LoH/Crisis/All

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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
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.

​#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
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.

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


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