Cards where: class is warrior

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Adept Swordmaster

Adept Swordmaster

2
Wind

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

Class Bonus Weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Airship Captain

Airship Captain

2
Fire

Whenever a domain enters the field under your control, deal 2 damage to target champion.

“From the skies, this vast world is ours to explore. Each peak and valley, every kingdom and city, a crown jewel to claim.”

Power
1
Life
3
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Altruistic Blacksmith

Altruistic Blacksmith

3
Norm

Intercept

Class Bonus On Enter: Each player summons a Cheap Sword token. You gain the Crowd's Favor status.

"You get a sword, and you get a sword!"

Power
1
Life
3
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Andronika, Eternal Herald

Andronika, Eternal Herald

3
Wind

Imbue 3

As long as Andronika is imbued, Andronika gets +1 and +1 , and has vigor.

Class Bonus On Enter: Put a buff counter on up to two Automaton allies you control.

Power
1
Life
1
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Angelic Vanguard

Angelic Vanguard

3
Norm

Advanced Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are advanced element, this card becomes imbued.)

As long as Angelic Vanguard is imbued, it has intercept and retort 2.

Power
2
Life
3
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Annihilation

Annihilation

3
Exia

Damage 35+ Fast Activation

Class Bonus Deal up to 7 damage to your champion. Destroy all non-champion objects with reserve cost equal to the amount of damage dealt to your champion this way.

Speed
Slow
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Apotheosis Rite

Apotheosis Rite

0
Norm

Divine Relic

Banish Apotheosis Rite: Your champion becomes an Ascendant in addition to its other types. Draw a card.

"Only one will rise above."

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AquaTech Blade X

AquaTech Blade X

1
Exalted
Water

As long as you control a VelTech item, this card costs 1 less to materialize.

Class Bonus , Banish a card with floating memory from your graveyard: Cascade—
• 1— AquaTech Blade X gets +3 until end of turn.
• 2— Recover 4.
• 3— AquaTech Blade X gets +5 until end of turn. Then recover 5.

Power
1
Durability
3
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AquaTech Shell

AquaTech Shell

3
Water

Ally Link

Linked ally gets +2 and has "On Attack: Recover 2."

Class Bonus Floating Memory

A plate designed to complement the wearer's affinities.

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AquaTech Shield

AquaTech Shield

3
Water

Ally Link

Link Shield

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

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Aqueous Enchanting

Aqueous Enchanting

3
Water

Allies you control get your choice of +1 or +1 until end of turn.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Speed
Fast
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Ardent Cloudstriker

Ardent Cloudstriker

5
Norm

On Attack: If your Shifting Currents face West and Ardent Cloudstriker is attacking a champion, this attack gets +3 .

Power
3
Life
4
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Arondight, Azure Blade

Arondight, Azure Blade

1
Water

Class Bonus On Enter: You may banish any amount of cards with floating memory from your graveyard. For each card banished this way, put a refinement counter on Arondight.

Arondight gets +2 for each refinement counter on it.

Power
1
Durability
2
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Arrest Lightning

Arrest Lightning

2
Arcane

Prevent the next X damage that would be dealt to target unit this turn, where X is the amount of static counters on that unit. (X is calculated only as this card resolves.)

Class Bonus Element Bonus 1, Banish this card from your graveyard: Put a static counter on target arcane element object you control and each object linked to it.

Speed
Fast
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Arsenal Keeper

Arsenal Keeper

3
Fire

Class Bonus On Enter: You may have Arsenal Keeper deal 2 damage to your champion. If you do, put a durability counter on a weapon you control. (Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
2
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Arthur, Young Heir

Arthur, Young Heir

4
Fire

On Enter: You may rest Arthur. If you do, Arthur gains immortality until the beginning of your next turn. (A unit with immortality can't die.)

As long as Arthur is rested, other allies you control get +1 .

Power
2
Life
3
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Ash Filcher

Ash Filcher

3
Fire

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

A single blade shining crimson under the moonlight.

Power
1
Life
3
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Banner Knight

Banner Knight

2
Norm

Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Standards raised behind capable leaders often instill courage in those that march astride.

Power
1
Life
3
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Banner of Ares

Banner of Ares

0
Wind

Whenever you activate a wind element card, if there are less than four refinement counters on Banner of Ares, put a refinement counter on Banner of Ares.

As long as there are four or more refinement counters on Banner of Ares, each wind element ally that enters the field under your control enters with an additional buff counter on them.

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Battery Core X

Battery Core X

1
Norm

Hindered (This object enters the field rested.)

, Banish Battery Core X: Target ally's next attack against a champion this turn gets +2 for each VelTech item linked to that ally.

A rechargeable, portable energy storage device.

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Beacon Knight

Beacon Knight

3
Crux

Vigor (At the beginning of your end phase, wake up this ally.)

Class Bonus Whenever one or more regalia enter the field under your control, put a buff counter on Beacon Knight.

Power
3
Life
3
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Beguiling Bandit

Beguiling Bandit

3
Water

Players can't declare attacks targeting Beguiling Bandit unless they pay 1 for each attack declaration.

Class Bonus Level 2+ Beguiling Bandit gets +1 .

Power
1
Life
3
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Benevolent Battle Priest

Benevolent Battle Priest

3
Water

Class Bonus On Attack: Recover 1. (To recover, remove that many damage counters from your champion.)

Tending to the blood-soaked fields of Cambria is not for the faint of heart.

Power
1
Life
4
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Berserker Plate

Berserker Plate

1
Exia

Class Bonus Your champion gets +7 . (Apply this effect only if your champion's class matches this card's class.)

At the beginning of your recollection phase, deal 3 unpreventable damage to your champion then draw a card.

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Beseeching Flourish

Beseeching Flourish

3
Wind

Jin Bonus On Hit: Materialize a Polearm weapon card from your material deck. (Apply this effect only if your champion is Jin. You still pay the costs for the materialization.)

"Broken? No matter, I have another."

Power
3
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Besieged Slash

Besieged Slash

3
Norm

Class Bonus As long as an opponent controls three or more units, this card costs 2 less to activate.

With enough dedication, every disadvantage becomes a weapon.

Power
4
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Bill, Chimney Sweep

Bill, Chimney Sweep

3
Fire

On Enter: If Bill is not ephemeral, sacrifice a Specter ally.

Alice Bonus Ephemerate — 5, Discard a card. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
4
Life
3
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Bladed Riftseer

Bladed Riftseer

3
Norm

Level 1+ True Sight (Units with true sight can attack objects with stealth. Apply this effect only if your champion is level 1 or higher.)

"Don't let him know she liked them the best, for this must ever be a secret, kept from all the rest."

Power
2
Life
3
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Blazing Lunge

Blazing Lunge

3
Fire

Class Bonus Banish two fire element cards from your graveyard: Blazing Lunge gains "Combat damage dealt by this attack is unpreventable." (Activate this ability only while this card is in an intent.)

A fearsome strike that melts away armor.

Power
4
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Blazing Throw

Blazing Throw

1
Fire

As an additional cost to activate this card, sacrifice a weapon.

Deal 4 damage to target unit.

Tossing away your weapon is either stupid or genius with little room in between.

Speed
Slow
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Blistering Insurgent

Blistering Insurgent

2
Fire

Whenever your champion attacks for the first time each turn, Blistering Insurgent gets +1 until end of turn.

Power
2
Life
1
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Bloodbond Bladesworn

Bloodbond Bladesworn

3
Exia

Class Bonus Bloodbond Bladesworn gets +1 for every ten damage counters on your champion.

Whenever Bloodbond Bladesworn is dealt damage, deal that much damage to your champion.

"An eye for an eye."

Power
3
Life
6
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Bloodshroud Temper

Bloodshroud Temper

2
Exia

Target weapon gains omnishroud until end of turn. (An object with omnishroud can't be targeted by activations, materializations, or triggers.)

Damage 20+ Put two durability counters on that weapon. (Apply this effect only if there are twenty or more damage counters on your champion.)

Speed
Fast
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Bolstering Tempest

Bolstering Tempest

2
Exalted
Wind

This card costs 2 more to activate for each
target beyond the first.

Any amount of target Human allies get +3 until end of turn.

"Together we can achieve victory!"

Speed
Slow
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Break the Line

Break the Line

2
Norm

Activate this card only during a combat phase.

You may banish a Warrior champion card from your material deck. If you do, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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Breakwater Cadet

Breakwater Cadet

3
Water

Class Bonus On Attack: Target player puts the top two cards of their deck into their graveyard. (Apply this effect only if your champion's class matches this card's class.)

"The lab is off limits. I'll have to ask you to leave."

Power
1
Life
3
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Breezy Looper

Breezy Looper

4
Wind

Level 1+ On Enter: Return target Harmony or Melody card from your graveyard to your memory.

"I can't get enough of it! It's time to put it on repeat!"

Power
2
Life
3
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Brooch X Ultra

Brooch X Ultra

2
Arcane

Ally Link

Linked ally gets +2 and has "On Attack: Banish a card at random from your memory. If you do, draw a card."

Forge the future with lightning in hand.

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Camelot, Impenetrable

Camelot, Impenetrable

3
Wind

Upkeep — Whenever you materialize a card, sacrifice Camelot.

Whenever you activate a wind element card, you may negate its activation. If you do, choose an ally and suppress it.

Blessed by the zephyrs, yet now beset with strife.

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Camil, Basked Abundance

Camil, Basked Abundance

3
Norm

On Attack: You may put a non-advanced element VelTech item card with ally link from your hand or memory onto the field linked to Camil. Then if Camil is linked to three or more objects, draw a card into your memory.

On Leave: Put the items that were linked to Camil into your memory.

Power
1
Life
2
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Capacitance X Psycho

Capacitance X Psycho

1
Arcane

Lorraine Bonus As long as there are six or more arcane element cards in your banishment, you may activate this card from your material deck. If you do, it enters the field rested.

Lorraine Bonus Non-combat damage dealt by sources you control is unpreventable.

As long as Capacitance X Psycho is awake, if a source you control would deal exactly 1 non-combat damage, it deals that much damage plus 1 instead.

Power
2
Durability
2
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Cardinal of Divine Rite

Cardinal of Divine Rite

3
Norm

Angel cards and objects Angel objects can't become imbued.

Even the angels themselves are bound by the laws spoken by the cardinals, keepers of the will of the Grand Archive.

Power
2
Life
3
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Cell Vanguard

Cell Vanguard

2
Wind

Class Bonus On Enter: Summon a Powercell token rested.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Cemetery Sentry

Cemetery Sentry

4
Fire

On Enter: You may discard a fire element card. If you do, draw a card.

Graverobbers will not easily get their plunder while the sentries watch over the consecrated dead.

Power
2
Life
2
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Ceremonial Stormblade

Ceremonial Stormblade

0
Wind

Class Bonus On Enter: Put a durability counter on Ceremonial Stormblade for each wind element ally you control. (Apply this effect only if your champion’s class matches this card’s class.)

An ornamental sword that rallies the winds.

Power
1
Durability
1
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Chance, Seven of Spades

Chance, Seven of Spades

7
Norm

Level 1+ This card costs 3 less to activate.

Cardistry — 7: Chance gains "Other Suited allies you control get +1 and have vigor." This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
3
Life
3
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Charged Directive

Charged Directive

2
Norm

Command Automaton (An Automaton ally you control performs this attack.)

On Attack: Summon a Powercell token rested. Then each opponent banishes X cards from their graveyard, where X is the amount of Powercells you control.

As the automaton army grew, so did their empathy–and with it, their desire for belonging.

Power
2
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Charged Mannequin

Charged Mannequin

2
Norm

As long as you control a Powercell, Charged Mannequin gets +1 .

“Silken Street, say hello to your new fashion model! Made to engage with the most exclusive of clientele.”
— Gearstride Automatics Advertisement

Power
1
Life
3
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Cheap Sword

Cheap Sword

1
Norm

An easy-to-use sword, perfect for beginners or anyone seeking simple self-defense.

Power
1
Durability
1
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Clarent, Reimagined

Clarent, Reimagined

2
Norm

Lorraine Bonus While paying for this card's memory cost, you may banish a card named Clarent, Sword of Peace and up to one other Sword Regalia card from your material deck. Each card banished this way pays for 1 of that cost.

Lorraine Bonus Remove a durability counter from Clarent: If target unit would be dealt non-combat damage this turn, prevent 1 of that damage. Clarent gains spellshroud until end of turn.

Power
1
Durability
3
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