Cards where: rarity includes R

Showing 551-573 of 573 cards (page 12 of 12)

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Verdant Slime

Verdant Slime

2
Tera

Pride 5

Class Bonus Taunt

On Enter: Destroy up to one target regalia with memory cost 0. If you don't, put two buff counters on Verdant Slime.

Power
2
Life
2
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Vertus, Gaia's Roar

Vertus, Gaia's Roar

4
Tera

Pride 10 (This ally won't obey you unless your champion is level 10 or higher.)

Class Bonus On Enter: Allies you control get +1 for each Animal and/or Beast ally card in your graveyard until end of turn.

All cower quickly before his might.

Power
8
Life
6
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Veteran Aerotheurge

Veteran Aerotheurge

4
Wind

Ranged 2 (As long as this unit is distant, its attacks get +2.)

Class Bonus Ranged 2 (Multiple instances of ranged can stack.)

The first Aethercharge card you activate each turn costs 1 less to activate.

Power
2
Life
3
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Visage's Strike

Visage's Strike

2
Wind

Ciel Bonus On Hit: If you have two or less omens, banish Visage's Strike and put an omen counter on it.

To respect Alice’s aspirations, he had shown restraint and patience, but as the clock kept ticking, he realized the error of his ways.

Power
2
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Visceral Inversion

Visceral Inversion

1
Umbra

Target attacking ally gets -5 until end of turn. If Visceral Inversion is ephemeral, that ally gets -5 instead.

Ephemerate β€” 3 (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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Void's Cloak

Void's Cloak

0
Exalted
Norm

You have spellshroud. (A player with spellshroud can't be targeted by Spells.)

Even the most faithful of the Proto Archive could never fathom the full extent of its power.

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Volcanic Crescendo

Volcanic Crescendo

2
Fire

Banish any amount of fire element cards from your graveyard. Empower 3+X, where X is the amount of cards banished this way.

Harmonize β€” If you’ve activated a Melody card this turn, deal X damage to each champion.

Speed
Slow
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Waited Accord

Waited Accord

2
Norm

On Enter: You may reveal three advanced element cards from your material deck. If you do, Waited Accord gains "The first advanced element card each player activates each turn costs 2 more to activate."

Level 2+ Sacrifice Waited Accord: Draw a card.

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Wand of Frost

Wand of Frost

1
Water

Class Bonus On Enter: Draw a card.

Banish Wand of Frost: Target unit's attacks get -3 until end of turn.

Wielded by the apostles of the Lumina Sanctuary, this wand chills even the most heated of threats.

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Warrior of the Fae Realm

Warrior of the Fae Realm

3
Norm

Stealth

On Enter: You may banish a Sword attack card from your hand or memory. If you do, draw a card into your memory. As long as you control Warrior of the Fae Realm, you may activate the banished card on a later turn.

Power
1
Life
2
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Wayfinder's Map

Wayfinder's Map

0
Norm

Domain cards you activate cost 1 less to activate.

Banish Wayfinder's Map: Draw a card. Activate this ability only if you control three or more domains.

Critical landmarks and strategic bastions dot the battlefield. Strategic control is the key to success.

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Whisperwind Compass

Whisperwind Compass

3
Wind

On Enter: Draw a card into your memory.

Class Bonus Whenever a Ranger ally you control becomes distant, if that ally has no buff counters on it, put a buff counter on it.

Only the winds remember the way.

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Wildheart Lyre

Wildheart Lyre

1
Water

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

Class Bonus Whenever you rest Wildheart Lyre to pay for the reserve cost of a Harmony or Melody activation, put a buff counter on an Animal or Beast ally you control.

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Winbless Forecaster

Winbless Forecaster

4
Wind
Card Type
Ally β€” Mage Human

If one or more enlighten counters would be put on your champion, that many plus one enlighten counters are put on your champion instead.

Forecasting the volatility of the swirling tempest above Winbless allowed the Academy to harness the storm’s chaotic potential.

Power
1
Life
3
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Winbless Kiteshield

Winbless Kiteshield

1
Wind

Class Bonus This card costs 1 less to materialize.

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

Linked unit has vigor.

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Windwalker Boots

Windwalker Boots

0
Wind

Class Bonus At the beginning of your end phase, if your champion is awake, put a preparation counter on them.

Banish Windwalker Boots: Draw a card. Activate this ability only if your champion has five or more preparation counters on them.

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Wisp's Protection

Wisp's Protection

2
Crux

Prevent the next 4+X damage that would be dealt to target unit this turn, where X is the amount of regalia on the field.

Speed
Fast
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Worn Diary

Worn Diary

0
Norm

β†·: Put a page counter on Worn Diary for each card in your memory.

β†·, Banish Worn Diary: Draw a card. Activate this ability only if there are ten or more page counters on Worn Diary.

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Worn Gearblade

Worn Gearblade

1
Norm

Class Bonus β†·, Remove a durability counter from Worn Gearblade: Prevent the next 1 damage that would be dealt to target unit this turn.

Whenever an Automaton ally you control dies, put a durability counter on Worn Gearblade.

Power
1
Durability
3
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Wrathful Slime

Wrathful Slime

4
Exia

Pride 4

Class Bonus On Enter: For every five damage counters on your champion, put a buff counter on Wrathful Slime.

As long as Wrathful Slime has six or more buff counters on it, it has immortality.

Power
1
Life
1
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Wuji of Lingering Fate

Wuji of Lingering Fate

2
Water

On Enter: Deal 3 damage to target rested ally you don't control.

Whenever your Shifting Currents change from facing West to East, you may sacrifice Wuji of Lingering Fate. If you do, target player puts the top three cards of their deck into their graveyard.

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Zephyr

Zephyr

2
Wind

Suppress target ally or regalia. (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.)

It will come back in a breeze.

Speed
Fast
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Zephyr's Edge

Zephyr's Edge

0
Wind

Class Bonus On Enter: If it's not your materialize phase, Zephyr's Edge gets +1 until end of turn.

Lighter than the breeze, swifter than the wind.

Power
1
Durability
2
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