LoH/Crisis/Epic

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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
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.

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.

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


The next Martial Attack you play is a critical strike.

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.

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.

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.