LoH/Crisis/Tactical

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Mastermind (Genesis)
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Mastermind (Tempus)
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Mastermind (Vengeance)
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Mastermind (Crisis)
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Mastermind (Tribunal)
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Other Lists
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Cards
Card Badges Type Sub-type Attack Defense Card Text
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.

​#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.
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