Cards where: rarity is less than R

Showing 851-900 of 1058 cards (page 18 of 22)

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Spalling Cleanse

Spalling Cleanse

2
Water

If your Fractured Memories has six or less sheen counters on it, put two sheen counters on it. Otherwise, recover 3. (If you don't have the mastery, recover 3.)

Floating Memory

Speed
Fast
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Spark Alight

Spark Alight

2
Fire

Deal 2 unpreventable damage to target unit. Class Bonus: Deal 3 unpreventable damage to that unit instead. (Apply the additional effect only if your champion's class matches this card's class.)

"Just worry about the things you can't burn."
β€” Varuck Mage

Speed
Fast
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Spark Link

Spark Link

2
Fire

Each player draws a card into their memory.

Level 1+ Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Even in madness, an honorable duel is worth fighting.

Speed
Fast
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Spectral Beacon

Spectral Beacon

0
Norm

1, Banish Spectral Beacon: Banish target card in a graveyard.

Illuminate restless souls that linger, haunting those who have wronged them, so that they may at last find peace.

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Spirit Blade: Ghost Strike

Spirit Blade: Ghost Strike

0
Crux

On Attack: You may banish a card from your material deck. If you do, your champion's attacks get +1 until end of turn.

An attack empowered with haunting vengeance.

Power
1
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Spirit Blade: Infusion

Spirit Blade: Infusion

2
Crux

This card costs 2 less to activate if your champion has dealt attack combat damage this turn.

Until end of turn, target Sword weapon gets +3 and gains "On Champion Hit: Draw a card."

A blade empowered with spiritual might.

Speed
Fast
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Spirited Falconer

Spirited Falconer

2
Wind
Card Type
Ally β€” Tamer Human

Class Bonus Fast Activation

Class Bonus On Enter: Put a buff counter on up to two target Animal and/or Beast allies.

A second wind revitalizes the spirits of both animals and beasts alike.

Power
1
Life
1
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Spirited Neophyte

Spirited Neophyte

3
Norm
Card Type
Ally β€” Mage Human

On Attack: If your Shifting Currents face North, empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Dissatisfied with dynastic rule, many of Sanguo's youth joined the cause under Zhang Jiao.

Power
2
Life
3
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Spirit of Fire

Spirit of Fire

0
Fire

On Enter: Draw seven cards.

Smoldering flames burn bright from within the soul, sparking a hunger for insight and destruction.

Level
Lv. 0
Life
15
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Spirit of Slime

Spirit of Slime

0
Norm

On Enter:Draw seven cards.

Inherited Effect: Ignore the elemental requirements of basic element Slime cards you activate.

An aura of amiability radiates from the soul, but for some reason, it feels a bit sticky.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

Convalescing waves cascade through the soul, revitalizing the body and mind from the depths.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.

Level
Lv. 0
Life
15
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Spirit Shard

Spirit Shard

3
Norm

Level 3+ Sacrifice Spirit Fragment Spirit Shard: Draw a card.

Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a champion’s power.

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Splashing Spearguard

Splashing Spearguard

3
Water

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

On Enter: If Splashing Spearguard is imbued, target player puts the top two cards of their deck into their graveyard.

The enemy is numerous, but the tide is immeasurable.
(for length reference)

Power
1
Life
3
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Spontaneous Combustion

Spontaneous Combustion

3
Fire

Deal 4 damage to target ally attacking your champion.

The closer they are, the easier they are to ignite.

Speed
Fast
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Springleaf

Springleaf

1
Norm

Sacrifice Springleaf: Put a card from your hand on the bottom of your deck. If you do, draw a card.

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Spurn to Ash

Spurn to Ash

3
Fire

Destroy target regalia with memory cost 1 or less.

Immolation is far more simple than creation.

Speed
Slow
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Squallbind Pounce

Squallbind Pounce

2
Wind

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

Up to one target Ranger unit becomes distant.

If Squallbind Pounce is imbued, suppress up to one target attacking ally.

Speed
Fast
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Stalwart Shieldmate

Stalwart Shieldmate

2
Norm

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

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
0
Life
2
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Stand Fast

Stand Fast

2
Norm

Activate this card only during your end phase.

Wake up target ally you control. It gains taunt and gets +1 until the beginning of your next turn. (An awake ally with taunt must be targeted before other units you control during your opponents' attack declarations if able.)

Speed
Fast
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Starbirth

Starbirth

1
Astra

Draw a card into your memory. Then summon an Astral Shard token.

"When you look into the night sky, I hope you never forget the memories we shared."

Speed
Slow
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Stardust Oracle

Stardust Oracle

2
Astra

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

As long as Stardust Oracle is imbued, it has stealth.

Class Bonus At the beginning of your end phase, summon an Astral Shard token.

Power
1
Life
3
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Stargazer's Portent

Stargazer's Portent

4
Astra

Class Bonus This card costs 1 less to activate.

The next time you starcall a card this turn, copy that activation. You may choose new targets for the copy.

A stellar comet shines twice as bright.

Speed
Fast
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Steady Sharpshooter

Steady Sharpshooter

3
Norm

On Attack: Put an aim counter on Steady Sharpshooter. Then you may remove all aim counters from Steady Sharpshooter. For aim counter removed this way, Steady Sharpshooter gains ranged 2 for this attack.

Power
1
Life
4
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Steady Verse

Steady Verse

2
Norm

Class Bonus The next Harmony action card you activate this turn costs 1 less to activate.

Draw a card into your memory.

A rousing allegro before the crescendo.

Speed
Slow
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Steel Halberd

Steel Halberd

1
Norm

Class Bonus Steel Halberd gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Forged by imperial weaponsmiths and tempered by countless battles.

Power
1
Durability
2
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Stillwater Patrol

Stillwater Patrol

4
Water

True Sight (This ally can attack units with stealth.)

As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .

Specially trained to be ever-vigilant, little bypasses their detection.

Power
2
Life
3
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Stolen Chance

Stolen Chance

1
Norm

Remove a preparation counter from target champion. If a preparation counter was removed this way, draw a card.

"Intruders will be dealt with no mercy."

Speed
Fast
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Stolid Vanguard

Stolid Vanguard

2
Norm

Equestrian β€” On Enter: If you control a Horse ally, Stolid Vanguard gets +2 until end of turn.

In the throes and excitement of war, it can be easy to forget just how much is lost.

Power
1
Life
2
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Straight Flare

Straight Flare

2
Fire

Deal X damage to target unit, where X is the amount of Suited objects you control with different costs plus 1.

"Off with their heads!"

Speed
Fast
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Strapping Conscript

Strapping Conscript

2
Fire

Class Bonus Level 2+ Strapping Conscript gets +1 and +1 . (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

House Pendragon recruits only the hardiest of pages to train as knights.

Power
2
Life
1
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Strategic Planning

Strategic Planning

2
Norm

Glimpse 2. Put a preparation counter on your champion. (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.)

No such thing as too much preperation.

Speed
Slow
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Strategic Warfare

Strategic Warfare

2
Norm

Allies you control get +1 until end of turn.

Level 2+ Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)

Reconnaissance and battlefield tactics can overcome even overwhelming numbers.

Speed
Slow
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Stream of Consciousness

Stream of Consciousness

2
Water

Class Bonus Memory 4+ Glimpse 3. (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)

Draw a card into your memory.

Speed
Fast
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Strengthen the Bonds

Strengthen the Bonds

2
Norm

Put a buff counter on up to two target Fatestone or Fatebound objects.

The bonds between humans and their animal companions should never be underestimated.

Speed
Fast
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Strike from the Mist

Strike from the Mist

2
Water

Prepare 2 (You may remove two preparation counters from your champion as you activate this card.)

Class Bonus As long as Strike from the Mist was prepared, it can't be intercepted.

Power
2
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Study the Fables

Study the Fables

2
Norm

Target player reveals six cards from their material deck. Draw a card into your memory.

Perhaps the answer lies within Azoth's many myths.

Speed
Slow
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Subjugating Lash

Subjugating Lash

2
Norm

As long as your champion has twelve or more damage counters on them, Subjugating Lash gets +2 .

Savor the pain.

Power
2
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Sudden Deluge

Sudden Deluge

2
Water

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

Class Bonus On Champion Hit: If Sudden Deluge was prepared, that opponent puts the top ten cards from their deck into their graveyard.

Power
3
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Sudden Snow

Sudden Snow

2
Water

You may banish a card with floating memory from your graveyard. If you do, draw a card.

Until end of turn, allies enter the field rested.

It is not unusual to have sudden and severe changes in weather with magic and mages abound.

Speed
Fast
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Sudden Steel

Sudden Steel

6
Norm

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

Her last strike was deadly.

Power
5
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Suffocating Ash

Suffocating Ash

3
Exalted
Fire

Class Bonus This card costs 2 less to activate.

Negate target card activation unless its controller has Suffocating Ash deal 3+LV unpreventable damage to their champion.

"I thought I told you to kneel before your queen."

Speed
Fast
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Suited Trickery

Suited Trickery

1
Norm

Until the beginning of your next turn, players can't declare attacks with champions they control unless they pay 2 for each attack declaration. Then if you control a Suited ally, draw a card into your memory.

The monster had been detained.

Speed
Slow
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Summon Gale

Summon Gale

3
Wind

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

Return target ally to its owner's hand.

Speed
Fast
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Summon Pawn

Summon Pawn

2
Norm

You may reveal three Chessman cards from your hand and/or memory. If you do, summon a Pawn Piece token.

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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Summon Sentinels

Summon Sentinels

4
Neos

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

Summon two Automaton Drone tokens each with a buff counter on them.

Speed
Slow
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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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Surreptitious Scheme

Surreptitious Scheme

1
Norm

Remove a level counter from target champion. If level counter was removed this way, draw a card.

To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.

Speed
Fast
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