LoH/Vengeance/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
​#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.
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.
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.

​#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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.
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.
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.