LoH/Vengeance/All

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Vengeance Cards
All Vengeance
Uncommon | Rare | Epic | Legendary
Martial | Tactical | Ally | Memento | Event
Power | Sculpting | Reflex | Psych | No Badge
Sub Types | Special

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
​#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.
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.
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.
Doubtless LoH PsychBadge.png Tactical 1 4 LoH PsychBadge.png Lv4: your opponent banishes 3.
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.
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.

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.

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.

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.

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.

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.