Prismatic
Gain 2 Tome of Traits and 5 gold.
Gain a Bastion Emblem, a Sunfire Cape, and a Taric.
Gain a Bilgewater Emblem, a Night Harvester, and a Nautilus.
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
Gain a 2-star champion and 1 gold every time you level up. The champion's tier is your level minus 4 (min: Tier 1).
Gain a Rapid Firecannon and a Guinsoo's Rageblade, a Recurve bow, a Magnetic Remover.
Gain a Bruiser Emblem, a Redemption, and a Rek'Sai.
Your units with no Traits active gain 300-600 Health and 50-70% Attack Speed (based on current Stage).
At the start of the next 6 rounds, gain a random item component.
As you level, gain more powerful items. At level 4 - gain a Component Anvil, at level 6 - gain a Completed Item Anvil, at level 8 - open a radiant item armory.
Gain a Challenger Emblem, a Hand of Justice, and a Naafiri.
Buying XP costs 5 Health instead of gold. Heal 2 Health before each player combat.
Gain +2 maximum team size, but take 100% increased player damage.
Your champions holding an item gain 500 health.
Your units holding an item gain 250 Health and 20% Omnivamp.
Gain a Demacia Emblem, a Recurve Bow, and a Quinn.
When you field exactly 2 copies of a champion, they both gain 40% Attack Damage and 40 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 15%. Gain 4 gold.
Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 15%. Gain 14 gold.
The first time you would be eliminated or reduced to 1 Health, instead remain alive. Then, at the beginning of your next planning phase gain 60 XP and set your gold to 66. Excess gold is converted to XP.
Your team counts as having 1 additional Freljord. Gain a Redemption and an Ashe.
Each time your Shop is refreshed, you have a 45% chance to gain a free refresh.
Gain a Gunner Emblem, a Runann's Hurricane, and a Jayce.
Your units heal for 25% of the damage they deal, and they convert 30% of excess healing to true damage on their next attack.
Gain 23 gold. Your maximum interest is increased to 10.
Gain 32 gold. Your maximum interest is increased to 10.
Gain 44 gold. Your maximum interest is increased to 10.
Gain 1 gold per round. When you level up, gain a number of free shop refreshes equal to your level, which carry over between rounds.
Gain a Bramble Vest, a Dragon's Claw, a Giant's Belt, and a Magnetic Remover.
Your max level is 7. Gain 75 Gold.
Gain a Invoker Emblem, a Jeweled Gauntlet, and a Karma.
Gain an Ionia Emblem, a Guardbreaker, and a Karma.
Your units' Abilities can critically strike. Your units gain 45% Critical Strike chance.
Gain an Juggernaut Emblem, a Bloodthirster, and a Darius.
When you buy XP, gain an additional 3. Gain 2 immediately. You can now reach level 10.
Gain an Ornn Item Anvil now and after every 10 player combats.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Gain 3 XP now, and bonus XP equal to your level at the start of every player combat round. You can no longer use gold to level up.
Your team counts as having 1 additional Multicaster. Gain a Jeweled Gauntlet and a Vel'Koz.
Gain a Noxus Emblem, a Sparring Gloves, and a Darius.
Gain a Deathblade and an Infinity Edge, a BF Sword, and a Magnetic Remover.
Gain a random Radiant item. Round Start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Gain an Infinity Force. After 5 player combats, gain another.
Gain an Infinity Force. After 3 player combats, gain another.
Your team counts as having 1 additional Piltover. Gain a Giant Slayer and a Jayce.
Your units gain 8% Attack Speed. Each round, increase this by 2%.
Open an Armory and choose 1 of 5 unique Radiant items. Gain a Magnetic Remover.
Gain a Rogue Emblem, a Hand of Justice, and a Qiyana.
Gain a Rascal's Gloves, which equips two random Radiant items every round.
Gain a Shurima Emblem, a Protector's Vow, and a Naafiri.
Gain a Slayer Emblem, a Night harvester, and a Quinn.
Combat start: Units with no adjacent allies gain 25% Attack Damage and Ability Power.
Gain a Sorcerer Emblem, a Spear of Shojin, and a Vel'Koz.
When you kill an enemy unit, there's a 40% chance to drop amazing loot.
Gain a Tier 4 champion, and a 2-star Tier 1 champion that shares a trait with them. At the next 1 stages, gain the Tier 4 champion again.
Gain 1 Training Dummy(s). It has 3 random Support Items equipped, which cannot be removed.
Your team counts as having 1 additional Strategist. Gain a Adaptive Helm and a Swain.
Gain two Spatulas and 1 Component Anvil.
Your team counts as having 1 additional Targon. Gain a Redemption and a Taric.
Gain a massive golden egg that hatches in 11 turns. Victorious player combats accelerate the hatch timer by an additional turn.
Your tactician is small and speedy, heals 2 Health after a PVP round, and grants 2 Gold per round.
Your tactician is small and speedy, heals 2 Health after a PVP round, and grants 2 Gold per round. And gain 8 golds.
Your team gains 50 Health, plus 5 Health per missing Tactician Health.
Gain a Jeweled Gauntlet, a Rabadon's Deathcap, a Needlessly Large Rod, and a Magnetic Remover.
Gain a Vanquisher Emblem, a Hand of Justice, and a Darius.
Gain a Void Emblem, an Adaptive Helm, and a Rek'Sai.
Gain a Training Dummy. It has 3 random Emblems equipped, which cannot be removed. Gain 6 gold.
Round Start: Gain 3 gold. If you have at least 40 gold, your Tactician heals 2 Health.
All Completed items you own or receive are reforged into random Ornn Artifacts (excluding Tactician's Crown and Emblems). Units gain 110 Health per equipped Artifact.
Gain a Zaun Emblem, a Guardbreaker, and an Ekko.