychBadge.png Tactical 2 1 Discard your hand, Recover 3.
Dead End Martial 0 4
Stone and Steel LoH PowerBadge.png LoH ScultpingBadge.png Tactical 2 2 LoH ScultpingBadge.png LvL 3: Your next Sculpting threat is a critical strike.


LoH PowerBadge.png LvL 3: Your next Power threat gains +2 damage and +1 Shield.

Deadly Words LoH PsychBadge.png LoH ReflexBadge.png Tactical 2 2 LoH PsychBadge.png LvL 3: The next time you play a Psych threat your opponent banishes two cards from their deck.


LoH ReflexBadge.png LvL 3: Your next Reflex threat is unstoppable.

Safe Landing LoH PsychBadge.png LoH PowerBadge.png Martial 1 3 Remove up to 2 Willpower Counters, for each Willpower Counter removed this way deal +1 damage.


Then remove up to 2 Willpower Counters, for each Willpower Counter removed this way Recover 1.

Turn to Dust LoH ReflexBadge.png LoH ScultpingBadge.png Martial 3 1 Damage dealt by this has a 65% chance to gain [Banisher] 4.
Dismount LoH PowerBadge.png LoH ScultpingBadge.png Martial 1 2 When you play or discard Dismount your next Martial Attack deals +2 damage and gains +2 shield.


Discard your hand.

Your opponent depletes 3.

Brace for Impact LoH ReflexBadge.png Martial 4 2 When you play or discard Brace for Impact your opponent depletes 1 Memento.


Discard your hand, if you discarded one card Brace for Impact is Unstoppable, if you discarded two cards your opponent banishes 1 Memento.

Tectonic Activity LoH PowerBadge.png Martial 3 2 For the next 2 turns if you play a Power Attack recover 2 Allies.
Aerial Battle LoH PsychBadge.png Martial 4 1 For the next 2 turns if you play a Psych Attack your opponent banishes an Ally.
Beast Rider LoH ReflexBadge.png Martial 2 4 For the next 2 turns if you play a Reflex Attack you have a 25% chance to play an additional threat.
Fire Fight LoH ScultpingBadge.png Martial 2 3 For the next 2 turns if you play a Sculpting Attack your opponent depletes 2.
Fire-Worshipping Barbarian LoH PowerBadge.png LoH ScultpingBadge.png Ally Barbarian 2 2 Expend up to 2 Willpower Counters, for each Willpower Counter expended this way Fire-Worshipping Barbarian deals +2 damage.


Then expend up to 2 Willpower Counters, for each Willpower Counter expended this way Recover 2.

On deplete, gain +1 Willpower Counter.

Iron Horn LoH PowerBadge.png LoH ReflexBadge.png Ally Animal 3 2 Iron Horn is a critical strike.


Ongoing: Animals you play deal +1 damage.

Ember Hawk: Scout LoH ScultpingBadge.png Ally Animal 2 4 Gain +1 Willpower Counters for each Animal Ally in your depletion pile.


While Ember Hawk: Scout is in your deck, Animal allies you play have a 20% chance to be Unstoppable.

Page Turner Memento 0 0 Allies you play have a 65% chance to deal +1 damage.


Allies you play have a 40% chance to recover 1.

Upsurge LoH PowerBadge.png Tactical 3 6 LoH PowerBadge.png lvl 5: +3 Damage.


If your last threat was LoH PowerBadge.png recover 3 Martial Attacks.

Book Club Event 0 0 For the rest of the fight attacks you play deal +1 damage.


For the rest of the fight Meanwhile Squadron Allies you play deal +1 damage.

Billet of Fire Memento 0 0 Your Tactical Attacks have a 30% chance to be a critical strike.


On deplete, Your next Tactical Attack does +2 damage.

Ongoing: At the beginning of your turn recover 1.

Iron Horned LoH PowerBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Martial 0 5 Survivor 3: deal +2.


Survivor 6: deal +3.

Survivor 12: deal +4.

Attack Cat LoH ReflexBadge.png Tactical 5 0 For the next 2 turns attacks your opponent play deal -5 damage.


LoH ReflexBadge.png lvl 5: Your opponent depletes 3 cards.

Deus Ex Magica LoH PsychBadge.png LoH ScultpingBadge.png Tactical 3 4 Discard your hand. Recover 2 Allies and 2 Mementos.


When you play or discard Deus Ex Magica your opponent's next threat deals no more than 3 damage.

Helios: Dragonslayer LoH ScultpingBadge.png Ally Barbarian 4 4 Banish all cards in depletion piles.


Helios: Dragonslayer deals +1 for allies in your banished pile.

If you have 5 or more allies in your banish pile each opponent gains 2 Damage Counters

Molten Manticore LoH ScultpingBadge.png Ally Animal 5 2 Shuffle 2 Copies of Molten Manticore into your deck.


LoH ScultpingBadge.png lvl 5: The next Sculpting threat you play is a critical strike.

On Deplete, the next LoH ScultpingBadge.png Threat you play deals +1 damage.

Chronarchivist: Timekeeper LoH ReflexBadge.png Ally Meanwhile 3 4 If you play or discard Chronarchivist: Timekeeper Gain +2 Willpower Counters for each Event in your banished pile. Ongoing: Attacks you play have a 30% chance to deal +1 damage for each Event in your deck.
Strafe LoH ScultpingBadge.png Tactical 5 1 The next Animal Ally you play is a critical strike.


If the last card played by anyone was a Martial Attack Strafe gains +4 shield.

If the last card played by anyone was a Tactical Attack shuffle 2 copies of Strafe into your deck.

Impasse LoH PowerBadge.png Martial 5 2 If your opponent has 5 shield or more they deplete 3.


Your opponent can't gain shields next turn.

Stoking the Embers LoH PowerBadge.png LoH ScultpingBadge.png Martial 4 3 If the last card played by anyone was an Ally, Stoking the Embers deals double damage.


If the last card played by anyone was a Martial Attack, Recover 3.

Minify LoH PsychBadge.png Tactical 2 2 LoH PsychBadge.png Lv5: Recover 1 for each point of damage dealt by your next Ally.
Acid Reign LoH PsychBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PowerBadge.png Martial 5 6 Your opponent gains a Damage Counter.


Recover 7.

On deplete banish this, your opponent banishes an Event from their deck.

Unearth Memory LoH PsychBadge.png LoH ScultpingBadge.png Tactical 4 4 Shuffle 3 Mind Worms into your opponent's deck.


Recover 1 for each Nightmare Ally in your opponent's deck.

Zeva: Acid Spewer LoH PsychBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PowerBadge.png Ally Animal 5 5 The next Sculpting threat you play deals +3 damage and is a critical strike.


The next Reflex threat you play is unstoppable.

The next Power threat you play deals +3 damage and gains +6 shield.

The next Psych threat you play, your opponent banishes 2 allies and 1 Event from their deck.

Coax: Distressed Damsel LoH ScultpingBadge.png LoH PsychBadge.png Ally Rogue 3 5 If you play or discard Coax: Distressed Damsel shuffle a Mind Worms into your opponent's deck.


You have a 70% chance to shuffle a copy of Coax: Distressed Damsel into your deck.

Ongoing: At the beginning of your turn shuffle this card into your deck.

Mind Worms Ally Nightmare 0 0 When Mind Worms is in your deck, at the beginning of your turn you have a 25% chance to deplete 1.


Ongoing: At the beginning of your turn, you have a 75% chance to deplete 1.

Revenge of the Worms LoH PowerBadge.png Martial 4 1 Shuffle 5 Worms into your deck.


Survivor 20: Shuffle 10 Worms into your deck.

Survivor 50: Shuffle 20 Worms into your deck.

Torch Bearer LoH ScultpingBadge.png Tactical 4 2 If you have at least 5 Willpower Counters Torch Bearer deals +2 damage. If you have at least 10 Willpower Counters Torch Bearer is critical strike. If you have at least 20 Willpower Counters Torch Bearer deals double damage. On deplete, +1 Willpower Counter.
Riftwalker: Strongharm LoH PowerBadge.png LoH MastermindBadge.png Ally Riftwalker 4 3 While in your deck, threats you play gain +1 damage and, if you would gain shield, gain +1 shield.


Riftwalker: Strongharm is a critical strike.

Granite Glove LoH PowerBadge.png Martial 14 0
Riftwalker: Acolyte LoH PsychBadge.png LoH MastermindBadge.png Ally Riftwalker 2 5 While in your deck, at the beginning of your turn recover 1.


Recover up to 3 Allies from your depletion pile, each opponent banishes 1 for each Ally recovered this way.

Bust Open LoH PsychBadge.png Martial 5 5 Bust Open is unstoppable.


Banish your opponent's depletion pile.

Ongoing: Threats you play deal +.5 damage.

Head Toss LoH PsychBadge.png Tactical 0 3 Banish all allies from your opponent's depletion pile, Head Toss deals +4 damage for each Ally banished this way.


On deplete, your opponent depletes an Ally.

Riftwalker: Sculptor LoH ScultpingBadge.png LoH MastermindBadge.png Ally Riftwalker 5 2 While in your deck, threats you play have a 75% chance to banish instead of deplete.


The next threat you play deals +4 damage.

Thunder Liger: Sculpted LoH ScultpingBadge.png Tactical 7 1 Shuffle 2 Copies of Thunder Liger: Sculpted into your deck.


On deplete, banish Thunder Liger: Sculpted Your opponent depletes 1.

Riftwalker: Non-Stop LoH ReflexBadge.png LoH MastermindBadge.png Ally Riftwalker 6 1 While in deck at the beginning of your turn each opponent depletes a card.


Play another threat this turn.

Tendrils of Darkness LoH ReflexBadge.png LoH MastermindBadge.png Tactical 1 1 The next time an opponent plays a threat, if it deals damage to you, your opponent depletes twice that much.
Ogre: Guardian to Dragons LoH PowerBadge.png LoH ScultpingBadge.png Ally Ogre 2 3 Ogre: Guardian to Dragons deals +2 damage for each card type in your depletion pile.


Ongoing: Threats you play are unstoppable.

With the Dragon Tattoo LoH PowerBadge.png LoH ScultpingBadge.png Martial 0 4 Deplete 1 of each card type from your opponent's deck.


With the Dragon Tattoo deals +2 damage for each card type in your depletion pile.

Chronarchivist: Sculpted LoH ReflexBadge.png LoH PsychBadge.png LoH ScultpingBadge.png LoH MarksmanBadge.png Ally Meanwhile 0 0 Each opponent depletes 1 for each Event in your banished pile.


Delay: Shuffle two copies of Splash Damage into your deck.

Bookmark Memento 0 0 While in deck, threats you play have a 10% chance to deal +3 damage.


While in your deck, threats you play have a 15% chance to deal +2 damage.

Ongoing: At the beginning of your turn, each opponent banishes an Event from their deck.

Zeroth: Riftwalker LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png Ally Riftwalker 4 4 Your opponent banishes 10.
Epic Showdown LoH PowerBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png LoH PsychBadge.png LoH MastermindBadge.png Martial 1 1 Play an Ally from your deck.


Play an Ally from your depletion pile.

On deplete, banish Epic Showdown you have a 25% chance to shuffle in a copy of Riftwalker: Sculptor, Riftwalker: Non-Stop, Riftwalker: Acolyte, Riftwalker: Acolyte. (25% chance individually.)

Horse Trading Event 0 0 Recover 1 Animal.


For the next 2 turns Animals you play deal +3 damage.

Aerial Alert LoH PsychBadge.png Martial 1 1 The next attack your opponent plays deals -5 damage.


On deplete, banish Aerial Alert, Recover 2 Meanwhile Squadron Allies.

​The 8-Bits LoH MastermindBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Henchman 2 2 Your opponent banishes 1.


Your opponent depletes 1.

On deplete banish The 8-Bits, Recover 1

​Sunderlings LoH MastermindBadge.png LoH PowerBadge.png Ally Henchman 3 3
Sunder: Unlikely Ally LoH MastermindBadge.png LoH PowerBadge.png Ally Mercenary 6 2
​Pillar of Strength LoH MastermindBadge.png LoH PowerBadge.png Martial 0 4 Play Sunderlings from your deck.


Recover 2 Henchman Allies.

​What We Need Is a Distraction Event 0 0 On deplete, your opponent's Allies deal no damage for the next 2 turns.
​Firestarter LoH MastermindBadge.png LoH ScultpingBadge.png Tactical 3 1 Your opponent gains 1 Damage Counter.
Ixnay: Unlikely Ally LoH MarksmanBadge.png LoH PsychBadge.png LoH ReflexBadge.png Ally Mercenary 4 1 Your next attack is a Critical Strike.
​Haymaker LoH PowerBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH MarksmanBadge.png Martial 3 2 Haymaker is Unstoppable.
​Scientific Method LoH PsychBadge.png LoH PowerBadge.png LoH MastermindBadge.png Tactical 1 5 Recover 3 Allies from your depletion pile.
Notch: Unlikely Ally LoH ReflexBadge.png LoH PsychBadge.png LoH MarksmanBadge.png Ally Mercenary 2 3 Put a Bounty Counter on Notch: Unlikely Ally.


Notch: Unlikely Ally deals +3 damage for each Bounty Counter on Notch: Unlikely Ally.

​Wild in the Streets LoH PowerBadge.png Martial 4 4
​Pole Vault LoH PowerBadge.png Martial 4 2 Your next Martial Attack has a 50% chance to deal double damage.


Attacks played against you next turn deal - 2 damage.

​I Want Candy Memento 0 0 Your attacks have a +33% chance to be a Critical Strike.


Mercenaries you play deal +1 Damage.

Ongoing: Henchmen gain +2 Shield.

​Three-Headed Giant LoH PowerBadge.png LoH ReflexBadge.png LoH MastermindBadge.png Martial 4 4 Banish an Event and a Memento from your opponent's deck.
​Ix-Nay: oundFay LoH PsychBadge.png LoH MarksmanBadge.png LoH ReflexBadge.png Ally Mercenary 6 1 For the rest of the game whenever you play a Threat each opponent depletes 1 cards.


On deplete, banish Ix-Nay: oundFay. For the rest of the fight threats you play deal +1 damage.

​Monkeyshines LoH MastermindBadge.png LoH ScultpingBadge.png Martial 7 2 For the next three turns Allies you play deal +3 damage.
Firerazer: Unlikely Ally LoH MastermindBadge.png LoH ScultpingBadge.png Ally Mercenary 3 3 Your opponent gains 2 Damage Counters.
​Swat LoH MastermindBadge.png LoH PowerBadge.png Martial 3 3 Deplete 3.


For the rest of the fight your Power Attacks deal +3.

​Swing State LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 7 2 Swing State has a 50% chance to deal no damage.


Swing State has a 50% chance to deal double damage.

​Wiggle Room LoH MastermindBadge.png LoH ScultpingBadge.png LoH ReflexBadge.png Tactical 0 0 The next 2 threats your opponent plays deal no damage.


Recover 2.

Torrent: Unlikely Ally LoH MarksmanBadge.png LoH PsychBadge.png LoH ReflexBadge.png LoH ScultpingBadge.png Ally Mercenary 5 1 Threats you play for the rest of the game deal +1.


Shuffle in 2 copies of