First Marshal Tahlia Vedra, named the Lioness of the Parch by her loyal soldiers, is the foremost tactical mind of Hammerhal Aqsha, and an inspiration to Dawnbringer Crusades across the Mortal Real...
Ironweld Great Cannons are massive artillery pieces, which act as the roaring bastions of a Castelite formation. Protected by thick oaken gun-shields affixed to the cannon's fore, the crew tireless...
The Cities of Sigmar are embattled metropolises founded by free mortals across every one of the realms. These disparate alliances of humans, duardin, aelves, and even ogors battle not only t...
Incredibly powerful elite warriors, possibly the strongest in their lodges, the Hearthguard Berzerkers are the first to heed the call of Fyreslayers’ battle horns. Filled with fiery determination, ...
The Auralan Wardens fight in close formation, using long pikes that they set to receive the charge of the foe. The Wardens guide their sunmetal tips into the enemy’s chests at the last moment; thos...
Moonclan Stabbas form ragged ranks that advance upon the foe with gongs clanging and banners waving. Eyes bulging with the madness of the Gloomspite, they pour over the enemy lines and stab wildly ...
Squig Hoppers bound madly into battle, wreaking havoc on anything they collide with. Fed on a diet of gassy fungus to help them hurtle skyward, each ill-tempered squig has a cackling grot clinging ...
From Shyish, the Realm of Death, come the ethereal Nighthaunt – incorporeal spirits driven to murder by their bitter hatred for the living. These spectres are the terror weapon of the Great Necroma...
If there is one constant to be found in existence, it is decay. All things must bow to entropy in due time. None of the Ruinous Powers understand this better than Nurgle. Master of the Rotten Carni...
The Myrmidesh are an elite warrior-cult who exemplify the pride of the Dark Prince. Each of their blade-sects considers their own favoured technique to be supreme, and on the rare occasions they ar...
The biggest – and therefore the best – of the Ironjawz, the orruk Megabosses lead the Ironjaw warclans with a ramshackle unity, smashing and stomping and breaking and battering everything in reach....
Of all the Snatchabosses, Skumdrekk is the vilest and most kunnin'. As such, he has become a sort of celebrity to the Kruleboyz of Ghur. Owner of the Murkvast Menagerie – a huge, drained mangrove s...
Merciless, fast and graceful, Tree-Revenants have a number of duties in a sylvaneth Household. Patrol, defence, conquering and crushing; huge bands of Tree-Revenants, with their sombre outlook and ...
One of the few deities worshipped by the sylvaneth alongside Alarielle, Kurnoth represents nature’s wildness and hunger. The Kurnoth Hunters are living embodiments of his wrath. Nearly twice the si...
The Harbingers of Decay trot into battle atop vile steeds more dead than alive. These morbid prophets draw the gaze of Nurgle himself, and where they ride, the Plague God’s sinister will is soon ma...
The Ogor Mawtribes are nomadic empires of brutish juggernauts that range across the lands, raiding and pillaging to appease their insatiable hunger. Iron-fisted Tyrants lead young and bullish Glutt...
Masters of the mystical arts by nature, and the art of war by training and focus, the Lumineth Realm-lords seek to bring balance to the cosmos. Vanari troops are the mainstay of the armies of Hysh ...
The worshippers of the Changer of the Ways seek to reshape the Mortal Realms, twisting it into forms more pleasing to their fickle god. Sorcerously-gifted Magisters lead chanting Kairic Acolytes to...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '