Cards where: rarity includes R

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Stifling Gyre

Stifling Gyre

3
Wind

As Stifling Gyre enters the field, choose an ally card name.

On Enter: Draw a card into your memory.

Whenever an on enter ability of an ally with the chosen name triggers, negate that trigger unless its controller pays 4.

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Stifling Trap

Stifling Trap

2
Wind

Class Bonus If it's not your turn, you may remove two preparation counters from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target ally, then negate all on enter triggers from that ally.

Speed
Fast
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Stillshard Strike

Stillshard Strike

2
Water

Prepare 1

On Attack: If Stillshard Strike was prepared, recover 1+X, where X is the total amount of sheen counters on each defending unit.

"Every step is a step closer to bringing her back."

Power
3
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Stormblade Squire

Stormblade Squire

2
Arcane

On Attack: You may banish a card at random from your memory. If you do, scavenge 2+X for an arcane element card, where X is the reserve cost of the banished card.

"Lightning will always find you."

Power
2
Life
4
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Storm of Thorns

Storm of Thorns

2
Water

If damage would be dealt to a unit you control this turn, prevent 1 of that damage. If the damage prevented had a unit as its source, deal 1 damage to that unit.

Class Bonus Floating Memory

Speed
Fast
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Storm Tyrant's Eye

Storm Tyrant's Eye

0
Arcane

Banish Storm Tyrant's Eye: Reveal cards from the top of your deck until you reveal an arcane element card. Deal unpreventable damage to your champion equal to the amount of cards revealed this way. Put one of those cards into your hand and the rest on the bottom of your deck in a random order.

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Striking Illuminance

Striking Illuminance

2
Luxem

Prepare 2

Whenever you reveal a luxem element card from your memory, Striking Illuminance gets +1 . (This ability triggers and resolves while this card is in an intent.)

On Attack: If Striking Illuminance was prepared, reveal all cards in your memory.

Power
4
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Submerged Fatestone

Submerged Fatestone // Commanding Sea Titan

2
Water

Champions you don't control get -1 level.

Guo Jia Bonus At the beginning of your recollection phase, you may banish a card with floating memory from your graveyard. If you do, transform Submerged Fatestone.

Back Face:

Commanding Sea Titan

Champions you don't control get -1 level.

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

Power
1
Life
5
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Suffocating Miasma

Suffocating Miasma

2
Umbra

Imbue 2

On Enter: If Suffocating Miasma is imbued, you may put three debuff counters on target ally.

At the beginning of each opponent’s recollection phase, that player puts a debuff counter on an ally they control. If they don’t, deal 2 unpreventable damage to their champion.

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Summon Sentinels

Summon Sentinels

4
Neos

Class Bonus This card costs 1 less to activate for each domain you control.

Summon two Automaton Drone tokens each with a buff counter on them.

β€œI won't let tragedy befall Azoth again.”

Speed
Slow
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Sunglory Sentinel

Sunglory Sentinel

2
Fire

Class Bonus 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.)

As long as Sunglory Sentinel is fostered and is attacking a champion, it gets +2 .

Power
1
Life
3
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Surging Undertow

Surging Undertow

4
Water

Class Bonus This card costs 2 less to activate.

Put the top three cards of your deck into your graveyard. Then if there are three or more water element cards in your graveyard, choose a unit and it becomes distant.

Speed
Fast
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Suspicious Concoction

Suspicious Concoction

0
Norm

Whenever your champion levels up, you may banish Suspicious Concoction. If you do, draw a card into your memory and recover 2.

β€œIf you drink much from a bottle marked 'poison', it is almost certain to disagree with you, sooner or later.”

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Suzaku's Command

Suzaku's Command

2
Fire

Target Beast ally's next attack this turn gains unblockable and gets +2 . If that ally is a Shenju, that attack gets an additional +2 and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercepted and ignores taunt.)

Speed
Fast
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Sword of Adversity

Sword of Adversity

0
Norm

Class Bonus Sword of Adversity gets +1 as long as you control no allies. (Apply this effect only if your champion's class matches this card's class.)

When pushed to the edge, this sword grows even sharper.

Power
1
Durability
1
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Sword of Avarice

Sword of Avarice

2
Crux

On Enter: Draw a card. Class Bonus: Draw two cards instead. (Apply the additional effect only if your champion's class matches this card's class.)

An enspirited sword bound by greed and desire.

Power
1
Durability
1
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Sword Saint of Eventide

Sword Saint of Eventide

2
Water

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

Class Bonus As long as you have four or more water element cards in your graveyard, Sword Saint of Eventide gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Sword Saint of Eveswind

Sword Saint of Eveswind

2
Wind

Class Bonus On Enter: If Sword Saint of Eveswind entered from a banishment, put two buff counters on it.

"When you feel the cool autumn breeze, I hope you will remember me."

Power
1
Life
2
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Sword Saint's Vow

Sword Saint's Vow

1
Norm

Class Bonus Sword Saint's Vow gets +1 for each durability counter on it.
Class Bonus Whenever you activate a Craft action card, put two durability counters on Sword Saint's Vow.
On Hit: Remove a durability counter from Sword Saint's Vow.

Power
0
Durability
1
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Synthetic Core

Synthetic Core

0
Norm

Whenever a non-token Automaton ally you control dies, you may banish Synthetic Core. If you do, return that ally to your memory.

Once, Claude's crowning achievement. Now, his constant reminder of failure and humiliation.

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Tabula of Salvage

Tabula of Salvage

0
Norm

Banish Tabula of Salvage: Choose up to five cards from your graveyard and put them on the bottom of your deck in any order.

Waste not, want not.

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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tailwind's Blessing

Tailwind's Blessing

1
Wind

Whenever your Shifting Currents change from facing North to West, allies you control get +1 until end of turn.

"Ride the winds and charge forth to battle! No foe stands before our blessed strength."

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Take Cover

Take Cover

5
Norm

Class Bonus This card costs 1 less to activate.

Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)

Speed
Fast
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Tasershot

Tasershot

0
Norm

Renewable

β†·: Load Tasershot into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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Teardrop Diadem

Teardrop Diadem

3
Exalted
Water

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

Pay only using floating memory for this card’s memory cost.

Banish Teardrop Diadem: Draw three cards into your memory.

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Teasing Aerocharge

Teasing Aerocharge

2
Wind

Suppress target ally. (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.)

Then you may load Teasing Aerocharge into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Tempestuous Seraphim

Tempestuous Seraphim

3
Wind

Fast Activation

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.)

On Enter: As a Spell, if Tempestuous Seraphim is imbued, deal 4 damage to target attacking ally.

Power
2
Life
2
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Temptation's Facade

Temptation's Facade

1
Water

On Enter: Draw a card.

Nico Bonus β†·: Change the target of an activation that targets another non-champion object you control to Temptation's Facade.

Can't help being drawn in.

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Tether in Flames

Tether in Flames

3
Fire

Class Bonus This card costs 2 less to activate.

Negate target card activation unless its controller has Tether in Flames deal 1+LV unpreventable damage to their champion. (LV refers to your champion's level.)

Speed
Fast
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Three of Hearts

Three of Hearts

3
Fire

Cardistry β€” 3: Draw a card, then discard a card. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

"Third time's the charm."

Power
2
Life
3
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Throne Sentinel

Throne Sentinel

2
Neos

Hindered, Taunt

On Enter: Token allies you control get +1 until end of turn. If you control three or more tokens, wake up Throne Sentinel.

2, β†·: Your champion gains spellshroud until end of turn.

Power
0
Life
4
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Tidal Sweep

Tidal Sweep

6
Water

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

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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Tidebreaker Sentinel

Tidebreaker Sentinel

3
Water

Class Bonus Foster

On Foster: Put the top three cards of your deck into your graveyard.

As long as Tidebreaker Sentinel is fostered, it gets +2 and has taunt.

Power
0
Life
3
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Tide Diviner

Tide Diviner

4
Water
Card Type
Ally β€” Mage Human

On Enter: Look at the top 1+LV cards of your deck. Put one of those cards into your hand and the rest into your graveyard. (LV refers to your champion's level.)

Reading the ebb and flow of the moon's sway grants insight into the currents of fate.

Power
1
Life
1
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Tidefate Brooch

Tidefate Brooch

0
Water

At the beginning of your end phase, put X refinement counters on Tidefate Brooch, where X is the amount of Fatestone and/or Fatebound objects you control.
3, Banish Tidefate Brooch: Put the top ten cards of your deck into your graveyard. Activate this ability only if there are ten or more refinement counters on Tidefate Brooch.

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Torching Reach

Torching Reach

2
Fire

Draw a card, then discard a card. Then if your champion is distant, draw another card.

"I care little for how history will remember me. The present is where my power lies."

Speed
Fast
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Torrential Blast

Torrential Blast

3
Water

Class Bonus Put the top two cards of your deck into your graveyard. (Apply this effect only if your champion's class matches this card's class.)

Deal an amount of damage to up to one target ally equal to the amount of water element cards in your graveyard.

Speed
Fast
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Transfusive Aura

Transfusive Aura

2
Exia

On Enter: Draw a card into your memory.

Damage 20+ If you would recover an amount, recover 2+X instead, where X is that amount.

β€œIn danger, our fates are one, and our veins speak in shared sacrifice.”

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Trickster of the Fae Realm

Trickster of the Fae Realm

3
Norm

Stealth

On Enter: Look at the top five cards of target opponent's deck. Banish up to two of them and put the rest back on top of their owner's deck in any order.

On Leave: Return the banished cards to the top of their owner's deck in any order.

Power
1
Life
2
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Trine Recursion

Trine Recursion

1
Astra

Put target card in a graveyard into its owner's deck third from the top.

Speed
Fast
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Trivariate Dream

Trivariate Dream

0
Norm

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

Class Bonus On Attack: If there are exactly three Aethercharge cards in the attacker's intent, this attack gets +3.

Power
1
Durability
3
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Turbulent Bullet

Turbulent Bullet

0
Wind

Renewable

β†·: Load Turbulent Bullet into target unloaded Gun weapon you control.

Class Bonus On Hit: Up to two target allies you control get +1 until end of turn.

Power
1
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Umbral Tithe

Umbral Tithe

5
Umbra

This card costs 1 less to activate for each Curse card in each champion's lineage.
Each player draws two cards into their memory. Then deal 4 damage to each champion controlled by players with six or more cards in their memory.

Speed
Fast
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Uncover the Plot

Uncover the Plot

2
Luxem

Target player reveals all cards in their memory. Draw a card.

Class Bonus Put two preparation counters on your champion. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Under Fire

Under Fire

3
Fire

Class Bonus This card costs 1 less to activate.

Your champion becomes distant. Then you may have Under Fire deal 4 damage to your champion. If you do, your champion gains stealth until end of turn.

"The harder they press, the hotter I burn."

Speed
Fast
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Unstable Fractal

Unstable Fractal

2
Norm

Hindered (This object enters the field rested.)

Reservable

Class Bonus 3, β†·, Sacrifice Unstable Fractal: As a Spell, destroy target item with memory cost 0 or reserve cost 5 or less.

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Vacuous Call

Vacuous Call

3
Wind

On Enter: Summon a Vacuous Servant token.

Ciel Bonus 2, Discard an ally card, sacrifice Vacuous Call: Summon a Vacuous Servant token.

"May your soul, captured in time, find purpose once more."

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Vanishing Eclipse

Vanishing Eclipse

2
Astra

Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)

Return target ally to the top of its owner's deck. Your champion becomes distant.

Power
2
Speed
Fast
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Vaporjet Shield

Vaporjet Shield

2
Water

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)

Class Bonus If damage would be dealt to linked unit, prevent 1 of that damage.

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