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Showing 751-800 of 1030 cards (page 16 of 21)

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Rilewind Sentinel

Rilewind Sentinel

3
Wind

Class Bonus 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.)

As long as Rilewind Sentinel is fostered, allies you control have vigor.

Power
2
Life
2
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Rippleback Terrapin

Rippleback Terrapin

4
Water

Class Bonus Spellshroud (This ally can't be targeted by Spells.)

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.

Power
1
Life
4
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Riptide Slash

Riptide Slash

2
Water

Class Bonus On Attack: Glimpse 2. (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.)

On Kill: You may put the top card of your deck into your graveyard.

Power
2
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Rising Tides

Rising Tides

2
Water

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)

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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Ritai Guard

Ritai Guard

4
Fire

Class Bonus Equestrian β€” As long as you control a Horse ally, Ritai Guard has taunt and vigor. (While awake, this ally with taunt must be targeted before other units you control during your opponent's attack declarations if able. This ally with vigor wakes up at the beginning of your end phase.)

Power
2
Life
4
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Ritai Stablemaster

Ritai Stablemaster

2
Fire
Card Type
Ally β€” Tamer Human

Equestrian β€” On Enter: If you control a Horse ally, you may discard up to two fire element cards. For each card discarded this way, draw a card into your memory.

Horse cards you activate have kindle 3.

Power
1
Life
2
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Rivulet Adjutant

Rivulet Adjutant

2
Water

Class Bonus Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)

On Death: Banish Rivulet Adjutant and put an omen counter on it.

Power
0
Life
1
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Rocket Jump

Rocket Jump

5
Fire

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

Target unit becomes distant. If that unit is defending, deal 4 damage to its attacker.

Speed
Fast
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Rouge, Ace of Hearts

Rouge, Ace of Hearts

1
Fire

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Choose a unit and deal 2 damage to it.
β€’ 10β€” Choose a unit and deal 4 damage to it.
β€’ 21β€” Choose a unit and deal 8 damage to it.

Power
1
Life
1
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Royal Bear

Royal Bear

4
Norm

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 Royal Bear gets +1 and +1 .

Power
2
Life
3
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Ruinous Pillars of Qidao

Ruinous Pillars of Qidao

3
Tera

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

Whenever your Shifting Currents change from facing West to East, sacrifice Ruinous Pillars of Qidao. When you do, destroy target non-champion object you don't control.

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Sacred Engulfment

Sacred Engulfment

3
Exalted
Fire

Class Bonus This card costs 2 less to activate.

Banish any amount of fire element cards from your graveyard. Then empower 4+X, where X is the amount of fire element cards banished this way.

"The flames of passion will not be extinguished."

Speed
Slow
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Sacrifice Play

Sacrifice Play

3
Norm

As an additional cost to activate this card, sacrifice up to two awake Chessman allies.

Command Chessman

Sacrifice Play enters the intent with +2 for each ally sacrificed this way.

Power
2
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Safeguard Paragon

Safeguard Paragon

3
Norm

Sacrifice Safeguard Paragon: Prevent the next 4 non-combat damage that would be dealt to each unit you control this turn.

β€œDon't worry! Even in this topsy-turvy world, I'll be here to protect you!”

Power
1
Life
2
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Savage Arrow

Savage Arrow

2
Norm

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

Floating Memory

Power
3
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Savage Attack

Savage Attack

3
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 most simple strategy often is the clearest.

Power
2
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Savage Slash

Savage Slash

2
Norm

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. Apply this effect only if your champion's class matches this card's class.)

Her first strike was ferocious.

Power
2
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Savage Smash

Savage Smash

4
Norm

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. Apply this effect only if your champion’s class matches this card’s class.)

An impact that leaves your brain rattling.

Power
4
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Savage Sunder

Savage Sunder

3
Exia

Class Bonus On Hit: You may recover 5.

Class Bonus Floating Memory

Those that have never felt death's relentless shadow will never understand those who would give anything to hold onto life.

Power
3
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Scathing Seminary

Scathing Seminary

2
Fire

Class Bonus Balance β€” On Enter: As a Spell, if the amount of cards in your hand and memory are equal, deal 2 unpreventable damage to target unit.

"Let us all return to Flagma's flames, the divine crucible from which we were kindled."

Power
2
Life
1
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Scavenge the Distillery

Scavenge the Distillery

3
Norm

Class Bonus This card costs 1 less to activate.

Return up to one target Potion item card from your graveyard to your hand.

Abandoned workshops often contain useful draughts.

Speed
Slow
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Scavenging Raccoon

Scavenging Raccoon

2
Norm

On Enter: Banish up to two target cards from a single graveyard.

With their acute senses, raccoons are able to distinguish between edible mushrooms and those that may induce extreme growth.

Power
1
Life
1
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Scorched Conquest

Scorched Conquest

3
Exalted
Fire

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

Destroy up to three target domains.

"Is this what I'll become? Is this what I'm capable of?"

Speed
Slow
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Scorchfire Assassin

Scorchfire Assassin

3
Fire

Class Bonus On Attack: You may remove up to three preparation counters from your champion. For each counter removed this way, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

Practiced restraint, explosive fury.

Power
1
Life
3
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Scorching Imperilment

Scorching Imperilment

3
Fire

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

At the beginning of each player's end phase, that player may discard a card. If they do, they draw a card.

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Scorching Strafe

Scorching Strafe

4
Fire

Class Bonus This card costs 2 less to activate.

Target ally gets +2 until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)

"Spread like wildfire."

Speed
Slow
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Scorching Trap

Scorching Trap

1
Fire

Class Bonus If it’s not your turn, you may remove a preparation counter from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target attacking unit.

Speed
Fast
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Scry the Skies

Scry the Skies

1
Norm

Glimpse LV. Draw a card into your memory. (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.)

The skies hold secrets only privy to the few versed in its signs.

Speed
Slow
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Seafaring Mercenary

Seafaring Mercenary

3
Water

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. Apply this effect only if your champion's class matches this card's class.)

A fighter that strikes with the waves.

Power
1
Life
4
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Seafletched Serpent

Seafletched Serpent

3
Water

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 On Hit: You may load Seafletched Serpent into target unloaded Bow weapon you control.

Slither or quiver, it bites all the same.

Power
3
Life
3
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Sealed Blade

Sealed Blade

3
Norm

Pay only using floating memory for this card's memory cost.

Class Bonus Sealed Blade gets +1 .

An ephemeral sword that can be wielded only when bound.

Power
2
Durability
3
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Seal the Past

Seal the Past

2
Norm

Target player banishes three preserved cards from their material deck.

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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Seaside Rangefinder

Seaside Rangefinder

3
Water

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

Class Bonus Element Bonus 2, Banish this card from your graveyard: Target unit becomes distant. (Activate this ability only if your champion's class matches this card's class.)

Power
2
Life
2
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Seaside Ringleader

Seaside Ringleader

3
Water
Card Type
Ally β€” Tamer Human

Class Bonus Element Bonus 2, Banish Seaside Ringleader this card from your graveyard: Draw a card into your memory. Until end of turn, Animal and Beast ally cards you activate this turn enter the field with an additional buff counter on them.

Power
2
Life
2
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Seasoned Archer

Seasoned Archer

2
Norm

Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 . Apply this effect only if your champion's class matches this card's class.)

Loyalty exists for those with privilege.

Power
1
Life
3
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Seasoned Shieldmaster

Seasoned Shieldmaster

3
Norm

Whenever an ally you control becomes fostered, draw a card into your memory.

Class Bonus Fostered allies you control get +1 and +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Seed of Nature

Seed of Nature

0
Tera

Seed of Nature enters the field rested.

On Enter: Your champion gets +2 level until end of turn.

Class Bonus β†·, Banish Seed of Nature: Your champion gets +2 level until end of turn.

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Seeker's Rifle

Seeker's Rifle

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth.)

Class Bonus Spellshroud

On Kill: You may pay 2. If you do, materialize a Bullet card from your material deck.

Power
1
Durability
2
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Seer's Sword

Seer's Sword

1
Norm

Class Bonus On Attack: Glimpse 2. (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.)

Even a simple enchantment grants great advantage.

Power
1
Durability
3
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Seize Fate

Seize Fate

6
Exia

Jin Bonus This card costs 2 less to activate.

For the rest of the game, if your champion would take damage, remove that many damage counters from them instead and then if there are zero damage counters on your champion, banish your champion.

Speed
Slow
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Sempiternal Sage

Sempiternal Sage

3
Tera

Preserve (When this ally dies, put it into its owner's material deck preserved. As you materialize, you may instead return a preserved card to your hand.)

Class Bonus On Attack: You may recover 3. If you don't, empower 3.

Power
3
Life
3
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Set the Traps

Set the Traps

2
Water

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

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

Speed
Slow
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Seven of Hearts

Seven of Hearts

7
Fire

Kindle 7

Cardistry β€” 7: Deal 2 damage to each unit target opponent controls. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
2
Life
4
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Shackled Theurgist

Shackled Theurgist

2
Umbra

Taunt

As long as Shackled Theurgist is ephemeral, it gets +4.

On Death: Target opponent may sacrifice an ally. If they don't, return Shackled Theurgist to the field. It gets +2 until end of turn and becomes ephemeral.

The chains of the past weigh heavy.

Power
0
Life
2
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Shadeblood Coating

Shadeblood Coating

0
Umbra

Banish Shadeblood Coating: Up to three target units you control gain "On Hit: Put a preparation counter on your champion" until end of turn.

This ominous oil ravenously drinks in blood to sharpen the next strike.

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Shadow Resonance

Shadow Resonance

2
Umbra

Recover 2, then draw a card. (To recover, remove that many damage counters from your champion.)

Tristan Bonus If your champion has four or more preparation counters on them, summon an Ominous Shadow token.

Speed
Fast
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Shadow's Twin

Shadow's Twin

1
Umbra

Whenever Shadow's Twin becomes loaded, it gets +2 until end of turn.

Class Bonus Whenever an attack using this weapon triggers an On Hit ability, that ability is triggered an additional time.

Power
1
Durability
5
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Sharpen Blade

Sharpen Blade

2
Norm

Target Dagger weapon gets +2 until end of turn.

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

The glint of steel begets the sheen of blood.

Speed
Slow
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Sharpening Stone

Sharpening Stone

1
Norm

Banish Sharpening Stone: Up to one target Dagger or Sword weapon you control gets +1 until end of turn. Draw a card.

Only neglect begets a dulled edge.

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Shatterfall Keep

Shatterfall Keep

3
Water

β†·, Banish a card with floating memory from your graveyard: Put the top two cards of your deck into your graveyard.

Upkeep β€” At the beginning of your recollection phase, if there are less than three water element cards in your graveyard, sacrifice Shatterfall Keep.

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