Cards where:
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Scorching Knowledge

Scorching Knowledge

1
Fire

Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +3 level.)

Rai Bonus You may remove an enlighten counter from your champion. If you do, empower 3.

Speed
Fast
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Scout the Land

Scout the Land

2
Wind

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

β€œThe politics and kingmaking of empires matter little to me as long as there’s a bounty to be found.”
β€” Perse, Relentless Raptor

Speed
Fast
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Scry the Skies

Scry the Skies

1
Norm

Glimpse LV. Draw a card into your memory. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

The skies hold secrets only privy to the few versed in its signs.

Speed
Slow
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Second Wind

Second Wind

3
Wind

Wake up target ally. Class Bonus: That ally gets +1 until end of turn. (Apply the additional effect only if your champion's class matches this card's class.)

With invigorating winds riding at the tail, an army's assault can press forward.

Speed
Fast
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Seeker's Aetherwing

Seeker's Aetherwing

0
Norm

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

Class Bonus Spellshroud (This object can't be targeted by Spells.)

Class Bonus True Sight (Attacks using this weapon can target units with stealth.)

Power
1
Durability
3
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Seething Intercession

Seething Intercession

2
Exia

Banish the top three cards of your deck. For as long as they're banished, you may activate them. As an additional cost to activate each of those cards, deal 2 unpreventable damage to your champion.

Jin Bonus If your influence is four or less, the next three cards you activate from banishment this turn cost 1 less to activate.

Speed
Fast
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Senaris, Six of Diamonds

Senaris, Six of Diamonds

6
Water

Spellshroud, Stealth

Cardistry β€” 6: The next three times a Suited Spell source you control would deal damage this turn, it deals that much plus 3 damage instead. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
4
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Seraphic Legion's Descent

Seraphic Legion's Descent

3
Exalted
Norm

On Enter: Search your deck for any amount of Angel ally cards. Banish those cards along with any amount of Angel ally cards from your hand, memory, and/or graveyard. Shuffle your deck. Then draw a card into your memory for each card banished from your hand and memory this way.

Level 3+ 1, β†·: Until end of turn, you may activate target card banished by Seraphic Legion's Descent.

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Serum of Wisdom

Serum of Wisdom

3
Norm

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

Sacrifice Serum of Wisdom: Glimpse 3. Draw a card into your memory.

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Set Ablaze

Set Ablaze

2
Fire

Deal 4 damage to target ally.

Class Bonus Level 3+ Deal 3 damage to each champion controlled by the same player as that ally.

β€œThe Imperial Academy never taught me this.”

Speed
Slow
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Shaded Doppelganger

Shaded Doppelganger

2
Umbra

Stealth

Shaded Doppelganger gets +X, where X is the highest base power stat among other allies you control.

β€œWe are bound to each other… in ways you cannot see.”

Power
1
Life
3
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Shademist Priestess

Shademist Priestess

2
Water

Stealth

Whenever your champion is dealt damage from a source you don't control, you may recover 1.

Floating Memory

Power
0
Life
1
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Shade Striker

Shade Striker

3
Norm

Ambush (This ally may retaliate against attackers while not defending.)

"You'll be in trouble if you ignore what you can't see."

Power
2
Life
3
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Shared Fervor

Shared Fervor

1
Norm

Each player draws a card into their memory. You gain the Crowd's Favor status.

β€œLay down the barriers that separate us; only through unity can we prevail.”

Speed
Slow
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Shatter the Brittle

Shatter the Brittle

2
Fire

Activate this card only if you control a Fatestone or Fatebound object.

Destroy target item or weapon with memory cost 1 or less, or with reserve cost 5 or less. If you do, its controller draws a card into their memory.

Speed
Fast
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Shifting Currents

Shifting Currents

Kongming Bonus At the beginning of your end phase, you may change the direction of your Shifting Currents to a different direction of your choice. (The directions are North, South, East, and West.)

"No matter the direction, I guide the flow of battle."

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Shilowen, Peaceful Beginnings

Shilowen, Peaceful Beginnings

3
Norm

Whenever an ally enters the field, you may remove two durability counters from Shilowen. If you do, put a bulwark counter on that ally. (If combat damage would be dealt to an ally with any bulwark counters on it, remove one and prevent that damage instead.)

Durability
6
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Shimmercloak Assassin

Shimmercloak Assassin

3
Wind

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

"I need an Auto-Maid, but make it keep out of sight somehow. They are an eyesore for my guests."
β€” Custom Dorumegian Noble Commission

Power
2
Life
2
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Shizun of the Ash

Shizun of the Ash

2
Fire
Card Type
Ally β€” Mage Human

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

Kongming Bonus β†·, Banish a fire element card from your graveyard: As a Spell, deal 4 damage to target ally. Activate this ability only if your Shifting Currents face North or South.

Power
1
Life
2
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Shock Therapy

Shock Therapy

2
Arcane

Class Bonus Element Bonus Whenever this card is banished from your memory, put an enlighten counter on your champion.

Deal an amount of damage to target ally equal to the amount of enlighten counters on your champion.

Speed
Fast
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Shred to Ribbons

Shred to Ribbons

3
Wind

Class Bonus As long as the attacker is attacking an ally with 5 or more, Shred to Ribbons gets +3 . (Apply this effect only if your champion’s class matches this card’s class.)

"I must stop the casualties."

Power
2
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Shroud in Mist

Shroud in Mist

5
Water

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

Units you control gain stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Shuang Ji of Sacrifice

Shuang Ji of Sacrifice

1
Exia

Class Bonus For every five damage counters on your champion, Shuang Ji of Sacrifice gets +1 .

On Enter: You may have Shuang Ji of Sacrifice deal 5 unpreventable damage to your champion. If you do, draw a card.

Power
1
Durability
3
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Silvergale Monstrosity's Call

Silvergale Monstrosity's Call

3
Exalted
Wind

Prepare 2

Summon a Memorite Obelith token. If Silvergale Monstrosity's Call was prepared, move any amount of sheen counters from your Fractured Memories onto any amount of allies named Memorite Obelith you control.

Speed
Slow
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Silvergale Obelith's Call

Silvergale Obelith's Call

2
Wind

Summon a Memorite Obelith token with a sheen counter on it.

A cool breeze swept across her body as the Obelith came into beingβ€”a creature born from her very memories. How much more was she to forget?

Speed
Fast
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Silvershine

Silvershine

1
Norm

Sacrifice Silvershine: Recover 1.

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Silver Soldier

Silver Soldier

3
Exalted
Norm

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

Retort 2, Vigor

"As long as my queen wills it, I shall stand."

Power
3
Life
4
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Simple Slime

Simple Slime

2
Norm

Simple Slime can't attack.

If damage would be dealt to Simple Slime, prevent 3 of that damage.

Little knowledge, a lot of happiness.

Power
0
Life
2
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Sinister Composure

Sinister Composure

2
Umbra

Draw a card, then put a preparation counter on your champion.

Tristan Bonus If you have agility, put three more preparation counters on your champion.

"I'll find you, Lorraine Allard. No matter what it takes."

Speed
Fast
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Siphoning Stab

Siphoning Stab

2
Exia

Class Bonus As long as the attacker is attacking using a Polearm weapon, Siphoning Stab has "On Hit: Recover X, where X is the amount of damage dealt by this hit."

"For you, I will unite Sanguo. I no longer fear death."

Power
3
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Slay the King

Slay the King

2
Crux

Class Bonus On Attack: You may banish a card from your material deck. If you do, Slay the King gains "On Kill: You may play the banished card."

Treachery strikes deadliest in the heart.

Power
4
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Slice and Dice

Slice and Dice

2
Norm

Prepare 3

On Hit: If Slice and Dice was prepared, you may have the attacker declare an additional attack. If you do, create a copy of Slice and Dice in that attacker's intent except it isn't prepared and it gets +3 .

Power
3
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Slimecall Cyclone

Slimecall Cyclone

3
Wind

Class Bonus At the beginning of your recollection phase, summon a Baby Slime token. (Apply this effect only if your champion’s class matches this card’s class.)

A whirlwind of slimes! Nothing could be quite so delightful.

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Slime Calling

Slime Calling

2
Wind

Activate this card only during an opponent's end phase.

Class Bonus Look at the top 3+LV cards of your deck. You may activate up to two Slime ally cards from among them. Cards you activate this way cost 1 less to activate. Put the rest of the cards on the bottom of your deck in any order.

Speed
Fast
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Slime Party

Slime Party

4
Norm

Silvie Bonus This card costs 1 less to activate for each different element Slime ally you control. (Apply this effect only if your champion is Silvie.)

Put a buff counter on each Slime ally you control.

It would soon be the sovereign's birthday and the slimes were gathering to celebrate it.

Speed
Slow
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Slime Swarm

Slime Swarm

3
Norm

Class Bonus On Enter: Summon two Baby Slime tokens rested. (Apply this effect only if your champion's class matches this card's class.)

Though seemingly harmless alone, slimes in packs are notoriously troublesome.

Power
1
Life
1
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Snow Fairy

Snow Fairy

3
Water
Card Type
Ally β€” Mage Fairy

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

On Enter: Rest target ally you don't control. That ally doesn't wake up during its controller's wake up phase as long as you control Snow Fairy.

Power
1
Life
2
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Solar Pinnacle

Solar Pinnacle

2
Fire

As long as your Shifting Currents face North, this card has Fast Activation. (You may activate this card at fast speed.)

Deal 2 damage to target unit. Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Speed
Slow
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Solar Providence

Solar Providence

2
Fire

Draw a card, then discard a card.

Kongming Bonus You may change the direction of your Shifting Currents to a different direction of your choice. When you change it from facing South to North this way, deal 3 damage to target champion.

Speed
Fast
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Solomon, Master of Elements

Solomon, Master of Elements

7
Exalted
Norm

On Enter: You may discard all cards in your hand and memory. If you do, generate an Arcane Sight, Astra Sight, Crux Sight, Exia Sight, Luxem Sight, Neos Sight, Tera Sight, and Umbra Sight card and put them into your memory. For the rest the game, ignore the elemental requirements of cards you activate with the same name as one of the generated cards.

Power
4
Life
4
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Soothing Potion

Soothing Potion

6
Water

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

Sacrifice Soothing Potion: Draw a card and recover 3. If Soothing Potion was brewed, draw an additional card.

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Spark Fairy

Spark Fairy

3
Fire
Card Type
Ally β€” Mage Fairy

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

On Enter: Target non-champion object gains β€œAt the beginning of your recollection phase, deal 1 unpreventable damage to your champion” for as long as you control Spark Fairy.

Power
1
Life
2
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Sparkling Adornment

Sparkling Adornment

2
Norm

As an additional cost to activate this card, remove one or more sheen counters from an object on the field.

Put X sheen counters on target unit, where X is the amount of counters removed.

Merlin Bonus Floating Memory

Speed
Slow
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Speed Potion

Speed Potion

3
Wind

Brew β€” Two Herbs

On Enter: If Speed Potion was brewed, draw a card.

Sacrifice Speed Potion: You gain agility 3 for this turn. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

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Spellshield: Astra

Spellshield: Astra

4
Astra

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Glimpse X, where X is the amount of damage prevented this way.

Speed
Fast
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Spellward Scepter

Spellward Scepter

0
Norm

Hindered (This object enters the field rested.)

β†·, Banish Spellward Scepter: The activation of the next card you activate this turn can't be negated.

β€œThe Queen of Hearts, she made some tarts, all on a summer day.”

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Spirit Blade: Ascension

Spirit Blade: Ascension

1
Crux

As an additional cost to activate this card, return a Sword regalia you own to your material deck.

Choose a Sword regalia card from your material deck or banishment and put it onto the field.

With the spirits' aid, even a worn sword may be transfigured into a divine relic.

Speed
Fast
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Spirit Blade: Ensoul

Spirit Blade: Ensoul

6
Crux

Choose any amount of Sword weapon cards with memory cost 1 or less from your banishment and/or material deck and put them onto the field. Until end of turn, Sword weapons you control can attack as though they were allies. At the beginning of your next end phase, sacrifice all Sword weapons you control.

Speed
Slow
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Spirit Blade: Ghost Strike

Spirit Blade: Ghost Strike

0
Crux

On Attack: You may banish a card from your material deck. If you do, your champion's attacks get +1 until end of turn.

An attack empowered with haunting vengeance.

Power
1
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Spirit Blade: Infusion

Spirit Blade: Infusion

2
Crux

This card costs 2 less to activate if your champion has dealt combat damage this turn.

Until end of turn, target Sword weapon gets +3 and "On Champion Hit: Draw a card."

A blade empowered with spiritual might.

Speed
Fast
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