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Showing 451-500 of 1069 cards (page 10 of 22)

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Gustmark Gauge

Gustmark Gauge

0
Wind

As long as Gustmark Gauge is awake, Chessman allies you control get +1 .

Level 2+ As long as Gustmark Gauge is rested, Chessman allies you control get +1 .

2, β†·: Glimpse 1.

The flag always falls in your favor.

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Hailstorm Guard

Hailstorm Guard

6
Water

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this way.

Speed
Fast
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Halcyon Animus

Halcyon Animus

3
Crux

Materialize a regalia card from your material deck or banishment. (You still pay for its costs.)

Speed
Slow
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Harbinger of Lightning

Harbinger of Lightning

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Class Bonus On Death: Banish Harbinger of Lightning, and a card at random from your memory. When you do, as a Spell, deal X damage to target champion where X is the total reserve cost of the banished cards.

Power
2
Life
2
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Harness Mana

Harness Mana

0
Norm

Put any amount of cards from your hand into your memory.

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
Slow
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Harrow the Saved

Harrow the Saved

6
Umbra

Alice Bonus As long as there's a Curse card in your champion's lineage, this card costs 3 less to activate.

Put all non-champion non-regalia Specter cards from your banishment into your graveyard. Then recover X, where X is the amount of cards put into your graveyard this way.

Speed
Slow
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Harvester Mk II

Harvester Mk II

3
Norm

Automaton allies you control have β€œOn Death: Summon a Powercell token.”

β€œFor our loyal Gearstride customers, our Harvester prototype automates maintenance like never before!”
β€” Gearstride Automatics Advertisement

Power
1
Life
2
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Harvest Herbs

Harvest Herbs

1
Norm

Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

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
Slow
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Hasty Messenger

Hasty Messenger

2
Fire

On Attack: You may discard a card. If you do, draw a card.

"The emperor is dead! The throne sits empty!"

Power
1
Life
2
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Heatwave Generator

Heatwave Generator

1
Fire

Class Bonus This card costs 1 less to materialize.

At the beginning of your recollection phase, target ally you control gets +1 until end of turn.

The Forgelight's mastery of heat transfer theoretics became their greatest war asset.

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Heavy Swing

Heavy Swing

6
Norm

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Long-dormant power, fused into a single blow.

Power
6
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Hector, Praetorian Guard

Hector, Praetorian Guard

3
Neos

Imbue 3

Class Bonus On Enter: If Hector is imbued, summon two Automaton Drone tokens.

Class Bonus If damage would be dealt to one or more non-token neos element units you control, prevent X of that damage where X is the amount of tokens you control. Apply this replacement effect only once per turn.

Power
3
Life
3
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Heirloom of Libra

Heirloom of Libra

0
Exalted
Norm

Banish Heirloom of Libra: Choose oneβ€”
β€’ Each champion you don’t control gets -5 level until end of turn.
β€’ Until end of turn, your opponents can’t glimpse.

3, Banish Heirloom of Libra: Draw a card into your memory.

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Heirloom of Materia

Heirloom of Materia

0
Exalted
Norm

Banish Heirloom of Materia: Choose oneβ€”
β€’ Remove all damage counters from target champion you don’t control. Return those counters onto that champion at the beginning of your next turn.
β€’ For each opponent, for every two token objects they control, they sacrifice one.

3, Banish Heirloom of Materia: Draw a card into your memory.

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Heirloom of Spectra

Heirloom of Spectra

0
Exalted
Norm

Banish Heirloom of Spectra: Choose oneβ€”
β€’ Until end of turn, cards in each opponent’s memory are norm element and lose all abilities.
β€’ Choose a Curse card in a champion’s lineage and banish it.

3, Banish Heirloom of Spectra: Draw a card into your memory.

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Hemorrhaging Rend

Hemorrhaging Rend

4
Exia

Damage 20+ Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted. Apply this effect only if there are twenty or more damage counters on your champion.)

As much as he clung to life, without his humanity, he wondered if he was living at all.

Power
4
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Hexbound Blade

Hexbound Blade

2
Umbra

As long as you have agility, Hexbound Blade gets +4.

Tristan Bonus On Hit: Put Hexbound Blade on the bottom of target champion's lineage.

Inherited Effect β€” If damage would be dealt to this unit by an umbra element source, that source deals that much damage plus 1 to this unit instead.

Power
2
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Hidden Enclave

Hidden Enclave

2
Water

At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard.

A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.

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Hidden Longbowman

Hidden Longbowman

2
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Hidden Longbowman has stealth as long as it's distant. (This unit with stealth can't be targeted by attacks unless permitted by true sight.)

Power
1
Life
2
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Hide in Bush

Hide in Bush

5
Norm

Brew β€” Four Herbs (You may sacrifice the listed objects rather than pay this card’s reserve cost.)

Your champion gains stealth until end of turn. (This champion can’t be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Hire Mercenaries

Hire Mercenaries

2
Norm

This card costs 1 less to activate if an opponent controls one or more allies.
Look at the top two cards of your deck. Put one of those cards into your memory and the other on the bottom of your deck.

Speed
Slow
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Hoarfrost Hold

Hoarfrost Hold

2
Water

Class Bonus On Enter: Banish any amount of Suited Spell cards from your hand and/or memory. For each card banished this way, put a frost counter on Hoarfrost Hold.

Each opponent recollects X less cards during the resolution of their recollection phase, where X is the amount of frost counters on Hoarfrost Hold. (They choose which cards to recollect.)

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Hoarfrost Spine

Hoarfrost Spine

2
Water

(Bow β€” Must be loaded to use for an attack and can't be used with an attack card.)

On Enter: Look at the top card of your deck. You may put that card into your graveyard.

Beware of frostbite.

Power
1
Durability
3
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Hone by Fire

Hone by Fire

2
Fire

Target Sword weapon you control gets +2 until end of turn. Class Bonus: Put a durability counter on it.

Enwreathed and tempered in flame.

Speed
Fast
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Honorable Vanguard

Honorable Vanguard

2
Norm

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

The emperor's gates are well-watched with these soldiers' dutiful eyes and faithful hearts.

Power
1
Life
2
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Hub of Innovation

Hub of Innovation

3
Norm

On Enter: Draw a card into your memory.

At the crossroads of commerce, settlements rapidly expand and the exchange of thoughts flourishes.

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Hulao Gate, Sun's Ascent

Hulao Gate, Sun's Ascent

3
Fire

Whenever a unit declares an attack, deal 2 damage to it.

Upkeep β€” At the beginning of your recollection phase, you may banish a fire element card from your graveyard. If you don't, sacrifice Hulao Gate.

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Humpty Dumpty, Fate's Fall

Humpty Dumpty, Fate's Fall

2
Astra

β†·: Put a buff counter on Humpty Dumpty. Then glimpse X, where X is the amount of buff counters on Humpty Dumpty.

2: Until end of turn, Humpty Dumpty becomes an ally in addition to its other types with base power and life 0.

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Hunt, Weiss King

Hunt, Weiss King

6
Water

Alice Bonus This card costs 2 less to activate for each of up to two Pawn allies you control.

β†·: Choose one that hasn't been chosenβ€”
β€’ If you control a Chessman Bishop ally, draw a card.
β€’ Put a buff counter on a Chessman Knight ally.
β€’ Change the target of an attack to a Chessman Rook ally you control. If you do, that ally gets +2 until end of turn.

Power
0
Life
4
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Hurricane Sweep

Hurricane Sweep

5
Wind

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level. Apply this effect only if your champion's class matches this card's class.)

Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted.)

Power
1
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Hydroguard Retainer

Hydroguard Retainer

3
Water

Taunt (While awake, this ally must be targeted before other units you control during your opponent's attack declarations if able.)

Whenever your Shifting Currents change from facing North to West, draw a card.

Power
1
Life
4
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Hymn of Gaia's Grace

Hymn of Gaia's Grace

3
Tera

Glimpse 3. Draw a card.

You may put an Animal or Beast ally card with reserve cost LV or less from your hand onto the field. If you do, you may change the target of an attack that targets your champion to that ally.

Speed
Fast
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Hypothermia

Hypothermia

2
Water

Target rested ally gets -4 until end of turn.

Rest once, and you may never rise again.

Speed
Slow
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Idle Fatestone

Idle Fatestone // Bolstered Boar

2
Norm

On Enter: Look at the top four cards of your deck and then put them back in any order.
Guo Jia Bonus β†·, 2: Reveal the top card of your deck. If that card's reserve cost is even, put a buff counter on Idle Fatestone. Otherwise, transform Idle Fatestone. (Zero is even.)

Back Face:

Bolstered Boar

As long as Bolstered Boar has two or more buff counters on it, it has steadfast, taunt, vigor, and retort 2.

Power
0
Life
2
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Idle Thoughts

Idle Thoughts

1
Norm

Look at the top four cards of your deck and then put them back in any order.

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

Speed
Slow
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Ignited Stab

Ignited Stab

1
Fire

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

Class Bonus On Attack: If Ignited Stab was prepared, it gets +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
2
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Ignite Fate

Ignite Fate

3
Fire

Deal 2 damage to each champion.

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

The clash of two sisters that would alter fate.

Speed
Slow
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Ignite the Soul

Ignite the Soul

1
Fire

Deal 1 damage to target unit.

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. Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Ignition Draw

Ignition Draw

3
Fire

As long as your champion is distant, this card costs 2 less to activate.

Look at the top six cards of your deck. Banish up to two Aethercharge cards from among them and put the rest on the bottom of your deck in any order. Until end of turn, you may activate the banished cards.

Speed
Fast
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Illuminate Secrets

Illuminate Secrets

2
Luxem

Deal an amount of damage to target unit equal to its owner's influence minus your influence. (A player's influence is equal to the total amount of cards in their hand and memory.)

The light protects those unjustly oppressed.

Speed
Fast
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Illuminating Charge

Illuminating Charge

3
Luxem

Reveal all cards in your memory. You may put up to two Animal cards from among them onto the field.

For her unmatched kindness and diligence, Guo Jia was admired by both her peers and forest creatures of Sanguo alike.

Speed
Slow
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Illusory Armsmaster

Illusory Armsmaster

2
Exalted
Water

Class Bonus Fast Activation (You may activate this card at fast speed.)

Class Bonus On Enter: Target Warrior weapon you control gains spellshroud until end of turn. Put two durability counters on it.

Power
2
Life
2
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Imbue in Frost

Imbue in Frost

3
Water

Target Sword weapon you control gets +2 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
Slow
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Immaterial Dissolution

Immaterial Dissolution

4
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Destroy up to three target non-regalia token objects with total reserve cost 4 or less.

Speed
Slow
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Impassioned Tutor

Impassioned Tutor

2
Fire
Card Type
Ally β€” Mage Human

On Attack: Your champion gets +1 level until end of turn.

"Let me show you how it's done!"

Power
1
Life
3
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Imperial Accord

Imperial Accord

2
Exalted
Water

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

Negate target advanced element card activation unless its controller pays 6. You may banish the card that had its activation negated this way.

Speed
Fast
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Imperial Alchemist

Imperial Alchemist

2
Wind

Class Bonus On Enter: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Whenever you brew a Potion, put a buff counter on Imperial Alchemist.

Power
1
Life
3
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Imperial Apprentice

Imperial Apprentice

2
Water
Card Type
Ally β€” Mage Human

Whenever you activate a Spell card, you may banish a card with floating memory from your graveyard. If you do, draw a card.

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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Imperial Assassin

Imperial Assassin

3
Norm

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion’s class matches this card’s class.)

Loyal to whoever bears the Imperial Seal.

Power
2
Life
1
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Imperial Panzer

Imperial Panzer

3
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Imperial Panzer is fostered, it gets +1 and +2 , and has vigor.

Power
2
Life
2
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