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3.6 (5 Ratings)
#CardTypeText
1And Stay Down!AttackPlay when an enemy stands up. The enemy must succeed at a saving throw or fall prone.
2Brutal Take DownAttackPlay when you daze a target with an attack power. The target also falls prone.
3Bull's ChargeAttackPlay when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares.
4Charge!AttackPlay at the start of your turn. Until the end of the turn, you gain a +2 bonus to speed when charging and a +2 bonus to the attack rolls of charge attacks.
5Deadly ChargeAttackPlay when you charge on your turn. You can use a daily melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
6Deadly OpportunityAttackPlay when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack.
7Dire ChargeAttackPlay when you charge on your turn. You can use an encounter melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
8Dire OpportunityAttackPlay when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack.
9Fearsome ChargeAttackPlay when you charge on your turn. You can use an at-will melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
10Fearsome OpportunityAttackPlay when you make an opportunity attack. You can use an at-will melee attack power against the provoking target instead of an opportunity attack.
11Go for the Eyes!AttackPlay before you use an attack power that deals damage. Expend a daily attack power. Each creature hit by the attack is also blinded until the end of your next turn.
12HamstringAttackPlay when you hit with an opportunity attack. The target is also slowed until the start of your next turn.
13Immobilizing StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also immobilized until the start of your next turn.
14Inconceivable FailureAttackPlay when you miss every target with an encounter attack power. You regain the use of the power. You are also dazed until the start of your next turn.
15Lucky BlowAttackPlay when you roll a 1 on a damage die. Reroll any dice from the damage roll that have a result of 1. You must take the second roll.
16Recall PowerAttackPlay when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead.
17Relentless EffortAttackPlay when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge.
18Seize the MomentAttackPlay when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy.
19Shall We Dance?AttackPlay when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions.
20Signature AttackAttackPlay when you use an encounter attack power. The power is not expended. Expend a higher level daily attack power or encounter attack power instead.
21Slowing StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. That enemy is also slowed until the start of your next turn.
22Stopped in Your TracksAttackPlay before you use an attack power that deals damage. Expend a daily attack power. Creatures hit by the attack are also immobilized (save ends).
23Stupefying StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also dazed until the start of your next turn.
24Tremendous ShoveAttackPlay when you push a target. You push the target up to 2 additional squares.
25Unbalancing AttackAttackPlay before you use an attack power that deals damage. Expend an encounter attack power. Creatures hit by the attack are also dazed until the end of your next turn.
26Vicious DamageAttackPlay when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw.
27Vicious ShoveAttackPlay when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw.
28Weakening StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals only half damage to that enemy, and that enemy is also weakened until the start of your next turn.
29Braced to MoveDefensePlay when an attack targets your Reflex. You gain a +4 bonus to Reflex against that attack. You are then dazed until the end of your next turn.
30Breathing RoomDefensePlay when you use your second wind. You can shift up to 2 squares as a free action.
31Building ConfidenceDefensePlay before you make a saving throw. You gain a +2 bonus to that saving throw. If you succeed, you gain a +2 bonus to all defenses until the start of your next turn.
32Dwarven StubbornessDefensePlay when you fall prone. Roll a saving throw. If you succeed, you do not fall prone.
33Extra ExertionDefensePlay when you start your turn dazed. You can take an extra minor action this turn.
34Fighting SpiritDefensePlay when an attack hits you. After the attack is resolved, you spend a healing surge. You also grant combat advantage until the start of your next turn.
35Give No GroundDefensePlay when you or an ally is subjected to forced movement. That character is not affected by the forced movement.
36Good FallDefensePlay when you are knocked prone. Before you fall prone, you shift 1 square as a free action.
37Hidden ReservesDefensePlay when you spend your last healing surge. You gain a healing surge.
38Hit the Dirt!DefensePlay when you or an ally is the target of a ranged attack. The target falls prone as a free action and gains a +2 bonus to all defenses against the ranged attack.
39I'm Done with ThisDefensePlay when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge.
40Inured to PainDefensePlay when you save against ongoing damage with a damage type. You gain resist 5 to that damage type until the end of your next turn. This resistance increases to 10 at 11th level and 15 at 21st level.
41It Could Be WorseDefensePlay when an attack hits you. You take only half damage from the attack and fall prone as a free action.
42Keep Up Your GuardDefensePlay when you take the total defense action. Until the start of your next turn, enemies take a –2 penalty to attack rolls against you.
43Mentally BracedDefensePlay when an attack targets your Will. You gain a +4 bonus to Will against that attack. You are then dazed until the end of your next turn.
44Moment of ClarityDefensePlay when you start your turn dazed or stunned. You ignore the dazing or stunning effect until the end of your turn. If the effect requires a saving throw, you make it at the end of your turn as normal. You lose a healing surge.
45On Your GuardDefensePlay when you become bloodied. You gain a +2 bonus to all defenses until the start of your next turn.
46Physically BracedDefensePlay when an attack targets your Fortitude. You gain a +4 bonus to Fortitude against that attack. You are then dazed until the end of your next turn.
47Quick SwitchDefensePlay at any time. As a free action, you can stow one item and draw another.
48Resolute MindDefensePlay when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge.
49Silver LiningDefensePlay when you fail a saving throw. You can spend a healing surge.
50Silver TongueDefensePlay when you make a Bluff check, Diplomacy check, or Intimidate check and dislike the result. Reroll the check. You must take the second result.
51Slip AwayDefensePlay when you start your turn and are grabbed. You make a check to escape the grab as a free action.
52Swift RecoveryDefensePlay when you use your second wind. The second wind requires a minor action instead of a standard action.
53Take Cover!DefensePlay when you or an ally is the target of a blast or burst attack. You and each ally in the blast or burst gain a +2 bonus to all defenses against that attack.
54Walk It OffDefensePlay when you take damage. After you take the damage, you can spend a healing surge. You are dazed until the end of your next turn.
55Watchful RashnessDefensePlay when you are the target of an opportunity attack. You gain a +4 bonus to all defenses against opportunity attacks (including the triggering opportunity attack) until the start of your next turn.
56Allow MeTacticPlay when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally.
57Behind You!TacticPlay when an enemy enters a square to flank one of your allies. As a free action, the flanked ally can shift up to 2 squares.
58Deft ChargeTacticPlay when you or an ally charges. The character can take further actions after the charge.
59Double TeamTacticPlay when you miss with an attack against an enemy you flank. One ally with which you flank that enemy can make a basic attack against that enemy as a free action.
60Ever ReadyTacticPlay after you take an immediate action. You can take another immediate action before the start of your next turn.
61Extra StepTacticPlay when you shift. You shift 1 additional square.
62Fight Me!TacticPlay at the start of your turn. Until the start of your next turn, enemies gain a +2 bonus to attack rolls against you and take a –2 penalty to attack rolls against your allies.
63Leap Into ActionTacticPlay at the start of your turn. You can move up to your speed as a free action but must end the move adjacent to an enemy.
64Now Is the Time to StrikeTacticPlay when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immediate interrupt.
65QuickstepTacticPlay when you hit a creature with an at-will attack. After the attack, you can shift 1 square as a free action.
66Ready for AnythingTacticPlay when you ready an action. You can ready a second action and trigger. You can take only one of the readied actions if both trigger.
67Roll AwayTacticPlay when you stand up. You can shift up to 2 squares as a free action.
68Roll with the BlowTacticPlay when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction.
69Set for the ChargeTacticPlay when an enemy charges you or an ally adjacent to you. As an immediate reaction, the target of the charge attack can make a melee basic attack against the charging enemy when it moves adjacent to that character.
70Share the LoadTacticPlay when an attack hits an ally adjacent to you. Your ally takes half of the damage from the attack, and you take the other half. You are both subject to any additional effects of the attack.
71Snap Out of It!TacticPlay when an ally is subjected to an effect that a save can end. The ally makes a saving throw against that effect with a +2 bonus. If that character saves, you gain 5 temporary hit points.
72Some Good Will Come of ItTacticPlay when you miss every target with an at-will attack power. An ally within 10 squares of you can make a basic attack against a target of that attack power as a free action.
73Steel Your NervesTacticPlay when you or an ally uses second wind. Each ally within 10 squares of that character gains a +2 bonus to all defenses until the start of your next turn.
74Sure FootingTacticPlay when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement.
75Tactical RetreatTacticPlay at the start of your turn. You and each ally adjacent to you can use a free action to shift up to 3 squares. Each square a character moves cannot bring him or her closer to a visible enemy.
76Take Heart, Friends!TacticPlay when you spend a healing surge. Each ally that can see you gains 5 temporary hit points.
77Thread the NeedleTacticPlay when you move adjacent to an ally flanked by enemies. As a free action, you push the ally 1 square (if he or she is willing) and shift 1 square into the square the ally left.
78True ConfidenceTacticPlay when you gain temporary hit points. You do not gain the temporary hit points. Instead, you regain hit points equal to the temporary hit points.
79Useful PowerTacticPlay when you use a utility power. The power is not expended. Expend a higher level daily utility power instead.
80Where Are You Going?TacticPlay when an enemy adjacent to you moves. The enemy takes a –2 penalty to attack rolls against any target other than you until the start of its next turn.
Promo 1Bowl OverAttackPlay when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 20 Renown)
Promo 2Spellplague SurgeAttackPlay at the start of your turn. Until the start of your next turn, all attacks made by you and creatures within 5 squares of you deal 5 extra fire and psychic damage. (Source: LCoNW - 60 Renown)
Promo 3Great ConfidenceDefensePlay when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 40 Renown)
Promo 4Over BoldDefensePlay when you spend a healing surge. You also gain 10 temporary hit points. You grant combat advantage until the start of your next turn. (Source: GoND Game Day)
Promo 5Right Behind YouDefensePlay when a creature adjacent to you moves. You shift 1 square into the space the creature left as a free action. (Source: Premier Store - LCoNW?)
Promo 6Not Dead YetDefensePlay when you drop below 1 hit point. You are dying but do not fall unconscious from that condition until the end of your next turn or until you take additional damage. You cannot regain hit points until the end of your next turn. (Source: ?)
Promo 7Pile It OnTacticPlay when you spend an action point. Any ally that spends an action point before the start of your next turn gains a +2 bonus to attack rolls and to all defenses. The bonus lasts until the start of your next turn. (Source: GoND Game Day)
Promo 8Rallying CryAttackPlay at the start of your turn. As a free action, each ally within 5 squares of you can shift 1 square, or up to 3 squares if that ally moves closer to you. (Source: LCoNW Survey)