# | Card | Type | Text |
1 | And Stay Down! | Attack | Play when an enemy stands up. The enemy must succeed at a saving throw or fall prone. |
2 | Brutal Take Down | Attack | Play when you daze a target with an attack power. The target also falls prone. |
3 | Bull's Charge | Attack | Play when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares. |
4 | Charge! | Attack | Play 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. |
5 | Deadly Charge | Attack | Play 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. |
6 | Deadly Opportunity | Attack | Play when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack. |
7 | Dire Charge | Attack | Play 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. |
8 | Dire Opportunity | Attack | Play when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack. |
9 | Fearsome Charge | Attack | Play 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. |
10 | Fearsome Opportunity | Attack | Play when you make an opportunity attack. You can use an at-will melee attack power against the provoking target instead of an opportunity attack. |
11 | Go for the Eyes! | Attack | Play 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. |
12 | Hamstring | Attack | Play when you hit with an opportunity attack. The target is also slowed until the start of your next turn. |
13 | Immobilizing Strike | Attack | Play 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. |
14 | Inconceivable Failure | Attack | Play 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. |
15 | Lucky Blow | Attack | Play 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. |
16 | Recall Power | Attack | Play when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead. |
17 | Relentless Effort | Attack | Play when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge. |
18 | Seize the Moment | Attack | Play when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy. |
19 | Shall We Dance? | Attack | Play when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions. |
20 | Signature Attack | Attack | Play when you use an encounter attack power. The power is not expended. Expend a higher level daily attack power or encounter attack power instead. |
21 | Slowing Strike | Attack | Play 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. |
22 | Stopped in Your Tracks | Attack | Play before you use an attack power that deals damage. Expend a daily attack power. Creatures hit by the attack are also immobilized (save ends). |
23 | Stupefying Strike | Attack | Play 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. |
24 | Tremendous Shove | Attack | Play when you push a target. You push the target up to 2 additional squares. |
25 | Unbalancing Attack | Attack | Play 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. |
26 | Vicious Damage | Attack | Play when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw. |
27 | Vicious Shove | Attack | Play when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw. |
28 | Weakening Strike | Attack | Play 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. |
29 | Braced to Move | Defense | Play 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. |
30 | Breathing Room | Defense | Play when you use your second wind. You can shift up to 2 squares as a free action. |
31 | Building Confidence | Defense | Play 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. |
32 | Dwarven Stubborness | Defense | Play when you fall prone. Roll a saving throw. If you succeed, you do not fall prone. |
33 | Extra Exertion | Defense | Play when you start your turn dazed. You can take an extra minor action this turn. |
34 | Fighting Spirit | Defense | Play 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. |
35 | Give No Ground | Defense | Play when you or an ally is subjected to forced movement. That character is not affected by the forced movement. |
36 | Good Fall | Defense | Play when you are knocked prone. Before you fall prone, you shift 1 square as a free action. |
37 | Hidden Reserves | Defense | Play when you spend your last healing surge. You gain a healing surge. |
38 | Hit the Dirt! | Defense | Play 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. |
39 | I'm Done with This | Defense | Play when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge. |
40 | Inured to Pain | Defense | Play 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. |
41 | It Could Be Worse | Defense | Play when an attack hits you. You take only half damage from the attack and fall prone as a free action. |
42 | Keep Up Your Guard | Defense | Play when you take the total defense action. Until the start of your next turn, enemies take a –2 penalty to attack rolls against you. |
43 | Mentally Braced | Defense | Play 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. |
44 | Moment of Clarity | Defense | Play 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. |
45 | On Your Guard | Defense | Play when you become bloodied. You gain a +2 bonus to all defenses until the start of your next turn. |
46 | Physically Braced | Defense | Play 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. |
47 | Quick Switch | Defense | Play at any time. As a free action, you can stow one item and draw another. |
48 | Resolute Mind | Defense | Play when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge. |
49 | Silver Lining | Defense | Play when you fail a saving throw. You can spend a healing surge. |
50 | Silver Tongue | Defense | Play when you make a Bluff check, Diplomacy check, or Intimidate check and dislike the result. Reroll the check. You must take the second result. |
51 | Slip Away | Defense | Play when you start your turn and are grabbed. You make a check to escape the grab as a free action. |
52 | Swift Recovery | Defense | Play when you use your second wind. The second wind requires a minor action instead of a standard action. |
53 | Take Cover! | Defense | Play 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. |
54 | Walk It Off | Defense | Play 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. |
55 | Watchful Rashness | Defense | Play 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. |
56 | Allow Me | Tactic | Play when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally. |
57 | Behind You! | Tactic | Play 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. |
58 | Deft Charge | Tactic | Play when you or an ally charges. The character can take further actions after the charge. |
59 | Double Team | Tactic | Play 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. |
60 | Ever Ready | Tactic | Play after you take an immediate action. You can take another immediate action before the start of your next turn. |
61 | Extra Step | Tactic | Play when you shift. You shift 1 additional square. |
62 | Fight Me! | Tactic | Play 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. |
63 | Leap Into Action | Tactic | Play 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. |
64 | Now Is the Time to Strike | Tactic | Play when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immediate interrupt. |
65 | Quickstep | Tactic | Play when you hit a creature with an at-will attack. After the attack, you can shift 1 square as a free action. |
66 | Ready for Anything | Tactic | Play 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. |
67 | Roll Away | Tactic | Play when you stand up. You can shift up to 2 squares as a free action. |
68 | Roll with the Blow | Tactic | Play when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction. |
69 | Set for the Charge | Tactic | Play 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. |
70 | Share the Load | Tactic | Play 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. |
71 | Snap Out of It! | Tactic | Play 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. |
72 | Some Good Will Come of It | Tactic | Play 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. |
73 | Steel Your Nerves | Tactic | Play 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. |
74 | Sure Footing | Tactic | Play when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement. |
75 | Tactical Retreat | Tactic | Play 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. |
76 | Take Heart, Friends! | Tactic | Play when you spend a healing surge. Each ally that can see you gains 5 temporary hit points. |
77 | Thread the Needle | Tactic | Play 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. |
78 | True Confidence | Tactic | Play 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. |
79 | Useful Power | Tactic | Play when you use a utility power. The power is not expended. Expend a higher level daily utility power instead. |
80 | Where Are You Going? | Tactic | Play 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. |
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Promo 1 | Bowl Over | Attack | Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 20 Renown) |
Promo 2 | Spellplague Surge | Attack | Play 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 3 | Great Confidence | Defense | Play when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 40 Renown) |
Promo 4 | Over Bold | Defense | Play 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 5 | Right Behind You | Defense | Play 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 6 | Not Dead Yet | Defense | Play 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 7 | Pile It On | Tactic | Play 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 8 | Rallying Cry | Attack | Play 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) |
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