Cards where: released after 2023

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Heighten Spellcraft

Heighten Spellcraft

1
Norm

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.)

Speed
Fast
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Hemorrhaging Rend

Hemorrhaging Rend

4
Exia

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.

Power
4
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Herd of the Hearth

Herd of the Hearth

2
Fire

Animal and Beast allies you control get +1 until end of turn. Horse allies you control also gain "On Attack: Draw a card, then discard a card" until end of turn.

Class Bonus Floating Memory

Speed
Slow
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Hidden Enclave

Hidden Enclave

2
Water

At the beginning of each player’s 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.

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Hidden Longbowman

Hidden Longbowman

2
Norm

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.)

Power
1
Life
2
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Hide in Bush

Hide in Bush

5
Norm

Brew β€” Four Herbs (You may sacrifice the listed objects rather than pay this card’s reserve cost.)

Your champion gains stealth until end of turn. (This champion can’t be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Hire Mercenaries

Hire Mercenaries

2
Norm

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.

Speed
Slow
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Hoarfrost Spine

Hoarfrost Spine

2
Water

(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.

Power
1
Durability
3
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Honorable Vanguard

Honorable Vanguard

2
Norm

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

The emperor's gates are well-watched with these soldiers' dutiful eyes and faithful hearts.

Power
1
Life
2
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Horned Knight

Horned Knight

3
Norm

As long as Horned Knight is attacking an ally, Horned Knight gets +1.

”If you'll believe in me, I'll believe in you. Is that a bargain?”

Power
2
Life
2
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Horse Archer

Horse Archer

2
Norm

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

Equestrian β€” As long as you control a Horse ally, Horse Archer has ranged 3. (Multiple instances of ranged stack.)

"Who needs horsepower when you have firepower?"

Power
1
Life
3
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Horticounter

Horticounter

X
Astra

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.

Speed
Fast
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Huaji of Heaven's Rise

Huaji of Heaven's Rise // Huaji of Abyssal Fall

0
Norm

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.

Power
1
Durability
2
Back Face:

Huaji of Abyssal Fall

Exia

Class Bonus Unique Warrior allies you control can attack using this weapon.

On Attack: You may have Huaji of Abyssal Fall deal 10 unpreventable damage to the attacker. If you do, this attack gets +3 .

Power
3
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Huang Zhong, Unerring Aim

Huang Zhong, Unerring Aim

3
Wind

Ranged 2

Class Bonus 3, Return Huang Zhong to its owner's memory: Ranger units you control become distant. This ability costs 2 less to activate as long as Huang Zhong is distant.

Power
2
Life
2
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Hua Xiong, Insurgent’s Fang

Hua Xiong, Insurgent’s Fang

4
Norm

Vigor

Jin Bonus Polearm attack cards you activate enter the intent with +2.

Jin Bonus β†·, Discard a Polearm attack card: Prevent the next 2 damage that would be dealt to target unit you control this turn.

Power
2
Life
4
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Hub of Innovation

Hub of Innovation

3
Norm

On Enter: Draw a card into your memory.

At the crossroads of commerce, settlements rapidly expand and the exchange of thoughts flourishes.

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Hulao Gate, Sun's Ascent

Hulao Gate, Sun's Ascent

3
Fire

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.

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Humpty Dumpty, Fate's Fall

Humpty Dumpty, Fate's Fall

2
Astra

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.

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Hunt, Weiss King

Hunt, Weiss King

6
Water

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.

Power
0
Life
4
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Hydroguard Retainer

Hydroguard Retainer

3
Water

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.

Power
1
Life
4
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Hypothermia

Hypothermia

2
Water

Target rested ally gets -4 until end of turn.

Rest once, and you may never rise again.

Speed
Slow
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Icebound Slam

Icebound Slam

7
Water

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 .

Power
3
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Idle Fatestone

Idle Fatestone // Bolstered Boar

2
Norm

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.)

Back Face:

Bolstered Boar

As long as Bolstered Boar has two or more buff counters on it, it has steadfast, taunt, vigor, and retort 2.

Power
0
Life
2
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Idle Thoughts

Idle Thoughts

1
Norm

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.)

Speed
Slow
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Ignis Deus

Ignis Deus

2
Fire

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.

Speed
Fast
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Ignite Fate

Ignite Fate

3
Fire

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.

Speed
Slow
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Ignition Draw

Ignition Draw

3
Fire

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.

Speed
Fast
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Illuminating Charge

Illuminating Charge

3
Luxem

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.

Speed
Slow
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Illusory Armsmaster

Illusory Armsmaster

2
Exalted
Water

Class Bonus Fast Activation (You may activate this card at fast speed.)

Class Bonus On Enter: Target Warrior weapon you control gains spellshroud until end of turn. Put two durability counters on it.

Power
2
Life
2
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Immaterial Dissolution

Immaterial Dissolution

4
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Destroy up to three target non-regalia token objects with total reserve cost 4 or less.

Speed
Slow
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Impact Hammer

Impact Hammer

0
Fire

Class Bonus Impact Hammer gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Whenever a unit uses this weapon for an attack, deal 3 damage to it.

Power
2
Durability
2
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Imperial Accord

Imperial Accord

2
Exalted
Water

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

Negate target advanced element card activation unless its controller pays 6. You may banish the card that had its activation negated this way.

Speed
Fast
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Imperial Alchemist

Imperial Alchemist

2
Wind

Class Bonus On Enter: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Whenever you brew a Potion, put a buff counter on Imperial Alchemist.

Power
1
Life
3
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Imperial Apprentice

Imperial Apprentice

2
Water
Card Type
Ally β€” Mage Human

Whenever you activate a Spell card, you may banish a card with floating memory from your graveyard. If you do, draw a card.

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
2
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Imperial Assassin

Imperial Assassin

3
Norm

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion’s class matches this card’s class.)

Loyal to whoever bears the Imperial Seal.

Power
2
Life
1
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Imperial Panzer

Imperial Panzer

3
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Imperial Panzer is fostered, it gets +1 and +2 , and has vigor.

Power
2
Life
2
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Imperial Recruit

Imperial Recruit

2
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Imperial Recruit gets +1 as long as it's fostered.

Power
1
Life
3
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Imperial Rifleman

Imperial Rifleman

3
Norm

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

Class Bonus On Enter: Imperial Rifleman becomes distant. (Units stay distant until the end of their controller's turn. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Imperial Scout

Imperial Scout

2
Water

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

Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.

Power
1
Life
3
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Imperial Seal

Imperial Seal

0
Norm

Divine Relic (You can only have one card with this keyword in your material deck.)

Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)

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Imperial Sentry

Imperial Sentry

4
Norm

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

Level 2+ Imperial Security Imperial Sentry gets +1 .

Power
2
Life
3
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Imperial Spy

Imperial Spy

3
Norm

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

On Kill: Put a preparation counter on your champion.

β€œObserve first. If necessary, terminate.”
β€” Imperial Missive

Power
2
Life
1
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Imperious Galebind

Imperious Galebind

2
Exalted
Wind

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

Suppress up to three target allies, items, or weapons. (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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Incandescent Reliquary

Incandescent Reliquary

1
Luxem

Class Bonus This card costs 1 less to materialize.

At the beginning of your recollection phase, if you are the player with the least influence, draw a card. (A player's influence is equal to the total amount of cards in their hand and memory.)

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Incantation of Prosperity

Incantation of Prosperity

2
Norm

Depending on your Shifting Currents’ directionβ€”
β€’ North or Southβ€” Empower 2.
β€’ East or Westβ€” Recover 2.

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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Incapacitate

Incapacitate

4
Norm

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Negate target action card activation.

It's not about who strikes first, it's about who wins.

Speed
Fast
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Incendiary Shot

Incendiary Shot

1
Fire

β†·: Load Incendiary Shot into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Class Bonus On Hit: Deal 2 damage to the hit unit object.

Power
2
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Incinerated Templar

Incinerated Templar

3
Fire

Class Bonus On Enter: Put target Specter ally card with reserve cost 3 or less from your graveyard onto the field. It becomes ephemeral. Sacrifice it at the beginning of your next end phase.

”Burn bright and let memory stoke the flame of hate.”

Power
2
Life
2
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Increasing Danger

Increasing Danger

2
Fire

Draw a card. Each player draws a card into their memory.

First, an ember. Then, a blaze.

Speed
Slow
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Indiscriminate Gyre

Indiscriminate Gyre

4
Fire

Class Bonus On Attack: Deal 2 damage to all allies. (Apply this effect only if your champion's class matches this card's class.)

It can be hard to distinguish between friend and foe when the heat of battle boils over.

Power
3
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