Showing 651-700 of 1597 cards (page 14 of 32)
Gwendolyn, Spirit of Wind
On Enter: Draw seven cards.
"For thee, I beseech a swift victory."
Hailstorm Guard
Class Bonus This card costs 2 less to activate.
The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this way.
Hairpin of Transience
Class Bonus Banish Hairpin of Transience: Put three wither counters on target non-champion object. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they pay (1) for each wither counter on it, then remove wither counters.)
Halocline Scout
Class Bonus On Enter: Rest target unit. (Apply this effect only if your champion's class matches this card's class)
Class Bonus Other allies you control get +1 as long as they're attacking rested units.
Hanabi, Spirit of Fire
On Enter: Draw seven cards.
"Indulge in my scorching passion."
Harbinger of Lightning
As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.
Class Bonus On Death: Banish Harbinger of Lightning, and a card at random from your memory. When you do, as a Spell, deal X damage to target champion where X is the total reserve cost of the banished cards.
Harmonious Mantra
Recover 3. If your Shifting Currents face North, recover 3+LV instead. (To recover, remove that many damage counters from your champion.)
Healing flesh wounds is simple, but corruption can run deeper still.
Harness Lightning
As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.
Choose oneβ
β’ Empower 4. Then banish Harness Lightning.
β’ Target ally gets +4 until end of turn. Then banish Harness Lightning.
Harrow the Saved
Alice Bonus As long as there's a Curse card in your champion's lineage, this card costs 3 less to activate.
Put all non-champion non-regalia Specter cards from your banishment into your graveyard. Then recover X, where X is the amount of cards put into your graveyard this way.
Harvester Mk II
Automaton allies you control have βOn Death: Summon a Powercell token.β
βFor our loyal Gearstride customers, our Harvester prototype automates maintenance like never before!β
β Gearstride Automatics Advertisement
Harvest Herbs
Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
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.)
Hasty Messenger
On Attack: You may discard a card. If you do, draw a card.
βWar is upon us. Spread the word!β
Haunting Demise
Class Bonus On Champion Hit: Put Haunting Demise on the bottom of the hit champion's lineage.
Inherited Effect: At the beginning of your recollection phase, deal 1 unpreventable damage to this object.
Healing Aura
Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
At the beginning of your recollection phase, recover 1. (To recover, remove that many damage counters from your champion.)
Heated Vengeance
As long as your champion has taken damage this turn, Heated Vengeance gets +3 .
Class Bonus On Attack: You may have Heated Vengeance deal 3 damage to your champion.
"I dare anyone to try and lay a hand on Diao Chan."
Heatwave Generator
Class Bonus This card costs 1 less to materialize.
At the beginning of your recollection phase, target ally you control gets +1 until end of turn.
The Forgelight's mastery of heat transfer theoretics became their greatest war asset.
Heavenly Guide
Level 2+ On Enter: If an opponent controls a non-Spirit champion with a card on top of its lineage that wasn't played, level up your champion. (Your champion levels up into a compatible champion card from your material deck. A card was played if it was activated or materialized.)
Heavy Swing
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Long-dormant power, fused into a single blow.
Hector, Praetorian Guard
Imbue 3
Class Bonus On Enter: If Hector is imbued, summon two Automaton Drone tokens.
Class Bonus If damage would be dealt to one or more non-token neos element units you control, prevent X of that damage where X is the amount of tokens you control. Apply this replacement effect only once per turn.
Heighten Spellcraft
Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +3 level.)
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.)
Hemorrhaging Rend
Damage 20+ Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted. Apply this effect only if there are twenty or more damage counters on your champion.)
As much as he clung to life, without his humanity, he wondered if he was living at all.
Hidden Enclave
At the beginning of each playerβs recollection phase, that player puts the top card of their deck into their graveyard.
A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.
Hidden Longbowman
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Hidden Longbowman has stealth as long as it's distant. (This unit with stealth can't be targeted by attacks unless permitted by true sight.)
Hide in Bush
Brew β Four Herbs (You may sacrifice the listed objects rather than pay this cardβs reserve cost.)
Your champion gains stealth until end of turn. (This champion canβt be targeted by attacks unless permitted by true sight.)
Hire Mercenaries
This card costs 1 less to activate if an opponent controls one or more allies.
Look at the top two cards of your deck. Put one of those cards into your memory and the other on the bottom of your deck.
Hoarfrost Spine
(Bow β Must be loaded to use for an attack and can't be used with an attack card.)
On Enter: Look at the top card of your deck. You may put that card into your graveyard.
Beware of frostbite.
Hone by Fire
Target Sword weapon you control gets +2 until end of turn. Class Bonus: Put a durability counter on it.
Enwreathed and tempered in flame.
Honorable Vanguard
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
βAdvance! Keep them away from the gates until reinforcements arrive!β
Horn of Beastcalling
Banish Horn of Beastcalling: The next Beast ally card you activate this turn costs 3 less to activate. Class Bonus: Draw a card. (Apply the additional effect only if your champion's class matches this card's class.)
Few beasts can resist Gaia's call.
Horticounter
As an additional cost to activate this card, sacrifice Y Herbs.
Negate target card activation unless its controller pays X+Y. Banish the card that had its activation negated this way. When an activation is negated this way, glimpse 3.
Huaji of Heaven's Rise // Huaji of Abyssal Fall
Class Bonus Unique Warrior allies you control can attack using this weapon.
Class Bonus At the beginning of your end phase, if your champion is exia element, you may pay 3. If you do, transform Huaji of Heaven's Rise.
Hub of Innovation
On Enter: Draw a card into your memory.
At the crossroads of commerce, settlements rapidly expand and the exchange of thoughts flourishes.
Hulao Gate, Sun's Ascent
Whenever a unit declares an attack, deal 2 damage to it.
Upkeep β At the beginning of your recollection phase, you may banish a fire element card from your graveyard. If you don't, sacrifice Hulao Gate.
Humpty Dumpty, Fate's Fall
β·: Put a buff counter on Humpty Dumpty. Then glimpse X, where X is the amount of buff counters on Humpty Dumpty.
2: Until end of turn, Humpty Dumpty becomes an ally in addition to its other types with base power and life 0.
Hunt, Weiss King
Alice Bonus This card costs 2 less to activate for each of up to two Pawn allies you control.
β·: Choose one that hasn't been chosenβ
β’ If you control a Chessman Bishop ally, draw a card.
β’ Put a buff counter on a Chessman Knight ally.
β’ Change the target of an attack to a Chessman Rook ally you control. If you do, that ally gets +2 until end of turn.
Hurricane Sweep
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.)
Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted.)
Hydroguard Retainer
Taunt (While awake, this ally must be targeted before other units you control during your opponent's attack declarations if able.)
Whenever your Shifting Currents change from facing North to West, draw a card.
Hymn of Gaia's Grace
Glimpse 3. Draw a card.
You may put an Animal or Beast ally card with reserve cost LV or less from your hand onto the field. If you do, you may change the target of an attack that targets your champion to that ally.
Hypothermia
Target rested ally gets -4 until end of turn.
Rest once, and you may never rise again.
Icebound Slam
Class Bonus This card costs 2 less to activate.
On Attack: Put the top five cards of your deck into your graveyard. Then if there are five or more water element cards in your graveyard, Icebound Slam gets +5 .
Idle Fatestone // Bolstered Boar
On Enter: Look at the top four cards of your deck and then put them back in any order.
Guo Jia Bonus β·, 2: Reveal the top card of your deck. If that card's reserve cost is even, put a buff counter on Idle Fatestone. Otherwise, transform Idle Fatestone. (Zero is even.)
Idle Thoughts
Look at the top four cards of your deck and then put them back in any order.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Ignis Deus
Activate this card only if your champion is a Spirit.
Materialize a champion card with base level 1 from your material deck. If you do, for the rest of the game, non-Spirit champions you control can't level up.
Ignited Stab
Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
Class Bonus On Attack: If Ignited Stab was prepared, it gets +2 . (Apply this effect only if your champion's class matches this card's class.)
Ignite Fate
Deal 2 damage to each champion.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
The clash of two sisters that would alter fate.
Ignite the Soul
Deal 1 damage to target unit.
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. Apply this effect only if your champion's class matches this card's class.)
Ignition Draw
As long as your champion is distant, this card costs 2 less to activate.
Look at the top six cards of your deck. Banish up to two Aethercharge cards from among them and put the rest on the bottom of your deck in any order. Until end of turn, you may activate the banished cards.
Illuminate Secrets
Deal an amount of damage to target unit equal to its owner's influence minus your influence. (A player's influence is equal to the total amount of cards in their hand and memory.)
The light protects those unjustly oppressed.
Illuminating Charge
Reveal all cards in your memory. You may put up to two Animal cards from among them onto the field.
For her unmatched kindness and diligence, Guo Jia was admired by both her peers and forest creatures of Sanguo alike.