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When this card enters play, you may put an opposing Friend on top of its owner's deck.
All items on our website are of n/m or better condition.
When a non-token Friend leaves play, you may put a 1 power White Unicorn Friend token with Prepared into play.
Main Phase: Exhaust this card and retire a Friend to look at the top card of a Problem deck and put it on the top or bottom of that deck.
When an opposing character is moved, you may pay 1 AT and exhaust this card to send that character to its previous area.
When this card enters play, you may put an opposing Friend into its owner's hand.
This card can't contribute its power to faceoffs.
When an opponent challenges one of your Troublemakers, you may move an opposing character.
As an opponent plays an Event, you may pay 2 AT and exhaust this card to cancel that card.
When you put one or more cards on top of your deck, you may exhaust this card to put a 1 power Yellow Critter Friend token into play.
Your characters and Troublemakers here have +1 power.
When this card enters play, put two 1 power Yellow Critter Friend tokens into play, then each of your characters gets +2 power until the end of the turn.
When you confront this card's Problem, you may put a Critter Friend with cost 2 or less from your discard pile into play.
Main Phase: Discard a Friend to give this card the discarded card's colors until the end of the turn.
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