Cards where: rarity is greater than U and is at most UR

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Mastermind Scheme

Mastermind Scheme

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Double the amount of preparation counters on your champion. Then if there are eight or more preparation counters on your champion, you gain agility 3 for this turn.

Speed
Slow
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Materialize the Soul

Materialize the Soul

6
Crux

Merlin Bonus Sheen 15+ This card costs 3 less to activate.

Merlin Bonus Your champion becomes all class types of target opponent's champion in addition to their other types. Then look at that opponent's material deck. You may materialize a regalia card from among them, ignoring its elemental requirements. (The class changing effect lasts indefinitely.)

Speed
Slow
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Mechanized Smasher

Mechanized Smasher

2
Wind

Class Bonus This card costs 1 less to materialize.

Mechanized Smasher can’t be used with attack cards.

As an additional cost to use Mechanized Smasher for an attack, reveal four wind element cards from your memory.

Power
4
Durability
2
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Melodious Flute

Melodious Flute

1
Norm

Your champion gets +1 level as long as you control an Animal or Beast ally.

Class Bonus Banish Melodious Flute: The next Harmony action card you activate this turn is a Melody in addition to its other types.

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Memento Mori

Memento Mori

0
Umbra

Whenever an ally dies, put a prize counter on Memento Mori.

Banish Memento Mori: Draw three cards. Activate this ability only at slow speed and only if there are six or more prize counters on Memento Mori.

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Memento Pocketwatch

Memento Pocketwatch

1
Norm

Alice Bonus This card costs 1 less to materialize.

Ciel Bonus This card costs 1 less to materialize.

On Charge 3: Banish Memento Pocketwatch and draw a card. The next attack you declare with a unit this turn gets +3. (At the beginning of your recollection phase, put a charge counter on each object you control with an untriggered on charge ability. Trigger this ability the first time three charge counters are on it.)

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Mend Flesh

Mend Flesh

2
Exia

Damage 25+ This card costs 2 less to activate. (Apply this effect only if there are twenty-five or more damage counters on your champion.)

Recover 8. (To recover, remove that many damage counters from your champion.)

Speed
Slow
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Mercenary's Blade

Mercenary's Blade

0
Norm

Class Bonus You may remove a preparation counter from your champion to activate this card from your material deck. (Apply this effect only if your champion’s class matches this card’s class.)

A razor-sharp shiv prepared at a moment's notice.

Power
1
Durability
1
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Mercurial Heart

Mercurial Heart

0
Norm

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

On Enter: Put a buff counter on target Automaton ally you control.

The first heartbeat began the downfall of Azoth.

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Merlin, Kingslayer

Merlin, Kingslayer

3
Crux

Merlin Lineage

At the beginning of your recollection phase, put a level counter on Merlin. Then, if there's an even amount of level counters on Merlin, draw a card and Merlin's attacks get +2 until end of turn.

Level
Lv. 3
Life
28
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Merlin, Surreal Figment

Merlin, Surreal Figment

3
Crux

Merlin Bonus On Attack: Put a sheen counter on target unit.

Element Bonus Sheen 24+ Sacrifice Merlin: Put two sheen counters on target unit. Then wake up your champion.

Power
2
Life
3
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Meteoric Volley

Meteoric Volley

3
Astra

Activate this card only if your champion is attacking.

For each Aethercharge card in the attacker's intent, create a copy of it in that attacker's intent.

A barrage of stars, as mesmerizing as it is merciless.

Speed
Fast
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Meteor Strike

Meteor Strike

3
Astra

Starcalling β€” 3

As long as Meteor Strike is being starcalled, it has β€œDeal 3 damage to all units except for your champion.” Otherwise, it has β€œDestroy target non-champion object.”

Speed
Slow
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Mindbreak Bullet

Mindbreak Bullet

2
Umbra

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

Class Bonus On Champion Hit: Look at that opponent's memory and discard a card from it.

Power
3
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Mind Freeze

Mind Freeze

5
Water

Banish LV cards at random from target opponent's memory. Return those cards to their memory at the beginning of their next end phase.

Class Bonus Floating Memory

β€œSurrender your consciousness to the frost!”

Speed
Slow
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Mirrorbound Covenant

Mirrorbound Covenant

2
Exalted
Norm

On Enter: Draw a card into your memory.

Each player's maximum influence is seven. (As each player's end phase resolves, that player discards cards from their hand and/or memory until their influence is equal to their maximum influence.)

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Mistbound Cutthroat

Mistbound Cutthroat

4
Water

Level 3+ Whenever another ally card enters your graveyard from your deck, return Mistbound Cutthroat from your graveyard to the field rested.

Beware the selkies of the deep.

Power
3
Life
1
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Misteye Archer

Misteye Archer

3
Water

Class Bonus Ranged 2

3, β†·: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard. If you do, Misteye Archer becomes distant and prevent the next 2 damage that would be dealt to it this turn.

Power
1
Life
3
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Mist Resonance

Mist Resonance

5
Water

Allies you control get +1 until end of turn.

Class Bonus Harmonize β€” If you've activated a Melody card this turn, allies you control assign damage with their life stat instead of power stat until end of turn.

Speed
Fast
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Molten Echo

Molten Echo

2
Fire

Merlin Bonus Kindle 2

Deal 1 damage to target unit. Then put a sheen counter on your Fractured Memories.

Merlin Bonus Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)

Speed
Fast
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Moonveil Android

Moonveil Android

2
Astra

Class Bonus Whenever you glimpse, Moonveil Android gains stealth until end of turn.

Class Bonus Whenever you negate a card activation an opponent controls, put two buff counters on Moonveil Android.

Power
1
Life
3
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Morgan, Soul Guide

Morgan, Soul Guide

2
Norm

Level 1+ Prevent all non-attack non-combat damage that would be dealt to Morgan.

Level 2+ Your opponents can't recover.

Class Bonus At the beginning of your recollection phase, you may glimpse 1. If you don't, recover 1.

Power
1
Life
3
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Mortal Ambition

Mortal Ambition

6
Norm

This card costs 2 less to activate for each unique ally you control.

Until end of turn, Human and Horse allies you control get +1 and gain ambush and steadfast.

Ponder and deliberate before you make a move.

Speed
Fast
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Myopic Lens

Myopic Lens

0
Norm

β†·: The next time target player would glimpse any amount this turn, that player glimpses 2 instead.

Through a lens misaligned with one’s sight, the world bends and warps; through the right lens, it comes into clarity.

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Naia, Diviner of Fortunes

Naia, Diviner of Fortunes

3
Water

Class Bonus On Enter: Reveal the top three cards from your deck. Banish one of those cards and put the rest into your graveyard. If the banished card is a Spell card, you may activate it as long as you control Naia.

Power
2
Life
2
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Natural Order

Natural Order

10
Tera

Class Bonus Efficiency

Put all cards from your hand and memory on the bottom of your deck in any order. Then put all preserved cards from your material deck into your memory.

Speed
Slow
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Nature's Appeal

Nature's Appeal

2
Tera

Reveal the top LV cards of your deck. Put one of those cards into your hand and another into your material deck preserved. Put the rest on the bottom of your deck in any order. (As you materialize, you may instead return a preserved card to your hand.)

Speed
Fast
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Nature's Insight

Nature's Insight

5
Tera

Class Bonus This card costs 2 less to activate.

Reveal a card from your memory and put it into your material deck preserved. X is that card's reserve cost. Then reveal the top X cards of your deck and put them into your material deck preserved.

Speed
Slow
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Navigation Compass

Navigation Compass

1
Norm

Class Bonus This card costs 1 less to materialize. (Apply this effect only if your champion's class matches this card's class.)

β†·, Discard a domain card: Draw a card into your memory.

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Nefarious Timepiece

Nefarious Timepiece

0
Norm

As Nefarious Timepiece enters the field, choose a regalia card name.

Cards with the chosen name cost 1 more to play.

5, Banish Nefarious Timepiece: Draw a card into your memory.

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Neos Elemental

Neos Elemental

10
Neos

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

Hindered (This ally enters the field rested.)

Steadfast, Taunt, True Sight, Vigor

Neos Elemental gets +1 and +1 for each token object you control.

Power
1
Life
1
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Neos Sight

Neos Sight

0
Neos

Draw a card. If you control eight or more objects, draw a card into your memory.

Strength in numbers.

Speed
Fast
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Nia, Mistveiled Scout

Nia, Mistveiled Scout

3
Water

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

On Enter: Look at target opponent's memory, then choose any card name.

Cards with the chosen name cost 1 more to play.

Power
1
Life
3
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Nightmare Coil

Nightmare Coil

2
Umbra

Activate this card only if your champion is distant, and only during your recollection phase.

Class Bonus This card's activation can't be negated.

Draw a card. Until end of turn, whenever an opponent activates a card or ability, that opponent's champion deals 8 unpreventable damage to itself.

Speed
Fast
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Nimue, Cursed Touch

Nimue, Cursed Touch

3
Norm

Class Bonus Whenever you activate an action card that targets an ally, destroy that ally.

"Excalibur holds a fickle temperament and hasn't stirred for decades. There was a mage who sought to remedy it, but I can't remember her name..."

Power
1
Life
3
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Noble Dissolution

Noble Dissolution

2
Exalted
Wind

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

Destroy up to three target phantasias.

Speed
Fast
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Nocturne's Oblivion

Nocturne's Oblivion

3
Umbra

As long as you have five or more omens with different reserve costs, this card costs 2 less to activate.

Destroy target non-champion object. Banish Nocturne's Oblivion.

"I'll tear apart everything you hold dear."

Speed
Fast
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Noire, Ace of Spades

Noire, Ace of Spades

1
Norm

As long as you control another Suited ally, Noire has stealth.

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Put a buff counter on Noire.
β€’ 10β€” Put two buff counters on Noire.
β€’ 21β€” Put four buff counters on Noire.

Power
1
Life
1
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Nullifying Mirror

Nullifying Mirror

0
Norm

β†·: Until end of turn, cards in target opponent’s memory are norm element. (They are not any other element.)

A mirror made of bronze, meticulously polished to cleanse and unveil malignant forces. All are equal within its reflections.

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Oath of the Sakura

Oath of the Sakura

3
Wind

Put a buff counter on each ally you control.

If you control exactly three allies that are all unique, they each get +2 until end of turn.

β€œThough of different heritage, we come together as sisters, sworn to protect in danger and aid in crisis.”

Speed
Slow
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Obsequious Blow

Obsequious Blow

10
Water

Ciel Bonus This card costs 1 less to activate for each omen you have.

On Champion Hit: The first card that opponent activates during their next turn costs 2 more to activate.

Power
7
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Oneiric Key

Oneiric Key

0
Norm

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

4, Banish Oneiric Key: Draw a card into your memory.

Most see a key as something that opens, yet it is also the only thing that can truly lock something away.

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Oppressive Presence

Oppressive Presence

2
Fire

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

Until end of turn, players can't declare attacks with allies unless they pay X for each attack declaration, where X is the highest among fire element allies you control.

Speed
Fast
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Orbiting Cosmos

Orbiting Cosmos

0
Astra

If you would glimpse an amount, glimpse X instead, where X is that amount plus 1.

3, Banish Orbiting Cosmos: Draw a card into your memory.

The future shows itself, yet yields nothing.

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Orb of Choking Fumes

Orb of Choking Fumes

1
Norm

Banish Orb of Choking Fumes: Cards your opponents activate this turn cost 1 more to activate. Class Bonus: Draw a card. (Apply the additional effect only if your champion's class matches this card's class.)

Warning: May cause intractable coughing.

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Orb of Glitter

Orb of Glitter

1
Norm

At the beginning of your recollection phase, glimpse 1.

Banish Orb of Glitter: Draw a card.

These orbs adorn many studies of fortune-tellers. In the hands of a diviner, it is truly a tool of great power.

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Orb of Hubris

Orb of Hubris

1
Norm

Banish Orb of Hubris: Draw up to three cards, then shuffle that amount of cards from your hand into your deck.

Granted to many imperial alchemists upon induction, this relic symbolizes the relentless pursuit of the truth for the ascension of mankind.

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Orb of Regret

Orb of Regret

0
Norm

Banish Orb of Regret: Shuffle up to three cards from your hand into your deck, then draw that many cards.

No being is truly bound to their fate, at least not when the will of the divine can be swayed.

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Orb of Sealing

Orb of Sealing

0
Norm

β†·: Put a seal counter on up to two target face up non-champion non-regalia cards in a single banishment and turn them face down.

On Leave: Remove all seal counters from all cards in each banishment. If a card had a seal counter removed from it this way, turn it face up.

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Orchestrated Seizure

Orchestrated Seizure

3
Wind

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

During your next materialize phase, you may banish cards with floating memory from your opponents’ graveyards to pay for memory costs.

Speed
Fast
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