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topThere are 652 productsSort
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Pathfinder 2E: (PF152) Extinction Curse #2 - Legacy of the Lost God$39.99The heroes bring their Circus of Wayward Wonders to the city of Escadar to capitalize on their newfound fame and skills. But old enemies lurk in the city, including the cruel Mistress Dusklight and...
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Pathfinder 2E: (PF153) Extinction Curse #3 - Life's Long Shadows$39.99Fresh from their successes in Escadar, the heroes bring their traveling circus to the Isle of Kortos—the so-called Starstone Isle at the heart of the Inner Sea. As their circus tours the farming co...
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Pathfinder 2E: (PF154) Extinction Curse #4 - Siege of the Dinosaurs$37.99The heroes and their circus arrive in Willowside, a swamp community in dire need of diversion from the relentless expansion of the blighted land known as the Welt. Willowside soon experiences a pro...
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Pathfinder 2E: (PF155) Extinction Curse #5 - Lord of the Black Sands$37.99On the hunt for a life-giving aeon orb far below the surface world, the heroes venture into a blighted Darklands waste known as the Vault of the Black Desert. Facing off against lurking, vampire-li...
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Pathfinder 2E: (PF156) Extinction Curse #6 - The Apocalypse Prophet$37.99The heroes have at last earned the magical energies drawn from the life-giving aeon orbs. They must now scale the highest peaks of the Starstone Isle, outwitting wily demons and facing the mighties...
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Pathfinder 2E: (PF158) Agents of Edgewatch #2 - Sixty Feet Under$38.99The Edgewatch agents follow up on a lead in Absalom's financial hub, where they unravel a series of clues to determine the target of an impending bank robbery and put a stop to the crime before it ...
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Pathfinder 2E: (PF159) Agents of Edgewatch #3 - All or Nothing$39.99When the Edgewatch agents receive a much-deserved promotion and transfer to Absalom's interjurisdictional Starwatch company, they find that with increased responsibilities come increased risks. Fol...
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Pathfinder 2E: (PF160) Agents of Edgewatch #4 - Assault on Hunting Lodge Seven$37.99The Agents of Edgewatch Adventure Path continues! Armed with the identity of a powerful Norgorber cultist belonging to the so-called Twilight Four, the agents infiltrate a soiree of alchemists and ...
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Pathfinder 2E: (PF161) Agents of Edgewatch #5 - Belly of the Black Whale$37.99The Agents of Edgewatch Adventure Path continues! Having been betrayed by their confidants and stripped of their badges, the Edgewatch agents must perform a daring prison break to spring the wrongl...
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Pathfinder 2E: (PF162) Agents of Edgewatch #6 - Ruins of the Radiant Siege$36.99The Agents of Edgewatch Adventure Path reaches its exciting climax! Only one member of the fiendish Twilight Four remains, but having completed her pact with the murderous god Norgorber, the alrea...
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Pathfinder 2E: (PF166) Fists of the Ruby Phoenix #1 - Despair on Danger Island$37.99The Ruby Phoenix Tournament begins! The sorcerer Hao Jin has returned to Tian Xia to host her decennial international fighting tournament, and contestants from all over the world have arrived to...
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Pathfinder 2E: (PF167) Fists of the Ruby Phoenix #2 - Ready? Fight!$37.99The time has finally come for the Ruby Phoenix Tournament! Eight teams of the world's greatest fighters have qualified for the grand tournament and must now compete to win a prize from the grand ...
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Pathfinder 2E: (PF168) Fists of the Ruby Phoenix #3 - King of the Mountain$37.99The Ruby Phoenix Tournament reaches its exciting conclusion! The sorcerer Hao Jin is nowhere to be found. The heroes' search for the tournament's grand judge takes them across Tian Xia's legen...
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Pathfinder 2E: (PF172) Strength of Thousands #4 - Secrets of the Temple-City$37.99From the Necropolis to the Lost City! As trusted teachers at the Magaambya school of magic, the heroes are sent on a delicate diplomatic mission to a city ruled by an evil mummy-god. During these n...
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Pathfinder 2E: (PF173) Strength of Thousands #5 - Doorway to the Red Star$37.99Soar above a planet of adventure! The trail of a long-vanished ally leads to the other side of a magical portal called the Doorway to the Red Star. The heroes must earn the trust of the portal's gu...
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Pathfinder 2E: (PF175) Quest for the Frozen Flame #1 - Broken Tusk Moon$29.99For generations, the Broken Tusk following has roamed their small patch of the Realm of the Mammoth Lords in relative peace. Now, to avoid annihilation from a maniacal war horde, they must flee int...
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Pathfinder 2E: (PF176) Quest for the Frozen Flame #2 - Lost Mammoth Valley$29.99With danger close behind, the Broken Tusks journey through the bountiful but treacherous Lost Mammoth Valley in search of the Primordial Flame. The Tusks' scouts solve the riddles of the primordi...
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Pathfinder 2E: (PF177) Quest for the Frozen Flame #3 - Burning Tundra$34.99The Broken Tusks find sanctuary at last in the settlement of Hillcross, but invading frost giants quickly force the clan''s scouts to lead their mighty following''s defense against the siege and ta...
Added To Cart :Add To Cart Failed :Product successfully added to wishlist!Black Grading Guide
''Near Mint (NM)'
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. '
'
''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. '
''
''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. '
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