Cards where: reserve cost is 3

Showing 551-600 of 611 cards (page 12 of 13)

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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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Trained Hawk

Trained Hawk

3
Wind

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.

Power
2
Life
2
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Trained Sharpshooter

Trained Sharpshooter

3
Norm

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.

Power
2
Life
3
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Treacle, Drowned Mouse

Treacle, Drowned Mouse

3
Water

As long as Treacle is ephemeral, it has stealth.

Alice Bonus At the beginning of your recollection phase, recover X, where X is the amount of Specter allies you control.

Alice Bonus Ephemerate β€” 2, Discard a card. (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
1
Life
4
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Tricastles of Lucenia

Tricastles of Lucenia

3
Exalted
Norm

Players can't activate non-advanced element cards.

Banish a norm or advanced element card from your hand: Tricastles of Lucenia loses all abilities until end of turn. Any player may activate this ability. Activate this ability only once per turn.

Durability
8
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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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Triumphant Mechanic

Triumphant Mechanic

3
Neos

On Enter: If you control three or more tokens, draw a card into your memory.

On Attack: If you control three or more tokens, recover 3.

"That's what I'd call a feat of engineering."

Power
1
Life
4
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Turbo Charge

Turbo Charge

3
Norm

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

Draw two cards.

β€œWarning! Overcharging powercells can lead to catastrophic failure. Call a technician for support!”
β€” Gearstride Automatics Manual

Speed
Slow
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Turm, Schwartz Rook

Turm, Schwartz Rook

3
Wind

Whenever Turm attacks with a Command card, put a buff counter on Turm.

Alice Bonus On Leave: Put the buff counters that were on Turm on a Pawn ally you control.

"To my queen, I remain loyal, no matter her decree."

Power
1
Life
3
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Tweedledee, Contrarian Poet

Tweedledee, Contrarian Poet

3
Water

Class Bonus Taunt

On Hit: Tweedledee gets -3 . (This effect lasts indefinitely.)

"Contrariwise, if it was so, it might be; and if it were so, it would be; but as it isn't, it ain't. That's logic."

Power
3
Life
4
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Tweedledum, Rattled Dancer

Tweedledum, Rattled Dancer

3
Fire

Class Bonus Stealth

Choose an opponent as you declare an attack with Tweedledum rather than a target defender. That opponent chooses a valid unit they control as the target defender.

Power
3
Life
2
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Twilight Slime

Twilight Slime

3
Astra

Pride 3

Class Bonus Your champion and other slimes Slime objects you control have spellshroud. (Units with spellshroud can’t be targeted by Spells.)

Cloaked under moonlight, shrouded by twilight.

Power
1
Life
3
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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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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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Unrelenting Warden

Unrelenting Warden

3
Wind

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

Level 2+ Vigor (This unit wakes up at the beginning of your end phase.)

Power
2
Life
3
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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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Valiant Protector

Valiant Protector

3
Norm

Class Bonus Bulwark (This ally enters the field with a bulwark counter on it. If combat damage would be dealt to an ally with any bulwark counters on it, remove one and prevent that damage instead.)

The town slept in peace with such reliable guards.

Power
2
Life
3
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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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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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Varuck, Smoldering Spire

Varuck, Smoldering Spire

3
Fire

Upkeep β€” Whenever you materialize a card, sacrifice Varuck.

Damage dealt by fire element sources you control can't be prevented.

Once decrepit, now ablaze with new blood.

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Veiled Oracle

Veiled Oracle

3
Norm

On Enter: Veiled Oracle becomes ephemeral. Glimpse 3. (If an ephemeral object would leave the field, banish it instead. 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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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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Verdigris Decree

Verdigris Decree

3
Wind

Imbue 3

Choose one. If Verdigris Decree is imbued, choose two insteadβ€”
β€’ Suppress up to one target ally.
β€’ Up to one target ally gets +2 until end of turn.
β€’ Destroy up to one target phantasia.

Speed
Fast
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Verdure of Preservation

Verdure of Preservation

3
Tera

Kongming Bonus Whenever your Shifting Currents change to facing the next clockwise direction, reveal the top card of your deck and put it into your material deck preserved.

3, Sacrifice Verdure of Preservation: Empower X, where X is twice the amount of preserved cards in your material deck. Activate this ability only if there are five or more preserved cards in your material deck.

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Vermilion Decree

Vermilion Decree

3
Fire

Imbue 3

Choose one. If Vermilion Decree is imbued, choose two insteadβ€”
β€’ Deal 3 damage to up to one target champion.
β€’ Deal 2 damage to up to one target ally.
β€’ Each player draws a card.

Speed
Fast
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Vestal Priestess

Vestal Priestess

3
Exalted
Norm

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

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

On Enter: Recover 4.

Power
1
Life
4
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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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Vigilant Sentry

Vigilant Sentry

3
Wind

Class Bonus Taunt (While awake, this unit must be targeted before other units you control during your opponents’ attack declarations if able.)

With an enforced curfew, Winbless established nightwatch patrols to guard the citizens.

Power
2
Life
3
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Viridescent Aetherstreak

Viridescent Aetherstreak

3
Wind

Class Bonus This card costs 1 less to activate.

Choose twoβ€”
β€’ Up to one target unit becomes distant.
β€’ Prevent the next 2 damage that would be dealt to each distant unit this turn.
β€’ Load Viridescent Aetherstreak into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Wandering Glaivier

Wandering Glaivier

3
Fire

On Death: Each player draws a card.

"I only do what must be done."

Power
2
Life
1
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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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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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Waterveil Apostle

Waterveil Apostle

3
Water

Class Bonus Memory 4+ At the beginning of your recollection phase, gather. (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.)

A torrent of flora with every thought.

Power
1
Life
4
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Weiss Knight

Weiss Knight

3
Water

Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 .)

Whenever you activate a Chessman Command card, Weiss Knight gains unblockable until end of turn. (The attacks of a unit with unblockable can’t be intercepted and ignores taunt.)

Power
1
Life
3
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Whirlwind Reaper

Whirlwind Reaper

3
Wind

At the beginning of your end phase, you may remove a preparation counter from your champion. If you do, wake up Whirlwind Reaper.

β€œYou may be able to read the winds, but can you ride them?”

Power
2
Life
2
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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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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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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 Arbalest

Winbless Arbalest

3
Wind

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

Class Bonus Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
2
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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 Vanguard

Windrider Vanguard

3
Wind

Class Bonus Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)

The stalwart vanguard of Camelot's airborne forces are chosen for their affinity for wind.

Power
2
Life
3
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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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Windstream Mutt

Windstream Mutt

3
Wind

Class Bonus On Enter: Reveal a card at random from your memory. If that card is wind element, choose another ally you control and put a buff counter on it. (Allies get +1 power and +1 life for each buff counter on them. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
2
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Wulin Lancer

Wulin Lancer

3
Wind

Whenever your Shifting Currents change from facing North to West, Wulin Lancer gets +2 until end of turn.

"When the winds call, I always answer."

Power
2
Life
3
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Xia Hou Dun, Gloryseeker

Xia Hou Dun, Gloryseeker

3
Water

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

Class Bonus As long as you control a Sword or Bow weapon, Xia Hou Dun gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
4
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