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When fielded, KO all Aquaman Dice. At the beginning of each turn, the active player must move a non-[Black Lantern Corps] character die from the Used Pile back to its card.
This item does NOT include the Dice. Please purchase any dice seperately
When fielded, KO all Wonder Woman Dice. At the beginning of each player's turn, that player chooses a fielded non character and moves it to the Used Pile. If they cannot, they lose 2 life.
When fielded, KO all Martian Manhunter dice.
If Black Lantern Martian Manhunter blocks and KOs a character, the attacking player loses life equal to that character's level.
This product does NOT include the dice. Please purchase any dice separately.
When fielded, KO all Superman Dice. At the beginning of each turn, each player loses life equal to the highest level of a die they control.
Global: Once per turn, after your reroll, if you have at least one of each energy type in your Reserve Pool, gain [1 Generic] energy.
When fielded, KO all Green Arrow dice.
While Black Lantern Green Arrow is active, when an opposing character's ability deals you damage, that character's controller loses 1 life.
When fielded, KO all Batman Dice. Whenever a player purchases a non-[Black Lantern Corps] die, that player loses 1 life.
When fielded, KO all Firestorm dice.
While Black Lantern Firestorm is active, your opponents must pay 2 life to block with a [Mask] character die (they can then block with any number of [Mask] character dice).
When fielded, KO all Anti-Monitor dice.
When Black Lantern Anti-Monitor attacks, the defending player loses 2 life and Black Lantern Anti-Monitor gets +2A until end of turn.
When attacking alone, if you have no other characters fielded, Flash is unblockable.
While Wonder Woman is active, you may redirect X damage from each source from you to her, where X is the number of [Shield] in your Reserve Pool (ignoring ?}.
While Ultraman is active, if a Kryptonite Action Die is used, you may use the effect of every Basic Action Card in play (with no burst) immediately.
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