Cards where: released in 2024
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Showing 701-750 of 824 cards (page 15 of 17)

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Supply Drone

Supply Drone

3
Norm

Class Bonus At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)

Armor-plated and heat-resistant to prevent the sympathetic detonation of critical munitions.

Power
0
Life
4
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Surge Protector

Surge Protector

2
Fire

Until end of turn, target Shield item you control gains β€œIf damage would be dealt to your champion, prevent that damage and sacrifice this object instead.”

A broken shield is much cheaper to replace than a broken body.

Speed
Fast
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Surging Bolt

Surging Bolt

3
Fire

Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are fire element, this card becomes imbued.)

Deal 3 damage to target champion. If Surging Bolt is imbued, deal 4 damage to that champion instead.

Speed
Slow
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Surveil the Winds

Surveil the Winds

2
Wind

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

Draw a card, then put a preparation counter on your champion.

The winds tell more than just which direction it blows.

Speed
Slow
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Sweet Ambrosia

Sweet Ambrosia

0
Water

Banish Sweet Ambrosia: Recover 3. (To recover, remove that many damage counters from your champion.)

On the night of the Yuetai Festival, under the moon's guiding light, a drop is gifted to the greatest archer.

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Swerving Spring

Swerving Spring

2
Norm

Prevent the next 2 damage that would be dealt to target unit this turn.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
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Swift Recruit

Swift Recruit

2
Wind

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

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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Swooping Talons

Swooping Talons

3
Norm

Choose one β€”
β€’ Deal 2 damage to target ally.
β€’ Level 2+ Destroy target item with memory cost 0 or reserve cost 4 or less. (Choose this option only if your champion is level 2 or higher.)

Speed
Slow
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Sword Saint of Eventide

Sword Saint of Eventide

2
Water

On Enter: Look at the top card of your deck. You may put it into your graveyard.

Class Bonus As long as you have four or more water element cards in your graveyard, Sword Saint of Eventide gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Sword Saint of Everflame

Sword Saint of Everflame

4
Fire

Class Bonus 2, Banish this card from your graveyard: Target fire element weapon or ally gets +2 until end of turn.

"Though my kindling may one day burn up, the flame of my sword will pass on."

Power
3
Life
2
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Synth Disrupter

Synth Disrupter

0
Norm

Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.

Repurposed in haste to jam and scramble electrical signals characteristic to automatons.

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Synthetic Core

Synthetic Core

0
Norm

Whenever a non-token Automaton ally you control dies, you may banish Synthetic Core. If you do, return that ally to your memory.

Once, Claude's crowning achievement. Now, his constant reminder of failure and humiliation.

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Synthetic Strike

Synthetic Strike

2
Norm

As long as the attacker is attacking an Automaton unit, Synthetic Strike gets +1 .

Malice cuts true.

Power
3
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Tactical Retreat

Tactical Retreat

3
Water

Target unit becomes distant. If that unit is defending, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Class Bonus Floating Memory

Speed
Fast
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Taiji of Crystal Strategems

Taiji of Crystal Strategems

3
Water

Whenever your Shifting Currents change from facing South to East while Taiji of Crystal Strategems is awake, you may rest it. When you do, as a Spell, deal 3 damage to target champion you don't control.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

Xia Hou Dun's masterful control of the flow of battle lets her string lethal strikes into crafted opportunities.

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Tailwind's Blessing

Tailwind's Blessing

1
Wind

Whenever your Shifting Currents change from facing North to West, allies you control get +1 until end of turn.

"Ride the winds and charge forth to battle! No foe stands before our blessed strength."

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Take Aim

Take Aim

2
Norm

Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)

Speed
Slow
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Take Cover

Take Cover

5
Norm

Class Bonus This card costs 1 less to activate.

Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)

Speed
Fast
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Take Point

Take Point

2
Norm

Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Class Bonus Floating Memory

Speed
Slow
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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

The Mandate of Heaven stops even steel.

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Tasershot

Tasershot

0
Norm

Renewable

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

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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Temper in Flames

Temper in Flames

1
Fire

Target weapon gets +1 until end of turn. Put a durability counter on it.

A weapon grows stronger when tempered in the fiery passions of its bearer.

Speed
Slow
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Tempest Downfall

Tempest Downfall

3
Wind

Class Bonus This card costs 3 less to activate if an ally has been suppressed this turn.

Deal 3 damage to target unit. If that unit is an ally that entered the field this turn, deal an additional 3 damage to it.

Speed
Fast
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Temporal Spectrometer

Temporal Spectrometer

0
Norm

Divine Relic

β†·: Put a time counter on Temporal Spectrometer.

While paying for a memory cost, you may sacrifice Temporal Spectrometer to pay for X of that cost, where X is the amount of time counters on Temporal Spectrometer.

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Tempus Stalker

Tempus Stalker

3
Wind

Pride 2 (This ally won’t obey you unless your champion is level 2 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus At the beginning of your recollection phase, put a buff counter on Tempus Stalker. (Allies get +1 and +1 for each buff counter on them.)

Power
1
Life
3
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Tera Sight

Tera Sight

0
Tera

Preserve (Put this card into its owner's material deck preserved as it resolves. As you materialize, you may instead return a preserved card to your hand.)

Draw a card.

Even nature has hidden truths.

Speed
Fast
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Tether in Flames

Tether in Flames

3
Fire

Class Bonus This card costs 2 less to activate.

Negate target card activation unless its controller has Tether in Flames deal 1+LV unpreventable damage to their champion. (LV refers to your champion's level.)

Speed
Fast
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The Constellatory Spire

The Constellatory Spire

3
Astra

Class Bonus This card costs 2 less to activate.

On Enter: Draw a card.

Whenever you negate a card activation, you may rest The Constellatory Spire. When you do, deal 2 damage to target unit.

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The Elysian Astrolabe

The Elysian Astrolabe

2
Astra

Hindered (This object enters the field rested.)

Materialize this card only if it's the last card in your material deck, and only if your starting material deck size was twelve.

β†·: Until end of turn, you may pay 0 rather than pay a card's starcalling costs. When you do, glimpse 5.

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The Eternal Kingdom

The Eternal Kingdom

4
Norm

Class Bonus Domains you control have reservable. (While paying for a reserve cost, you may rest an object with reservable to pay for 1 of that cost.)

Upkeep β€” At the beginning of your recollection phase, you may pay 2. If you don't, sacrifice The Eternal Kingdom.

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Thieving Cut

Thieving Cut

2
Norm

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

On Hit: If Thieving Cut was prepared, draw a card.

What's yours is mine.

Power
3
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Three Visits

Three Visits

0
Wind

As an additional cost to activate this card, rest your champion.

Class Bonus You may activate this card from your graveyard. If you do, banish it as it resolves.

Class Bonus You may activate this card from your banishment. If you do, put it on the bottom of your deck as it resolves.

Glimpse 2 and recover 2.

Speed
Fast
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Thunderclap

Thunderclap

4
Fire

Level 3+ This card costs 2 less to activate. (Apply this effect only if your champion is level 3 or higher.)

Deal 4 damage to target ally.

Don't underestimate the thunder when there is no rain.

Speed
Fast
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Tidal Lock

Tidal Lock

3
Water

As long as you have three or more water element cards in your graveyard, this card costs 2 less to activate.

Negate target card activation unless its controller pays 2. Banish the card that had its activation negated this way.

Speed
Fast
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Tidal Tirade

Tidal Tirade

2
Water

Target Human ally gets +1 and gains retort 2 until end of turn. (As long as this ally with retort 2 is retaliating, it gets +2 .)

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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Tideholder Claymore

Tideholder Claymore

2
Water

Class Bonus This card costs 1 less to materialize.

As an additional cost to use this weapon for an attack, pay 10, reduced by 1 for each water element card in your graveyard.

A tidal wave of unrelenting force.

Power
5
Durability
3
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Tidestone Bovine

Tidestone Bovine

3
Water

On Attack: Target player puts the top two cards of their deck into their graveyard.

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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Tome of Sorcery

Tome of Sorcery

1
Norm

Class Bonus Level 2+ On Enter: Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

β†·: Empower 1. (The next Spell card you activate this turn activates and resolves as if your champion got +1 level.)

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Tonic of Remembrance

Tonic of Remembrance

3
Norm

Brew β€” One Catalyst, One Adjuvant

Class Bonus Banish Tonic of Remembrance: Return up to three cards from your memory to your hand.

An ancient tincture that conjures up warm nostalgia.

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Tonoris, Creation's Will

Tonoris, Creation's Will

3
Neos

Tonoris Lineage

If you would summon one or more tokens, you may summon that many Aurousteel Greatsword tokens instead.

Token weapons you control have "Sacrifice this object: Target weapon gets +X until end of turn where X is this object's power."

Level
Lv. 3
Life
30
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Tonoris, Genesis Aegis

Tonoris, Genesis Aegis

3
Neos

Tonoris Lineage

At the beginning of your recollection phase, choose one that hasn’t been chosenβ€”
β€’ Summon an Obelisk of Armaments token.
β€’ Summon an Obelisk of Fabrication token.
β€’ Summon an Obelisk of Protection token.

Level
Lv. 3
Life
30
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Tonoris, Lone Mercenary

Tonoris, Lone Mercenary

1
Norm

On Enter: Tonoris gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Exiled and purged, he searches for his own truth.

Level
Lv. 1
Life
20
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Tonoris, Might of Humanity

Tonoris, Might of Humanity

2
Norm

Tonoris Lineage (Tonoris, Might of Humanity must be leveled from a previous level "Tonoris" champion.)

On Enter: Tonoris' next attack this turn gets +3 .

With replenished strength, Tonoris serves as a beacon of hope for humanity's salvation.

Level
Lv. 2
Life
25
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Torpid Fractal

Torpid Fractal

4
Water

On Enter: Rest target ally with 2 or less. That ally doesn't wake up during its controller's wake up phase as long as you control Torpid Fractal.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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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 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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Training Sword

Training Sword

0
Norm

When one begins their journey, they must first master the fundamentals of combat, stripped of ornament or flourish.

Power
1
Durability
2
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Tricky Chimps

Tricky Chimps

2
Norm

Class Bonus On Enter: If an opponent controls two or more allies, Tricky Chimps gets +2 until end of turn.

Known for pickpocketing and pranking travelers, these monkeys may seem like fun, but they are territorial and should not be underestimated.

Power
1
Life
1
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Tristan, Hired Blade

Tristan, Hired Blade

2
Norm

Tristan Lineage

On Enter: If Tristan has two or more preparation counters on her, draw a card. Then if Tristan has four or more preparation counters on her, draw an additional card.

Level
Lv. 2
Life
22
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Tristan, Shadowdancer

Tristan, Shadowdancer

3
Umbra

Tristan Lineage

On Enter: Summon two Ominous Shadow tokens and put a preparation counter on Tristan.

Remove two preparation counters from Tristan: Change the target of an attack that targets Tristan to a phantasia ally you control.

Level
Lv. 3
Life
25
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