Showing 551-600 of 662 cards (page 12 of 14)
Spirit of Water
On Enter: Draw seven cards.
The leyline buried in Krustal shatters awake again, infusing dauntless souls with freezing clarity.
Spirit of Wind
On Enter: Draw seven cards.
Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.
Spirit Shard
Level 3+ Sacrifice Spirit Shard: Draw a card.
Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a championβs power.
Splashing Perch
If your champion is distant, draw a card. Otherwise, your champion becomes distant. (Units stay distant until the end of their controller's turn.)
"I think I'll keep my distance."
Splashing Spearguard
Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are water element, this card becomes imbued.)
On Enter: If Splashing Spearguard is imbued, target player puts the top two cards of their deck into their graveyard.
The enemy is numerous, but the tide is immeasurable.
(for length reference)
Spring Cleaning
Put one of your omens into your graveyard. If you do, look at the top three cards of your deck. Banish one of them and put an omen counter on it. Put the rest on the bottom of your deck in any order.
Ciel Bonus Floating Memory
Stalwart Shieldmate
Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Stand Fast
Activate this card only during your end phase.
Wake up target ally you control. It gains taunt and gets +1 until the beginning of your next turn. (An awake ally with taunt must be targeted before other units you control during your opponents' attack declarations if able.)
Stillwater Patrol
True Sight (This ally can attack units with stealth.)
As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .
Specially trained to be ever-vigilant, little bypasses their detection.
Stocked Outpost
(Siegeable β This domain can be attacked. It takes damage in the form of removing durability counters.)
On Enter: Draw a card into your memory.
On Destroy: If it's an opponent's turn, that opponent draws a card into their memory.
Stolen Chance
Remove a preparation counter from target champion. If a preparation counter was removed this way, draw a card.
"Intruders will be dealt with no mercy."
Stolid Vanguard
Equestrian β On Enter: If you control a Horse ally, Stolid Vanguard gets +2 until end of turn.
In the throes and excitement of war, it can be easy to forget just how much is lost.
Strategic Planning
Glimpse 2. Put a preparation counter on your champion. (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.)
No such thing as too much preperation.
Strategic Warfare
Allies you control get +1 until end of turn.
Level 2+ Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)
Reconnaissance and battlefield tactics can overcome even overwhelming numbers.
Stream of Consciousness
Class Bonus Memory 4+ Glimpse 3. (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)
Draw a card into your memory.
Study the Fables
Target player reveals six cards from their material deck. Draw a card into your memory.
Perhaps the answer lies within Azoth's many myths.
Subjugating Lash
As long as your champion has twelve or more damage counters on them, Subjugating Lash gets +2 .
Savor the pain.
Sudden Snow
You may banish a card with floating memory from your graveyard. If you do, draw a card.
Until end of turn, allies enter the field rested.
Pearls of fresh snow float enchantingly in the air, drawing all eyes around to the heavens above.
Sudden Steel
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.)
Her last strike was deadly.
Summon Gale
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.)
Return target ally to its owner's hand.
Surging Bolt
Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are fire element, this card becomes imbued.)
Deal 3 damage to target champion. If Surging Bolt is imbued, deal 4 damage to that champion instead.
Surreptitious Scheme
Remove a level counter from target champion. If level counter was removed this way, draw a card.
To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.
Swerving Spring
Prevent the next 2 damage that would be dealt to target unit this turn.
Class Bonus Put a preparation counter on your champion. (Apply this effect only if your championβs class matches this cardβs class.)
Swift Recruit
Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Sworn Windhand
Class Bonus Taunt
Sworn Windhand has retort 2+X, where X is the amount of omens you have. (As long as this ally is retaliating, it gets that much .)
"Would you like some tea? I just brewed a fresh pot!"
Synthetic Strike
As long as the attacker is attacking an Automaton unit, Synthetic Strike gets +1 .
Malice cuts true.
Take Aim
Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)
Take Point
Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)
Class Bonus Floating Memory
Tariff Ring
Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.
A ring that commands both fear and respect.
Temper in Flames
Target weapon gets +1 until end of turn. Put a durability counter on it.
A weapon grows stronger when tempered in the fiery passions of its bearer.
Thieving Cut
Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
On Hit: If Thieving Cut was prepared, draw a card.
What's yours is mine.
Think Deep
This card costs 2 less to activate as long as you control a Fatestone or a Fatebound object.
Glimpse 2, then put up to two cards from the top of your deck into your graveyard.
Throne-Keeper Bullfrog
Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Thunderclap
Level 3+ This card costs 2 less to activate. (Apply this effect only if your champion is level 3 or higher.)
Deal 4 damage to target ally.
Don't underestimate the thunder when there is no rain.
Tidestone Bovine
On Attack: Target player puts the top two cards of their deck into their graveyard.
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.)
Tidestone Seeker
Class Bonus On Enter: Glimpse 3. (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.)
Genbu's tides reveal all.
Titan Mk II
Taunt, Vigor
"Operational access restricted to users holding maximum authority credentials."
β Gearstride Automatics Handbook
Tithe Proclamation
On Enter: Draw a card.
Players Each player can't draw more than three cards each turn unless it's their first turn of the game.
Wealth can only be amassed up to a certain point before the church of Aesa takes an interest.
Tomb Sweep
Level 1+ This card costs 1 less to activate. (Apply this effect only if your champion is level 1 or higher.)
Banish target card in a graveyard.
βMay your soul at last find the peace it has long been denied, and may it journey safely beyond this world!β
Tome of Sorcery
Class Bonus Level 2+ On Enter: Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)
β·: Empower 1. (The next Spell card you activate this turn activates and resolves as if your champion got +1 level.)
Tonoris, Creation's Will
Tonoris Lineage
If you would summon one or more tokens, you may summon that many Aurousteel Greatsword tokens instead.
Token weapons you control have "Sacrifice this object: Target weapon gets +X until end of turn where X is this object's power."
Tonoris, Genesis Aegis
Tonoris Lineage
At the beginning of your recollection phase, choose one that hasnβt been chosenβ
β’ Summon an Obelisk of Armaments token.
β’ Summon an Obelisk of Fabrication token.
β’ Summon an Obelisk of Protection token.
Tonoris, Lone Mercenary
On Enter: Tonoris gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)
Exiled and purged, he searches for his own truth.
Tonoris, Might of Humanity
Tonoris Lineage (Tonoris, Might of Humanity must be leveled from a previous level "Tonoris" champion.)
On Enter: Tonoris' next attack this turn gets +3 .
With replenished strength, Tonoris serves as a beacon of hope for humanity's salvation.
Torpid Fractal
On Enter: Rest target ally with 2 or less. That ally doesn't wake up during its controller's wake up phase as long as you control Torpid Fractal.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Trained Hawk
True Sight (This ally can attack units with stealth.)
Vigor (This ally wakes up at the beginning of your end phase.)
With eyes honed to spot the subtlest of movements, these animals are indispensible as hunting partners.
Trained Sharpshooter
Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion's class matches this card's class.)
Military-trained infantry able to adjust position and sight an enemy across the battlefield.