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XI. Erntz, Justice
Ward.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.
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XI. Erntz, Justice
XI. Erntz, Justice
Ward.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.
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Description
Ward.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.
[Fanfare] Put the top card of your deck into your EX area. If you put a card that costs 5 or more into your EX area, evolve this follower or return it to its owner's hand.
When this card leaves the field, give your leader [Defense]+8.















