Showing 701-750 of 1597 cards (page 15 of 32)
Immolation Trap
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Destroy target damaged ally.
The din of the battlefield can lead to deadly oversight.
Impact Hammer
Class Bonus Impact Hammer gets +1 . (Apply this effect only if your championβs class matches this cardβs class.)
Whenever a unit uses this weapon for an attack, deal 3 damage to it.
Impassioned Tutor
On Attack: Your champion gets +1 level until end of turn.
"Let me show you how it's done!"
Imperial Accord
(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.
Imperial Alchemist
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.
Imperial Apprentice
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.)
Imperial Panzer
Foster (At the beginning of your recollection phase, if this ally hasnβt 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.
Imperial Recruit
Foster (At the beginning of your recollection phase, if this ally hasnβt been dealt damage since the end of your previous turn, it becomes fostered.)
Imperial Recruit gets +1 as long as it's fostered.
Imperial Rifleman
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.)
Imperial Scout
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.
Imperial Seal
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.)
Imperial Sentry
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 .
Imperial Spy
Class Bonus Stealth (This unit canβt be targeted by attacks unless permitted by true sight.)
On Kill: Put a preparation counter on your champion.
βObserve first. If necessary, terminate.β
β Imperial Missive
Imperious Galebind
(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 ownerβs control at the beginning of the next end phase.)
Imperious Highlander
On Enter: Imperious Highlander gets +X until end of turn where X is the amount of allies target opponent controls more than you control.
Against all odds and against an insurmountable front, there can be only one answer.
Incandescent Reliquary
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.)
Incapacitate
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.
Incarnate Majesty
Class Bonus Efficiency
This card costs 1 less to activate for each regalia weapon card in your banishment.
Put a card named The Majestic Spirit from your material deck or banishment onto the field.
Incendiary Fractal
On Enter: Deal 2 damage to target ally you don't control. Class Bonus: Deal 4 damage to that ally instead.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Incendiary Shot
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.
Incinerated Templar
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.
βBurn bright and let memory stoke the flame of hate.β
Increasing Danger
Draw a card. Each player draws a card into their memory.
First, an ember. Then, a blaze.
Indiscriminate Gyre
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.
Indissoluble Fractal
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Class Bonus Ephemerate β 5 (You may activate this card from your graveyard by paying this cost. Phantasia cards played this way become ephemeral as they enter the field.)
Indolent Leisure
Draw a card.
Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 3 or higher.)
Inert Sword
As an additional cost to materialize this weapon, pay 2.
Class Bonus Inert Sword gets +1. (Apply this effect only if your champion's class matches this card's class.)
Infernal Manastreak
Deal 2 damage to target unit. If your champion is distant, deal 3 damage to that unit instead.
You may load Infernal Manastreak into an Aetherwing weapon you control.
In a world where chaos reigns, fire finds its strength.
Infernal Vessel
If a player would recover an amount, they recover X instead, where X is that amount minus 3. (If a player would recover 0 or less, they don't recover.)
"The tea is hotβcareful not to burn your tongue!"
Infinite Scintillation
Move all sheen counters from target unit to your Fractured Memories. Then deal 1+X damage to that unit, where X is the amount of counters moved this way.
Sheen 6+ Floating Memory
Infusion of Crescent Jade
Target Polearm weapon gets +1 until end of turn for each wind element non-champion object you control.
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.)
Ingredient Pouch
1, β·: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
An herbalist's joy and an alchemist's treasure. Always surprising how much can actually fit inside.
Ingress of Sanguine Ire
Activate this card only during an opponent's end phase.
Your champion's first attack during your next turn gets +3 . If your champion hasn't taken damage this turn, draw two cards into your memory.
Inner Court Schemer
On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 .
The dynasty's darkest secrets are often kept in the innermost walls of the palace.
Innervate Agility
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Units you control gain your choice of stealth or spellshroud until end of turn.
Innervate Fury
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Deal 7 damage split among any amount of target allies.
Innervate Knowledge
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Draw two cards.
Insignia of the Corhazi
3, β·: Put a preparation counter on your champion.
Class Bonus Whenever you activate a prepared card while your influence is six or less, draw a card into your memory.
A reward for agents of brilliant skill and service.
Inspiring Call
This card costs 2 less to activate if your champion has attacked this turn.
Allies you control get +1 until end of turn. Draw a card into your memory.
"Aesans, rally to me! Camelot will not fall!"
β Lorraine Allard
Intangible Geist
On Enter: You may choose any amount of regalia cards from your banishment and put them into your material deck.
Class Bonus Prevent all attack combat damage that would be dealt to Intangible Geist.
Intensified Pyre
Kindle 3 (You may banish up to three fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)
Deal 2 damage to target champion. If that champion's controller has eight or more cards in their graveyard, deal 6 damage to that champion instead.
Intervention
Class Bonus While paying for this card's reserve cost, you may rest your champion to pay for 2 of that cost. (Apply this effect only if your champion's class matches this card's class)
Prevent the next 4 damage that would be dealt to target unit this turn.
Into the Fray
Up to one target ally you control gets +1 until end of turn for each other ally you control.
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.)
Intrepid Highwayman
Intercept (When your champion is attacked while this ally is awake, you may redirect that attack to this ally.)
As long as Intrepid Highwayman is retaliating, it gets +3 .
Class Bonus Floating Memory
Intrepid Spearman
Level 1+ If attack combat damage would be dealt to Intrepid Spearman, reveal a card at random from your memory. If that card is wind element, prevent 3 of that damage. Apply this replacement effect only once per turn.
A master lancer, trained to deflect even projectiles.
Intricate Longbow
(Bow β Must be loaded to use for an attack and can't be used with an attack card.)
Class Bonus Level 2+ Intricate Longbow gets +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Inundating Clash
Class Bonus On Attack: If the attacker is attacking a rested unit, Inundating Clash gets +3 .
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.)
Invective Instruction
Target ally gets +3 until end of turn.
Class Bonus If you control a non-Human ally, draw a card into your memory. (Apply this effect only if your championβs class matches this cardβs class.)
Not even animals are immune to the Luopan.
Inverted Pyroslash
Ciel Bonus This card costs 2 less to activate for each of up to two fire element omens you have.
On Attack: Deal 5 damage to the attacker.
"Alice, the nightmare will be over soon. Please wait just a little longer, I'll be there soon."
Invigorated Slash
As long as your champion has leveled up this turn, Invigorated Slash gets +2οΏ° .
A surge of power is best used swiftly before it wanes.
Invigoration
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Put LV buff counters on target rested ally.
"Bow down before your rightful emperor!"