Erfh: Through the Ages

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2 comments
last 2017-10-10 10:36:04 by amuseum
 C 
Agent
2/1
1 comment
2017-09-21 21:35:42 by amuseum
 C 
Agent
When ~ enters the field, you may search your stockpile for a card named ~ and draw it. Then shuffle.
2/2
 C 
Agent
When ~ enters the field, if you control another agent, draw a card.
1/2
 C 
Agent
When ~ dies, create two {w} 1/1 agent clones.
2/2
 U 
Scene – Nhrym
+1: Create a {w} 1/1 Citizen agent clone.

-8 Climax — Each land you control gains a pop.
4
2 comments
last 2017-09-03 19:18:59 by amuseum
 R 
Scene
+2 Create a {w} 1/1 Disciple agent clone.

-12 Climax — Generate a power for each Disciple you control.
3
2 comments
last 2018-06-13 13:05:27 by SecretInfiltrator
{3}{u}
 
 U 
Scene – Anglica
+1 Your agents have aegis (this permanent can't be targeted by opponents' projects and abilties) until your next turn.

-7 Climax — You get an agenda clone with "When an opponent's agent enters the field, sacrifice this. If you do, target agent you control gets three +1/+1 counters."
5
 C 
Event – Psyche
Target opponent discards two cards.
 C 
Agent
When ~ enters the field, tuck up to one one card from your hand. If you do, draw two cards.
2/1
 R 
Scene
+1 Draw a card.

-7 Climax — Deploy a card from your hand without paying its power cost.
3
3 comments
last 2018-06-13 13:08:11 by SecretInfiltrator
 C 
Agenda Mod – Misinformation Phase
Appoint permanent

Appointee has aegis (this permanent can't be targeted by opponents' projects and abilties).
{u}
 
 C 
Fast Event – Program
Opt 3. (Look at the top three cards of your stockpile, then put any number of them on top of your stockpile in any order and tuck the rest.)
 R 
Scene
+1 Create a {b} 1/1 Horseman agent clone.

-7 Climax — Creatures you control undergo +2/+0 and gain trample until end of turn.
4
 C 
Event – Earth
Destroy target land. Create a {b} 1/1 agent clone.
{3}{b}
 
 R 
Agenda – Fame
When Dynasty enters or when a famous agent you control dies, you may search your stockpile for a famous agent, reveal it, and draw it. Then shuffle.
1 comment
2017-09-07 22:00:05 by amuseum
1 comment
2017-09-04 05:11:29 by dude1818
 U 
Scene – Azau
+1 Until end of turn, creatures you control with [speed] undergo +1/+0 until end of turn.

-6 Climax — Until end of turn, your attacking creatures undergo +1/+0 and gain [speed] until end of turn.
3
2 comments
last 2017-08-24 03:02:57 by SecretInfiltrator
 C 
Fast Event – Entropy
Each player discards a card, then draws a card.
 C 
Agent
When ~ enters the field, look at the top card of your stockpile. You may trash that card.
1/2
 U 
Scene – Oceania
+2 The next non-agent project you deploy this turn cost 1 less power to deploy.

-9 Climax — Your agents undergo +1/+1 for each non-agent permanent you control until end of turn.
3
 M 
Agenda – Repetition
{5}: Exile target card in a junkyard. If you do, you may copy it and deploy the copy without paying its energy cost.
 R 
Scene
+1 Imagine 1 (Exile the top one cards of your stockpile. You may play those cards this turn.).

-8 Climax — Search your stockpile for four cards and exile them. You may play those cards this turn. Shuffle your stockpile.
4
 C 
Agenda Mod – Craftsmanship Phase
Appoint agent

Appointee undergoes +2/+2.

When ~ enters the field, generate {2}.
 R 
Scene
+1 Generate a power.

-6 Climax — Generate six power. Draw a card from your junkyard.
2
 R 
Agenda – Synergy
{1}, Employ two agents: Untap target permanent. (Employ means tap an untapped agent.)
 U 
Scene – Eden
+2 Up to one target plot can't be attacked until your next turn.

-10 Climax — Until your next turn, agents can't attack you or a plot you control unless their controller pays {2} for each of their agents that's attacking.
5
 U 
Agent
Untiring (Doesn't tap when attacking)

Inform 1 (Whenever this agent attacks and isn't blocked, draw one cards.)
1/3
 U 
Agent
Conversion (Whenever this deals damage, you gain that much pop.)

{2}{b}{r}, {t}: ~ deals 2 damage to target damageable. (Damageables are agents, paragons, players, and scenes.)
2/3
 U 
Agent
Whenever another agent enters under your control, each opponent loses 1 pop and you gain 1 pop.
2/2
 U 
Agent
Technophile (Undergoes +1/+1 for each mod attached to it.)

When ~ enters the field, you may search your stockpile for a mod card, reveal it, and draw it. Then shuffle.
2/3
 U 
Agenda – Forget
Whenever an opponent discards a card, you gain 2 pop and draw a card.
 U 
Agent
Conversion (Whenever this deals damage, you gain that much pop.)

When ~ enters the field, look at the top two cards of your stockpile. Draw one of them and trash the rest.
1/4
 
 B 
Basic Land – Residence
({t}: Generate {w}.)
 
 B 
Basic Land – School
({t}: Generate {u}.)

Academy enters tapped.

When Academy enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:21:13 by amuseum
 B 
Basic Land – Frontier
({t}: Generate {c}.)
 
 B 
Basic Land – Stronghold
({t}: Generate {b}.)

Citadel enters tapped.

When Citadel enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:23:59 by amuseum
 B 
Basic Land – School
({t}: Generate {u}.)
 
 B 
Basic Land – Industry
({t}: Generate {g}.)
 B 
Basic Land – Stronghold
({t}: Generate {b}.)
Hub
 
 B 
Basic Land
Hub enters tapped.

When Hub enters, sacrifice it unless you pay {1}.

{t}: Generate one energy of any motif or neutral.
 
 B 
Basic Land – Industry
({t}: Generate {g}.)

Market enters tapped.

When Market enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:07:40 by amuseum
 U 
Delayed Land – Frontier
(New Territories enters tapped.)

({t}: Generate {c}.)

When New Territories enters, if you control two or fewer other lands, you may search your stockpile for a basic land card. Shuffle your stockpile, then put that land card on top of it.
1 comment
2018-01-28 23:10:06 by amuseum
 B 
Basic Land – Frontier
({t}: Generate {c}.)

Settlement enters tapped.

When Settlement enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:05:05 by amuseum
 
 B 
Basic Land – Stage
({t}: Generate {r}.)
 
 B 
Basic Land – Stage
({t}: Generate {r}.)

Theater enters tapped.

When Theater enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:26:41 by amuseum
 
 B 
Basic Land – Residence
({t}: Generate {w}.)

Town enters tapped.

When Town enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
1 comment
2018-11-01 02:13:53 by amuseum
 B 
Basic Land
Warehouse enters with a storage counter on it.

{1}, {t}: Generate an energy of any motif or neutral.

{3}, {t}, Remove a storage counter from Warehouse: Draw a card.

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Erfh: Through the Ages: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Gameplay | Victory conditions | Set Information | Evergreen | Drafting Archetypes