Cards where: rarity includes U

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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.

Speed
Fast
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Unforgotten Will

Unforgotten Will

3
Norm

Banish Unforgotten Will and put an omen counter on it. If you do, draw a card into your memory.

As long as Unforgotten Will is an omen, cards you activate with reserve cost 3 cost 1 more to activate.

He thought to join her in the abyss, but first he would make them pay.

Speed
Slow
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Unity's Gale

Unity's Gale

2
Wind

Target ally gets +3 until end of turn.

At the beginning of the next end phase, if that ally is damaged and you don't control it, you gain the Crowd's Favor status.

Speed
Fast
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Unmake Duality

Unmake Duality

3
Norm

As an additional cost to activate this card, sacrifice a regalia with divine relic.

Draw two cards.

With that, everyone was saved. Everyone but the one person who mattered the most: Alice.

Speed
Slow
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Unmoored Call

Unmoored Call

3
Water

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

Choose a number. Until end of turn, objects with reserve cost equal to that number enter the field rested.

Draw a card into your memory.

Speed
Fast
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Unstable Voltage

Unstable Voltage

2
Arcane

Deal D6+D6 damage to target ally. (Roll a six-sided die to determine each instance of D6 as this effect resolves.)

"My lightning strikes twice as hard!"

Speed
Fast
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Usurp the Winds

Usurp the Winds

1
Wind

Up to one target ally gets +1 and +1 until end of turn.

Kongming Bonus You may change the direction of your Shifting Currents to a different direction of your choice. When you change it from facing West to South this way, draw a card.

Speed
Fast
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Vanguard's Reversal

Vanguard's Reversal

5
Norm

Class Bonus As long as your champion has taunt, this card costs 3 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Those who bear a burden wield the strongest sword.

Power
5
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Vanish from Sight

Vanish from Sight

3
Norm

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

Your champion gains stealth until end of turn.

Like a wraith, Tristan slipped through the battle wrapped in shadows unseen, daggers ready.

Speed
Fast
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Vanishing Shot

Vanishing Shot

1
Wind

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

On Ally Hit: You may return the hit ally to its owner's memory.

A enchanted bullet to make threats disappear.

Power
2
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Vanitas, Convergent Ruin

Vanitas, Convergent Ruin

2
Wind

Vanitas Lineage

Whenever you activate a Spell card, Vanitas' next attack without a weapon this turn gets +1 .

On Champion Hit: If 7 or more damage was dealt, cards that opponent materializes cost 1 more to materialize until the beginning of your next turn.

Level
Lv. 2
Power
1
Life
22
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Vanitas, Obliviate Schemer

Vanitas, Obliviate Schemer

1
Wind

Vanitas can only level up into another "Vanitas" champion.

On Enter: If there's another wind element card in Vanitas' lineage, glimpse 4.

"With just a nudge, this seed will be ripe for harvest."

Level
Lv. 1
Life
19
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Vaporjet Shieldbearer

Vaporjet Shieldbearer

2
Water

Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus On Hit: Look at the top card of your deck. You may put that card into your graveyard.

Automated portside insurance for pirates.

Power
1
Life
3
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Varuckan Acolyte

Varuckan Acolyte

3
Fire
Card Type
Ally β€” Mage Human

On Enter: Destroy target regalia with memory cost 0.

Level 3+ Varuckan Acolyte gets +3 .

Some of the cabalistic rituals practiced among the mad cultists require material sacrifice.

Power
0
Life
1
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Veiled Dash

Veiled Dash

4
Wind

Class Bonus This card costs 2 less to activate.

Up to two target units become distant, then reveal any amount of wind element cards from your memory. Prevent the next X damage that would be dealt to each of those units this turn where X is the amount of wind element cards revealed this way.

Speed
Fast
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Veiled Gambit

Veiled Gambit

1
Wind

As an additional cost to activate this card, sacrifice a Chessman ally.

Prevent the next 4 damage that would be dealt to your champion and up to one other target unit until end of turn.

Speed
Fast
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Venerable Sage

Venerable Sage

4
Norm
Card Type
Ally β€” Mage Human

Kongming Bonus Whenever your Shifting Currents change directions, Venerable Sage gets +1 and +1 until end of turn.

Power
1
Life
4
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Vengeful Gust

Vengeful Gust

3
Wind

Suppress target ally you don't control. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)

Level 3+ The next time that card would enter the field this turn, it enters with "On Enter: Deal 4 damage to your champion."

Speed
Slow
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Vengeful Paramour

Vengeful Paramour

2
Fire

On Enter: As a Spell, if Vengeful Paramour is ephemeral, deal 2 damage to target champion.Β 

Ephemerate β€” 4 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
2
Life
1
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Veteran Blazebearer

Veteran Blazebearer

3
Fire

On Enter: Veteran Blazebearer gains taunt until the beginning of your next turn.

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Blast furnace machinery refurbished for battle.

Power
2
Life
3
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Veteran Soldier

Veteran Soldier

5
Norm

Floating Memory

"I will carve out my legacy into Aesan soil with steel. Let this bloodshed sate this endless hunger for war."

Power
2
Life
3
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Viridian Protective Trinket

Viridian Protective Trinket

0
Norm

Banish Viridian Protective Trinket: During your turn, water element cards your opponents activate cost 2 more to activate.

A charmed ring that funnels and tapers torrential downpours into a revitalizing mist.

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Volatile Fusilier

Volatile Fusilier

1
Fire

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

Class Bonus On Enter: You may have Volatile Fusilier deal 4 damage to your champion. If you do, Volatile Fusilier becomes distant.

Power
1
Life
1
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War Marshal

War Marshal

4
Norm

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus Equestrian β€” As long as you control a Horse ally, War Marshal gets +1 and +1 .

May the Shenju bless those on the front lines.

Power
2
Life
3
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Warrior's Longsword

Warrior's Longsword

1
Norm

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

A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.

Power
1
Durability
2
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Water Barrier

Water Barrier

3
Water

The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.

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
Fast
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Waterfall Veiler

Waterfall Veiler

3
Water

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight.)
On Champion Hit: That opponent puts the top four cards of their deck into their graveyard.

Power
1
Life
1
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Waterlogged Ranger

Waterlogged Ranger

3
Water

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

Deluge 3 β€” On Enter: If you have three or more water element cards in your graveyard, Waterlogged Ranger becomes distant. (Units stay distant until the end of their controller's turn.)

Power
2
Life
2
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Water Resonance Bauble

Water Resonance Bauble

0
Norm

Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.

Torrents crash and turn along the edges of this orb, waiting for their inevitable release.

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Wavekeeper's Bond

Wavekeeper's Bond

1
Water

Whenever your champion levels up, recover 2.

Level 3+ At the beginning of your end phase, you may sacrifice Wavekeeper's Bond. If you do, draw a card into your memory.

A promise to the ocean is eternal.

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Weaken Resistance

Weaken Resistance

4
Norm

Class Bonus This card costs 1 less to activate.

The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)

Speed
Slow
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Weiss Bishop

Weiss Bishop

2
Water

As long as you control one or more Pawn allies, Weiss Bishop has stealth.

Alice Bonus Weiss Bishop gets +1 as long as it's attacking a unit with an odd life stat.

The Weiss and Golden Queen were old friends.

Power
1
Life
3
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Whirlwind Vizier

Whirlwind Vizier

3
Wind

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

3, β†·, Sacrifice Whirlwind Vizier: Destroy target non-Fractal phantasia.

Power
2
Life
2
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Wildgrowth Elixir

Wildgrowth Elixir

3
Wind

Brew β€” Two Herbs

At the beginning of your recollection phase, put an age counter on Wildgrowth Elixir.

Sacrifice Wildgrowth Elixir: Put X buff counters on target ally, where X is the amount of age counters on Wildgrowth Elixir.

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Wildgrowth Fatestone

Wildgrowth Fatestone // Elder Mandrill

3
Wind

Guo Jia Bonus Whenever another wind element object enters the field under your control, put a buff counter on Wildgrowth Fatestone. Then if there are six or more buff counters on Wildgrowth Fatestone, you may transform it.

Back Face:

Elder Mandrill

Power
1
Life
1
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Winbless Gatekeeper

Winbless Gatekeeper

2
Wind

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

On Enter: You may pay 2. When you do, put a buff counter on target Guardian ally you control.

Power
1
Life
2
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Winbless Hurricane Farm

Winbless Hurricane Farm

4
Wind

At the beginning of your recollection phase, you may reveal three wind element cards from your memory. If you do, summon a Powercell token.

β€œGearstride Automatics is a proud innovator of renewable and clean hurricane energy consumption!”
β€” Gearstride Automatics Advertisement

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Winbless Lookout

Winbless Lookout

2
Wind

On Enter: Put a preparation counter on your champion.

Class Bonus On Enter: Glimpse 1. (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.)

Power
1
Life
3
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Winbless Rangefinder

Winbless Rangefinder

2
Wind

On Enter: Another target unit you control becomes distant. If that unit is an Automaton ally, put a buff counter on it.

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
1
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Wind Cutter

Wind Cutter

2
Wind

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

On Hit: Reveal a card at random from your memory. If that card is wind element, put Wind Cutter into its owner's memory.

Power
1
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Windmill Engineer

Windmill Engineer

2
Wind

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)

On Enter: If Windmill Engineer is imbued, draw a card into your memory.

Power
1
Life
1
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Wind Resonance Bauble

Wind Resonance Bauble

0
Norm

Banish Wind Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a wind element champion.

β€œIt’s no use going back to yesterday, because I was a different person then.”

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Windrider Invoker

Windrider Invoker

3
Wind
Card Type
Ally β€” Mage Human

On Enter: You may remove two enlighten counters from your champion. If you do, draw a card and Windrider Invoker gets +3 until end of turn.

A burst of wind to dash through the battlefield. Another to take down the enemy.

Power
1
Life
2
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Windrider Mage

Windrider Mage

2
Wind
Card Type
Ally β€” Mage Human

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

Class Bonus At the beginning of your recollection phase, you may return Windrider Mage to your hand. If you do, put an enlighten counter on your champion.

Power
1
Life
1
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Winds of Destiny

Winds of Destiny

3
Wind

You may rest two Fatestones you control rather than pay this card's reserve cost.

Suppress target ally, item, or weapon. (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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Winds of Retribution

Winds of Retribution

6
Wind

Class Bonus Level 2+ This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Allies you control get +2 until end of turn.

Speed
Slow
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Wingpeak Patriarch

Wingpeak Patriarch

2
Norm

Other Birds Bird objects you control get +1 .

Even among animals, respect shapes hierarchy, proving that proper leadership often surpasses brute force.

Power
1
Life
1
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Wonderland's Reign

Wonderland's Reign

0
Norm

Cardistry β€” 10: Draw a card. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Come dine with the Looking Glass Queens, and me.

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Woodland Squirrels

Woodland Squirrels

0
Norm

Playful, curious, and above all, adorable. Even a simple encounter makes travellers light of heart.

Power
1
Life
1
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Wool Brook

Wool Brook

4
Norm

Wool Brook enters the field with a refinement counter on it.

On Enter: Draw a card into your memory.

6, Remove a refinement counter from Wool Brook: Draw a card into your memory.

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