Deathwing Knights are the ultimate veterans of the Dark Angels Chapter – elite death-dealers, specialised in close combat and deployed to break the enemy's back, secure truly vital objectives, or r...
Hexmark Destroyers were once Deathmarks. Bursting from their dimensional oubliettes like ambush predators, these hunchbacked monsters unleash inescapable hails of enmitic fire. Independent ocular t...
Azrael is Supreme Grand Master of the Dark Angels, defender of his Chapter's honour, and a beacon of inspiration to his battle-brothers. The Keeper of the Truth is renowned for his tactical abiliti...
With the hive world of Armageddon battered by Warp storms and empyric corruption, a new conflict dawns. Amid the blazing Fire Wastes, the Warp rift known as the Red Angel's Gate has erupted into be...
The Tyranids are an all-consuming alien swarm from beyond the known galaxy. Driven by the vast and ineffable intellect of the Hive Mind, their tendrils drive into fresh systems with every passing h...
Gargoyles are often the first wave of a Tyranid swarm to be seen in battle. Thus a Tyranid attack is preceded by the beating of thousands of membranous wings as Gargoyle Broods descend upon the foe...
Fyrri Askar has participated in countless battles, winning honour and glory with blade and boltgun. Now, he serves as Battle Leader for his task force, utilising his hard‑earned battlefield experie...
War Dog-class Knights act as hunting packs for their Dread Household. Armed with an eclectic array of weaponry, these nimble combat walkers range ahead of the terrible shadow cast by larger Knights...
The swiftest of the Primaris battle-brothers, Inceptors fill the role of spearhead troops. They hit the enemy in one sudden and overwhelming blow, leaving them reeling as follow-up waves of Space M...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '