Las Vegas Open 2018 Grand Clash - 1st place
|30||Awe-Inspiring||Score this immediately if your warband has taken two or more fighters out of action in this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||SSduplicate|
|32||Consecrated Area||Score this in an end phase if there are no enemy fighters adjacent to your fighters.||1||-||-||SSduplicate|
|35||Lightning Strikes||Score this immediately if an enemy fighter is taken out of action by a Charge action made by one of your fighters.||1||-||-||SSduplicate|
|36||Seize Ground||Score this in an end phase if you hold an objective in enemy territory.||1||-||-||SSduplicate|
|38||Slayers of Tyrants||Score this in an end phase if your warband took an enemy leader out of action in the preceding action phase.||1||-||-||SSduplicate|
|40||Peal of Thunder||Choose any enemy fighter and push them one hex in any direction.||-||-||-||SSduplicate|
|41||Righteous Zeal||+1 Damage to the first Attack action with a Range of 1 or 2 in the next activation.||-||-||-||SSduplicate|
|45||Tireless Assault||Reaction: Play this after a friendly fighter's Attack action that fails. That fighter can make another Attack action that targets the same fighter.||-||-||?||SSduplicate|
|49||Blessed by Sigmar||+1 Wounds.||-||-||-||SSduplicate|
|52||Fatal Riposte||Reaction: During an Attack action that targets this fighter and fails, roll an attack dice. On a roll of Smash or Critical success this fighter cannot be driven back and they can make an Attack action. It must target the attacker.||-||Severin Steelheart||?||SSduplicate|
|53||Heroic Might||This fighter's Attack action gains Cleave.||-||Severin Steelheart, Obryn the Bold||-||SSduplicate|
|54||Heroic Stride||Reaction: After an enemy fighter ends their activation within two hexes of this fighter, you can push this fighter one hex.||-||Severin Steelheart||-||SSduplicate|
1 Smash 3 2Reaction: After this Attack action, if it failed and the target was an enemy leader, make this Attack action again.
|247||Conquest||Score this in the third end phase if all of your surviving fighters are in your opponent's territory.||2||-||?||SSduplicate|
|248||Contained||Score this in the third end phase if all surviving enemy fighters are in their territory.||3||-||?||-|
|250||Crushing Force||Score this immediately if a friendly fighter makes a successful attack that deals at least twice as much damage as is needed to take their target out of action.||1||-||-||-|
|253||Denial||Score this in the third end phase if there are no enemy fighters in your territory.||3||-||-||SSduplicate|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||-|
|293||Swift Advance||Score this in an end phase if all of your surviving fighters are in enemy territory.||1||-||-||-|
|305||Victorious Duel||Score this immediately if your leader takes an enemy leader out of action.||2||-||-||SSduplicate|
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||-||SSduplicate||43/56 (76.79%)|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||SSduplicate||22/56 (39.29%)|
|330||Healing Potion||Choose a friendly fighter and roll a defence dice. On a roll of Block or Critical success remove up to two wound tokens from them. Otherwise remove one wound token from them.||-||-||-||SSduplicate||2/56 (3.57%)|
|332||Illusory Fighter||Choose one of your fighters on the battlefield. Place them on a starting hex in your territory.
|339||Mighty Swing||Your first Attack action with a Range characteristic of 1 in the next activation targets all adjacent enemy fighters. Roll for each.||-||-||?||SSduplicate||4/56 (7.14%)|
|353||Scavenge||Reaction: Play this after a friendly fighter's Attack action that takes an adjacent enemy fighter with an upgrade out of action. Gain an additional glory point.||-||-||-||-|
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||15/56 (26.79%)|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|375||Army of One||If this fighter is the last friendly fighter on the battlefield, they have +1 Defence and all of their Attack actions have +1 Dice.||-||-||-||SSduplicate|
|389||Great Fortitude||+1 Wounds.||-||-||-||SSduplicate||17/56 (30.36%)|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||26/56 (46.43%)|
|393||Helpful Whispers||If this fighter has no adjacent friendly fighters, rolls of Single support are a success when they make an Attack action.
3 Fury 3 1On a critical hit, this Attack action has +1 Damage.
|420||Soultrap||Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Block or Critical success they suffer no damage and are not taken out of action, and you discard this upgrade.