Cards where: is legal in STANDARD

Showing 851-900 of 2115 cards (page 18 of 43)

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Guerrilla Advantage

Guerrilla Advantage

4
Norm

Class Bonus As long as an opponent controls three or more units, this card costs 2 less to activate.

Put two preparation counters on your champion.

Speed
Slow
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Guided Starlight

Guided Starlight

2
Astra

Element Bonus Aethercalling

Your champion's next attack this turn gains unblockable unless an opponent pays 3.

You may load Guided Starlight into an Aetherwing weapon you control.

Power
2
Speed
Fast
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Gunsmith's Arsenal

Gunsmith's Arsenal

4
Norm

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

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

Speed
Fast
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Guo Jia, Blessed Scion

Guo Jia, Blessed Scion

2
Norm

Guo Jia Lineage

On Enter: You may put two quest counters on Guo Jia. If you don't, draw a card.

Lineage Release β€” Negate target activation or trigger that targets a Fatestone or Fatebound object you control.

Level
Lv. 2
Life
22
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Guo Jia, Chosen Disciple

Guo Jia, Chosen Disciple

1
Norm

On Enter: If you don't control a Fatestone regalia, reveal all cards in your material deck. Then put a Fatestone regalia card with the lowest memory cost from among them onto the field.

"Despite what others may believe, the lily pad provides relief for many beneath its gentle shade, away from the sun's relentless blaze."

Level
Lv. 1
Life
19
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Guo Jia, Heaven's Favored

Guo Jia, Heaven's Favored

3
Luxem

As long as you control a Shenju ally, this card costs 3 less to materialize.

Guo Jia Lineage

On Enter: You may put three quest counters on Guo Jia. If you don't, recover 3.

Level
Lv. 3
Life
25
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Gustguard Bastion

Gustguard Bastion

3
Wind

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

Class Bonus On Enter: Prevent the next 2 damage that would be dealt to another target unit you control this turn.

Power
2
Life
3
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Gustmark Gauge

Gustmark Gauge

0
Wind

As long as Gustmark Gauge is awake, Chessman allies you control get +1 .

Level 2+ As long as Gustmark Gauge is rested, Chessman allies you control get +1 .

2, β†·: Glimpse 1.

The flag always falls in your favor.

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Gwendolyn, Spirit of Wind

Gwendolyn, Spirit of Wind

0
Wind

On Enter: Draw seven cards.

"For thee, I grant endless grace."

Level
Lv. 0
Life
15
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Hailfinch

Hailfinch

2
Water

Players can’t declare attacks targeting Hailfinch unless they pay 2 for each attack declaration.

Class Bonus On Hit: You may remove a buff counter from Hailfinch. If you do, rest the hit object and it doesn't wake up during its controller's next wake up phase.

Power
1
Life
3
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Hailstorm Guard

Hailstorm Guard

6
Water

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this way.

Speed
Fast
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Hairpin of Transience

Hairpin of Transience

0
Water

Class Bonus Banish Hairpin of Transience: Put three wither counters 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.)

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Halcyon Animus

Halcyon Animus

3
Crux

Materialize a regalia card from your material deck or banishment. (You still pay for its costs.)

Speed
Slow
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Halocline Scout

Halocline Scout

3
Water

Class Bonus On Enter: Rest target unit. (Apply this effect only if your champion's class matches this card's class)

Class Bonus Other allies you control get +1 as long as they're attacking rested units.

Power
1
Life
3
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Hanabi, Spirit of Fire

Hanabi, Spirit of Fire

0
Fire

On Enter: Draw seven cards.

"Indulge in my scorching passion."

Level
Lv. 0
Life
15
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Haniel, Archangel of Spectra

Haniel, Archangel of Spectra

3
Norm

Luxem & Umbra Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are luxem and/or umbra element, this card becomes imbued.)

On Enter: If Haniel is imbued, put a debuff counter on target ally you don't control, put a buff counter on Haniel, and recover 1.

Power
2
Life
2
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Harbinger of Lightning

Harbinger of Lightning

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Class Bonus On Death: Banish Harbinger of Lightning, and a card at random from your memory. When you do, as a Spell, deal X damage to target champion where X is the total reserve cost of the banished cards.

Power
2
Life
2
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Harmonious Mantra

Harmonious Mantra

2
Norm

Recover 3. If your Shifting Currents face North, recover 3+LV instead. (To recover, remove that many damage counters from your champion.)

Healing flesh wounds is simple, but corruption can run deeper still.

Speed
Fast
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Harness Lightning

Harness Lightning

1
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Choose oneβ€”
β€’ Empower 4. Then banish Harness Lightning.
β€’ Target ally gets +4 until end of turn. Then banish Harness Lightning.

Speed
Slow
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Harness Mana

Harness Mana

0
Norm

Put any amount of cards from your hand into your memory.

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
Slow
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Harrow the Saved

Harrow the Saved

6
Umbra

Alice Bonus As long as there's a Curse card in your champion's lineage, this card costs 3 less to activate.

Put all non-champion non-regalia Specter cards from your banishment into your graveyard. Then recover X, where X is the amount of cards put into your graveyard this way.

Speed
Slow
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Harvester Mk II

Harvester Mk II

3
Norm

Automaton allies you control have β€œOn Death: Summon a Powercell token.”

β€œFor our loyal Gearstride customers, our Harvester prototype automates maintenance like never before!”
β€” Gearstride Automatics Advertisement

Power
1
Life
2
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Harvest Herbs

Harvest Herbs

1
Norm

Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

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
Slow
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Hasty Messenger

Hasty Messenger

2
Fire

On Attack: You may discard a card. If you do, draw a card.

β€œWar is upon us. Spread the word!”

Power
1
Life
2
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Haunting Apparition

Haunting Apparition

3
Norm

As long as Haunting Apparition is ephemeral, it has stealth.

Ephemerate β€” 5 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
2
Life
2
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Haunting Demise

Haunting Demise

1
Umbra

Class Bonus On Champion Hit: Put Haunting Demise on the bottom of the hit champion's lineage.

Inherited Effect: At the beginning of your recollection phase, deal 1 unpreventable damage to this object.

Power
3
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Healing Aura

Healing Aura

4
Norm

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

At the beginning of your recollection phase, recover 1. (To recover, remove that many damage counters from your champion.)

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Heartsong Reclamation

Heartsong Reclamation

8
Tera

Destroy all regalia you don't control. Until end of turn, Animal and/or Beast allies you control gain cleave.

Silvie Bonus Put five buff counters on each Animal and/or Beast ally you control.

Speed
Slow
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Heated Vengeance

Heated Vengeance

3
Fire

As long as your champion has taken damage this turn, Heated Vengeance gets +3 .

Class Bonus On Attack: You may have Heated Vengeance deal 3 damage to your champion.

"I dare anyone to try and lay a hand on Diao Chan."

Power
2
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Heatwave Generator

Heatwave Generator

1
Fire

Class Bonus This card costs 1 less to materialize.

At the beginning of your recollection phase, target ally you control gets +1 until end of turn.

The Forgelight's mastery of heat transfer theoretics became their greatest war asset.

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Heavenly Guide

Heavenly Guide

3
Norm

Level 2+ On Enter: If an opponent controls a non-Spirit champion with a card on top of its lineage that wasn't played, level up your champion. (Your champion levels up into a compatible champion card from your material deck. A card was played if it was activated or materialized.)

Power
1
Life
3
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Heavy Swing

Heavy Swing

6
Norm

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

Long-dormant power, fused into a single blow.

Power
6
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Hector, Praetorian Guard

Hector, Praetorian Guard

3
Neos

Imbue 3

Class Bonus On Enter: If Hector is imbued, summon two Automaton Drone tokens.

Class Bonus If damage would be dealt to one or more non-token neos element units you control, prevent X of that damage where X is the amount of tokens you control. Apply this replacement effect only once per turn.

Power
3
Life
3
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Heighten Spellcraft

Heighten Spellcraft

1
Norm

Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +3 level.)

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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Heirloom of Libra

Heirloom of Libra

0
Exalted
Norm

Banish Heirloom of Libra: Choose oneβ€”
β€’ Each champion you don’t control gets -5 level until end of turn.
β€’ Until end of turn, your opponents can’t glimpse.

3, Banish Heirloom of Libra: Draw a card into your memory.

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Heirloom of Materia

Heirloom of Materia

0
Exalted
Norm

Banish Heirloom of Materia: Choose oneβ€”
β€’ Remove all damage counters from target champion you don’t control. Return those counters onto that champion at the beginning of your next turn.
β€’ For each opponent, for every two token objects they control, they sacrifice one.

3, Banish Heirloom of Materia: Draw a card into your memory.

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Heirloom of Natura

Heirloom of Natura

0
Exalted
Norm

Banish Heirloom of Natura: Choose oneβ€”
β€’ Choose any amount of regalia cards in each opponent's banishment and put them into their owner’s material deck.
β€’ Each opponent banishes two preserved cards from their material deck.

3, Banish Heirloom of Natura: Draw a card into your memory.

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Heirloom of Spectra

Heirloom of Spectra

0
Exalted
Norm

Banish Heirloom of Spectra: Choose oneβ€”
β€’ Until end of turn, cards in each opponent’s memory are norm element and lose all abilities.
β€’ Choose a Curse card in a champion’s lineage and banish it.

3, Banish Heirloom of Spectra: Draw a card into your memory.

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Hemorrhaged Intimidation

Hemorrhaged Intimidation

1
Exia

Activate this card only during an opponent's recollection phase.

Draw a card into your memory.

Class Bonus The next card your that opponent activates this turn costs 1 more to activate for every eight damage counters on your champion.

Speed
Fast
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Hemorrhaging Rend

Hemorrhaging Rend

4
Exia

Damage 20+ Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted. Apply this effect only if there are twenty or more damage counters on your champion.)

As much as he clung to life, without his humanity, he wondered if he was living at all.

Power
4
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Herd of the Hearth

Herd of the Hearth

2
Fire

Animal and Beast allies you control get +1 until end of turn. Horse allies you control also gain "On Attack: Draw a card, then discard a card" until end of turn.

Class Bonus Floating Memory

Speed
Slow
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Hexbound Blade

Hexbound Blade

2
Umbra

As long as you have agility, Hexbound Blade gets +4.

Tristan Bonus On Hit: Put Hexbound Blade on the bottom of target champion's lineage.

Inherited Effect β€” If damage would be dealt to this unit by an umbra element source, that source deals that much damage plus 1 to this unit instead.

Power
2
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Hidden Enclave

Hidden Enclave

2
Water

At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard.

A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.

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Hidden Longbowman

Hidden Longbowman

2
Norm

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

Hidden Longbowman has stealth as long as it's distant. (This unit with stealth can't be targeted by attacks unless permitted by true sight.)

Power
1
Life
2
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Hidden Secrets

Hidden Secrets

2
Norm

Choose one. If you control one or more domains, choose up to two insteadβ€”
β€’ Up to one target ally gains stealth until end of turn.
β€’ Draw a card into your memory.

Speed
Fast
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Hide in Bush

Hide in Bush

5
Norm

Brew β€” Four Herbs (You may sacrifice the listed objects rather than pay this card’s reserve cost.)

Your champion gains stealth until end of turn. (This champion can’t be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Hire Mercenaries

Hire Mercenaries

2
Norm

This card costs 1 less to activate if an opponent controls one or more allies.
Look at the top two cards of your deck. Put one of those cards into your memory and the other on the bottom of your deck.

Speed
Slow
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Hoarfrost Hold

Hoarfrost Hold

2
Water

Class Bonus On Enter: Banish any amount of Suited Spell cards from your hand and/or memory. For each card banished this way, put a frost counter on Hoarfrost Hold.

Each opponent recollects X less cards during the resolution of their recollection phase, where X is the amount of frost counters on Hoarfrost Hold. (They choose which cards to recollect.)

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Hoarfrost Spine

Hoarfrost Spine

2
Water

(Bow β€” Must be loaded to use for an attack and can't be used with an attack card.)

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

Beware of frostbite.

Power
1
Durability
3
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Hone by Fire

Hone by Fire

2
Fire

Target Sword weapon you control gets +2 until end of turn. Class Bonus: Put a durability counter on it.

Enwreathed and tempered in flame.

Speed
Fast
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