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16 outros produtos na mesma categoria:
0,10
Armor. Attaches to a Personality with a Gold Cost of 9 or greater for 4 less Gold. Ranged Attacks targeting cards in this unit have -2 strength.
0,30
Phoenix Clan Yojimbo · Samurai · Double Chi · Experienced · Unique · Mirabu has +2C while opposing a Shadowlands Personality in a duel. Reaction: Bow Mirabu when a challenge is issued. No Personalities may enter the duel other than the challenged and challenging Personalities. Mirabu need not bow if he is one of those two.
5,00
Limited: Target one of your Personalities with the Tattooed trait and without a Crane or Snow Crane Tattoo. For the rest of the game, the Personality has a Snow Crane Tattoo and gains the ability "Reaction: Once per turn, after a Focus value is revealed, raise it by 2." A personality with a Snow Crane Tattoo cannot have a Crane Tattoo.
0,20
Earth • Shugenja (Shugenja may attach and cast Spells.)Interrupt: After you Recruit Beiko, create a 5F/2C/3PH Mantis Clan • Bear • Nonhuman • Spirit Personality with the trait, "Has -2F while attacking" and the ability, "Battle: Fear 4."
0,10
You must pay 2 gold to assign or move this unit into battle.
0,10
Kiho Open: Bow one of your Monks to straighten one of your cards.
0,50
Scorpion Clan Courtier · UniqueLimited: Shuffle Aki into your Dynasty deck to search your Fate deck for a Political Action card, show it to your opponents, and put it in your hand. Shuffle your Fate deck.
0,30
You may destroy a target Personality with one of more Poison tokens. If this destroyed a Personality, his owner may destroy a Ninja Personality.
0,30
Phoenix Clan Monk · Bloodspeaker · Shadowlands · Lose 3 Honor. Kinuye need not bow to cast Maho Kihos.
0,30
This Personality may lobby for the Imperial Favor as though your Family Honor were five points higher.
0,10
Battle: Give one to three of your target defending Personalities +2F.
1,00
Battle: Target one of your units in this battle. Cards in this unit can be targeted and affected by cards as if they were defending even if they are in the attacking army. If you are a Crab player, this Personality gains +1F, permanently.
0,30
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
0,50
Until the end of the game, players must bow a Monk or their Stronghold to bring a Temple or Shrine into play, in addition to any other costs.