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#CardTypeText
1Capricious AdvantageAttackPlay when you attack with combat advantage. Roll a d20. 1–9: After the attack, you become dazed until the start of your next turn. 10–20: After the attack, one ally adjacent to the target of your attack makes an opportunity attack against it.
2Capricious GravityAttackPlay when you pull, push, or slide an enemy 1 square or more. Roll a d20. 1–9: You fall prone and cannot stand up until the start of your next turn. 10+: That enemy falls prone after the forced movement.
3CatseyeAttackPlay when you make a melee or a ranged attack against a creature that has partial or total concealment against you. You ignore the penalty to attack rolls for attacking a creature that has concealment for that attack.
4Cold IronAttackPlay at the start of your turn. Until the end of your turn, you gain a +1 bonus to weapon attack rolls and a +2 bonus to weapon damage rolls against fey creatures.
5Entwining FrondsAttackPlay when you hit an enemy with an attack. That enemy is also immobilized until the start of your next turn. If it is already immobilized, it is restrained instead.
6Cyclops's RetortAttackPlay when an enemy you can see hits one of your allies with a melee attack. As a free action, you shift up to 2 squares toward that enemy and make an opportunity attack against it.
7Fey BewildermentAttackPlay at the start of your turn. The first attack roll you make this turn targets Reflex instead of the defense the attack normally targets.
8Fey TrickeryAttackPlay when you use a melee or Ranged attack power. You gain a +1 bonus to attack rolls with that power. If it is a Charm or Illusion power, the bonus increases to +2.
9Firbolg's FuryAttackPlay when a critical hit is scored against you or an ally. That character makes a basic attack as a free action.
10Flesh is WeakAttackPlay at the start of your turn. The first attack roll you make this turn targets Fortitude instead of the defense the attack normally targets.
11Flickering ChargeAttackPlay when you charge during your turn. You are insubstantial during the charge.
12Focused ChargeAttackPlay when you charge during your turn. You ignore difficult terrain during the charge.
13Frost Prince's OfferingAttackPlay when you hit a creature with an attack. You and the creature you hit each take cold damage equal to 3 + one half your level.
14I Mean It!AttackPlay when you miss every target with an at-will or encounter attack power. Reroll the attack roll against one target of the power. You must use the second roll. If you have the fey origin, you can reroll the attack roll against one additional target of the power.
15Kiss of the Long NightAttackPlay during your turn as a standard action. Choose an enemy within 5 squares of you and make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy cannot make attacks against you until it takes damage or until the start of your next turn.
16Maze of FathaghnAttackPlay when you hit a creature with an attack. Until the start of your next turn, that creature is deafened and has line of sight only to the creature closest to it that it could normally see.
17Moonbeam LanceAttackPlay when you hit an enemy within 10 squares of you. That enemy grants combat advantage until the end of your next turn.
18Murkendraw Hag BlightAttackPlay when you bloody an enemy. That enemy is weakened until the start of your next turn. You lose a healing surge.
19Pixie's LaughterAttackPlay when you use a ranged or area attack power. One target of that power grants combat advantage to you for that attack. If you have thee fey origin, every target grants combat advantage to you instead.
20Pointed RemarkAttackPlay when you use an attack power. One target hit by the attack takes 4 extra damage. If it is a charm or illusion power, every target hit by the attack takes 4 extra damage.
21Redcap's FeastAttackPlay when you drop an enemy below 1 hit point. You regain hit points equal to your healing surge value.
22Shifting FortunesAttackPlay when you hit a creature adjacent to you with a melee attack power. After the attack, you and that creature swap places.
23The ShakesAttackPlay when you miss every target with an at-will or encounter attack power. One target of that power grants combat advantage until the start of your next turn. If you have the fey origin, every target grants combat advantage instead.
24Uncanny KnowledgeAttackPlay when you make an attack roll. If you are trained in the knowledge skill relevant to your target’s origin, you gain a +2 power bonus to the attack roll.
25Blink of an EyeDefensePlay when you become bloodied. You teleport up to 2 squares as a free action.
26Blood in your EyeDefensePlay when a critical hit is scored against you. You are invisible to that attacker until the start of its next turn or until you hit or miss with an attack roll.
27Capricious DodgeDefensePlay when you or an ally adjacent to you takes damage from an attack. Roll a d20. 1–9: That character also falls prone. 10–20: That character gains temporary hit points equal to 3 + one-half his or her level and can shift 1 square as a free action.
28Capricious GroundDefensePlay when an enemy’s attack knocks you prone. Roll a d20. 1–9: You take extra damage equal to 3 + one-half your level. 10+: You can make an opportunity attack against that enemy as a free action. You ignore the penalty to the attack roll for being prone.
29Clear the CobwebsDefensePlay before you make a saving throw. You gain a +2 bonus to that saving throw. If the saving throw is against a charm or illusion power, the bonus is instead +5.
30Clever RetortDefensePlay when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is dazed until the end of your next turn.
31Cloak of DuskDefensePlay when you use your second wind. You gain partial concealment until the start of your next turn.
32Cut That Out!DefensePlay when a non-adjacent enemy hits you with an attack. You shift up to 2 squares toward that enemy as a free action.
33Defiance of ShinaelesstraDefensePlay when you take damage from an enemy's attack. After you take the damage, you gain temporary hit points equal to 3 + one-half your level. If the enemy has the fey origin or the giant keyword, one ally adjacent to you also gains the same number of temporary hit points.
34Emptiness of CendrianeDefensePlay when an attack drops you below 1 hit point. You are removed from play until the start of your next turn. When you return to play, you appear with 1 hit point in any unoccupied space within 5 squares of your previous position.
35Fey MajestyDefensePlay when an enemy adjacent to you targets you with an attack power. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that attack instead targets another creature of your choice that is adjacent to that enemy.
36Grig's FiddleDefensePlay when an enemy's attack pulls, pushes, or slides you. You slide that enemy up to 2 squares as a free action.
37Icy GroundDefensePlay when an enemy's attack hits you. That enemy must make an Acrobatics check. The check DC is equal to your Reflex. If the check fails, you take half damage from that attack and the enemy falls prone.
38Imperious DemandDefensePlay when an enemy adjacent to you targets one of your allies with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that attack targets you instead.
39Keen AnalysisDefensePlay when an enemy targets you with an attack. Roll a d20, with a +4 bonus is you have training in Insight. 1–9: You take a -4 penalty to all defenses against that attack. 10–20: You gain a +4 bonus to all defenses against that attack.
40Miasma of the FeydarkDefensePlay when an enemy attacks you while you have partial concealment against it. You have total concealment against that enemy for that attack.
41Murkendraw CurseDefensePlay when you become bloodied from an enemy's attack. After the attack, that enemy takes necrotic damage equal to 3 + one-half your level. If you have the fey origin, you gain that number of temporary hit points.
42Not So Fast!DefensePlay when an enemy leaves a square adjacent to you. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is immobilized until the end of its turn.
43Oh, Really?DefensePlay when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, you take only half damage from the attack.
44Redcap's RefreshmentDefensePlay when an enemy adjacent to you becomes bloodied. You use your second wind as a free action. If you have already used your second wind, you instead gain temporary hit points equal to your healing surge value.
45Same to You!DefensePlay when an enemy attacks you with combat advantage. That enemy grants combat advantage to your allies until the start of your next turn.
46Saw It ComingDefensePlay when an enemy attacks you. That attack targets your highest defense instead of the defense it normally would target.
47Steady FootingDefensePlay when you fall prone. You do not fall prone.
48Stutter StepDefensePlay when you move during your turn. You gain a +4 bonus to all defenses against opportunity attacks you provoke with that move.
49Unstable FormDefensePlay when you hit an enemy with an implement attack power. The enemy is weakened until the start of your next turn. You are dazed until the start of your next turn.
50Capricious StepDefensePlay during your turn as a move action. Roll a d20. 1–9: You are immobilized until the start of your next turn. 10+: You teleport up to your speed.
51Capricious WordsTacticPlay when you make a Bluff check, Diplomacy check, or Intimidate check. Roll a d20. 1–9: You take a -5 penalty to the check, and you grant combat advantage until the start of your next turn. 10–20: You gain a +5 bonus to the check.
52Crazy LegsTacticPlay when you hit with an attack. After the attack, you can shift 1 square as a free action, or up to 2 squares if the attack targets Will.
53Cruel ForbearanceTacticPlay when an enemy provokes an opportunity attack from you. You do not make the opportunity attack. That enemy instead grants combat advantage to your allies until the start of your next turn.
54Dream BlossomsTacticPlay at the start of your turn. You create a zone of dream blossoms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures grant combat advantage while in the zone.
55Dream PartnerTacticPlay when an enemy hits you or an ally adjacent to you with an attack. The attack misses instead. You are weakened until the end of your next turn.
56Faerie RingTacticPlay at the start of your turn. You create a zone of faerie ring mushrooms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone can make a saving throw.
57Fey PassageTacticPlay during your turn as a move action. You teleport up to 2 squares, or up to your speed if you have the fey origin.
58Fluid FormTacticPlay when you use a conjuration, summoning, or polymorph power during your turn. As a free action, you shift up to one-half your speed before or after using that power.
59Frost's TouchTacticPlay when an enemy adjacent to you moves. That enemy is slowed until the start of your next turn.
60Give 'em the SlipTacticPlay while you are grabbed and have an unexpended racial power. You expend your racial power to escape automatically.
61Glimmer of AstrazalianTacticPlay before you move during your turn. Roll a d20. 1–9: You grant combat advantage and are immobilized until the start of your next turn. 10–20: You are insubstantial and phasing during that move.
62GloamingTacticPlay when you make a Stealth check while moving during your turn. The penalty to the Stealth check for moving is lessened to –2, or to –5 if you are running. If you have the fey origin, you instead take no penalty to the Stealth check.
63Goodberry BushesTacticPlay at the start of your turn. You create a zone of goodberry bushes in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone gains 3 temporary hit points.
64Grab GrassTacticPlay at the start of your turn. You create a zone of grab grass in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone is slowed until the start of its next turn.
65Heat ShimmerTacticPlay at the start of your turn. Until the start of your next turn, allies gain partial concealment while adjacent to you.
66Into Thin AirTacticPlay during your turn as a move action. You move up to 2 squares and are phasing during this move.
67Leaves of MithrendainTacticPlay when you hit a creature with an attack. After the attack, you and the creature you hit are removed from play. At the start of your next turn, you and that creature return to play, each in its previous space, or in the nearest unoccupied space. You are then dazed until the end of your next turn.
68Let's Try That AgainTacticPlay when you or an ally adjacent to you fails a skill check. That character rerolls the skill check but must use the second result.
69Lightfoot SpringTacticPlay when you move during your turn. Treat each Athletics check you make during the move as if you had rolled a 10.
70Luck of the FeyTacticPlay at the start of your turn. Put this card into play in front of you. It stays in play until the start of your next turn. You can discard this card to let an ally within 5 squares of you reroll one attack roll, saving throw, or skill check.
71Mag Tureah BloodlustTacticPlay when you hit a creature with an attack. You take damage equal to 3 + one-half your level and deal that amount of extra damage to one target of the attack.
72Moonglow MossTacticPlay at the start of your turn. You create a zone of moonglow moss in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures cannot benefit from concealment while in the zone.
73Poisonous ThornsTacticPlay at the start of your turn. You create a zone of poisonous thorns in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone takes 3 poison damage.
74Song of SenaliesseTacticPlay when an ally starts his or her turn adjacent to you. That ally can move through enemies' spaces during his or her turn, but cannot end his or her turn there. If the ally has the fey origin, he or she also gains a +4 bonus to all defenses against opportunity attacks provoked by that movement.
75Sprightly StepTacticPlay when you move during your turn. During that move, you can make Acrobatics checks instead of Athletics checks to climb, jump, or swim.
76Starlight GroveTacticPlay at the start of your turn. You create a zone of starlight grove trees in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures gain partial concealment while in the zone.
77Summer Court PavaneTacticPlay at the start of your turn. Each of your allies gains a +2 bonus to speed until the start of your next turn. You are immobilized until the start of your next turn.
78Thick AirTacticPlay when an enemy adjacent to you moves, shifts, or teleports. During the movement, that enemy moves 2 fewer squares (minimum 1 square).
79Twinkle ToesTacticPlay when an ally you can see moves. After the move, you teleport up to 3 squares as a free action, or up to 5 squares if you have the fey origin. You cannot end this movement adjacent to an enemy.
80Unbearable InsultTacticPlay when an enemy you can see moves. If that enemy does not end its movement closer to you, it grants combat advantage until the end of its next turn.
Promo 1Cavern OracleTacticPlay when you make a knowledge check. Treat the result of the check as if you had rolled a 10.
Promo 2Crystalbrook Blood FeudAttackPlay when you hit an enemy with an attack during your turn. The attack deals extra damage equal to 3 + one-half your level. If you have the fey origin and the target doesn’t, or vice versa, the attack deals extra damage equal to 3 + your level instead. You gain vulnerability to all damage until the start of your next turn. The vulnerability equals one-half your level (minimum 1).
Promo 3Glittering CrystalsTacticPlay at the start of your turn. You create a zone of glittering crystals in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone is dazed until the start of its next turn.
Promo 4DevotionTacticPlay when an attack targets an ally adjacent to you but does not include you as a target. You make a Charisma check, with a +4 bonus if you have training in Diplomacy. If the check result is at least equal to the attacker’s Will, the attack targets you instead.