Cards where: released after 2023
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Showing 851-900 of 1616 cards (page 18 of 33)

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Manxome Armoire

Manxome Armoire

0
Norm

Ciel Bonus Banish Manxome Armoire: Return one of your omens to your hand. If you do, banish a card from your hand and put an omen counter on it. (An omen is a card in a banishment with an omen counter on it.)

"They all returned, though they were mine before."

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March Hare, Mottled Host

March Hare, Mottled Host

1
Fire

Element Bonus Whenever this card is banished from your graveyard to pay for a reserve cost, put it onto the field. (Apply this effect only if your champion's element matches this card's element.)

β€œHow uncivil of you to sit without being invited.”

Power
1
Life
1
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March On

March On

1
Norm

Command Chessman (A Chessman ally you control performs this attack.)

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
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Mark of Fervor

Mark of Fervor

2
Wind

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

Linked ally gets +1 and +1 , and has vigor.

A master beastbonder can awaken the latent power hidden within nature's children.

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Marksman Captain

Marksman Captain

2
Norm

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

On Enter: Another target unit you control becomes distant. (Units stay distant until the end of their controller's turn.)

Power
1
Life
2
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Marksman's Charm

Marksman's Charm

0
Norm

Banish Marksman's Charm: Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)

With the divine blessing from the goddess of hunt, every shot is sure to find its mark with unwavering certainty.

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Mark the Target

Mark the Target

1
Fire

Deal 1 damage to target unit.

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

"Don't ever let the prey out of your sights."

Speed
Fast
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Martial Guard

Martial Guard

2
Norm

The next time target unit would be dealt damage this turn, prevent 2 of that damage.

Class Bonus Level 2+ 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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Mary Ann, Maladroit Maid

Mary Ann, Maladroit Maid

3
Umbra

Mary Ann gets +1 for each omen you have with different reserve costs.

Mary Ann has vigor as long as one of your omens has vigor. The same is true for ambush, intercept, steadfast, stealth, spellshroud, taunt, and true sight.

Power
0
Life
4
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Mastermind Scheme

Mastermind Scheme

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Double the amount of preparation counters on your champion. Then if there are eight or more preparation counters on your champion, you gain agility 3 for this turn.

Speed
Slow
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Materialize Munitions

Materialize Munitions

3
Norm

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

Materialize a Bullet card from your material deck. (You still pay its costs.)

Speed
Slow
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Materialize Polearm

Materialize Polearm

4
Wind

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

Materialize a Polearm card from your material deck. (You still pay its costs.)

Speed
Fast
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Materialize the Soul

Materialize the Soul

6
Crux

Merlin Bonus Sheen 15+ This card costs 3 less to activate.

Merlin Bonus Your champion becomes all class types of target opponent's champion in addition to their other types. Then look at that opponent's material deck. You may materialize a regalia card from among them, ignoring its elemental requirements. (The class changing effect lasts indefinitely.)

Speed
Slow
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Mechanical Hare

Mechanical Hare

2
Norm

Class Bonus On Enter: Put a buff counter on Mechanical Hare.

As long as Mechanical Hare has two or more buff counters on it, it has β€œOn Attack: Banish up to two target cards in a single graveyard."

Power
0
Life
1
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Mechanized Smasher

Mechanized Smasher

2
Wind

Class Bonus This card costs 1 less to materialize.

Mechanized Smasher can’t be used with attack cards.

As an additional cost to use Mechanized Smasher for an attack, reveal four wind element cards from your memory.

Power
4
Durability
2
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Meltdown

Meltdown

4
Fire

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Destroy target domain, item, or weapon.

Land, artifact, treasure, no matter how powerful, are all ash once faced with a lavastorm.

Speed
Slow
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Memento Mori

Memento Mori

0
Umbra

Whenever an ally dies, put a prize counter on Memento Mori.

Banish Memento Mori: Draw three cards. Activate this ability only at slow speed and only if there are six or more prize counters on Memento Mori.

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Memento Pocketwatch

Memento Pocketwatch

1
Norm

Alice Bonus This card costs 1 less to materialize.

Ciel Bonus This card costs 1 less to materialize.

On Charge 3: Banish Memento Pocketwatch and draw a card. The next attack you declare with a unit this turn gets +3. (At the beginning of your recollection phase, put a charge counter on each object you control with an untriggered on charge ability. Trigger this ability the first time three charge counters are on it.)

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Memorite Blade

Memorite Blade

2
Norm

Whenever you activate a Spell card, Memorite Blade gets +1 . Trigger this ability only once.

Weaponized denial of the truths of the past that their bearer wishes to forget.

Power
0
Durability
2
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Memorite Obelith

Memorite Obelith

3
Norm

Memorite Obelith gets +1 and +1 for each of up to five sheen counters on it.

On Leave: Put X sheen counters onto your Fractured Memories, where X is the amount of sheen counters that were on Memorite Obelith.

Memories repressed, protecting their keeper.

Power
0
Life
1
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Memorite Shardwing

Memorite Shardwing

3
Norm

Stealth, True Sight

A memory, freed from the cage of the mind.

Power
1
Life
2
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Mend Flesh

Mend Flesh

2
Exia

Damage 25+ This card costs 2 less to activate. (Apply this effect only if there are twenty-five or more damage counters on your champion.)

Recover 8. (To recover, remove that many damage counters from your champion.)

Speed
Slow
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Mercenary's Blade

Mercenary's Blade

0
Norm

Class Bonus You may remove a preparation counter from your champion to activate this card from your material deck. (Apply this effect only if your champion’s class matches this card’s class.)

A razor-sharp shiv prepared at a moment's notice.

Power
1
Durability
1
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Mercurial Heart

Mercurial Heart

0
Norm

Divine Relic (You can only have one card with this keyword in your material deck.)

On Enter: Put a buff counter on target Automaton ally you control.

The first heartbeat began the downfall of Azoth.

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Merlin, Amethyst's Glow

Merlin, Amethyst's Glow

2
Norm

Merlin Lineage

On Enter: Put two sheen counters on target unit.

9: Draw a card and put a preparation counter on Merlin. Activate this ability only once. This ability costs X less to activate, where X is the amount of sheen counters on your Fractured Memories.

Level
Lv. 2
Life
22
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Merlin, Brilliant Vestige

Merlin, Brilliant Vestige

3
Crux

Merlin Lineage

Sheen 8+ On Enter: You may banish a regalia card from your material deck. If you do, draw a card and put a preparation counter on your champion.

Sheen 24+ At the beginning of your end phase, look at target opponent's memory and banish a card from it. Until the end of that opponent's next turn, they may activate that card.

Level
Lv. 3
Life
25
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Merlin, Memorite Vassal

Merlin, Memorite Vassal

1
Norm

On Enter: You gain the Fractured Memories mastery. Then you may pay 2. If you do, summon a Memorite Blade token.

Merlin Bonus Inherited Effect β€” Whenever an opponent recollects three or more cards, for every three cards recollected, they put a sheen counter on a unit they control.

Level
Lv. 1
Life
19
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Merlin, Surreal Figment

Merlin, Surreal Figment

3
Crux

Merlin Bonus On Attack: Put a sheen counter on target unit.

Element Bonus Sheen 24+ Sacrifice Merlin: Put two sheen counters on target unit. Then wake up your champion.

Power
2
Life
3
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Meteoric Volley

Meteoric Volley

3
Astra

Activate this card only if your champion is attacking.

For each Aethercharge card in the attacker's intent, create a copy of it in that attacker's intent.

A barrage of stars, as mesmerizing as it is merciless.

Speed
Fast
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Meteor Strike

Meteor Strike

3
Astra

Starcalling β€” 3

As long as Meteor Strike is being starcalled, it has β€œDeal 3 damage to all units except for your champion.” Otherwise, it has β€œDestroy target non-champion object.”

Speed
Slow
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Miao, Spirit of Water

Miao, Spirit of Water

0
Water

On Enter: Draw seven cards.

"Tranquility within my oasis."

Level
Lv. 0
Life
15
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Mindbreak Bullet

Mindbreak Bullet

2
Umbra

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

Class Bonus On Champion Hit: Look at that opponent's memory and discard a card from it.

Power
3
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Mind Freeze

Mind Freeze

5
Water

Banish LV cards at random from target opponent's memory. Return those cards to their memory at the beginning of their next end phase.

Class Bonus Floating Memory

β€œSurrender your consciousness to the frost!”

Speed
Slow
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Minister of Ceremony

Minister of Ceremony

3
Norm
Card Type
Ally β€” Mage Human

β†·: As a Spell, deal 3 damage to target unit. Activate this ability only at slow speed and only if your Shifting Currents face East.

The greatest victory is that which requires no battle.

Power
1
Life
3
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Minthe, Spirit of Water

Minthe, Spirit of Water

0
Water

On Enter: Draw seven cards.

Level
Lv. 0
Life
15
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Mire Reparation

Mire Reparation

3
Water

Recover X, where X is the amount of omens you have.

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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Mirrorbound Covenant

Mirrorbound Covenant

2
Exalted
Norm

On Enter: Draw a card into your memory.

Each player's maximum influence is seven. (As each player's end phase resolves, that player discards cards from their hand and/or memory until their influence is equal to their maximum influence.)

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Mirrored Confrontation

Mirrored Confrontation

2
Norm

Each player may reveal a champion card with base level 3 from their material deck. Each player that does draws a card into their memory and recovers 2.

"Ciel. I've been there too. Don't do something you'll regret. She wouldn't have wanted this."

Speed
Slow
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Misteye Archer

Misteye Archer

3
Water

Class Bonus Ranged 2

3, β†·: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard. If you do, Misteye Archer becomes distant and prevent the next 2 damage that would be dealt to it this turn.

Power
1
Life
3
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Mistral Ranger

Mistral Ranger

3
Wind

Class Bonus As long as you've activated an Aethercharge card this turn, this card costs 1 less to activate.

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.)

Power
2
Life
3
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Mistsworn Magister

Mistsworn Magister

2
Water
Card Type
Ally β€” Mage Human

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

Deluge 3 β€” On Death: If you have three or more water element cards in your graveyard, put two enlighten counters on your champion.

Power
1
Life
3
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Misty Whispertail

Misty Whispertail

3
Water

Sacrifice Misty Whispertail: If Misty Whispertail was not ephemeral, draw a card into your memory. Otherwise, recover 3.

"Such a trial, dear Sir, with no jury or judge, would be wasting our breath."

Power
1
Life
3
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Mnemonic Charm

Mnemonic Charm

2
Norm

On Enter: Draw a card into your memory.

Class Bonus Sacrifice Mnemonic Charm: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. Activate this ability only if your champion's class matches this card's class.)

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Modulating Cadence

Modulating Cadence

4
Wind

Class Bonus This card costs 1 less to activate for each Animal ally you control.

Look at the top eight cards of your deck. You may reveal a Harmony or Melody card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

Speed
Slow
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Molten Arrow

Molten Arrow

3
Fire

β†·: Load Molten Arrow into target unloaded Bow weapon you control.

Banish three other fire element cards from your graveyard: Load the card from your graveyard into target unloaded Bow weapon you control.

Power
3
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Molten Cinder

Molten Cinder

2
Fire

Brew β€” One Flower, One Herb

On Enter: If Molten Cinder was brewed, deal 2 damage to each champion.

Sacrifice Molten Cinder: Deal 3 damage to target champion that leveled up this turn.

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Molten Echo

Molten Echo

2
Fire

Merlin Bonus Kindle 2

Deal 1 damage to target unit. Then put a sheen counter on your Fractured Memories.

Merlin 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.)

Speed
Fast
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Moontide Illusionist

Moontide Illusionist

2
Water

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are water element, this card becomes imbued.)

Intercept

On Death: If Moontide Illusionist was imbued, put the top two cards of your deck into your graveyard.

Power
0
Life
2
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Moonveil Android

Moonveil Android

2
Astra

Class Bonus Whenever you glimpse, Moonveil Android gains stealth until end of turn.

Class Bonus Whenever you negate a card activation an opponent controls, put two buff counters on Moonveil Android.

Power
1
Life
3
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Morrigan, Lost Spirit

Morrigan, Lost Spirit

0
Norm

On Enter: Draw seven cards.

"Lose yourself in my ataraxia."

Level
Lv. 0
Life
15
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