Cartas L5R

Link to the Heavens
En Stock
Cartas L5R

Link to the Heavens

*PR-Region
0,30 €
(This Region is not Singular). Open: Bow one of your Rings: Straighten a target Temple.
Way of the Phoenix FOIL  - If you are a Phoenix Clan player, this Strategy has Discipline 1.Battle: Straighten your target Spell
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Way of the Phoenix FOIL

TCS-Strategy
5,00 €
If you are a Phoenix Clan player, this Strategy has Discipline 1.Battle: Straighten your target Spell. You may use its abilities an additional time this turn. Take an additional action.
Way of the Mantis FOIL  - If you are a Mantis Clan player, this Strategy has Discipline 3.Battle: Straighten your target Persona
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Way of the Mantis FOIL

TCS-Strategy
4,50 €
If you are a Mantis Clan player, this Strategy has Discipline 3.Battle: Straighten your target Personality. You may use his abilities with Ranged Attack effects an additional time this turn.
Way of the Lion FOIL  - If you are a Lion Clan player, this Strategy has Discipline 2. Battle: Target your unbowed Personality.
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Way of the Lion FOIL

TCS-Strategy
4,50 €
If you are a Lion Clan player, this Strategy has Discipline 2. Battle: Target your unbowed Personality. Fear equal to his Personal Honor that destroys Followers after it bows them.
Way of the Dragon FOIL  - IaijutsuIf you are a Dragon Clan player, this Strategy has Discipline 2.Iaijutsu Battle: Your target u
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Way of the Dragon FOIL

TCS-Strategy
10,00 €
IaijutsuIf you are a Dragon Clan player, this Strategy has Discipline 2.Iaijutsu Battle: Your target unbowed Personality challenges a target enemy Personality. Give the winner +2F. Give the loser -2F, and bow him if he is dishonorable.
Way of the Crane FOIL  - IaijutsuIf you are a Crane Clan player, this Strategy has Discipline 3. Iaijutsu Battle: Your target un
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Way of the Crane FOIL

TCS-Strategy
12,00 €
IaijutsuIf you are a Crane Clan player, this Strategy has Discipline 3. Iaijutsu Battle: Your target unbowed Personality challenges a target enemy Personality, whose controller can dishonor him and move him home to refuse. Bow the loser. The winner gains 1 Honor.
Way of the Unicorn FOIL  - If you are a Unicorn Clan player, this Strategy has Discipline 3. Battle: Target your Personality, wh
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Way of the Unicorn FOIL

TCS-Strategy
4,50 €
If you are a Unicorn Clan player, this Strategy has Discipline 3. Battle: Target your Personality, who may be at home. Move him home or, if his unit is Cavalry and he would be opposed, move him to the current battlefield.
Way of the Spider FOIL  - If you are a Spider Clan player, this Strategy has Discipline 3. Battle: Fear 2.Interrupt: Give a Fear
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Way of the Spider FOIL

TCS-Strategy
6,00 €
If you are a Spider Clan player, this Strategy has Discipline 3. Battle: Fear 2.Interrupt: Give a Fear effect +2 strength. Destroy any Follower after it bows them.
Bo of Ritual Blessings FOIL  - Staff • Two-Handed • Weapon            Battle, w: Bow a target enemy card.
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Bo of Ritual Blessings FOIL

TCS-Item
5,00 €
Staff • Two-Handed • Weapon Battle, w: Bow a target enemy card.
Sohei's Ono FOIL  - Heavy Weapon • Two-Handed • Weapon            Battle, w: Melee 4 Attack (Destroy a target enemy Follower, or
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Sohei's Ono FOIL

TCS-Item
4,00 €
Heavy Weapon • Two-Handed • Weapon Battle, w: Melee 4 Attack (Destroy a target enemy Follower, or Personality without Followers, with 4 or lower Force).
Sinful Dreams FOIL  - Maho                After you Equip this Spell, lose 2 Honor.Maho Open, w: Target an unbowed Personality.
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Sinful Dreams FOIL

TCS-Spell
3,00 €
Maho After you Equip this Spell, lose 2 Honor.Maho Open, w: Target an unbowed Personality. If this Shugenja assigns to attack this turn, the target must assign to defend opposing him, if legal. Destroy this Spell after the target assigns.
Interrupt the Void's Flow FOIL  -                 Void Interrupt: Negate a Battle action. Destroy this Spell. Remove the caster'
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Interrupt the Void's Flow FOIL

TCS-Spell
4,00 €
Void Interrupt: Negate a Battle action. Destroy this Spell. Remove the caster's unit from the game, keeping all attachments and tokens, and ignoring leaving-play effects. Return it to play before the turn ends, ignoring entering-play costs and effects.
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