
The Stash and the ARC
SKU ARCRAIDERS-CARD-105
The Stash and the ARC — Token card from the ARC RAIDERS Commander deck (Extraction).
The Stash and the ARC
Type: Token
Rarity: Token
Mana Cost: —
Color Identity: Colorless
Reminder card. Stash (To Stash a card is to exile it face up in that player's Stash. At the beginning of that player's end step, if a creature they control died this turn, the raid failed: every card in their Stash goes to its owner's graveyard. Otherwise, if they control an Extraction Point, they cash out: every card in their Stash goes to their hand, theirs for good.)
Every player has a Stash. Most players never put anything in theirs. Nothing in your Stash is yours until you cash out, and nothing in it is safe: this exile is temporary in BOTH directions, and which way it goes is settled once a turn, by you, by whether you stayed in for one more room. It is not the Trail of Uncharted (face-down cards flipped by damage), it is not the Museum of Indiana Jones (a permanent exile you may never use), and it is not the Storm of Fortnite (a circle closing on the whole table).
An Extraction Point is any permanent with that type: a stair head, a rope, a balloon, a ladder, or a raider who has decided to leave. Most of them are sacrificed the moment they are used — one point, one banked raid.
The ARC (An ARC token is created under the control of the player with the smallest Stash. It attacks the player with the largest Stash each combat if able. The machines belong to nobody.)
If two or more players are tied for the smallest or the largest Stash, the active player chooses among them.
“You do not own the run. You own what you were still holding when the rope came up.”
Single card from the ARC RAIDERS (Extraction) Commander deck. Sold individually.
Fan-made proxy — not intended for official tournaments
The Stash and the ARC
The Stash and the ARC — Token card from the ARC RAIDERS Commander deck (Extraction).
Quantity
The Stash and the ARC
Type: Token
Rarity: Token
Mana Cost: —
Color Identity: Colorless
Reminder card. Stash (To Stash a card is to exile it face up in that player's Stash. At the beginning of that player's end step, if a creature they control died this turn, the raid failed: every card in their Stash goes to its owner's graveyard. Otherwise, if they control an Extraction Point, they cash out: every card in their Stash goes to their hand, theirs for good.)
Every player has a Stash. Most players never put anything in theirs. Nothing in your Stash is yours until you cash out, and nothing in it is safe: this exile is temporary in BOTH directions, and which way it goes is settled once a turn, by you, by whether you stayed in for one more room. It is not the Trail of Uncharted (face-down cards flipped by damage), it is not the Museum of Indiana Jones (a permanent exile you may never use), and it is not the Storm of Fortnite (a circle closing on the whole table).
An Extraction Point is any permanent with that type: a stair head, a rope, a balloon, a ladder, or a raider who has decided to leave. Most of them are sacrificed the moment they are used — one point, one banked raid.
The ARC (An ARC token is created under the control of the player with the smallest Stash. It attacks the player with the largest Stash each combat if able. The machines belong to nobody.)
If two or more players are tied for the smallest or the largest Stash, the active player chooses among them.
“You do not own the run. You own what you were still holding when the rope came up.”
Single card from the ARC RAIDERS (Extraction) Commander deck. Sold individually.
Fan-made proxy — not intended for official tournaments