Endgame

ImmortalTitleTypeRarity
Amergan Pre-Game (HM3-265) Pre-Game Premium
GridRestrictionsGems
 
Text
Colin met Amergan after awakening from his first failed attempt to kill his rival, Marcus. The druid taught him of his immortality and the game. Amergan reminded to act as Colin’s conscience during his continued search for vengeance. When Colin dreams of his past, Amergan is always there to remind him about the promise he made to Moya.

During deck construction, if you are using only two Weapon of Choice Pre-Games, they do not count towards your Pre-Game limit.
 
ImmortalTitleTypeRarity
Clan MacLeod ...of the Clan MacLeod (HM3-076) Edge Rare
GridRestrictionsGems
  S2 [Empathy]
Text
Play in conjunction with I Am Connor MacLeod or I Am Duncan MacLeod. That card is not removed from the game after use. Remove this card from the game after use. 
ImmortalTitleTypeRarity
Clan MacLeod Chieftain's Claymore (HM3-072) Object: Hilt Rare
GridRestrictionsGems
  S2 [Strength]
Text
You may only include this card in your deck if you are using the Great Sword Weapon of Choice. Your opponent must make a Hard Exertion to play a dodge from their hand against your attacks. 
ImmortalTitleTypeRarity
Clan MacLeod Master's Trick (HM3-075) Edge Rare
GridRestrictionsGems
  S2 [Master][Strength][Reason]
Text
Play in conjunction with a Master's Block. If your next attack cannot be blocked, it also cannot be dodged. If your next attack cannot be dodged, it also cannot be blocked. If your opponent successfully defends your next attack, they are Prone. 
ImmortalTitleTypeRarity
Clan MacLeod One Year of Love (HM3-073) Edge Rare
GridRestrictionsGems
  S4 [Empathy]
Text
Play in conjunction with a Situation: Ally. You may play an additional Situation: Ally this turn. You may only play one One Year of Love this turn. 
ImmortalTitleTypeRarity
Clan MacLeod Pre-Game (HM3-266) Pre-Game Pre-Game
GridRestrictionsGems
  [Master][Agility][Strength][Toughness][Empathy][Reason]
Text
Born in 1592 and raised as the chieftain’s son, Duncan was a warrior among his people until he died on the battlefield fighting for Scotland in 1622. Shortly after the battle, he was found and trained by his legendary kinsman Connor MacLeod. Throughout the years, Connor and Duncan have remained friends and trained together when their paths crossed. Duncan has survived the centuries through hard training and a strict code of honor.

Play in conjunction with a MacLeod Persona.
 
ImmortalTitleTypeRarity
Clan MacLeod Valor of a Highlander (HM3-074) Edge Rare
GridRestrictionsGems
  S6 [Strength]
Text
Play in conjunction with a Basic Attack or Basic Block. That may be a Power Blow or Power Block without an Exertion. 
ImmortalTitleTypeRarity
Connor MacLeod Combination (HM3-078) Attack Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
If this attack is found in an Exertion made for an attack, it may be played in conjunction with another attack found in that Exertion. They form one Special Attack. 
ImmortalTitleTypeRarity
Connor MacLeod Evade (Back Away) (HM3-079) Dodge: Back Away Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.

"You don't understand! Let me go!" -- Connor MacLeod / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Connor MacLeod Extra Shot (HM3-080) Event Common
GridRestrictionsGems
  [Agility]
Text
You may play an additional attack this turn. Your opponent is considered Prone during their next Defense Phase. 
ImmortalTitleTypeRarity
Connor MacLeod Feint (HM3-081) Edge Uncommon
GridRestrictionsGems
  R6 [Toughness]
Text
Play in conjunction with a block. You may add one additional adjacent grid for that block to cover. You may only play one Feint this turn. 
ImmortalTitleTypeRarity
Connor MacLeod Focused Rage (HM3-082) Situation Rare
GridRestrictionsGems
  S2 [Strength]
Text
You may make up to two Power Blows per turn.

"My endless days are filled with memories of the past." -- Connor MacLeod / Highlander: Endgame
 
ImmortalTitleTypeRarity
Connor MacLeod Heroic Rescue (HM3-083) Situation Uncommon
GridRestrictionsGems
  R4 [Strength]
Text
If your opponent has control of one of your Allies, whenever they make a Hard Exertion, you may remove one unused card in that Exertion that would normally go to their Discard from the game. 
ImmortalTitleTypeRarity
Connor MacLeod Jack Donovan (HM3-084) Situation: Mortal Ally Uncommon
GridRestrictionsGems
  R4 [Empathy]
Text
You may increase or decrease the size of any Hard Exertion made by you or your opponent by one.

"I will not forget you." -- Connor MacLeod / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Connor MacLeod John MacLeod (HM3-086) Situation: Mortal Ally Uncommon
GridRestrictionsGems
  R4 [Empathy]
Text
You may play this card under your opponent's control. The size of your Hard Exertions is increased by three. Once per Hard Exertion, you may take one card from the Exertion to your hand. 
ImmortalTitleTypeRarity
Connor MacLeod Master's Attack (HM3-087) Edge Rare
GridRestrictionsGems
  S2 [Master][Strength][Strength]
Text
Play in conjunction with an attack. That attack is a Power Blow. If that attack was played from an Exertion, your opponent cannot make a Hard Exertion during their next turn. 
ImmortalTitleTypeRarity
Connor MacLeod Master's Disarm (HM3-088) Event Rare
GridRestrictionsGems
  R2 [Master][Agility][Reason]
Text
Play during your Defense Phase and only if you are Disarmed. Avoid the last attack your opponent played. Your opponent is now Disarmed and you recover your Weapon. If your Weapon was Broken, your opponent's Weapon is now Broken. If your first attack this turn is an upper attack and can be made a Head Shot, it is a Head Shot. 
ImmortalTitleTypeRarity
Connor MacLeod Nakano (HM3-089) Situation: Immortal Ally Rare
GridRestrictionsGems
  R2 [Empathy]
Text
You may reveal any hidden attack before playing a defense against that attack. If you do so, the attack is no longer considered to be hidden. 
ImmortalTitleTypeRarity
Connor MacLeod Porsche (HM3-090) Object: Vehicle Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Discard this card from play to search your Endurance for one Location and put it into play.

"Are you following me?" -- Connor MacLeod / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Connor MacLeod Pre-Game (HM3-077) Persona Pre-Game
GridRestrictionsGems
  6 [2E Only] 6[Master]5[Agility]5[Strength]5[Toughness]5[Empathy]5[Reason]
Text
Connor MacLeod was born in 1518 in the village of Glennfinnan, on the shores of Loch Shield. Wounded in battle in 1536, he discovered his immortality when he did not die. Driven from his village by his own clan, he was found and trained by the incomparable Juan Sanchez Villa Lobos Ramirez whose lessons have prepared him for the time of The Gathering.

You may discard one [E] to ignore the effects of any card played by your opponent that would force you to discard cards from your hand. You may increase or decrease the size of a Hard Exertion made by your opponent by one for every Ally you have in play (to a maximum of 3).
 
ImmortalTitleTypeRarity
Connor MacLeod Sparring Partner (HM3-085) Situation: Mortal Ally Rare
GridRestrictionsGems
  R2 [Empathy]
Text
Your Power Blows do an additional point of damage.

"Nice blade" -- Connor MacLeod / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Connor MacLeod Trip (HM3-091) Event Common
GridRestrictionsGems
  [Toughness]
Text
Remove all Standing Defenses your opponent has in play. Your opponent is considered Prone during their next Attack Phase. 
ImmortalTitleTypeRarity
Duncan MacLeod Evade (Back Away) (HM3-093) Dodge: Back Away Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.

"I thought I missed your funeral." -- Duncan MacLeod / Highlander: Endgame
 
ImmortalTitleTypeRarity
Duncan MacLeod Extra Shot (HM3-094) Event Common
GridRestrictionsGems
  [Agility]
Text
You may play an additional attack this turn. Your opponent is considered Prone during their next Defense Phase. 
ImmortalTitleTypeRarity
Duncan MacLeod Feint (HM3-096) Edge Uncommon
GridRestrictionsGems
  R6 [Toughness]
Text
Play in conjunction with a block. You may add one additional adjacent grid for that block to cover. You may only play one Feint this turn. 
ImmortalTitleTypeRarity
Duncan MacLeod Hand-to-Hand (HM3-097) Edge: Martial Arts Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Play in conjunction with a Basic Attack. That attack is now a Martial Arts. You may play that attack even if Disarmed. If that attack is successful, your opponent cannot draw any cards for the remainder of their turn. 
ImmortalTitleTypeRarity
Duncan MacLeod Hand-to-Hand (HM3-098) Edge: Martial Arts Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Play in conjunction with a Basic Block. That defense is now a Martial Arts. You may play that defense even if Disarmed. If that block is the last successful defense you played this turn, you may look at your opponent's hand. 
ImmortalTitleTypeRarity
Duncan MacLeod I am Duncan MacLeod (HM3-099) Event Rare
GridRestrictionsGems
  R2 [Reason]
Text
Search your Endurance for any three Duncan MacLeod or Clan MacLeod immortal specific cards and put them in your hand. Remove this card from the game after use. 
ImmortalTitleTypeRarity
Duncan MacLeod Kate (HM3-095) Situation: Mortal Ally Uncommon
GridRestrictionsGems
  R4 [Empathy]
Text
You may not play this card if your opponent is Faith. Any cards you use to pay for a cost may be placed under Kate instead of discarded. You may discard this card from play to shuffle all cards underneath it into your Endurance. 
ImmortalTitleTypeRarity
Duncan MacLeod Master's Dodge (HM3-100) Dodge: Martial Arts Rare
GridRestrictionsGems
            
            
            
R3 [Master][Agility][Agility]
Text
Your Special Attacks played this turn are now Martial Arts. You may play Martial Arts attacks this turn even if Disarmed. Your Martial Arts attacks do an additional point of damage this turn. 
ImmortalTitleTypeRarity
Duncan MacLeod Master's Persistence (HM3-101) Event Rare
GridRestrictionsGems
  S1 [Master][Toughness][Toughness]
Text
Reshuffle your discard into your Endurance. Remove this card from the game after use.

"Revenge will never bring you redemption, so I am going to do it for you." -- Duncan MacLeod / Highlander: Endgame
 
ImmortalTitleTypeRarity
Duncan MacLeod Methos (HM3-102) Situation: Immortal Ally Rare
GridRestrictionsGems
  R2 [Empathy]
Text
During your May Do / Must Do Phase, you may discard up to two cards to draw a card for each card discarded in this way. 
ImmortalTitleTypeRarity
Duncan MacLeod Persona (HM3-092) Persona Pre-Game
GridRestrictionsGems
  6 [2E Only] 6[Master]5[Agility]5[Strength]5[Toughness]5[Empathy]5[Reason]
Text
Born in 1592 in the Highlands of Scotland, this foundling baby was taken in and raised as a chieftain’s son until he was killed in bottle in 1622... and didn’t stay dead. First trained by Conner MacLeod, Duncan has "all of the fun and most of the good women". He fights with a carved Dragon-Head Katana bequeathed to him by a Samurai in 1778.

You may discard one [E] to play a Basic Block against an attack that cannot be blocked. For Every Ally you have in play, you may increase or decrease the size of a Hard Exertion you make by one (you must announce the size before performing the exertion).
 
ImmortalTitleTypeRarity
Duncan MacLeod Prime Block (HM3-103) Block Uncommon
GridRestrictionsGems
            
            
            
R6 [Toughness]
Text
This defense can block attacks that cannot be blocked. This defense may be a Power Block without an Exertion. Your first attack this turn may be a Power Blow without an Exertion. 
ImmortalTitleTypeRarity
Duncan MacLeod Tackle (HM3-104) Special Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does 0 damage. You may play this attack after a Back Away. You may attack normally after the Back Away this turn. You may play an additional attack this turn. 
ImmortalTitleTypeRarity
Duncan MacLeod Trip (HM3-105) Event Common
GridRestrictionsGems
  [Toughness]
Text
Remove all Standing Defenses your opponent has in play. Your opponent is considered Prone during their next Attack Phase. 
ImmortalTitleTypeRarity
Endgame Connor MacLeod Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Duncan MacLeod Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Faith Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Highlander: Endgame Credits Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Highlander: The Final Dimension Credits Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Highlander: The Final Dimension Poster Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Jin Ke Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Kane Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Kell's 400 Year Quest Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
Endgame Nakano Insert Insert
GridRestrictionsGems
 
Text
Note: Available in Endgame booster packs, not playable. 
ImmortalTitleTypeRarity
English Longsword At Arm's Length (HM3-229) Situation Uncommon
GridRestrictionsGems
  [Reason]
Text
If the last defense you play during your turn is an Evade, your opponent must discard an attack to play an attack during their next turn. This is a Standing Defense. 
ImmortalTitleTypeRarity
English Longsword Cleave (HM3-230) Attack Uncommon
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does one damage. If the last defense you played this turn was an Evade, it does an additional point of damage. This attack cannot be a Power Blow. 
ImmortalTitleTypeRarity
English Longsword Deliberate Strike (Left) (HM3-231) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent blocks this attack, they cannot play any attacks to areas covered by their block (regardless of any effects stating otherwise). 
ImmortalTitleTypeRarity
English Longsword Deliberate Strike (Right) (HM3-232) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent blocks this attack, they cannot play any attacks to areas covered by their block (regardless of any effects stating otherwise). 
ImmortalTitleTypeRarity
English Longsword Master of the English Long Sword (HM3-233) Situation Rare
GridRestrictionsGems
  2 [Master][Reason][Reason]
Text
You may look at any hidden attacks before playing a defense against that attack. This is a Standing Defense. 
ImmortalTitleTypeRarity
English Longsword Parry (LL to UR) (HM3-235) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
Your opponent cannot attack to an area this block covers during their next turn. 
ImmortalTitleTypeRarity
English Longsword Parry (UL to LR) (HM3-234) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
Your opponent cannot attack to an area this block covers during their next turn. 
ImmortalTitleTypeRarity
English Longsword Pre-Game (HM3-228) Weapon of Choice Pre-Game
GridRestrictionsGems
  [Hand] [2E Only]
Text
The English Longsword is commonly held in combat with one or two hands. Longswords are used for striking, cutting, and thrusting. The specific offensive purpose of an individual English Longsword is derived from its physical shape. All parts of the sword are used for offensive purposes, including the pommel and crossguard.

You may ignore the text on any Evade that you play. You may not include cards titled Counter in your Deck.
 
ImmortalTitleTypeRarity
English Longsword Pre-Game (Premium) (HM3-267) Weapon of Choice Premium
GridRestrictionsGems
  [Hand] [2E Only] [Strength]
Text
The English Longsword is commonly held in combat with one or two hands. Longswords are used for striking, cutting, and thrusting. The specific offensive purpose of an individual English Longsword is derived from its physical shape. All parts of the sword are used for offensive purposes, including the pommel and crossguard.

You may ignore the text on any Evade that you play. You may not include cards titled Counter in your Deck.
 
ImmortalTitleTypeRarity
English Longsword Unexpected Flourish (HM3-236) Edge Rare
GridRestrictionsGems
  3 [Strength]
Text
Play in conjunction with a Non-Power Blow attack. If that attack cannot be blocked, it cannot be dodged. If that attack cannot be dodged, it cannot be blocked. 
ImmortalTitleTypeRarity
Faith Capacity for Hate (Event) (HM3-107) Event Uncommon
GridRestrictionsGems
  R4 [Empathy]
Text
You may only play this card if your opponent has more cards in their hand than you do. Randomly discard a card from your opponent's hand until you both have the same number of cards in hand. 
ImmortalTitleTypeRarity
Faith Capacity for Hate (Situation) (HM3-108) Situation Uncommon
GridRestrictionsGems
  R4 [Toughness]
Text
Your opponent's Maximum Hand Size is reduced by two.

"The endless numbness of it all?" -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
Faith Dirty Trick (Kick) (HM3-109) Attack Uncommon
GridRestrictionsGems
            
            
            
R4 [Strength]
Text
Kick: This attack cannot be blocked. This attack cannot be a Power Blow. This attack does no damage. If this attack is successful, your opponent must discard a card to draw a card during their next Draw/Discard Phase. 
ImmortalTitleTypeRarity
Faith Distract (HM3-110) Dodge Rare
GridRestrictionsGems
            
            
            
R6 [Empathy]
Text
"Stealing is wrong, lying is wrong, killing is wrong... what you did goes well beyond wrong." -- Faith / Highlander: Endgame 
ImmortalTitleTypeRarity
Faith Evade (Escape) (HM3-111) Dodge: Escape Common
GridRestrictionsGems
            
            
            
[Agility]
Text
You lose one attack this turn.

"Until the day we are reborn." -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
Faith Extra Shot (HM3-112) Edge Common
GridRestrictionsGems
  [Agility]
Text
Play in conjunction with an attack. That attack may be played as an additional attack this turn.

"Hurts, doesn't it... that there is something you can't actually have" -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
Faith Femme Fatale (HM3-113) Special Attack Common
GridRestrictionsGems
            
            
            
[Agility]
Text
Your opponent must discard a defense to play a defense against this attack.

"Forever." -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
Faith Immortal Revenge (HM3-114) Situation Rare
GridRestrictionsGems
  R2 [Strength]
Text
Your opponent must discard a card from their hand at the end of their Draw / Discard Phase for each card they drew during that phase. This card is removed from play if your opponent ends their Draw / Discard Phase with five or fewer cards in hand, or if you draw a card. 
ImmortalTitleTypeRarity
Faith Master's Seduction (HM3-115) Event Rare
GridRestrictionsGems
  S4 [Master][Empathy][Empathy]
Text
Your opponent is considered Prone and Disarmed during their next turn.

"You wanted this." -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
Faith Master's Survival (HM3-116) Situation Rare
GridRestrictionsGems
  S2 [Master][Empathy][Reason]
Text
When using your Persona Power, you may randomly select an additional card. This is a cumulative effect. 
ImmortalTitleTypeRarity
Faith Numbing Sameness (HM3-117) Event Rare
GridRestrictionsGems
  S4 [Toughness]
Text
You may only play this card if you used your Persona Power this turn. You may look at the chosen cards and choose one. Your opponent must either play that card during their next turn, or remove it from the game. 
ImmortalTitleTypeRarity
Faith Persona (HM3-106) Persona Pre-Game
GridRestrictionsGems
  5 5[Master]7[Agility]2[Strength]3[Toughness]8[Empathy]5[Reason]
Text
Kate was born in Kildare County, Ireland in the year 1692. Her life was one of joy until her wedding night with Duncan MacLeod. Without consent, he stabbed her to trigger her immortality. Filled with fear and resentiment, she ran away and became Faith. A woman who's only thoughts are on hatred and revenge. Eventually, she met up with Jacob Kell and joined him as a lover and partner, sharing their hatred for the MacLeods.

At the beginning of your turn, you may randomly select three cards from your opponent's hand. During their next turn, your opponent must make a three-card Hard Exertion to play any one of the cards selected.
 
ImmortalTitleTypeRarity
Faith Premium (HM3-268) Pre-Game Premium
GridRestrictionsGems
 
Text
Kate was born in Kildare County, Ireland in the year 1692. Her life was one of joy until her wedding night with Duncan MacLeod. Without consent, he stabbed her to trigger her immortality. Filled with fear and resentment, she ran away and became Faith. A woman who's only thoughts are on hatred and revenge. Eventually, she met up with Jacob Kell and joined him as a lover and partner, sharing their hatred for the MacLeods.

Play in conjunction with the Faith Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent.
 
ImmortalTitleTypeRarity
Faith Queen of the Flock (HM3-118) Edge Rare
GridRestrictionsGems
  S4 [Reason]
Text
You may include one Non-Master Card from The Flock in your deck, even if Signature. You may only play that card or put that card into play in conjunction with this card. 
ImmortalTitleTypeRarity
Faith Seduce (HM3-119) Event Uncommon
GridRestrictionsGems
  S4 [Empathy]
Text
You may only play this card if you used your Persona Power this turn. You may look at the chosen cards and play any one non-Signature Card found there, even if it is a Special Card. 
ImmortalTitleTypeRarity
Faith Sentimental Necklace (HM3-120) Object Uncommon
GridRestrictionsGems
  R4 [Reason]
Text
Whenever your opponent reshuffles a card or cards from their Discard into their Endurance without losing Ability, you may choose to reshuffle the same number of cards from your Discard into your Endurance (if your opponent reshuffled their entire Discard, you may do the same). 
ImmortalTitleTypeRarity
Faith Trip (HM3-121) Event Common
GridRestrictionsGems
  [Agility]
Text
Remove all Standing Defenses your opponent has in play. Your opponent must discard a card to draw a card before their Draw / Discard Phase. 
ImmortalTitleTypeRarity
Faith We Are Reborn (HM3-122) Plot Rare
GridRestrictionsGems
  S2 [Reason]
Text
All costs for your opponent are doubled. If doubling an Exertion cost, the size of the Exertion is doubled. This effect occurs after all other modifiers. 
ImmortalTitleTypeRarity
General Katana Extended Blade (HtG-252.1) Object: Hilt Rare
GridRestrictionsGems
  S2 [Strength]
Text
You may play Non-Special Attacks after playing a Back Away.

"I'll get out here." -- General Katana / Highlander: The Renegade Edition

Note: Reprint from the quickening expansion with corrected errata.
 
ImmortalTitleTypeRarity
Generic A Master's Focus (HM3-026) Edge Rare
GridRestrictionsGems
  [Master][Empathy][Reason]
Text
Play during your May Do / Must Do Phase. Choose any number of Situations in play. Nullify those Situations for the remainder of your turn. 
ImmortalTitleTypeRarity
Generic Alertness (Block) (HM3-027) Edge Common
GridRestrictionsGems
  [Reason]
Text
Play in conjunction with a Block. That defense can now block attacks that cannot be blocked. 
ImmortalTitleTypeRarity
Generic Alertness (Dodge) (HM3-028) Edge Common
GridRestrictionsGems
  [Reason]
Text
Play in conjunction with a Dodge. That defense can now avoid attacks that cannot be dodged. 
ImmortalTitleTypeRarity
Generic Alex Johnson (HM3-029) Event: Mortal Ally Rare
GridRestrictionsGems
  2 [Empathy]
Text
Search your Discard for one non-Ally Object and put it into play. 
ImmortalTitleTypeRarity
Generic Always the Last Place You Look (Opponent's Turn) (HM3-031) Edge Uncommon
GridRestrictionsGems
  [Empathy]
Text
Play during your May Do / Must Do Phase. Choose one object in play. That Object is nullified during your opponent's next turn. 
ImmortalTitleTypeRarity
Generic Always the Last Place You Look (Your Turn) (HM3-030) Edge Common
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. Choose one Object in play. You may nullify that Object for the remainder of your turn. 
ImmortalTitleTypeRarity
Generic Attack Me! (HM3-032) Event Uncommon
GridRestrictionsGems
  [Strength]
Text
Your opponent must play an attack from their hand if possible during their next turn. 
ImmortalTitleTypeRarity
Generic Burning at the Stake (HM3-033) Situation Uncommon
GridRestrictionsGems
  [Reason]
Text
If a player is forced to discard cards from the top of their Endurance by their opponent, they may discard these from the top of their opponent's Endurance instead. 
ImmortalTitleTypeRarity
Generic Concentration (HM3-034) Edge Uncommon
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. You may ignore any effects which prevent you from playing this card from your hand. You may ignore any effects in play by your opponent which prevent you from playing Special Cards. 
ImmortalTitleTypeRarity
Generic Condemned Building (HM3-035) Location Uncommon
GridRestrictionsGems
  [Agility]
Text
While fighting in the Condemned Building, any Exertion made for a defense is decreased by one card. If a player makes an Exertion for a defense and does not reveal a defense in that Exertion, they are now Prone. 
ImmortalTitleTypeRarity
Generic Darius (HM3-016) Event: Immortal Ally Fixed
GridRestrictionsGems
  [Empathy]
Text
You may include ONE card from another Persona in your deck. You may only play that card or put that card into play in conjunction with this card. You may play this card in conjunction with another Special Card, even if you are only allowed one Special Card this turn. 
ImmortalTitleTypeRarity
Generic Dirty Trick (Headbutt) (HM3-036) Attack Uncommon
GridRestrictionsGems
            
            
            
[Toughness]
Text
Headbutt: This attack cannot be blocked. This attack cannot be a Power Blow. This attack does no damage. If this attack is successful, you may name a card. Your opponent must discard all cards that share that title from their hand. 
ImmortalTitleTypeRarity
Generic Disarm (HM3-037) Event: Attribute Challenge Uncommon
GridRestrictionsGems
  [2E Only] [Reason]
Text
Each player must make an Attribute Challenge for an Attribute of their choice. If your total is greater than your opponent's, they are now Disarmed. 
ImmortalTitleTypeRarity
Generic Eager Student (HM3-038) Event: Reporter Common
GridRestrictionsGems
  [Reason]
Text
Search your opponent's Discard for three cards and place them in their hand. You opponent cannot discard those cards during their next Draw / Discard Phase. 
ImmortalTitleTypeRarity
Generic Endgame (400 Year Crusade) (HM3-018) Plot Fixed
GridRestrictionsGems
  [Reason]
Text
400 Year Crusade: You may only play this card if you have End Game: Long Time to Hate in play. Look at the top three cards of your opponent's Endurance. Choose one and remove it from the game. Place the remaining cards in any order on top of their Endurance. 
ImmortalTitleTypeRarity
Generic Endgame (Best Served Cold) (HM3-019) Plot Fixed
GridRestrictionsGems
  [Reason]
Text
Best Served Cold: You may only play this card if you have End Game: Long Time to Hate and 400 Year Crusade in play. Choose three cards in your opponent's Discard and remove them from the game. Remove all cards titled End Game that you control from play. 
ImmortalTitleTypeRarity
Generic Endgame (Long Time to Hate) (HM3-017) Plot Fixed
GridRestrictionsGems
  [Reason]
Text
Long Time to Hate: Look at the top three cards of your Endurance when this card enters play. Choose one and place that card into your hand. Place the remaining cards in your Discard. You may play another Special this turn as long as it is not a Plot. 
ImmortalTitleTypeRarity
Generic Fabulous Freebirds (HtGP-02.1) Situation: Mortal Ally Promo
GridRestrictionsGems
  [Empathy]
Text
Your dirty tricks do +1 damage. You may only have one Fabulous Freebirds in play.

Note: Reprinted promotional card with errata.
 
ImmortalTitleTypeRarity
Generic Factory (HM3-039) Location Uncommon
GridRestrictionsGems
  [Reason]
Text
While in the Factory, no player can draw cards during their Draw / Discard Phase. Remove this location from play if any player's hand drops below seven cards. 
ImmortalTitleTypeRarity
Generic Focus (Opponent's Turn) (HM3-040) Edge Uncommon
GridRestrictionsGems
  [Empathy]
Text
Play during your May Do / Must Do Phase. Choose one Situation in play. That Situation is nullified during your opponent's next turn. 
ImmortalTitleTypeRarity
Generic Focus (Your Turn) (HM3-020) Edge Fixed
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. Choose a Situation in play. You may nullify that Situation for the remainder of your turn. 
ImmortalTitleTypeRarity
Generic Foiled (Opponent's Turn) (HM3-042) Edge Uncommon
GridRestrictionsGems
  [Empathy]
Text
Play during your May Do / Must Do Phase. Choose one Plot in play. That Plot is nullified during your opponent's next turn. 
ImmortalTitleTypeRarity
Generic Foiled (Your Turn) (HM3-041) Edge Common
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. Choose one Plot in play. You may nullify that Plot for the remainder of your turn. 
ImmortalTitleTypeRarity
Generic Head Shot (HM3-021) Event Fixed
GridRestrictionsGems
  [Toughness]
Text
Play in conjunction with an upper attack. That attack is now a Head Shot. 
ImmortalTitleTypeRarity
Generic Holy Ground (HM3-044) Edge Rare
GridRestrictionsGems
  [Reason]
Text
Play in conjunction with a Holy Ground event to prevent all damage from Special Cards and Illusions this turn. 
ImmortalTitleTypeRarity
Generic Hot Dog Vendor (HM3-045) Situation: Bystander Rare
GridRestrictionsGems
  [Empathy]
Text
Whenever you discard cards from your hand during your Draw / Discard Phase, you may instead place them under this card. You may discard this card to shuffle all cards under here into your Endurance and draw two cards. 
ImmortalTitleTypeRarity
Generic Investigation (HM3-022) Event Fixed
GridRestrictionsGems
  [Reason]
Text
Remove a Plot from play. 
ImmortalTitleTypeRarity
Generic James Horton (HS1-045.1) Event: Mortal Ally - Watcher Rare
GridRestrictionsGems
  2 [2E Only] [Empathy]
Text
Name an attribute. Your opponent takes three damage. They may make a Soft Exertion to prevent one damage for each of that Attribute found.

Note: Reprint from season 1 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Laundry Room (HM3-046) Location Uncommon
GridRestrictionsGems
  [Toughness]
Text
While hiding in the Laundry Room, any player who played an unsuccessful attack during their turn cannot play a block from their hand during their next turn. 
ImmortalTitleTypeRarity
Generic Lean and Mean (HM3-023) Edge Fixed
GridRestrictionsGems
 
Text
Your minimum deck size is decreased by one. Discard a card from your hand. 
ImmortalTitleTypeRarity
Generic Lower Center Attack (HM3-008) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Agility]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Lower Center Attack (HSFVP-03.1) Basic Attack Promo
GridRestrictionsGems
            
            
            
1
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a 0-card Hard Exertion to make this attack a Power Blow.

Note: Reprinted promotional card from the search for vengeance expansion with corrected errata.
 
ImmortalTitleTypeRarity
Generic Lower Center Block (HM3-014) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Toughness]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Lower Center Block (HS2-010.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Empathy]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Lower Center Block (HSFVP-04.1) Basic Block Promo
GridRestrictionsGems
            
            
            
1
Text
You may make a 0-card Hard Exertion to make this block a Power Block.

Note: Reprinted promotional card from the search for vengeance expansion with corrected errata.
 
ImmortalTitleTypeRarity
Generic Lower Left Attack (HM3-007) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Reason]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Lower Left Block (HM3-013) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Agility]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Lower Left Block (HS2-011.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Reason]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Lower Right Attack (HM3-009) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Lower Right Block (HM3-015) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Strength]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Lower Right Block (HS2-012.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Master's Will (HM3-047) Situation Rare
GridRestrictionsGems
  2 [Master][Reason][Reason]
Text
The first Illusion played by your opponent each turn is nullified. 
ImmortalTitleTypeRarity
Generic Mental Ward (HM3-048) Location Uncommon
GridRestrictionsGems
  [Empathy]
Text
While going crazy in the Mental Ward, no Object may be played or put into play. 
ImmortalTitleTypeRarity
Generic Middle Left Attack (HM3-004) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Middle Right Attack (HM3-006) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Empathy]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Misfortune (HM3-024) Event Fixed
GridRestrictionsGems
  [Empathy]
Text
Remove an Object from play. 
ImmortalTitleTypeRarity
Generic Mountain Cave (HM3-049) Location Uncommon
GridRestrictionsGems
  [Reason]
Text
While training in the Mountain Cave, Illusions may be played as if they were Events. If an Illusion is played in this way, it can be targeted and effected by any cards that would normally effect Events or Special Cards. 
ImmortalTitleTypeRarity
Generic Narc (HM3-050) Situation: Pedestrian Common
GridRestrictionsGems
  [Strength]
Text
Whenever a player takes damage from their opponent, they may search their Endurance for one card with Police in the title and put in in their hand. 
ImmortalTitleTypeRarity
Generic Over-Extended Attack (LL) (HM3-051) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack may be made a Power Blow with a 0-card Hard Exertion. Your opponent's first attack during their next turn cannot be dodged. 
ImmortalTitleTypeRarity
Generic Over-Extended Attack (LR) (HM3-052) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack may be made a Power Blow with a 0-card Hard Exertion. Your opponent's first attack during their next turn cannot be dodged. 
ImmortalTitleTypeRarity
Generic Over-Extended Attack (UC) (HM3-053) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack may be made a Power Blow with a 0-card Hard Exertion. Your opponent's first attack during their next turn cannot be dodged. 
ImmortalTitleTypeRarity
Generic Pistol (ML) (HtG-281.1) Ranged Attack Uncommon
GridRestrictionsGems
            
            
            
2 [Toughness]
Text
This attack does one damage.

Note: Reprint from season 1 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Pistol (MR) (HtG-280.1) Ranged Attack Uncommon
GridRestrictionsGems
            
            
            
2 [Toughness]
Text
This attack does one damage.

Note: Reprint from season 1 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Police (Situation) (HM3-025) Event Fixed
GridRestrictionsGems
  [Empathy]
Text
Remove a Situation from play. 
ImmortalTitleTypeRarity
Generic Prepared Attack (Left) (HM3-054) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent discards this attack from your hand, you may draw three cards. 
ImmortalTitleTypeRarity
Generic Prepared Attack (Right) (HM3-055) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent discards this attack from your hand, you may draw three cards. 
ImmortalTitleTypeRarity
Generic Prepared Defense (Lower) (HM3-056) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent discards this defense from your hand, you may draw three cards. 
ImmortalTitleTypeRarity
Generic Prepared Defense (Upper) (HM3-057) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent discards this defense from your hand, you may draw three cards. 
ImmortalTitleTypeRarity
Generic Quality Blade (HM3-059) Object: Hilt Rare
GridRestrictionsGems
  2 [Toughness]
Text
You may play two Basic Blocks in conjunction to form one Basic Block. You may attack to areas you just blocked when using two Basic Blocks to form one Basic Block. 
ImmortalTitleTypeRarity
Generic Reconnaissance (Opponent's Turn) (HM3-061) Edge Uncommon
GridRestrictionsGems
  [Empathy]
Text
Play during your May Do / Must Do Phase. Choose one Location in play. That Location is nullified during your opponent's next turn. 
ImmortalTitleTypeRarity
Generic Reconnaissance (Your Turn) (HM3-060) Edge Common
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. Choose one Location in play. You may nullify that Location for the remainder of your turn. 
ImmortalTitleTypeRarity
Generic Sacrifice (HM3-062) Edge Common
GridRestrictionsGems
  [Toughness]
Text
You may discard this card from your hand to satisfy all costs required to play a card. 
ImmortalTitleTypeRarity
Generic Sanctuary (HM3-063) Location Uncommon
GridRestrictionsGems
  [Toughness]
Text
While in the Sanctuary, a player cannot play an attack during their turn if they played a Special Card during that turn (and vice versa). 
ImmortalTitleTypeRarity
Generic Shattered Steel (HM3-064) Edge Uncommon
GridRestrictionsGems
  [2E Only] [Strength]
Text
Play in conjunction with an Attribute Challenge attempt to disarm your opponent. If successful, any Hilts your opponent has in play are removed from the game instead of discarded. 
ImmortalTitleTypeRarity
Generic Street Crowd (HM3-065) Situation: Bystander Common
GridRestrictionsGems
  [Agility]
Text
All players must discard a defense to play a non-hidden attack. 
ImmortalTitleTypeRarity
Generic Street Thug (HM3-066) Event: Pedestrian Common
GridRestrictionsGems
  [Toughness]
Text
Randomly select one card from your opponent's hand. They must either discard that card or take one damage. 
ImmortalTitleTypeRarity
Generic The Highlands (HM3-043) Location Uncommon
GridRestrictionsGems
  [Empathy]
Text
While in the Highlands, each player must draw two cards at the beginning of their turn. 
ImmortalTitleTypeRarity
Generic The Price of Safety (HM3-058) Event Rare
GridRestrictionsGems
  2 [Strength]
Text
You may only play this card if your opponent used a Special Card during their last turn to avoid an attack, prevent damage, or redirect damage. Name a card. Your opponent must place their hand into their Endurance, place all cards that share that title into their discard, shuffle their Endurance and redraw. Remove this card from the game after use. 
ImmortalTitleTypeRarity
Generic There Can Be Only One! (HM3-067) Special Attack Uncommon
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent is Prone, this attack may be made a Head Shot and you may play any card that makes an upper attack a Head Shot in conjunction with this card. 
ImmortalTitleTypeRarity
Generic Thrust (HM3-005) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does an additional point of damage. If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Trench Coat (HM3-068) Object Uncommon
GridRestrictionsGems
  [Reason]
Text
Remove all Pedestrians, Bystanders and Reporters from play. Pedestrians, Bystanders, and Reporters cannot be played. 
ImmortalTitleTypeRarity
Generic Up and At'em (HM3-069) Event Common
GridRestrictionsGems
  [Agility]
Text
You may only play this card if you are Prone. You regain your feet. 
ImmortalTitleTypeRarity
Generic Upper Center Attack (HM3-002) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Reason]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Upper Center Block (HM3-011) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Empathy]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Upper Center Block (HS2-013.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Strength]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Upper Left Attack (HM3-001) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Empathy]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Upper Left Block (HM3-010) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Strength]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Upper Left Block (HS2-014.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Toughness]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Upper Right Attack (HM3-003) Basic Attack Fixed
GridRestrictionsGems
            
            
            
[Agility]
Text
If your opponent played a Power Blow Last turn, you may make your first attack this turn Hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Generic Upper Right Block (HM3-012) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Reason]
Text
You may make a Hard Exertion to make this block a Power Block. 
ImmortalTitleTypeRarity
Generic Upper Right Block (HS2-015.1) Basic Block Fixed
GridRestrictionsGems
            
            
            
[Agility]
Text
If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Generic Willpower (Counter Illusion) (HM3-071) Situation Uncommon
GridRestrictionsGems
  [Reason]
Text
You may discard this card from play to counter an Illusion. 
ImmortalTitleTypeRarity
Generic Willpower (Nullify Illusion) (HM3-070) Edge Uncommon
GridRestrictionsGems
  [Reason]
Text
Play during your May Do / Must Do Phase. Choose one Illusion iin play. That Illusion is nullified for the remainder of your turn. 
ImmortalTitleTypeRarity
Hunter Hunter (Agility Check) (HM3-214) Event Common
GridRestrictionsGems
  [2E Only] [Agility]
Text
Your opponent must make an Attribute Check for [A][A]. If they fail, they are Prone. 
ImmortalTitleTypeRarity
Hunter Hunter (Cannot be Countered) (HM3-212) Edge Uncommon
GridRestrictionsGems
  [Reason]
Text
Play in conjunction witha Hunter. That card cannot be countered by your opponent. 
ImmortalTitleTypeRarity
Hunter Hunter (Empathy Check) (HM3-215) Event Common
GridRestrictionsGems
  [2E Only] [Empathy]
Text
Your opponent must make an Attribute Check for [E] [E]. If they fail, they are Prone. 
ImmortalTitleTypeRarity
Hunter Hunter (Nullify & Remove Watchers) (HM3-219) Event Rare
GridRestrictionsGems
  2 [Reason]
Text
Nullify all Watchers in play. Remove all Watchers from play. 
ImmortalTitleTypeRarity
Hunter Hunter (Nullify Opponent's Persona) (HM3-218) Edge Rare
GridRestrictionsGems
  4 [Strength]
Text
Play during your May Do / Must Do Phase. Your opponent's Persona Power is nullified during their next turn. 
ImmortalTitleTypeRarity
Hunter Hunter (Reason Check) (HM3-216) Event Common
GridRestrictionsGems
  [2E Only] [Reason]
Text
Your opponent must make an Attribute Check for [R] [R]. If they fail, they are Prone. 
ImmortalTitleTypeRarity
Hunter Hunter (Strength Check) (HM3-217) Event Common
GridRestrictionsGems
  [2E Only] [Strength]
Text
Your opponent must make an Attribute Check for [S] [S]. If they fail, they are Prone. 
ImmortalTitleTypeRarity
Hunter Hunter (Upper Attack) (HM3-213) Event Uncommon
GridRestrictionsGems
  [Strength]
Text
Play in conjunction with an Upper Attack. You may ignore any card your opponent has in play that prevents or restricts you from playing that attack, or adds a cost to playing that attack. You may play that attack even if Disarmed. You may not play any other cards in conjunction with that attack. That attack is now a Head Shot. 
ImmortalTitleTypeRarity
Jacob Kell 400 Year Quest (HM3-141) Event Uncommon
GridRestrictionsGems
  R6 [Agility]
Text
Draw a card for each Quickening in your Pre-Game. You may play another Special Card this turn. You may only play one 400 Year Quest per turn. 
ImmortalTitleTypeRarity
Jacob Kell A Master's Revenge (HM3-142) Situation Rare
GridRestrictionsGems
  S2 [Master][Reason][Reason]
Text
When making an Exertion, you may use any cards held by your Persona Power before revealing cards from your Exertion.

"A woman is a temple built on a sewer." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Baptized in Blood (HM3-143) Illusion Rare
GridRestrictionsGems
  R2 [Strength]
Text
Remove the top card of your opponent's Endurance from the game.

"When those you cherish die abruptly and for no reason, I'm there for you." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Combination (HM3-144) Event Common
GridRestrictionsGems
  [Agility]
Text
You may play an additional attack this turn for each Quickening in your Pre-Game.

"When friends and lovers are wiped from your sight, I'm there." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Deadly Intent (HM3-145) Event Uncommon
GridRestrictionsGems
  R6 [Strength]
Text
Remove one Situation your opponent has in play from the game.

"You won't need this where you're going." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Ephemeral Wound (HM3-146) Illusion Uncommon
GridRestrictionsGems
  R4 [Toughness]
Text
Prevent one damage. You may play multiple Emphemeral Wounds from any Hard Exertion made for a defense.

"There has never been a more powerful Immortal." -- Methos / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Evade (Back Away) (HM3-147) Dodge: Back Away Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.

"Close enough." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell I Don't Care (HM3-148) Plot Rare
GridRestrictionsGems
  S2 [Reason]
Text
During your May Do / Must Do Phase, choose one Location, Object, Plot or Situation in play. That card is nullified during your opponent's next turn. 
ImmortalTitleTypeRarity
Jacob Kell Instrument of Justice (HM3-149) Object: Hilt Rare
GridRestrictionsGems
  S2 [Agility]
Text
You may only include this card in your deck if you are using the English Long Sword Weapon of Choice. Any defense your opponent played from an Exertion is removed from the game instead of discarded during their next Sweep Phase. 
ImmortalTitleTypeRarity
Jacob Kell Master's Attack (HM3-150) Special Attack Rare
GridRestrictionsGems
            
            
            
S2 [Master][Strength][Strength]
Text
This attack cannot be blocked or dodged. If you do not play a Special Card during your turn, this attack does an additional point of damage for each Quickening in your Pre-Game and it does one less damage for each Quickening in your opponent's Pre-Game. 
ImmortalTitleTypeRarity
Jacob Kell Master's Block (HM3-151) Block Rare
GridRestrictionsGems
            
            
            
S2 [Master][Toughness][Toughness]
Text
You may attack to areas you just blocked this turn. If your next attack is played from an Exertion, and is an upper attack, you may choose for it to be a Head Shot. 
ImmortalTitleTypeRarity
Jacob Kell Persona (HM3-140) Persona Pre-Game
GridRestrictionsGems
  5 5[Master]6[Agility]6[Strength]6[Toughness]2[Empathy]5[Reason]
Text
Jacob was born in 1513 in Glennfinnan, Scotland and was the son of the clan’s priest. In 1555, his world ended with his father’s death at the hands of Connor MacLeod. Jacob also died by Connor’s hand that evening. Reawakening after having lost everything he lived for, left him wandering Scotland looking for answers. He was found and trained by the Kurgan for a short period. Since then, Jacob has been obsessed over killing Connor, and so, has created "The Flock" to help him kill all of Connor’s mortal and immortal friends so that he can take the last thing in the world of Connor’s, his head.

During your May Do/Must Do Phase you may store or retrieve up to five cards under this Persona. You may include an additional Master Card in your Deck for each Quickening in your Pre-Game.
 
ImmortalTitleTypeRarity
Jacob Kell Premium (HM3-270) Pre-Game Premium
GridRestrictionsGems
 
Text
Jacob was born in 1513 in Glennfinnan, Scotland and was the son of the clan’s priest. In 1555, his world ended with his father’s death at the hands of Connor MacLeod. Jacob also died by Connor’s hand that evening. Reawakening after having lost everything he lived for, left him wandering Scotland looking for answers. He was found and trained by the Kurgan for a short period. Since then, Jacob has been obsessed over killing Connor, and so, has created "The Flock" to help him kill all of Connor’s mortal and immortal friends so that he can take the last thing in the world of Connor’s, his head.

Play in conjunction with the Jacob Kell Persona. You begin the game with +1 Ability. Your Master Cards cannot be countered or removed from the game by your opponent. This card cannot be removed from the game. If you lose your head, you do not lose this card.
 
ImmortalTitleTypeRarity
Jacob Kell Projected Power (HM3-152) Illusion Rare
GridRestrictionsGems
  R2 [Toughness]
Text
Remove one attack you successfully defended this turn from the game.

"I don't even care about these pathetic souls you keep locked away as a barrier to the prize." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Supernatural Strike (HM3-153) Special Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does one damage. If this attack is successful, you may return one of your Quickenings that had been removed from the game to your Pre-Game. 
ImmortalTitleTypeRarity
Jacob Kell Taunt (HM3-154) Event Uncommon
GridRestrictionsGems
  R6 [Strength]
Text
If you do not play a defense during your turn, your opponent cannot play a defense from their hand during their next turn.

"If all I wanted was to kill you, you'd have been dead a very long time ago." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Trip (HM3-155) Event Common
GridRestrictionsGems
  [Strength]
Text
Remove all Standing Defenses your opponent has in play. You may remove one of those Standing Defenses from the game.

"When it comes to discipline, the first 100 years are the hardest." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jacob Kell Worst Nightmare (HM3-156) Situation Uncommon
GridRestrictionsGems
  R4 [Reason]
Text
Discard this card from play to nullify the text on any one attack played by your opponent last turn. If that attack was a Power Blow due to its card text, it is no longer a Power Blow. 
ImmortalTitleTypeRarity
Jin Ke Combination (HM3-158) Event Common
GridRestrictionsGems
  [Toughness]
Text
One additional attack you play this turn may be a Basic Attack played from your Discard as if it were from your hand. 
ImmortalTitleTypeRarity
Jin Ke Counter (Martial Arts) (HM3-159) Dodge: Martial Arts Uncommon
GridRestrictionsGems
            
            
            
R6 [Agility]
Text
You may choose any three grids for this defense to cover.

"Just thinking." -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Evade (Escape) (HM3-160) Dodge: Escape Common
GridRestrictionsGems
            
            
            
[Agility]
Text
You lose one attack this turn.

"Honor is not in the weapon, it is in the man." -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Hand-to-Hand (Attack) (HM3-161) Edge: Martial Arts Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Play in conjunction with a Basic Attack. That attack is now a Martial Arts. You may play that attack even if Disarmed. If that attack is successful, your opponent cannot draw any cards for the remainder of their turn. 
ImmortalTitleTypeRarity
Jin Ke Hand-to-Hand (Block) (HM3-162) Edge: Martial Arts Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Play in conjunction with a Basic Block. That defense is now a Martial Arts. You may play that defense even if Disarmed. If that block is the last successful defense you played this turn, you may look at your opponent's hand. 
ImmortalTitleTypeRarity
Jin Ke Honor is in the Man (HM3-163) Plot Rare
GridRestrictionsGems
  S2 [Empathy]
Text
If you are disarmed or considered disarmed, your opponent is considered disarmed. You may play attacks and blocks normally when disarmed or considered disarmed. 
ImmortalTitleTypeRarity
Jin Ke Jump Kick (HM3-164) Special Attack: Martial Arts Uncommon
GridRestrictionsGems
            
            
            
R6 [Agility]
Text
This attack cannot be blocked. This attack does one damage. If successful, your opponent is Prone.

"One day soon, we will all serve very little purpose to Kell. Except death" -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Killer Precision (HM3-165) Special Attack: Martial Arts Rare
GridRestrictionsGems
            
            
            
R1 [Strength]
Text
This attack cannot be blocked or dodged. This attack does three damage.

"Men, for the most part, can mend their ways only after they have made a mistake." -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Master's Attack (HM3-166) Special Attack: Martial Arts Rare
GridRestrictionsGems
            
            
            
R2 [Master][Strength][Strength]
Text
Your opponent cannot play any Special Cards in conjunction with defenses during their next turn. Dodges will not avoid multiple attacks you play this turn. 
ImmortalTitleTypeRarity
Jin Ke Master's Dodge (HM3-167) Dodge: Martial Arts Rare
GridRestrictionsGems
            
            
            
R3 [Master][Agility][Agility]
Text
Your Martial Arts attacks do an additional point of damage this turn.

"What do you know of honor?" -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Mixed Martial Arts (HM3-168) Situation Uncommon
GridRestrictionsGems
  R4 [Toughness]
Text
Your attacks that do more than one damage do one less damage. Dodges will not avoid multiple attacks you play. 
ImmortalTitleTypeRarity
Jin Ke Persona (HM3-157) Persona Pre-Game
GridRestrictionsGems
  6 [2E Only] 6[Master]7[Agility]5[Strength]4[Toughness]4[Empathy]5[Reason]
Text
Born in 225 BC, during the Qin Dynasty in China, Jin Ke was always a man of honor. So much so that he killed himself after a failed plot against the emperor in 202 BC. After he came back to life, he was found and taught by Yau Chuan Chou. Up until about 200 years ago he had studied with, and fought alongside many famous Immortals like Darius, May Ling Shen, Haresh Clay, and even Brian Cullen. In the 1800s, Jacob Kell helped Jin Ke to escape from a sect of assassins.

You may discard one [A] to play an Evade against an attack that cannot be dodged. You may play an additional attack during your turn for each attack you played during your last turn.
 
ImmortalTitleTypeRarity
Jin Ke Premium (HM3-271) Pre-Game Premium
GridRestrictionsGems
 
Text
Born in 225 BC, during the Qin Dynasty in China, Jin Ke was always a man of honor. So much so that he killed himself after a failed plot against the emperor in 202 BC. After he came back to life, he was found and taught by Yau Chuan Chou. Up until about 200 years ago he had studied with, and fought alongside many famous Immortals like Darius, May Ling Shen, Haresh Clay, and even Brian Cullen. In the 1800s, Jacob Kell helped Jin Ke to escape from a sect of assassins.

Play in conjunction with the Jin Ke Persona. You begin the Game with +1 Ability. Your Master Cards cannot be countered or removed from the Game by your opponent.
 
ImmortalTitleTypeRarity
Jin Ke Shove (HM3-169) Attack: Martial Arts Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does one damage. If this attack is successful, your opponent can only play Ranged Attacks for the remainder of their turn. 
ImmortalTitleTypeRarity
Jin Ke Snake Skinned Jacket (HM3-170) Object: Armor Rare
GridRestrictionsGems
  R2 [Empathy]
Text
You may ignore any effects in play by your opponent which prevent you from playing attacks, add a cost to playing attacks, or prevent you from playing attacks from your hand. 
ImmortalTitleTypeRarity
Jin Ke Steel Polearm (HM3-171) Object: Hilt Rare
GridRestrictionsGems
  S2 [Toughness]
Text
You may only include this card in your deck if you are using the Naginata Weapon of Choice. At the end of your Draw / Discard Phase, you may retrieve one non-Special Attack from your Discard for each attack you played during your turn and shuffle them into your Endurance. 
ImmortalTitleTypeRarity
Jin Ke Trip (HM3-172) Event Common
GridRestrictionsGems
  [Reason]
Text
Remove all Standing Defenses your opponent has in play. You may draw up to three cards.

"The same man." -- Jin Ke / Highlander: Endgame
 
ImmortalTitleTypeRarity
Jin Ke Viper Strike (HM3-173) Special Attack: Martial Arts Rare
GridRestrictionsGems
            
            
            
R2 [Strength]
Text
If this attack is unsuccessful, you may return it to your hand during your Sweep Phase.

"Some people say you are a man of honor?" -- Duncan MacLeod / Highlander: Endgame
 
ImmortalTitleTypeRarity
Kane Combination (HM3-175) Illusion Common
GridRestrictionsGems
  [Toughness]
Text
You may play an additional attack this turn.

"After four hundred years, patience is a virtue." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Demon-Head Hilt (HM3-176) Object: Hilt Rare
GridRestrictionsGems
  S2 [Strength]
Text
You may only include this card in your deck if you are using the Katana Weapon of Choice. Before playing a Power Blow, you may discard up to three Illusions from your hand. That Power Blow does an additional point of damage for each Illusion discarded this way. 
ImmortalTitleTypeRarity
Kane Ephemeral Wound (HM3-177) Illusion Uncommon
GridRestrictionsGems
  R4 [Toughness]
Text
Prevent one damage or point of Ability loss. You may play multiple Ephemeral Wounds found in a Hard Exertion.

"We can do this the easy way, or we can do this the hard way." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Evade (Escape) (HM3-178) Dodge: Escape Common
GridRestrictionsGems
            
            
            
[Agility]
Text
You lose one attack this turn.

"Reality is so boring, I much prefer, a little fantasy, hocus pocus, a little hanky panky." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Final Dimension (HM3-179) Plot Rare
GridRestrictionsGems
  S2 [Reason]
Text
Once per turn, if you do not play a Special Card during your turn, you may discard an Illusion from your hand to duplicate the effects of one Event played by your opponent last turn. Any cards played in conjunction with that Event are also duplicated. 
ImmortalTitleTypeRarity
Kane Fury (HM3-180) Situation Uncommon
GridRestrictionsGems
  R4 [Strength]
Text
When making Power Blows or Power Blocks, you may make three card Hard Exertions.

"Hate feeds you, focuses the mind, keeps you warm, gives you hope." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Illusory Attack (HM3-181) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If this attack is played from an Exertion, it may be a Power Blow without an Exertion.

"See you in hell!" -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Long Time to Hate (HM3-182) Event Uncommon
GridRestrictionsGems
  R6 [Agility]
Text
Play only during your Attack Phase. You may not attack this turn. Put any number of Illusions from your hand on top of your Endurance. 
ImmortalTitleTypeRarity
Kane Master of Illusion (HM3-183) Situation Rare
GridRestrictionsGems
  R4 [Master][Strength][Reason]
Text
When making an Exertion for a Power Blow, you may play up to two Illusions from that Exertion.

"Four hundred years is a long time to hate." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Master's Block (HM3-184) Block Rare
GridRestrictionsGems
            
            
            
S2 [Master][Toughness][Toughness]
Text
You may make an additional Hard Exertion during your turn if you make an Exertion to make this a Power Block. You may play any and all Illusions revealed in your Hard Exertions this turn. 
ImmortalTitleTypeRarity
Kane Master's Head Shot (HM3-185) Illusion Rare
GridRestrictionsGems
  S4 [Master][Strength][Strength]
Text
If this Illusion is revealed while making an upper attack a Power Blow, it is now a Head Shot.

"It seems that while I am the master of illusion, you are turning out to be the master of deception." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Open Mind (HM3-186) Illusion Rare
GridRestrictionsGems
  R2 [Empathy]
Text
Your opponent must discard all Persona Specific cards from their hand.

"You age badly, you old goat." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Kane Persona (HM3-174) Persona Pre-Game
GridRestrictionsGems
  6 [2E Only] 6[Master]7[Agility]7[Strength]5[Toughness]2[Empathy]4[Reason]
Text
Born in Outer Mongolia in 987 AD, Kane became a warlord of a band of raiders that devastated Mongolia and Uzbekistan. His tactics and ferocity were based on his childhood hero, The Kurgan. His mortal life ended by disease in 1023 AD. After reawakening he was found by his first teacher, Uv Bukhar, who taught him of his immortality, and kicked him out after Kane tried to come after his head. Kane continued his pillaging and even recruited the Immortals Senghi Khan and Khabul Khan.

Once per turn, you may look at the top card of your opponent’s Endurance. You may discard an Illusion from your hand to play that non-Signature card as if it were from your hand during your turn.
 
ImmortalTitleTypeRarity
Kane Premium (HM3-272) Pre-Game Premium
GridRestrictionsGems
 
Text
Born in Outer Mongolia in 987 AD, Kane became a warlord of a band of raiders that devastated Mongolia and Uzbekistan. His tactics and ferocity were based on his childhood hero, The Kurgan. His mortal life ended by disease in 1023 AD. After reawakening he was found by his first teacher, Uv Bukhar, who taught him of his immortality, and kicked him out after Kane tried to come after his head. Kane continued his pillaging and even recruited the Immortals Senghi Khan and Khabul Khan.

Play in conjunction with the Kane Persona. You begin the Game with +1 Ability. Your Master Cards cannot be countered or removed from the Game by your opponent.
 
ImmortalTitleTypeRarity
Kane Sadistic Plan (HM3-187) Edge Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Play before making an Exertion. You may continue playing cards normally from your hand for the remainder of your current Phase. 
ImmortalTitleTypeRarity
Kane Senghi Khan (HM3-188) Event: Immortal Ally Rare
GridRestrictionsGems
  R2 [Empathy]
Text
Reshuffle your Discard into your Endurance. Lose three Ability. Remove this card from the game after use. 
ImmortalTitleTypeRarity
Kane Shape Shift (HM3-189) Illusion Uncommon
GridRestrictionsGems
  R4 [Reason]
Text
Take control of one Situation your opponent has in play. Give control of one of your Situations to your opponent. You may only play this card if both players have a Situation in play. 
ImmortalTitleTypeRarity
Kane Trip (HM3-190) Illusion Common
GridRestrictionsGems
  [Toughness]
Text
Remove all Standing Defenses in play.

"Yes, but if I cut off your head... I get your magic anyway." -- Kane / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
Katana Fleche (HM3-238) Attack Rare
GridRestrictionsGems
            
            
            
4 [Agility]
Text
If this attack is played hidden, it cannot be dodged. 
ImmortalTitleTypeRarity
Katana Master of the Katana (HM3-239) Situation Rare
GridRestrictionsGems
  2 [Master][Strength][Toughness]
Text
You may ignore all Hand Icons on Two-Handed Stances you play. When making a 0-card Hard Exertion from a Two-Handed Stance, you may make an additional Hard Exertion during your turn. This is a Standing Defense. 
ImmortalTitleTypeRarity
Katana Pre-Game (HM3-237) Weapon of Choice Pre-Game
GridRestrictionsGems
  [Hand]
Text
The Tachi was the customary single edged sword for the Japanese until the 10th century, when there was need for the Japanese horsemen to have a weapon for surprise attacks. During this time, the Tachi was shortened and called Katana to keep the distinction between the two. The Katana has always been known as the weapon of the Samurai, which were the guardians of Japan. Its thin blade and signature curved design distinguish it from other swords.

You may attack to areas you just blocked. Your Non-Special Attacks that cover only one grid do one less damage.
 
ImmortalTitleTypeRarity
Katana Pre-Game (Premium) (HM3-273) Weapon of Choice Premium
GridRestrictionsGems
  [Hand] [Reason]
Text
The Tachi was the customary single edged sword for the Japanese until the 10th century, when there was need for the Japanese horsemen to have a weapon for surprise attacks. During this time, the Tachi was shortened and called Katana to keep the distinction between the two. The Katana has always been known as the weapon of the Samurai, which were the guardians of Japan. Its thin blade and signature curved design distinguish it from other swords.

You may attack to areas you just blocked. Your Non-Special Attacks that cover only one grid do one less damage.
 
ImmortalTitleTypeRarity
Katana Riposte (Left) (HM3-240) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
Your next Non-Special Attack this turn may be played hidden. 
ImmortalTitleTypeRarity
Katana Riposte (Right) (HM3-241) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
Your next Non-Special Attack this turn may be played hidden. 
ImmortalTitleTypeRarity
Katana Surprise Attack (Left) (HM3-242) Attack Common
GridRestrictionsGems
            
            
            
[Reason]
Text
If this attack is played hidden, it does an additional point of damage. 
ImmortalTitleTypeRarity
Katana Surprise Attack (Right) (HM3-243) Attack Common
GridRestrictionsGems
            
            
            
[Reason]
Text
If this attack is played hidden, it does an additional point of damage. 
ImmortalTitleTypeRarity
Katana Two-Handed Stance (HM3-244) Situation Uncommon
GridRestrictionsGems
  [Hand] [Reason]
Text
Before playing a Non-Special Attack, you may make a 0-card Hard Exertion to play that attack hidden. This is a Standing Defense. 
ImmortalTitleTypeRarity
Katana Two-Handed Stance (HSFV-204.1) Situation Uncommon
GridRestrictionsGems
  [Reason]
Text
If you play at least one attack during your turn, your opponent cannot play more attacks than you did during their next turn. This is a Standing Defense.

Note: Reprint from the search for vengeance expansion with corrected errata.
 
ImmortalTitleTypeRarity
Katana Well Prepared Defense (HM3-245) Situation Uncommon
GridRestrictionsGems
  4 [Toughness]
Text
Play in conjunction with a Standing Defense. That Standing Defense cannot be removed from play by a Trip. If that Standing Defense leaves play, remove this card from play. 
ImmortalTitleTypeRarity
Katar Bleeding Wound (HM3-248) Situation Uncommon
GridRestrictionsGems
  4 [Reason]
Text
You may only play this card if you played a successful attack last turn. Your opponent's defenses will not block or avoid multiple attacks you play. 
ImmortalTitleTypeRarity
Katar Dual Attack (HM3-249) Special Attack Rare
GridRestrictionsGems
            
            
            
4 [Strength]
Text
You must be using two Weapon of Choice to play this attack. This attack does an additional point of damage for each Katar in your Pre-Game. If your opponent dodges this attack, they cannot play any attacks during their next turn. 
ImmortalTitleTypeRarity
Katar Hidden Holster (HM3-250) Object Uncommon
GridRestrictionsGems
  4 [Reason]
Text
During your May Do / Must Do Phase, you may place a block from your hand under this card. You may play blocks from under this card as if they were from your hand. You may discard this card if disarmed to recover a Katar (even if Broken). 
ImmortalTitleTypeRarity
Katar Master's Block (HM3-251) Block Rare
GridRestrictionsGems
            
            
            
2 [Master][Toughness][Toughness]
Text
You may choose any three areas on this grid for this block to defend. This defense can block attacks that cannot be blocked. 
ImmortalTitleTypeRarity
Katar Middle Left Attack (HM3-252) Basic Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does an additional point of damage. If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Katar Middle Right Attack (HM3-253) Basic Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does an additional point of damage. If your opponent played a Power Blow last turn, you may make your first attack this turn hidden. You may make a Hard Exertion to make this attack a Power Blow. 
ImmortalTitleTypeRarity
Katar Off Hand Parry (Left) (HM3-255) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
You may play this in conjunction with a Basic Block. 
ImmortalTitleTypeRarity
Katar Off Hand Parry (Right) (HM3-254) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
You may play this in conjunction with a Basic Block. 
ImmortalTitleTypeRarity
Katar Pre-Game (Additional Basic Attack) (HM3-247) Weapon of Choice Pre-Game
GridRestrictionsGems
  [Hand]
Text
The Katar is a double edged pinching sword developed in India and used by warriors called Rajputs. Its distinctiveness is in the horizontal handle which makes it ideal for close combat situations. With the blade positioned in front of the knuckles and the side guards allowing defense by blocking with the forearm, it is considered a fast and deadly weapon usually used in pairs.

You may play this Weapon with another One-Handed Weapon of Choice. Your non-Power Blow Basic Attacks do an additional point of damage. You may not include Standing Defenses in your deck.
 
ImmortalTitleTypeRarity
Katar Pre-Game (Additional Point of Damage) (HM3-246) Weapon of Choice Pre-Game
GridRestrictionsGems
  [Hand]
Text
The Katar is a double edged pinching sword developed in India and used by warriors called Rajputs. Its distinctiveness is in the horizontal handle which makes it ideal for close combat situations. With the blade positioned in front of the knuckles and the side guards allowing defense by blocking with the forearm, it is considered a fast and deadly weapon usually used in pairs.

You may play this Weapon with another One-Handed Weapon of Choice. You may play an additional Basic Attack for each Katar in your Pre-Game. You may not include Evades, Dodges, or Back Aways in your deck.
 
ImmortalTitleTypeRarity
Katar Pre-Game (Premium) (Additional Basic Attack) (HM3-275) Weapon of Choice Premium
GridRestrictionsGems
  [Hand] [Strength]
Text
The Katar is a double edged pinching sword developed in India and used by warriors called Rajputs. Its distinctiveness is in the horizontal handle which makes it ideal for close combat situations. With the blade positioned in front of the knuckles and the side guards allowing defense by blocking with the forearm, it is considered a fast and deadly weapon usually used in pairs.

You may play this Weapon with another One-Handed Weapon of Choice. You may play an additional Basic Attack for each Katar in your Pre-Game. You may not include Evades, Dodges, or Back Aways in your deck.
 
ImmortalTitleTypeRarity
Katar Pre-Game (Premium) (Additional Point of Damage) (HM3-274) Weapon of Choice Premium
GridRestrictionsGems
  [Hand] [Toughness]
Text
The Katar is a double edged pinching sword developed in India and used by warriors called Rajputs. Its distinctiveness is in the horizontal handle which makes it ideal for close combat situations. With the blade positioned in front of the knuckles and the side guards allowing defense by blocking with the forearm, it is considered a fast and deadly weapon usually used in pairs.

You may play this Weapon with another One-Handed Weapon of Choice. Your non-Power Blow Basic Attacks do an additional point of damage. You may not include Standing Defenses in your deck.
 
ImmortalTitleTypeRarity
Martin Hyde Conqueror's Hilt (HS2-117.1) Object: Hilt Rare
GridRestrictionsGems
  S2 [Agility]
Text
You may only include this card in your deck if you are using the English Longsword Weapon of Choice. Your opponent must discard a Master Card to play a Master Card.

Note: Reprint from season 2 with corrected errata.
 
ImmortalTitleTypeRarity
Matthew Hale Pre-Game (HM3-211) Watcher / Hunter Pre-Game
GridRestrictionsGems
 
Text
Matthew Hale was recruited by the Watchers after he had an encounter with the Immortal Kalas. After only a few years of field work, his mental state began to fray with the enormous pressure of watching Jacob Kell. As the years progressed by, he came up with the idea of the Sanctuary. This was fully endorsed by James Horton, who decided to keep the Sanctuary a secret. Only those whom he trusted knew about the Sanctuary and plan to protect humanity.

You may include both Watcher and Hunter cards in your deck.
 
ImmortalTitleTypeRarity
Methos Inside Job (HM3-191) Event Uncommon
GridRestrictionsGems
  R4 [Agility]
Text
Look at your opponent's Discard and choose one card found there. Your opponent must discard all cards from their hand that share that title. 
ImmortalTitleTypeRarity
Methos Lecture (HM3-192) Edge Uncommon
GridRestrictionsGems
  R4 [Empathy]
Text
Play in conjunction with an attack that cannot be blocked or an attack that cannot be dodged. If your opponent plays a successful defense against that attack, place it back into your hand during your next Sweep Phase. 
ImmortalTitleTypeRarity
Methos Master's Perception (HM3-193) Situation Rare
GridRestrictionsGems
  S2 [Master][Reason]
Text
During your May Do / Must Do Phase, you may place one card from your hand under this card. When making an Exertion, you may use any cards held by this card before revealing cards from your Endurance. 
ImmortalTitleTypeRarity
Naginata Flashing Blade (HM3-257) Edge Uncommon
GridRestrictionsGems
  [Agility]
Text
Play in conjunction with a non-hidden attack. Add one additional adjacent grid for that attack to cover. That attack cannot be a Head Shot. 
ImmortalTitleTypeRarity
Naginata Lunge (HM3-258) Edge Rare
GridRestrictionsGems
  [Strength]
Text
Play in conjunction with a Thrust. Your opponent cannot play a defense from their hand to defend that attack. 
ImmortalTitleTypeRarity
Naginata Master of the Naginata (HM3-259) Situation Rare
GridRestrictionsGems
  2 [Master][Agility][Reason]
Text
You may attack normally after playing an Evade, Back Away, or Escape. This is a Standing Defense. 
ImmortalTitleTypeRarity
Naginata Pre-Game (HM3-256) Weapon of Choice Pre-Game
GridRestrictionsGems
  [Hand] [Hand]
Text
The Naginata is the Japanese form of the Glaive but lighter and more maneuverable. It was created about the same time as the Katana during the 10th century. The Naginata became a favored weapon of the foot soldier and many samurai. Normally, they have a single sided blade up to 24 inches in length and are used in sweeping circular motions. Custom versions have been made that have a blade on each end, but they are rare.

At the beginning of your turn, you may draw two cards for each attack you played during your last turn. At the end of your turn, you must discard two cards from your hand for each defense you played during your turn.
 
ImmortalTitleTypeRarity
Naginata Pre-Game (Premium) (HM3-276) Weapon of Choice Premium
GridRestrictionsGems
  [Hand] [Hand] [Agility]
Text
The Naginata is the Japanese form of the Glaive but lighter and more maneuverable. It was created about the same time as the Katana during the 10th century. The Naginata became a favored weapon of the foot soldier and many samurai. Normally, they have a single sided blade up to 24 inches in length and are used in sweeping circular motions. Custom versions have been made that have a blade on each end, but they are rare.

At the beginning of your turn, you may draw two cards for each attack you played during your last turn. At the end of your turn, you must discard two cards from your hand for each defense you played during your turn.
 
ImmortalTitleTypeRarity
Naginata Spinning Attack (Lower) (HM3-260) Special Attack Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This attack does one damage. If this attack is defended by a Guard, that Guard must be dropped at the end of your opponent's Defense Phase. 
ImmortalTitleTypeRarity
Naginata Spinning Attack (Upper) (HM3-261) Special Attack Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This attack does one damage. If this attack is defended by a Guard, that Guard must be dropped at the end of your opponent's Defense Phase. 
ImmortalTitleTypeRarity
Naginata Spinning Block (Inner) (HM3-262) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
You may prevent one damage from any Power Blow that this block defends. 
ImmortalTitleTypeRarity
Naginata Spinning Block (Outer) (HM3-263) Block Common
GridRestrictionsGems
            
            
            
[Toughness]
Text
You may prevent one damage from any Power Blow that this block defends. 
ImmortalTitleTypeRarity
Naginata Sweeping Blow (HM3-264) Attack Uncommon
GridRestrictionsGems
            
            
            
4 [Strength]
Text
This attack cannot be a Power Blow. 
ImmortalTitleTypeRarity
The Flock Carlos (HM3-124) Situation: Member Uncommon
GridRestrictionsGems
  S4 [Agility]
Text
You may play an additional Ranged Attack during your turn. Your Ranged Attacks do an additional point of damage. 
ImmortalTitleTypeRarity
The Flock Combination (HM3-125) Event Common
GridRestrictionsGems
  [Agility]
Text
You may play an additional attack for each Weapon of Choice in your Pre-Game.

"It's a whole new ball game." -- Winston / Highlander: Endgame
 
ImmortalTitleTypeRarity
The Flock Counter (Change Places) (HM3-126) Dodge: Change Places Rare
GridRestrictionsGems
            
            
            
R2 [Agility]
Text
You may retrieve one Weapon Specific card from your Discard for each Weapon of Choice in your Pre-Game and shuffle them into your Endurance (Only one card from each Weapon of Choice). 
ImmortalTitleTypeRarity
The Flock Cracker Bob (HM3-127) Situation: Member Uncommon
GridRestrictionsGems
  S4 [Strength]
Text
You may reduce the size of your Hard Exertions for Power Blows or Power Blocks by up to five cards. You must announce the size prior to performing the Exertion. 
ImmortalTitleTypeRarity
The Flock Dirty Trick (Bum Rush) (HM3-128) Attack Rare
GridRestrictionsGems
            
            
            
R4 [Hand] [Hand] [Hand] [Hand] [Strength]
Text
Bum Rush: This attack cannot be blocked. This attack cannot be a Power Blow. This attack does 0 damage. This attack dose an additional point of damage for each Member you have in play. Dodges will not avoid multiple attacks you play this turn. 
ImmortalTitleTypeRarity
The Flock Evade (Back Away) (HM3-129) Dodge: Back Away Common
GridRestrictionsGems
            
            
            
[Agility]
Text
This defense will not avoid Ranged Attacks. You may only play Ranged Attacks this turn.

"Lets show our immortal brother a thing or two." -- Winston / Highlander: Endgame
 
ImmortalTitleTypeRarity
The Flock I'm Gonna Got You! (HM3-130) Event Uncommon
GridRestrictionsGems
  R6 [Strength]
Text
Draw a card for each Weapon of Choice in your Pre-Game. You may play an additional Special Card this turn. You may only play one I'm Gonna Cut You! this turn. 
ImmortalTitleTypeRarity
The Flock King of the Flock (HM3-131) Event: Member Rare
GridRestrictionsGems
  S2 [Strength]
Text
You may not play this card if your opponent is Jin Ke. Play in conjunction with a Weapon of Choice Specific attack. That attack cannot be blocked or dodged. 
ImmortalTitleTypeRarity
The Flock Manny (HM3-132) Situation: Member Uncommon
GridRestrictionsGems
  S4 [Agility]
Text
You may play an additional non-Special Attack during your turn. Once per turn, you may make a non-Special Attack hidden. 
ImmortalTitleTypeRarity
The Flock Master of the Flock (HM3-133) Situation Rare
GridRestrictionsGems
  S4 [Master][Strength][Toughness]
Text
Choose a Weapon of Choice in your Pre-game. You may choose to nullify the downsides of that Weapon.

"When it comes to discipline, the first hundred years are the hardest." -- Jacob Kell / Highlander: Endgame
 
ImmortalTitleTypeRarity
The Flock Multiplying Villainy (HM3-134) Special Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
This attack does 0 damage. This attack does an additional point of damage for each Weapon of Choice in your Pre-Game. 
ImmortalTitleTypeRarity
The Flock Persona (Carlos) (HM3-123a) Persona Pre-Game
GridRestrictionsGems
  0 [2E Only] 0[Master]8[Agility]8[Strength]7[Toughness]1[Empathy]1[Reason]
Text
Carlos was born in 1795 in Charleston, Soth Carolina, and was hung in 1863 by the Ku Klux Klan. He thought he was an angel of vengeance, until he learned that he was and Immortal.

During deck construction, you may include any number of Weapon of Choice in your Pre-Game. You may ignore all [H] requirements. Your Master Cards are +1 for each Weapon of Choice in your Pre-Game. You may not increase your [A] [S] [T] [E] [R] Attributes.
 
ImmortalTitleTypeRarity
The Flock Persona (Cracker Bob) (HM3-123b) Persona Pre-Game
GridRestrictionsGems
  0 [2E Only] 0[Master]8[Agility]8[Strength]7[Toughness]1[Empathy]1[Reason]
Text
Cracker Bob was always a corlorful, explosive character to say the least. He was born in Flat Rock, Georgia in 1895. He first met Jacob Kell in 1926, when he tried to rob him.

During deck construction, you may include any number of Weapon of Choice in your Pre-Game. You may ignore all [H] requirements. Your Master Cards are +1 for each Weapon of Choice in your Pre-Game. You may not increase your [A] [S] [T] [E] [R] Attributes.
 
ImmortalTitleTypeRarity
The Flock Persona (Manny) (HM3-123c) Persona Pre-Game
GridRestrictionsGems
  0 [2E Only] 0[Master]8[Agility]8[Strength]7[Toughness]1[Empathy]1[Reason]
Text
Manuel was born in Molokai, Hawaii in 1945. After a deadly artillery barrage in 1968, he awakened to find he was the only survivor.

During deck construction, you may include any number of Weapon of Choice in your Pre-Game. You may ignore all [H] requirements. Your Master Cards are +1 for each Weapon of Choice in your Pre-Game. You may not increase your [A] [S] [T] [E] [R] Attributes.
 
ImmortalTitleTypeRarity
The Flock Persona (Winston) (HM3-123d) Persona Pre-Game
GridRestrictionsGems
  0 [2E Only] 0[Master]8[Agility]8[Strength]7[Toughness]1[Empathy]1[Reason]
Text
Winston was born a slave in Monrat Bay, Jamaica in 1854. His first death happened during the anti-British reprisals in 1884.

During deck construction, you may include any number of Weapon of Choice in your Pre-Game. You may ignore all [H] requirements. Your Master Cards are +1 for each Weapon of Choice in your Pre-Game. You may not increase your [A] [S] [T] [E] [R] Attributes.

 
ImmortalTitleTypeRarity
The Flock Premium (HM3-269) Pre-Game Premium
GridRestrictionsGems
 
Text
Carlos was born in 1795 in Charleston, Soth Carolina, and was hung in 1863 by the Ku Klux Klan. He tought he was an angel of vengeance, until he learned that he was and Immortal.

Cracker Bob was always a corlorful, explosive character to say the least. He was born in Flat Rock, Georgia in 1895. He first met Jacob Kell in 1926, when he tried to rob him.

Manuel was born in Molokai, Hawaii in 1945. After a deadly artillery barrage in 1968, he awakened to find he was the only survivor.

Winston was born a slave in Monrat Bay, Jamaica in 1854. His first death happened during the anti-British reprisals in 1884.

Play in conjunction with The Flock Persona. You begin the Game with +1 Ability. Your Master Cards cannot be countered or removed from the Game by your opponent.
 
ImmortalTitleTypeRarity
The Flock Queen of the Flock (HM3-135) Event: Member Rare
GridRestrictionsGems
  S2 [Agility]
Text
You may not play this card if your opponent is Faith. Your opponent is Prone.

"Something else you forgot to tell me." -- Faith / Highlander: Endgame
 
ImmortalTitleTypeRarity
The Flock Team Sport (HM3-136) Plot Rare
GridRestrictionsGems
  S2 [Agility]
Text
Once per turn, you may put one Situation: Member into play from your hand. This is not considered playing a Special Card. 
ImmortalTitleTypeRarity
The Flock Trip (HM3-137) Event Common
GridRestrictionsGems
  [Toughness]
Text
Remove all Standing Defenses your opponent has in play. Your opponent cannot play a hidden attack next turn. 
ImmortalTitleTypeRarity
The Flock Weapons of Choice (HM3-138) Object: Hilt Rare
GridRestrictionsGems
  S2 [Strength]
Text
Your Weapon Specific attacks do an additional point of damage.

"Somebody order a club sandwich." -- Cracker Bob / Highlander: Endgame
 
ImmortalTitleTypeRarity
The Flock Winston (HM3-139) Situation: Member Uncommon
GridRestrictionsGems
  S4 [Toughness]
Text
Once per turn, you may play a Weapon Specific non-Special Attack from your Discard as if it were from your hand. 
ImmortalTitleTypeRarity
The Kurgan Bloodlust (HtG-156.1) Event Rare
GridRestrictionsGems
  R2 [2E Only] [Strength]
Text
Play in place of an attack. Make a 15 card Hard Exertion. You may play up to 15 Non-Special Attacks from that Exertion and your hand. Your attacks do one damage this turn. Dodges will not avoid multiple attacks you play this turn. Lose two Ability.

Note: Reprint from the gathering expansion with corrected errata.
 
ImmortalTitleTypeRarity
The Sorcerer Nakano A Master's Focus (HM3-195) Edge Rare
GridRestrictionsGems
  S4 [Master][Empathy][Empathy]
Text
Play during your May Do / Must Do Phase. You may play a Special Card after using your Persona Power this turn. If your opponent played more than one Event last turn, you may use your Persona Power once for each Event. 
ImmortalTitleTypeRarity
The Sorcerer Nakano Combination (HM3-196) Event Common
GridRestrictionsGems
  [Strength]
Text
You may play an additional attack this turn. That attack may be played hidden.

"Soon, there will be none left who can stop him." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Counter (Duck) (HM3-197) Dodge Uncommon
GridRestrictionsGems
            
            
            
R6 [Agility]
Text
You may place one Illusion from your hand on top of your Endurance.

"This knowledge does not come easy, Highlander." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Evade (Escape) (HM3-198) Dodge: Escape Common
GridRestrictionsGems
            
            
            
[Agility]
Text
You lose one attack this turn.

"My head does not come off that easily." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Illusory Attack (HM3-199) Attack Common
GridRestrictionsGems
            
            
            
[Strength]
Text
If this attack is played hidden, it does an additional point of damage.

"You fight with Heart, Soul and Steel" -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Illusory Terrain (HM3-200) Illusion Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Remove one Location from play.

"Yes, only one... but it will not be you!" -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Master of Illusion (HM3-201) Situation Rare
GridRestrictionsGems
  S2 [Master][Agility][Reason]
Text
Your hidden attacks cannot be dodged.

"Fight with your spirit and the sword will follow." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Master's Disarm (HM3-202) Event Rare
GridRestrictionsGems
  R2 [Master][Agility][Reason]
Text
Play during your Defense Phase and only if you are Disarmed. Avoid the last attack your opponent played. Your opponent is now Disarmed and you recover your Weapon. If you Weapon was Broken, your opponent's Weapon is now Broken. If your first attack this turn is an upper attack and can be made a Head Shot, it is a Head Shot. 
ImmortalTitleTypeRarity
The Sorcerer Nakano Mirror Image (HM3-203) Illusion Rare
GridRestrictionsGems
  R4 [Reason]
Text
If this card is revealed while making an Exertion for a defense, you may avoid one attack this turn. Your first attack this turn may be played hidden. 
ImmortalTitleTypeRarity
The Sorcerer Nakano Nothing is as it Seems (HM3-204) Illusion Uncommon
GridRestrictionsGems
  R6 [Reason]
Text
Remove one Situation from play.

"Like him, I have lived may life-times and like him, my gift to you is my knowledge." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Persona (HM3-194) Persona Pre-Game
GridRestrictionsGems
  6 [2E Only] 6[Master]6[Agility]3[Strength]3[Toughness]5[Empathy]8[Reason]
Text
Born in 806 BC, Nakano lived his mortal life as a monk in Japan. His search for the secret of immortality was realized in 743 BC when he was electrocuted by a lightning bolt and was resurrected. After learning the rules of the Game under the tutelage of the Immortal Yau Chuan Chou, he continued his studies and sorcery at Mount Niri, Japan. Throughout the centuries, he has trained and trained with many Immortals considered to be masters.

Once per turn, if you do not play a Special Card during your turn, you may discard an Illusion from your hand to duplicate the effects of one Event played by your opponent last turn. Any cards played in conjunction with that Event are also duplicated.
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Power of Illusion (HM3-205) Situation Rare
GridRestrictionsGems
  R4 [Empathy]
Text
You may play up to two Illusions per Hard Exertion.

"The sword wields the spirit of it's master." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Premium (HM3-277) Pre-Game Premium
GridRestrictionsGems
 
Text
Born in 806 BC, Nakano lived his mortal life as a monk in Japan. His search for the secret of immortality was realized in 743 BC when he was electrocuted by a lightning bolt and was resurrected. After learning the rules of the Game under the tutelage of the Immortal Yau Chuan Chou, he continued his studies and sorcery at Mount Niri, Japan. Throughout the centuries, he has trained and trained with many Immortals considered to be masters.

Play in conjunction with the Nakano Persona. You begin the Game with +1 Ability. Your Master Cards cannot be countered or removed from the Game by your opponent.
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Sorcerer's Hilt (HM3-206) Object: Hilt Rare
GridRestrictionsGems
  S2 [Agility]
Text
You may only include this card in your deck if you are using the Katana Weapon of Choice. When playing an attack, you may discard an Illusion from your hand to play that attack hidden. 
ImmortalTitleTypeRarity
The Sorcerer Nakano Swords to Snakes (HM3-207) Illusion Uncommon
GridRestrictionsGems
  R6 [Empathy]
Text
Your opponent is considered Disarmed while this card is in play.

"First you must be aware and respect the power of Illusion." -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano The Sorcerer (HM3-208) Plot Rare
GridRestrictionsGems
  S2 [Empathy]
Text
Once per turn, you may look at the top card of your opponent's Endurance. You may discard an Illusion from your hand to play that non-Signature card as if it were from your hand during your turn. 
ImmortalTitleTypeRarity
The Sorcerer Nakano Trip (HM3-209) Event Uncommon
GridRestrictionsGems
  [Toughness]
Text
Remove all Standing Defenses your opponent has in play. Your next attack may be played hidden.

"Great danger lies ahead Highlander" -- Nakano / Highlander: The Final Dimension
 
ImmortalTitleTypeRarity
The Sorcerer Nakano Weapons Training (HM3-210) Situation Uncommon
GridRestrictionsGems
  R6 [Toughness]
Text
You may make a Hard Exertion to play an additional attack from your hand. That attack may be played hidden. 
ImmortalTitleTypeRarity
Watcher Watcher (Agility) (HM3-224) Edge Common
GridRestrictionsGems
  [2E Only] [Agility]
Text
If this card is in your hand, you may place it on top of your Endurance before making an Attribute Check. You may play this card during your May Do / Must Do Phase to reveal the top two cards of your Endurance. Place one in your hand and one in your Discard. 
ImmortalTitleTypeRarity
Watcher Watcher (Cannot be Nullified) (HM3-221) Situation Rare
GridRestrictionsGems
  2 [Empathy]
Text
Your cards cannot be nullified by your opponent. 
ImmortalTitleTypeRarity
Watcher Watcher (Empathy) (HM3-225) Edge Common
GridRestrictionsGems
  [2E Only] [Empathy]
Text
If this card is in your hand, you may place it on top of your Endurance before making an Attribute Check. You may play this card duirng your May Do / Must Do Phase to reveal the top two cards of your Endurance. Place on ein your hand and one in your Discard. 
ImmortalTitleTypeRarity
Watcher Watcher (Nullify & Remove Hunters) (HM3-223) Event Rare
GridRestrictionsGems
  2 [Reason]
Text
Nullify all Hunters in play. Remove all Hunters from play. 
ImmortalTitleTypeRarity
Watcher Watcher (Nullify Hunter) (HM3-222) Situation Uncommon
GridRestrictionsGems
  [Strength]
Text
You may discard this card from play to counter a Hunter played by your opponent, or to Nullify the effects of a Hunter Pre-Game until the beginning of your next turn. 
ImmortalTitleTypeRarity
Watcher Watcher (Reason) (HM3-226) Edge Common
GridRestrictionsGems
  [2E Only] [Reason]
Text
If this card is in your hand, you may place it on top of your Endurance before making an Attribute Check. You may play this card during your May Do / Must Do Phase to reveal the top two cards of your Endurance. Place one in your hand and one in your Discard. 
ImmortalTitleTypeRarity
Watcher Watcher (Toughness) (HM3-227) Edge Common
GridRestrictionsGems
  [2E Only] [Toughness]
Text
if this card is in your hand, you may place it on top of your Endurance before making an Attribute Check. You may play this card during your May Do / Must Do Phase to reveal the top two cards of your Endurance. Place one in your hand and one in your Discard. 
ImmortalTitleTypeRarity
Watcher Watcher (Watcher Cannot be Countered) (HM3-220) Edge Uncommon
GridRestrictionsGems
  [Reason]
Text
Play in conjunction with a Watcher. That card cannot be countered by your opponent. 
ImmortalTitleTypeRarity
Zachary Blaine Master Thief (HS1-232.1) Event Rare
GridRestrictionsGems
  S2 [Master][Reason][Reason]
Text
Discard any number of cards from your hand. Your opponent must discard an equal number of cards from their hand.

Note: Reprint from season 1 with corrected errata.