Silver

You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Your Champions with no items equipped gain 120 Health and heal for 1% of their max Health each second.

Gain a Lesser Champion Duplicator. This happens a second time after 7 player combats.

Your team counts as having 1 additional Bastion. Gain a Kassadin.

Gain 1 gold per 3 Health your Tactician loses.

Gain a random Emblem and a Reforger.

Every 4 Shop refreshes, gain a free refresh.

Your team counts as having 1 additional Bruiser. Gain a Vi.

At the start of the next 2 rounds, gain a random item component.

Each time you level up, gain the same random Tier 2 champion.

Your team counts as having 1 additional Challenger. Gain a Warwick.

Gain a random component. Whenever you would get a random component, instead gain a component anvil.

Gain double win and loss streak gold.

Leveling up costs 3 XP less. You can now reach Level 10.

Your champions holding an item gain 250 health.

Your units holding an item gain 80 Health and 13% Omnivamp.

Your team counts as having 1 additional Deadeye. Gain an Ashe.

Your team counts as having 1 additional Gunner. Gain a Jinx.

Your units heal for 10% of the damage they deal, and they convert 20% of excess healing to true damage on their next attack.

When an enemy dies, the nearest allied unit is healed for 300.

If your streak is less than 2, gain 2 gold.

When your units score a Takedown they shed all negative effects and become immune to Crowd Control for 10 seconds.

Your team counts as having 1 additional Invoker. Gain a Soraka.

Gain a Component Anvil and 2 Gold.

Combat Start: Your strongest unit gains 40% critical strike chance and their spells can critically strike.

Your team counts as having 1 additional Juggernaut. Gain a Sett.

When you reach Level 9, gain 44 gold.

Gain an Ornn Item Anvil after 8 player combats.

Gain a copy of each Tier One champion.

Whenever you star-up a champion, gain a free reroll. Gain 2 gold.

Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit.

Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).

Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.

Gain a random component. Round Start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).

Your units gain 8% Attack Speed. Each round, increase this by 0.5%.

Champions on your board permanently transform into random champions 1 Tier higher. Gain @NumRemovers@ Magnetic Removers.

Your units' attacks burn their targets for 8% of their maximum Health over 5 seconds and reduce their targets' healing received by 50%.

Your Tactician loses 20 Health, but after 7 Player combats, gain 30 Gold.

Your team counts as having 1 additional Rogue. Gain a Zed.

Your team counts as having 1 additional Shadow Isles. Gain a Viego and 1 gold.

Gain 10 XP.

Your team counts as having 1 additional Slayer. Gain a Kled.

Units that begin combat with no adjacent allies gain 12% Attack Damage and Ability Power.

Your team counts as having 1 additional Sorcerer. Gain a Swain.

When you kill an enemy unit, there's a 20% chance to drop loot.

Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.

Your team gains 20 Health, plus 2 Health per missing Tactician Health.

Your units without items equipped gain 30% Attack Speed.

If you have 3 or more units in the same row at the start of combat, they all gain 18 Armor and Magic Resist.

You can always move freely on Carousel rounds. Gain a random component.

Your team counts as having 1 additional Zaun. Gain a Warwick.