Jump to Lightspeed
-
Close The Shield Gate (336) - Hyperspace
Jump to Lightspeed Close the Shield Gate Tactic Choose a base. The next time damage would be dealt to it this phase, prevent that damage. Illustrated by Johnny Morrow
£1.00
-
Close The Shield Gate (572)
Jump to Lightspeed Close the Shield Gate Tactic Choose a base. The next time damage would be dealt to it this phase, prevent that damage. Illustrated by Johnny Morrow
£0.45
-
Close The Shield Gate (74)
Jump to Lightspeed Close the Shield Gate Tactic Choose a base. The next time damage would be dealt to it this phase, prevent that damage. Illustrated by Johnny Morrow
£0.45
-
Close The Shield Gate (808) - Hyperspace Foil
Jump to Lightspeed Close the Shield Gate Tactic Choose a base. The next time damage would be dealt to it this phase, prevent that damage. Illustrated by Johnny Morrow
£2.70
-
Colossus (21)
Jump to Lightspeed Colossus Draw 1 less card in your starting hand. Illustrated by Adrien Girod
£0.45
-
Colossus (283) - Hyperspace
Jump to Lightspeed Colossus Draw 1 less card in your starting hand. HP: 35 Illustrated by Adrien Girod
£1.80
-
Colossus (525)
Jump to Lightspeed Colossus Draw 1 less card in your starting hand. Illustrated by Adrien Girod
£0.45
-
Colossus (761) - Hyperspace Foil
Jump to Lightspeed Colossus Draw 1 less card in your starting hand. Illustrated by Adrien Girod
£7.00
-
Commandeer (235)
Jump to Lightspeed Commandeer Trick Take control of a non-leader Vehicle unit that costs 6 or less without a Pilot on it. If you do, ready it. At the start of the next regroup phase, return that unit to its owner's hand. Illustrated by Gabriel Gomez Almenzar
£1.45
-
Commandeer (497) - Hyperspace
Jump to Lightspeed Commandeer Trick Take control of a non-leader Vehicle unit that costs 6 or less without a Pilot on it. If you do, ready it. At the start of the next regroup phase, return that unit to its owner's hand. Illustrated by Gabriel Gomez Almenzar
£1.95
-
Commandeer (733)
Jump to Lightspeed Commandeer Trick Take control of a non-leader Vehicle unit that costs 6 or less without a Pilot on it. If you do, ready it. At the start of the next regroup phase, return that unit to its owner's hand. Illustrated by Gabriel Gomez Almenzar
£0.95
-
Commandeer (969) - Hyperspace Foil
Jump to Lightspeed Commandeer Trick Take control of a non-leader Vehicle unit that costs 6 or less without a Pilot on it. If you do, ready it. At the start of the next regroup phase, return that unit to its owner's hand. Illustrated by Gabriel Gomez Almenzar
£4.45
-
Commence Patrol (205)
Jump to Lightspeed Commence Patrol Tactic Put another card in a discard pile on the bottom of its owner's deck. If you do, create an X-Wing token. Illustrated by EJ Dela Cruz
£0.30
-
Commence Patrol (467) - Hyperspace
Jump to Lightspeed Commence Patrol Tactic Put another card in a discard pile on the bottom of its owner's deck. If you do, create an X-Wing token. Illustrated by EJ Dela Cruz
£0.30
-
Commence Patrol (703)
Jump to Lightspeed Commence Patrol Tactic Put another card in a discard pile on the bottom of its owner's deck. If you do, create an X-Wing token. Illustrated by EJ Dela Cruz
£0.35
-
Commence Patrol (939) - Hyperspace Foil
Jump to Lightspeed Commence Patrol Tactic Put another card in a discard pile on the bottom of its owner's deck. If you do, create an X-Wing token. Illustrated by EJ Dela Cruz
£0.65
-
Contracted Hunter (216)
Jump to Lightspeed Contracted Hunter Bounty Hunter;Underworld Ambush (When you play this unit, it may attack an enemy unit.) When the regroup phase starts: Defeat this unit. Power: 4 HP: 4 Illustrated by Marc Escachx
£0.30
-
Contracted Hunter (478) - Hyperspace
Jump to Lightspeed Contracted Hunter Underworld;Bounty Hunter Ambush When the regroup phase starts: Defeat this unit. Power: 4 HP: 4 Illustrated by Marc Escachx
£0.40
-
Contracted Hunter (714)
Jump to Lightspeed Contracted Hunter Underworld;Bounty Hunter Ambush (When you play this unit, it may attack an enemy unit.) When the regroup phase starts: Defeat this unit. Power: 4 HP: 4 Illustrated by Marc Escachx
£0.32
-
Contracted Hunter (950) - Hyperspace Foil
Jump to Lightspeed Contracted Hunter Underworld;Bounty Hunter Ambush When the regroup phase starts: Defeat this unit. Power: 4 HP: 4 Illustrated by Marc Escachx
£1.30
-
Contracted Jumpmaster (184)
Jump to Lightspeed Contracted Jumpmaster Transport;Underworld;Vehicle Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Power: 2 HP: 4 Illustrated by Space Gooose
£0.20
-
Contracted Jumpmaster (446) - Hyperspace
Jump to Lightspeed Contracted Jumpmaster Underworld;Vehicle;Transport Sentinel Power: 2 HP: 2 Illustrated by SPACE Gooose
£0.20
-
Contracted Jumpmaster (682)
Jump to Lightspeed Contracted Jumpmaster Underworld;Vehicle;Transport Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Power: 2 HP: 2 Illustrated by SPACE Gooose
£0.25
-
Contracted Jumpmaster (918) - Hyperspace Foil
Jump to Lightspeed Contracted Jumpmaster Underworld;Vehicle;Transport Sentinel Power: 2 HP: 2 Illustrated by SPACE Gooose
£0.65