Cards where: rarity is greater than U and is at most UR

Showing 651-700 of 1077 cards (page 14 of 22)

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Naia, Diviner of Fortunes

Naia, Diviner of Fortunes

3
Water

Class Bonus On Enter: Reveal the top three cards from your deck. Banish one of those cards and put the rest into your graveyard. If the banished card is a Spell card, you may activate it as long as you control Naia.

Power
2
Life
2
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Natural Order

Natural Order

10
Tera

Class Bonus Efficiency

Put all cards from your hand and memory on the bottom of your deck in any order. Then put all preserved cards from your material deck into your memory.

Speed
Slow
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Nature's Appeal

Nature's Appeal

2
Tera

Reveal the top LV cards of your deck. Put one of those cards into your hand and another into your material deck preserved. Put the rest on the bottom of your deck in any order. (As you materialize, you may instead return a preserved card to your hand.)

Speed
Fast
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Nature's Insight

Nature's Insight

5
Tera

Class Bonus This card costs 2 less to activate.

Reveal a card from your memory and put it into your material deck preserved. X is that card's reserve cost. Then reveal the top X cards of your deck and put them into your material deck preserved.

Speed
Slow
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Navigation Compass

Navigation Compass

1
Norm

Class Bonus This card costs 1 less to materialize. (Apply this effect only if your champion's class matches this card's class.)

β†·, Discard a domain card: Draw a card into your memory.

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Necklace of Foresight

Necklace of Foresight

1
Norm

Class Bonus This card costs 1 less to materialize.

Banish Necklace of Foresight: Glimpse 4. (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.)

Prediction is easy. Interpretation determines fate.

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Nefarious Timepiece

Nefarious Timepiece

0
Norm

As Nefarious Timepiece enters the field, choose a regalia card name.

Cards with the chosen name cost 1 more to play.

5, Banish Nefarious Timepiece: Draw a card into your memory.

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Neos Elemental

Neos Elemental

10
Neos

Class Bonus This card costs 1 less to activate for each token object you control.

Hindered (This ally enters the field rested.)

Steadfast, Taunt, True Sight, Vigor

Neos Elemental gets +1 and +1 for each token object you control.

Power
1
Life
1
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Neos Sight

Neos Sight

0
Neos

Draw a card. If you control eight or more objects, draw a card into your memory.

Strength in numbers.

Speed
Fast
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Nia, Mistveiled Scout

Nia, Mistveiled Scout

3
Water

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

On Enter: Look at target opponent's memory, then choose any card name.

Cards with the chosen name cost 1 more to play.

Power
1
Life
3
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Nightmare Coil

Nightmare Coil

2
Umbra

Activate this card only if your champion is distant, and only during your recollection phase.

Class Bonus This card's activation can't be negated.

Draw a card. Until end of turn, whenever an opponent activates a card or ability, that opponent's champion deals 8 unpreventable damage to itself.

Speed
Fast
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Nimble Court Assassin

Nimble Court Assassin

5
Exalted
Norm

Ambush, Vigor

On Enter: You gain agility 3 for this turn. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

Power
4
Life
4
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Nimue, Cursed Touch

Nimue, Cursed Touch

3
Norm

Class Bonus Whenever you activate an action card that targets an ally, destroy that ally.

"Excalibur holds a fickle temperament and hasn't stirred for decades. There was a mage who sought to remedy it, but I can't remember her name..."

Power
1
Life
3
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Noble Dissolution

Noble Dissolution

2
Exalted
Wind

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

Destroy up to three target phantasias.

Speed
Fast
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Nocturne's Oblivion

Nocturne's Oblivion

3
Umbra

As long as you have five or more omens with different reserve costs, this card costs 2 less to activate.

Destroy target non-champion object. Banish Nocturne's Oblivion.

"I'll tear apart everything you hold dear."

Speed
Fast
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Noire, Ace of Spades

Noire, Ace of Spades

1
Norm

As long as you control another Suited ally, Noire has stealth.

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Put a buff counter on Noire.
β€’ 10β€” Put two buff counters on Noire.
β€’ 21β€” Put four buff counters on Noire.

Power
1
Life
1
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Nox, Final Release

Nox, Final Release

10
Umbra

This card costs 2 less to activate for each Curse card in your champion's lineage.

On Enter: Load Nox into an unloaded Gun weapon you control.

Diana Bonus On Champion Hit: That opponent discards four cards. Then if that opponent's influence is four or less, destroy the hit champion.

Power
4
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Nullifying Mirror

Nullifying Mirror

0
Norm

β†·: Until end of turn, cards in target opponent’s memory are norm element. (They are not any other element.)

A mirror made of bronze, meticulously polished to cleanse and unveil malignant forces. All are equal within its reflections.

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Numinous Monk

Numinous Monk

3
Crux

Regalia you control have "β†·: As a Spell, deal 1 damage to target unit."

Power
2
Life
4
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Nuriel, Seraphic Paladin

Nuriel, Seraphic Paladin

4
Norm

Advanced Imbue 3

On Enter: If Nuriel is imbued, put a bulwark and a buff counter on it.

Whenever your champion levels up, if Nuriel is imbued, put a bulwark counter on Nuriel.

Power
2
Life
2
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Oath of the Sakura

Oath of the Sakura

3
Wind

Put a buff counter on each ally you control.

If you control exactly three allies that are all unique, they each get +2 until end of turn.

β€œThough of different heritage, we come together as sisters, sworn to protect in danger and aid in crisis.”

Speed
Slow
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Obsequious Blow

Obsequious Blow

10
Water

Ciel Bonus This card costs 1 less to activate for each omen you have.

On Champion Hit: The first card that opponent activates during their next turn costs 2 more to activate.

Power
7
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Oneiric Key

Oneiric Key

0
Norm

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

4, Banish Oneiric Key: Draw a card into your memory.

Most see a key as something that opens, yet it is also the only thing that can truly lock something away.

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Oppressive Presence

Oppressive Presence

2
Fire

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

Until end of turn, players can't declare attacks with allies unless they pay X for each attack declaration, where X is the highest among fire element allies you control.

Speed
Fast
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Optical Control

Optical Control

3
Luxem

As Optical Control enters the field, choose a card type.

Cards of the chosen type your opponents activate cost 4 more to activate.

At the beginning of your recollection phase, sacrifice Optical Control and draw a card.

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Orbiting Cosmos

Orbiting Cosmos

0
Astra

If you would glimpse an amount, glimpse X instead, where X is that amount plus 1.

3, Banish Orbiting Cosmos: Draw a card into your memory.

The future shows itself, yet yields nothing.

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Orb of Choking Fumes

Orb of Choking Fumes

1
Norm

Banish Orb of Choking Fumes: Cards your opponents activate this turn cost 1 more to activate. Class Bonus: Draw a card. (Apply the additional effect only if your champion's class matches this card's class.)

Warning: May cause intractable coughing.

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Orb of Glitter

Orb of Glitter

1
Norm

At the beginning of your recollection phase, glimpse 1.

Banish Orb of Glitter: Draw a card.

These orbs adorn many studies of fortune-tellers. In the hands of a diviner, it is truly a tool of great power.

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Orb of Hubris

Orb of Hubris

1
Norm

Banish Orb of Hubris: Draw up to three cards, then shuffle that amount of cards from your hand into your deck.

Granted to many imperial alchemists upon induction, this relic symbolizes the relentless pursuit of the truth for the ascension of mankind.

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Orb of Regret

Orb of Regret

0
Norm

Banish Orb of Regret: Shuffle up to three cards from your hand into your deck, then draw that many cards.

No being is truly bound to their fate, at least not when the will of the divine can be swayed.

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Orb of Sealing

Orb of Sealing

0
Norm

β†·: Put a seal counter on up to two target face up non-champion non-regalia cards in a single banishment and turn them face down.

On Leave: Remove all seal counters from all cards in each banishment. If a card had a seal counter removed from it this way, turn it face up.

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Orchestrated Seizure

Orchestrated Seizure

3
Wind

Activate this card only during an opponent’s end phase.

During your next materialize phase, you may banish cards with floating memory from your opponents’ graveyards to pay for memory costs.

Speed
Fast
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Ornamental Greatsword

Ornamental Greatsword

0
Norm

Class Bonus On Enter: Target ally you control gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

An ornate and pristine sword used ceremoniously with great effect, though dull of edge.

Power
1
Durability
1
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Ovation Guide

Ovation Guide

3
Norm
Card Type
Ally β€” Mage Human

On Enter: Target opponent may materialize a champion card from their material deck. If they do, you draw a card and gain the Crowd's Favor status.

"Watch your step! The first match is about to start!"

Power
1
Life
3
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Overflow the Barrow

Overflow the Barrow

3
Umbra

As long as you have no cards in your graveyard, this card costs 2 less to activate.

Put a haunt counter on your Phantasmagoria. Then put the top X cards from your deck into your graveyard, where X is the amount of haunt counters on your Phantasmagoria.

Speed
Slow
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Overlord Mk III

Overlord Mk III

4
Norm

As an additional cost to activate this card, sacrifice four Powercells.

Intercept, Spellshroud, Steadfast, True Sight

At the beginning of your end phase, you may banish an Automaton card from your graveyard. If you do, put a buff counter on Overlord Mk III and draw a card.

Power
5
Life
5
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Paired Minds, Kindred Souls

Paired Minds, Kindred Souls

3
Norm

Look at the top ten cards of your deck. Reveal a Horse ally card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

Class Bonus If you control a unique ally, the next Horse ally card you activate this turn costs 2 less to activate.

Speed
Slow
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Palvor Sword

Palvor Sword

1
Astra

Level 1+On Enter: Banish all cards in target player's graveyard face down until Palvor Sword leaves the field.

Outsiders would never understand that the greatest curse was the burden of saving the world.

Power
2
Durability
2
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Pang Tong, Young Phoenix

Pang Tong, Young Phoenix

3
Luxem

Balance β€” If damage would be dealt to a unit you control while the amount of cards in your hand and memory are equal, prevent all but 3 of that damage.

"May you see that all is balanced in the light."

Power
2
Life
4
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Parcenet, Royal Maid

Parcenet, Royal Maid

2
Wind

Level 2+ Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

β†·: Glimpse 1. Reveal the top card of your deck. When you reveal a wind element card this way, another target ally you control gains stealth until end of turn.

Power
1
Life
3
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Pearled Prayer

Pearled Prayer

2
Exalted
Water

Draw a card into your memory. If you activated this card during your main phase, recover 7. Otherwise, recover 4.

β€œSparkly bubbles, a gentle touch for every ache.”

Speed
Fast
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Pelagic Fatestone

Pelagic Fatestone // Slick Torrentrider

4
Water

On Enter: Draw a card into your memory.

Guo Jia Bonus Whenever this card is banished from your graveyard to pay for a memory cost, put it onto the field transformed.

Floating Memory

Back Face:

Slick Torrentrider

At the beginning of your recollection phase, put the top card of your deck into your graveyard.

Power
0
Life
3
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Pendant of Accrual

Pendant of Accrual

2
Norm

At the beginning of each opponent's recollection phase, they may pay 2. If they don't, put a debt counter on Pendant of Accrual.

β†·, Remove two debt counters from Pendant of Accrual: Draw a card into your memory.

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Pendant of Apsis Restraint

Pendant of Apsis Restraint

0
Norm

Ultimate cards cost 3 more to activate.

Distilled from the essence of a strange and potent cure, it is said to contain the wild currents of magic.

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Penetrator Round

Penetrator Round

0
Fire

Renewable

β†·: Load Penetrator Round into target unloaded Gun weapon you control.

Class Bonus Level 2+ On Attack: This attack gains "Combat damage dealt by this attack is unpreventable."

Power
0
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Penumbral Waltz

Penumbral Waltz

0
Umbra

As an additional cost to activate this card, remove X preparation counters from your champion.

Prevent the next X+3 damage that would be dealt to your champion this turn.

Tristan Bonus If X is 3 or greater, summon two Ominous Shadow tokens.

Speed
Fast
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Perdition

Perdition

5
Fire

Class Bonus This card costs 2 less to activate.

Each ally target opponent controls gains "On Death: Deal 1 damage to each unit you control" until end of turn. Then deal 1 damage to each ally that opponent controls.

Speed
Slow
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Perilous Mend

Perilous Mend

1
Umbra

Class Bonus Put any amount of Curse cards from your hand and/or memory on the bottom of your champion's lineage in any order. Recover X, where X is three times the amount of cards put this way.

Class Bonus If your champion is distant, draw a card.

Speed
Slow
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Perishing Florets

Perishing Florets

2
Tera

On Enter: Destroy target non-champion object with reserve cost 3 or less or memory cost 0.

Diao Chan Bonus At the beginning of your recollection phase, up to one target opponent summons a Flowerbud token.

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Perse, Relentless Raptor

Perse, Relentless Raptor

3
Wind

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

β†·: Suppress target ally, item, or weapon. Activate this ability only if Perse is distant.

A merciless bounty hunter whose talons never miss.

Power
1
Life
3
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