Erfh: Through the Ages
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Showing all 60 cards
Show frames: C W U B R G M L
Show rarities: N C U R M B
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2/1
When ~ enters the field, you may search your stockpile for a card named ~ and draw it. Then shuffle.
2/2
When ~ enters the field, if you control another agent, draw a card.
1/2
When ~ dies, create two
1/1 agent clones.

2/2
+1: Create a
1/1 Citizen agent clone.
-8 Climax — Each land you control gains a pop.

-8 Climax — Each land you control gains a pop.
4

+2 Create a
1/1 Disciple agent clone.
-12 Climax — Generate a power for each Disciple you control.

-12 Climax — Generate a power for each Disciple you control.
3
+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."
-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
Target opponent discards two cards.
When ~ enters the field, tuck up to one one card from your hand. If you do, draw two cards.
2/1
+1 Draw a card.
-7 Climax — Deploy a card from your hand without paying its power cost.
-7 Climax — Deploy a card from your hand without paying its power cost.
3
Appoint permanent
Appointee has aegis (this permanent can't be targeted by opponents' projects and abilties).
Appointee has aegis (this permanent can't be targeted by opponents' projects and abilties).
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.)
+1 Create a
1/1 Horseman agent clone.
-7 Climax — Creatures you control undergo +2/+0 and gain trample until end of turn.

-7 Climax — Creatures you control undergo +2/+0 and gain trample until end of turn.
4
Destroy target land. Create a
1/1 agent clone.

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 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.
-6 Climax — Until end of turn, your attacking creatures undergo +1/+0 and gain [speed] until end of turn.
3

Each player discards a card, then draws a card.
When ~ enters the field, look at the top card of your stockpile. You may trash that card.
1/2
+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.
-9 Climax — Your agents undergo +1/+1 for each non-agent permanent you control until end of turn.
3

+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.
-8 Climax — Search your stockpile for four cards and exile them. You may play those cards this turn. Shuffle your stockpile.
4
Appoint agent
Appointee undergoes +2/+2.
When ~ enters the field, generate
.
Appointee undergoes +2/+2.
When ~ enters the field, generate

+1 Generate a power.
-6 Climax — Generate six power. Draw a card from your junkyard.
-6 Climax — Generate six power. Draw a card from your junkyard.
2

+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
for each of their agents that's attacking.
-10 Climax — Until your next turn, agents can't attack you or a plot you control unless their controller pays

5
Untiring (Doesn't tap when attacking)
Inform 1 (Whenever this agent attacks and isn't blocked, draw one cards.)
Inform 1 (Whenever this agent attacks and isn't blocked, draw one cards.)
1/3
Conversion (Whenever this deals damage, you gain that much pop.)


,
: ~ deals 2 damage to target damageable. (Damageables are agents, paragons, players, and scenes.)




2/3
Whenever another agent enters under your control, each opponent loses 1 pop and you gain 1 pop.
2/2
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.
When ~ enters the field, you may search your stockpile for a mod card, reveal it, and draw it. Then shuffle.
2/3
Whenever an opponent discards a card, you gain 2 pop and draw a card.
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.
When ~ enters the field, look at the top two cards of your stockpile. Draw one of them and trash the rest.
1/4
(
: Generate
.)


(
: Generate
.)
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.).


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.).
(
: Generate
.)


(
: Generate
.)
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.).


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.).
(
: Generate
.)


(
: Generate
.)


(
: Generate
.)


Hub enters tapped.
When Hub enters, sacrifice it unless you pay
.
: Generate one energy of any motif or neutral.
When Hub enters, sacrifice it unless you pay


(
: Generate
.)
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.).


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.).
(New Territories enters tapped.)
(
: Generate
.)
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.
(


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.
(
: Generate
.)
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.).


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.).
(
: Generate
.)


(
: Generate
.)
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.).


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.).
(
: Generate
.)
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.).


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.).
Warehouse enters with a storage counter on it.
,
: Generate an energy of any motif or neutral.
,
, Remove a storage counter from Warehouse: Draw a card.




Show frames: C W U B R G M L
Show rarities: N C U R M B
Or view by sections
Erfh: Through the Ages: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Gameplay | Victory conditions | Set Information | Evergreen | Drafting Archetypes |
last 2017-10-10 10:36:04 by amuseum