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The Ogor Mawtribes scour the realms for meaty delicacies, gouging circular paths of devastation as they gobble up anything and everything they can find. These gluttonous brutes are ...
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The Hedonites of Slaanesh cavort across the Mortal Realms in vile carnivals of sin and excess, seeking their absent deity, the Dark Prince. Any who find themselves in the path of th...
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The duardin Sons of Grimnir hurl themselves into the fray with fierce battle-joy, war hymns upon their lips, and ur-gold runes hammered in their bare flesh.This set of cards sets yo...
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The Cities of Sigmar are mighty fortresses – disparate alliances of humans, duardin, and aelves. They stand shoulder to shoulder to bring order and sanity to the Mortal Realms.This ...
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The Kharadron Overlords maintain sky-fleets as grand as they are formidable. Forged by stoic duardin who value profit above all, they are wonders of artifice and raw firepower. When...
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The Ossiarch Bonereapers march upon the realms to carry out Nagash's eternal mission of conquest. Their strategy, both on and off the battlefield, is dictated by dispassionate logic...
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If there is one constant to existence, it is decay. All things must bow to entropy in due time. None of the Ruinous Powers understand this better than Nurgle. The Plague God bears a...
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The Soulblight Gravelords rule their kingdoms in a dark mirror of mortal nobility. Their castles are decorated with fountains of blood, and their armies are made up solely of lifele...
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If there is one constant to existence, it is decay. All things must bow to entropy in due time. None of the Ruinous Powers understand this better than Nurgle. The Plague God bears a...
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Bipedal wrecking balls that charge ahead of the Ork lines, Smasha Squigs live in a state of near permanent concussion thanks to their tendency to headbutt everything. Only the...
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he Death Guard are the greatest champions of the Plague God, Grandfather Nurgle, his favoured spreaders of his bounteous gifts. Look upon them and see the signs: pus seeping from fe...
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Atalan Jackals are fourth generation Neophytes who form the outriders of their gene-sect. They roam the corners of the host planet in search of new regions for their cult to infest....
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To be promoted from the Skitarii maniples to the Serberys corps is a great honour. They ride swift quadrupedal constructs whose razor-clawed limbs allow them to manoeuvre easily ove...
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Who can say when Chaos first cast its darkness upon the world? Only the most ancient scrolls of the High Elves, locked deep within the twisting and labyrinthine libraries of the Tow...
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Lumbering, heavy-set creatures with furrowed brows and heavy armour, orruk Brutes are unconcerned with the complex things in life. Their minds are filled with one thing only - viole...
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Clad in formidable exo-armour and equipped with a fearsome array of weaponry, Einhyr Hearthguard are a force to be reckoned with. Whether forming bodyguards around their Oathband's ...
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Strike Squads often form the vanguard of a Grey Knights strike force. Equipped with lighter armour than the main Terminator Squads, these veterans strike swiftly and surely, and are...
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Many Orks dedicate themselves to the pursuit of one obsession over all others, which for the Beast Snaggas is the thrill of the hunt. Their gnarled and scarred appearance spe...
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. '