LoH/Genesis/No Badge

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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
Light Jab Martial 2 0 The next Martial Attack played by you or a member of your team deals +1 damage.
Take a Break Martial 0 1 Recover 2.
Barrage Martial 3 3
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.
Round Up Martial 2 3 +1 Willpower Counters
That Felt Good Martial 3 0 Recover 3.
Not so Fast Martial 4 0 Ploy: If an opponent's threat would recover, banish their depletion pile.
Body Blow Martial 2 1
Recess Tactical 2 0 Recover 1.
Form Follows Function Tactical 3 2 +1 Willpower Counters
Jab Tactical 2 1 Reveal the top card of your deck. If it is a Martial Attack, deal +1 damage.
Sparring Practice Tactical 2 3
Structural Damage Tactical 3 0 Your next attack has a +20% chance to be a critical strike.
Neighborhood Watch Tactical 3 1 Ploy: If an opponent plays an Ally card, negate it. Banish that Ally card.
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
​Splash Damage Event 0 0 On deplete, your opponent depletes 3.