Card Spotlights
A card spotlight is a set of trials built around one tricky or powerful card. Each one teaches how the card works, when to play it, the rules interactions people get wrong, and the lines it opens up, from Beginner through Expert. Each trial is played with a real Legend that can run the card. Many start as combos sent in by players; those trials say who found them ((“Submitted by”)ldquo;Line by(“Submitted by”)rdquo;).
18 cards · 39 trials
18 cards shown
- Unit
Astral Heron
CalmA 7-Might body that makes your big turn cheaper: once she's standing on a battlefield, your first card of the turn knocks two Energy and two Power off the second.
2 trials - Gear
Dazzling Aurora
BodyNine Energy up front, then a free unit every turn for the rest of the game.
3 trials - Champion Unit
Vex, Cheerless
ChaosVex turns every combat she's in into a discount for you and a tax on them.
2 trials - Champion Unit
Vex, Mocking
CalmEvery stun you land is also a free move for Vex — battlefield to battlefield, exhausted or not, even on their turn.
1 trial - Champion Unit
Akali, Silent
CalmAkali can't be picked off until she's in a fight, and every move into a battlefield makes her +2 bigger.
2 trials - Champion Unit
Akali, Deadly Weapon
FuryThree Energy for a unit that pings whenever she moves — in, out, to base, by any move.
2 trials - Champion Unit
Mordekaiser, Dominating
OrderAn 8 that kills something when he lands and again every time he attacks — each for one card from your hand.
2 trials - Gear
Baited Hook
OrderTrade a unit that's done its job for a bigger one off the top of your deck, for two runes.
2 trials - Champion Unit
Neeko, Blending In
NeutralNeeko fits in every deck and brings a second Legend with her: you set aside up to three while building your deck, and when she lands you choose the one this turn needs.
5 trials - Gear
Sterak's Gage
Calm+3 Might that you can play at [Reaction] speed, straight onto a unit — in the middle of their attack if you like.
2 trials - Spell
Challenge
BodyA fight anywhere, on your terms: your unit and theirs trade blows without either moving.
2 trials - Spell
Ride the Wind
ChaosA move that leaves your unit ready — so it can move again, or get out of a fight it's losing.
2 trials

















