Showing 701-731 of 731 cards (page 15 of 15)
Unwelcome Fortune
Look at target player's memory.
Floating Memory
A trickster of words, Humpty Dumpty's riddles held secrets to the future for those clever enough to see.
Usurp the Winds
Up to one target ally gets +1 and +1 until end of turn.
Kongming Bonus You may change the direction of your Shifting Currents to a different direction of your choice. When you change it from facing West to South this way, draw a card.
Vainglory Retribution
Vanitas Bonus Level 2+ This card costs 2 less to activate.
The next time your champion would take 4 or less combat damage this turn, prevent it. Your championβs first attack without a weapon during your next turn gets +X , where X is the amount of damage prevented this way.
Vanish from Sight
Activate this card only during an opponent's recollection phase.
Your champion gains stealth until end of turn.
Like a wraith, Tristan slipped through the battle wrapped in shadows unseen, daggers ready.
Vanishing Eclipse
Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)
Return target ally to the top of its owner's deck. Your champion becomes distant.
Vantage Point
Target unit becomes distant. (Units stay distant until the end of their controllerβs turn.)
Class Bonus Ephemerate β 2 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)
Veiled Dash
Class Bonus This card costs 2 less to activate.
Up to two target units become distant, then reveal any amount of wind element cards from your memory. Prevent the next X damage that would be dealt to each of those units this turn where X is the amount of wind element cards revealed this way.
Veiling Breeze
Reveal any amount of wind element cards from your memory. Until end of turn, if damage would be dealt to your champion, prevent an amount of that damage equal to the amount of cards revealed this way.
Vengeful Gust
Suppress target ally you don't control. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Level 3+ The next time that card would enter the field this turn, it enters with "On Enter: Deal 4 damage to your champion."
Verdigris Decree
Imbue 3
Choose one. If Verdigris Decree is imbued, choose two insteadβ
β’ Suppress up to one target ally.
β’ Up to one target ally gets +2 until end of turn.
β’ Destroy up to one target phantasia.
Vermilion Decree
Imbue 3
Choose one. If Vermilion Decree is imbued, choose two insteadβ
β’ Deal 3 damage to up to one target champion.
β’ Deal 2 damage to up to one target ally.
β’ Each player draws a card.
Violet Haze
All units you control become distant, then put Violet Haze on the bottom of target champion's lineage.
Inherited Effect: This object has gets -2 .
Obscure their sight, then dampen their senses.
Viridescent Aetherstreak
Class Bonus This card costs 1 less to activate.
Choose twoβ
β’ Up to one target unit becomes distant.
β’ Prevent the next 2 damage that would be dealt to each distant unit this turn.
β’ Load Viridescent Aetherstreak into an Aetherwing weapon you control.
Visceral Inversion
Target attacking ally gets -5 until end of turn. If Visceral Inversion is ephemeral, that ally gets -5 instead.
Ephemerate β 3 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)
Volcanic Crescendo
Banish any amount of fire element cards from your graveyard. Empower 3+X, where X is the amount of cards banished this way.
Harmonize β If youβve activated a Melody card this turn, deal X damage to each champion.
Voltaic Sphere
Deal 3 damage to target unit. If that unit is an ally, deal 5 damage to it instead.
Class Bonus Banish Voltaic Sphere from your graveyard: The next arcane element Spell card you activate this turn costs 1 less to activate.
Water Herbs
Target player puts the top two cards of their deck into their graveyard.
Class Bonus Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
Weaken Resistance
Class Bonus This card costs 1 less to activate.
The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)
Weaving Manastream
Your champion becomes distant.
Class Bonus Floating Memory
Diana Bonus Element Bonus Whenever this card is banished from your graveyard to pay for a memory cost, you may load it into an Aetherwing weapon you control.
Whirlwind Threads
Put a quest counter on your champion.
If an object was suppressed this turn, put Whirlwind Threads into your memory.
"The windier the better!"
Wildheart Hymn
Until end of turn, whenever an Animal enters the field under your control, put a buff counter on it. (Allies get +1 and +1 for each buff counter on them.)
Music can connect hearts, regardless of species.
Will to Save
You may rest your champion. If you do, put a preparation counter on them.
Floating Memory
"You always said we'd go on adventures together... We're finally doing it, right, Ganieda?"
Winds of Destiny
You may rest two Fatestones you control rather than pay this card's reserve cost.
Suppress target ally, item, or weapon. (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.)
Winds of Retribution
Class Bonus Level 2+ This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Allies you control get +2 until end of turn.
Windy Leap
Banish target ally you control, then return it to the field under its ownerβs control rested. If it's a Ranger ally, it becomes distant. (Units stay distant until the end of their controller's turn.)
"I follow where the wind takes me."
Wisdom's Reprise
Glimpse 3. (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.)
Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)
Wisp's Protection
Prevent the next 4+X damage that would be dealt to target unit this turn, where X is the amount of regalia on the field.
Withering Grasp
Put a wither counter 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.)
Diao Chan Bonus Draw a card into your memory.