Cards where: released before 2025
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Showing 501-550 of 1142 cards (page 11 of 23)

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Incendiary Shot

Incendiary Shot

1
Fire

β†·: Load Incendiary Shot into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Class Bonus On Hit: Deal 2 damage to the hit unit object.

Power
2
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Increasing Danger

Increasing Danger

2
Fire

Draw a card. Each player draws a card into their memory.

First, an ember. Then, a blaze.

Speed
Slow
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Indiscriminate Gyre

Indiscriminate Gyre

4
Fire

Class Bonus On Attack: Deal 2 damage to all allies. (Apply this effect only if your champion's class matches this card's class.)

It can be hard to distinguish between friend and foe when the heat of battle boils over.

Power
3
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Indolent Leisure

Indolent Leisure

3
Norm

Draw a card.

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 3 or higher.)

Speed
Slow
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Infusion of Crescent Jade

Infusion of Crescent Jade

2
Wind

Target Polearm weapon gets +1 until end of turn for each wind element non-champion object you control.

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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Ingredient Pouch

Ingredient Pouch

0
Norm

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

An herbalist's joy and an alchemist's treasure. Always surprising how much can actually fit inside.

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Ingress of Sanguine Ire

Ingress of Sanguine Ire

2
Exia

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

Your champion's first attack during your next turn gets +3 . If your champion hasn't taken damage this turn, draw two cards into your memory.

Speed
Fast
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Inner Court Schemer

Inner Court Schemer

2
Norm

On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 .

The dynasty's darkest secrets are often kept in the innermost walls of the palace.

Power
1
Life
3
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Innervate Agility

Innervate Agility

2
Wind

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Units you control gain your choice of stealth or spellshroud until end of turn.

Speed
Fast
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Innervate Fury

Innervate Fury

3
Fire

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Deal 7 damage split among any amount of target allies.

Speed
Slow
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Innervate Knowledge

Innervate Knowledge

4
Water

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Draw two cards.

Speed
Slow
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Insignia of the Corhazi

Insignia of the Corhazi

0
Luxem

3, β†·: Put a preparation counter on your champion.

Class Bonus Whenever you activate a prepared card while your influence is six or less, draw a card into your memory.

A reward for agents of brilliant skill and service.

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Inspiring Call

Inspiring Call

3
Norm

This card costs 2 less to activate if your champion has attacked this turn.

Allies you control get +1 until end of turn. Draw a card into your memory.

"Aesans, rally to me! Camelot will not fall!"
β€” Lorraine Allard

Speed
Fast
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Intangible Geist

Intangible Geist

4
Crux

On Enter: You may choose any amount of regalia cards from your banishment and put them into your material deck.

Class Bonus Prevent all attack combat damage that would be dealt to Intangible Geist.

Power
3
Life
2
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Intervention

Intervention

3
Water

Class Bonus While paying for this card's reserve cost, you may rest your champion to pay for 2 of that cost. (Apply this effect only if your champion's class matches this card's class)

Prevent the next 4 damage that would be dealt to target unit this turn.

Speed
Fast
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Into the Fray

Into the Fray

2
Norm

Up to one target ally you control gets +1 until end of turn for each other ally you control.

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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Intrepid Highwayman

Intrepid Highwayman

3
Water

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

As long as Intrepid Highwayman is retaliating, it gets +3 .

Class Bonus Floating Memory

Power
1
Life
2
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Intrepid Spearman

Intrepid Spearman

4
Wind

Level 1+ If attack combat damage would be dealt to Intrepid Spearman, reveal a card at random from your memory. If that card is wind element, prevent 3 of that damage. Apply this replacement effect only once per turn.

A master lancer, trained to deflect even projectiles.

Power
2
Life
2
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Intricate Longbow

Intricate Longbow

1
Norm

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

Class Bonus Level 2+ Intricate Longbow gets +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.)

Power
1
Durability
4
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Intwined Bangle

Intwined Bangle

1
Norm

Level 2+ 3, β†·: Put a buff counter on target non-Human ally you control. (Allies get +1 and +1 for each buff counter on them.)

The path of a god is one of glory but also one of solitude. Those who ascend to the highest peaks hold dear the bonds they cherish.

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Inundating Clash

Inundating Clash

2
Water

Class Bonus On Attack: If the attacker is attacking a rested unit, Inundating Clash gets +3 .

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
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Invective Instruction

Invective Instruction

2
Norm

Target ally gets +3 until end of turn.

Class Bonus If you control a non-Human ally, draw a card into your memory. (Apply this effect only if your champion’s class matches this card’s class.)

Not even animals are immune to the Luopan.

Speed
Slow
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Invigorated Slash

Invigorated Slash

2
Norm

As long as your champion has leveled up this turn, Invigorated Slash gets +2οΏ° .

A surge of power is best used swiftly before it wanes.

Power
2
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Invigoration

Invigoration

4
Tera

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

Put LV buff counters on target rested ally.

"Bow down before your rightful emperor!"

Speed
Slow
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Invoke Dominance

Invoke Dominance

1
Tera

Preserve (Put this card into your its owner's material deck preserved as it resolves. As you materialize, you may instead return a preserved card to your hand.)

Your champion gets +3 level until end of turn. You can't activate non-ally cards this turn.

Speed
Fast
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Inzali, Unshackled Blaze

Inzali, Unshackled Blaze

3
Fire

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, deal 1 damage to each other unit.

Level 3+ Memory 4+ Inzali gets +2 .

Free from eternal servitude, free to endlessly smite.

Power
1
Life
4
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Jewel of Enlightenment

Jewel of Enlightenment

0
Norm

Banish Jewel of Enlightenment: Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Recording their thoughts into gems, mages planned keenly for their posterity.

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Jin, Fate Defiant

Jin, Fate Defiant

1
Norm

Inherited Effect β€” Whenever Jin attacks with a Polearm weapon and/or Polearm attack card, target Horse or Human ally you control gets +1 until end of turn. (Your champion has this ability as long as this card is part of its lineage.)

"Why fight to die when you can fight to live?"

Level
Lv. 1
Life
20
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Jin, Undying Resolve

Jin, Undying Resolve

3
Exia

Jin Lineage

As long as it's not your end phase, Jin has immortality. (A unit with immortality can't die.)

"For the first time, I have never felt more alive!"

Level
Lv. 3
Life
28
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Jin, Zealous Maverick

Jin, Zealous Maverick

2
Norm

Jin Lineage (Jin, Zealous Maverick must be leveled from a previous level "Jin" champion.)

On Enter: Jin's next attack this turn gets +1 and has "On Attack: Wake up Jin."

"Unfortunately for you, I have something to fight for."

Level
Lv. 2
Life
24
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Jueying, Shadowmare

Jueying, Shadowmare

2
Water

Pride 3

As long as you control a water element unique Human ally, Jueying loses pride, and has stealth and true sight.

Shade like midnight and pure as moonlight.

Power
3
Life
3
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Juggle Knives

Juggle Knives

2
Norm

Deal 1 damage to target champion.

Class Bonus Draw a card. (Apply this effect only if your champion's class matches this card's class.)

With enough skill, the only danger is to your foes.

Speed
Fast
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Keep of the Golden Sashes

Keep of the Golden Sashes

4
Norm

The first card your opponents activate each turn costs 1 more to activate.

Upkeep β€” At the beginning of your recollection phase, you may banish two cards from your graveyard. If you don't, sacrifice Keep of the Golden Sashes.

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Key Slime Pudding

Key Slime Pudding

0
Norm

Banish Key Slime Pudding: Until end of turn, Slime allies that enter the field under your control enter with an additional buff counter on them.

A tasty snack enjoyed by slime but also by those adventurous enough to try it.

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Kind Beastcaller

Kind Beastcaller

3
Norm
Card Type
Ally β€” Tamer Human

Class Bonus On Enter: Look at the top five cards of your deck. You may reveal an Animal or Beast ally card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

The carrot lures better than the stick.

Power
2
Life
2
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Kindling Flare

Kindling Flare

2
Fire

As an additional cost to activate this card, sacrifice any amount of Herbs.

Deal 1+X damage split among any amount of target units where X is the amount of Herbs sacrificed.

β€œLet it all go up in flame.”

Speed
Slow
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Kingdom Informant

Kingdom Informant

2
Norm

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

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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Kongming, Ascetic Vice

Kongming, Ascetic Vice

2
Norm

Kongming Lineage (Kongming, Ascetic Vice must be leveled from a previous level "Kongming" champion.)

On Enter: Empower 3.

Inherited Effect β€” Whenever your Shifting Currents change from facing North to South, draw a card.

Level
Lv. 2
Life
22
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Kongming, Fel Eidolon

Kongming, Fel Eidolon

3
Tera

Kongming Lineage

On Enter: Recover X, where X is the amount of tera element cards in your banishment.

Whenever you activate a Spell card, you may change the direction of your Shifting Currents to an adjacent direction of your choice.

Level
Lv. 3
Life
25
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Kongming, Wayward Maven

Kongming, Wayward Maven

1
Norm

On Enter: You gain the Shifting Currents mastery. (Players can only have one mastery. The Shifting Currents mastery has four modes: North, South, East, and West. Some cards benefit from certain directions of Shifting Currents. Starts in the North direction.)

"A lily pad is but a weed in a pond of lotuses."

Level
Lv. 1
Life
19
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Kraal, Stonescale Tyrant

Kraal, Stonescale Tyrant

5
Tera

As an additional cost to activate this card, banish two preserved cards from your material deck.

Intercept, Spellshroud, True Sight, Vigor

Class Bonus On Attack: Reveal the top two cards of your deck and put them into your material deck preserved.

Power
6
Life
8
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Krustallan Archer

Krustallan Archer

2
Water

Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 .)

On Attack: You may banish a card with floating memory from your graveyard. If you do, draw a card and Krustallan Archer becomes distant.

Power
1
Life
2
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Krustallan Distiller

Krustallan Distiller

3
Water

Class Bonus On Enter: If you've brewed a Potion this turn, draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

The frigid temperatures of Krustal are optimal for the distillation of restoration tonics.

Power
1
Life
3
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Krustallan Longsword

Krustallan Longsword

0
Water

Class Bonus As long as you have four or more water element cards in your graveyard, Kustallan Longsword Krustallan Longsword gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Forged from ancestral Krusteel and sheathed in frost.

Power
1
Durability
2
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Krustallan Patrol

Krustallan Patrol

5
Water

Foster

On Foster: Put a buff counter on Krustallan Patrol.

As long as Krustallan Patrol is fostered, it has steadfast. (An ally with steadfast can retaliate while rested and doesn’t rest to do so.)

Power
1
Life
4
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Krustallan Ruins

Krustallan Ruins

3
Water

Whenever an ally enters the field under a player’s control, rest that ally unless that player pays 1.

Long buried under decades of sleet and snow, a proud civilization fell during the Krustal Froststorm.

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Lakeside Serpent

Lakeside Serpent

5
Water

Pride 6 (This ally won't obey you unless your champion is level 6 or higher.)

Class Bonus Lakeside Serpent gets +1 for each water element card in your graveyard. (Apply this effect only if your champion's class matches this card's class.)

Power
3
Life
5
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Lancelot, Goliath of Aesa

Lancelot, Goliath of Aesa

4
Norm

Hindered (This ally enters the field rested.)

Class Bonus Level 2+ Lancelot gets +2 .

On Attack: You may pay 3. If you do, Lancelot gets +3 until end of turn.

"I greet the burden of a thousand lives..."

Power
2
Life
3
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Landscape Corsair

Landscape Corsair

3
Wind

Kongming Bonus On Enter: You may change the direction of your Shifting Currents to a different direction of your choice. (Apply this effect only if your champion is Kongming.)

Neither wind nor rain can stop a dragon.

Power
2
Life
3
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Lavaheated Brew

Lavaheated Brew

2
Fire

Draw a card, then discard a card. If you didn't discard a Potion item card, deal 3 damage to your champion.

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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