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Showing 501-550 of 1130 cards (page 11 of 23)

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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 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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Ignis Deus

Ignis Deus

2
Fire

Activate this card only if your champion is a Spirit.

Materialize a champion card with base level 1 from your material deck. If you do, for the rest of the game, non-Spirit champions you control can't level up.

Speed
Fast
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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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Imperial Seal

Imperial Seal

0
Norm

Divine Relic (You can only have one card with this keyword in your material deck.)

Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)

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Imperial Spy

Imperial Spy

3
Norm

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

On Kill: Put a preparation counter on your champion.

β€œObserve first. If necessary, terminate.”
β€” Imperial Missive

Power
2
Life
1
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Imperious Galebind

Imperious Galebind

2
Exalted
Wind

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

Suppress up to three target allies, items, or weapons. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)

Speed
Fast
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Imperious Highlander

Imperious Highlander

3
Norm

On Enter: Imperious Highlander gets +X until end of turn where X is the amount of allies target opponent controls more than you control.

Against all odds and against an insurmountable front, there can be only one answer.

Power
2
Life
2
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Incandescent Reliquary

Incandescent Reliquary

1
Luxem

Class Bonus This card costs 1 less to materialize.

At the beginning of your recollection phase, if you are the player with the least influence, draw a card. (A player's influence is equal to the total amount of cards in their hand and memory.)

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Incapacitate

Incapacitate

4
Norm

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

Negate target action card activation.

It's not about who strikes first, it's about who wins.

Speed
Fast
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Incendiary Fractal

Incendiary Fractal

4
Fire

On Enter: Deal 2 damage to target ally you don't control. Class Bonus: Deal 4 damage to that ally instead.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Incinerated Templar

Incinerated Templar

3
Fire

Class Bonus On Enter: Put target Specter ally card with reserve cost 3 or less from your graveyard onto the field. It becomes ephemeral. Sacrifice it at the beginning of your next end phase.

”Burn bright and let memory stoke the flame of hate.”

Power
2
Life
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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Indissoluble Fractal

Indissoluble Fractal

3
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

Class Bonus Ephemerate β€” 5 (You may activate this card from your graveyard by paying this cost. Phantasia cards played this way become ephemeral as they enter the field.)

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Inert Sword

Inert Sword

0
Astra

As an additional cost to materialize this weapon, pay 2.

Class Bonus Inert Sword gets +1. (Apply this effect only if your champion's class matches this card's class.)

Power
2
Durability
2
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Infernal Manastreak

Infernal Manastreak

2
Fire

Deal 2 damage to target unit. If your champion is distant, deal 3 damage to that unit instead.

You may load Infernal Manastreak into an Aetherwing weapon you control.

In a world where chaos reigns, fire finds its strength.

Power
1
Speed
Fast
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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 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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Innocuous Disposer

Innocuous Disposer

2
Norm

Innocuous Disposer's attacks can't be retaliated by Human allies.

Class Bonus On Ally Hit: If the hit ally is a Human, you may remove a preparation counter from your champion. If you do, destroy the hit ally.

Power
1
Life
1
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Inquisitive Magician

Inquisitive Magician

3
Wind
Card Type
Ally β€” Mage Human

On Enter: You may reveal two Mage cards from your hand and/or memory. If you do, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Power
2
Life
2
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