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0,30
Shadowlands • Nonhuman • Goblin • Commander After Kobushi enters play: Lose 4 Honor. Battle: Destroy your target Goblin: Ranged 5 Attack.
0,30
You may destroy your rightmost Province; if you do so, permanently increase the amount of Honor needed to achieve an Honor Victory by 10.
0,20
Phoenix Clan • Void • Shugenja • Inquisitor • MagistrateBattle: Target an enemy Personality: Reduce his force to 0. Destroy a card without attachments in his unit if he is Kolat, Ninja or Shadowlands.
0,50
Experienced. Unique Maho Battle: Bow Suru's Mempo to give all Personalities in this army -2C. Then, give this Personality +2F for each Personality still in this army. If the Chi penalty reduced any Personality's Chi to 0, you may straighten this Personali
3,00
Lion Clan Samurai · Deathseeker. Battle: Destroy Osamu: Target an opposing unit with lower Force than Osamu's Force plus Personal Honor. Destroy it. Gain 3 Honor.
0,20
Battle: Bow one of your Followers to destroy an opposing Infantry Personality with no Followers or Items. Battle: Bow one of your Cavalry Followers to destroy an opposing Personality with no Followers or Items.
1,00
Unique Bow to produce 2 Gold. Reaction: Bow when you play a Tattoo card on one of your Dragon Clan Personalities to draw a card.
4,00
Singular. Costs 1 less Gold for a Unicorn Clan player. Bow this card: Produce 1 Gold for each Gold-producing Holding you control.
0,10
Unicorn Clan • Samurai • Cavalry Battle, w: Melee 3 Attack.
7,00
Political Limited : Bow one of your target Courtier Personalities: Destroy a target non-Unique dishonorable Personality.
0,10
Ronin • Samurai • Duelist • Hero Hisao will not gain Clan alignments. Negate the bowing of Hisao and his Followers from cards' effects (not costs) while he is in an army.
0,30
Crane Clan • Artisan • Courtier • Orator • Samurai • Turquoise Champion • Experienced • Unique After another player's turn begins, straighten Tatsuki.
0,10
Open: Target your created Spirit Personality. Create a Personality that permanently copies the target's printed keywords, traits, abilities, and stats. Destroy this Spell.
1,00
Limited: If a battle resolution destroyed one of your provinces since your last turn ended: Bring a target face-up Personality in one of your provinces into play, paying 6 less Gold.
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Crane Clan Samurai Kurohito gains +2F/+2C while you have over 20 Family Honor.
2,00
Political Battle: One of your Personalities challenges an opposing Personality. If the opposing Personality's controller has brought one or more Shadowlands cards into play this game, the challenge may not be refused. The winner may end the battle without resolution instead of destroying the loser.
5,00
Search your Dynasty deck for an Experienced Personality and refill this Province with that card, face-up.
0,50
Reaction : Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay costs (until the turn ends).
0,10
Battle: Target and destroy a unit you control led by an unbowed Personality: Target a unit opposing it with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan. Destroy the opposing unit.
0,10
Bow the Hiruma Dojo to produce 3 Gold. Reaction: When paying for a Samurai, bow the Hiruma Dojo to lower that Samurai's Gold cost by 4.
0,50
Battle: As a cost, destroy your Personality in this battle with the highest Force, who must be unbowed. (In the case of a tie, choose one). The opposing player chooses either to destroy one Personality with the highest Force in his army or send two units in his army home without bowing. He must choose to destroy a Personality if he cannot send two units...
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0,50
Battle: As a cost, destroy your Personality in this battle with the highest Force, who must be unbowed. (In the case of a tie, choose one). The opposing player chooses either to destroy one Personality with the highest Force in his army or send two units in his army home without bowing. He must choose to destroy a Personality if he cannot send two units...
2,50
Unique * Putting this card into play from your hand is a Political action. You must use and discard the Imperial Favor to bring the Imperial Standard into play. Gain 4 Honor. Each Follower in this unit gains +2F and is immune to Fear while Imperial Standard is attached.
0,20
Political Reaction: Before a Political action resolves that was taken by a player who has less total Force among all units in his home than you have among units in your home: Negate the action’s effects.
0,10
Bow the Hiruma Dojo to produce 3 Gold. Reaction: When paying for a Samurai, bow the Hiruma Dojo to lower that Samurai's Gold cost by 4.
5,00
Search your Dynasty deck for an Experienced Personality and refill this Province with that card, face-up.
0,50
Reaction : Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay costs (until the turn ends).
0,20
Crane Clan Samurai A wise man knows that the battlefield will not change for him, and adapts accordingly.
0,10
Political Open: If it is the Action Phase, discard the Imperial Favor: Give each of your Provinces +4 strength. Political Reaction: Before a Kiho or an action on a Spell or Shuganja resolves, discard the Imperial Favor: Negate the action's effects
2,00
Political Battle: One of your Personalities challenges an opposing Personality. If the opposing Personality's controller has brought one or more Shadowlands cards into play this game, the challenge may not be refused. The winner may end the battle without resolution instead of destroying the loser.
0,50
TempleBow this card: Produce 2 Gold. Limited: Any number of times per turn, bow this card and pay 2 Gold: Gain 2 Honor.