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Showing 901-950 of 1133 cards (page 19 of 23)

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Glowering Conflagration

Glowering Conflagration

3
Fire

Class Bonus Kindle 3 (You may banish up to three fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)

Deal 1+X damage to target champion, where X is the amount of phantasias you control.

Speed
Slow
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Dummy Trainer

Dummy Trainer

0
Norm

3, Banish Dummy Trainer: Draw a card into your memory. Then target opponent summons a Training Dummy token.

Its maintenance is also part of a squire's training.

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Fractal of Waves

Fractal of Waves

3
Water

Whenever your champion levels up into a champion with base level 3, you may sacrifice Fractal of Waves. If you do, draw two cards into your memory.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Art of War

Art of War

0
Norm

Divine Relic

Players can't declare attacks with allies that entered the field this turn.

While paying for a memory cost, you may banish Art of War to pay for 1 of that cost.

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Firebloom Flourish

Firebloom Flourish

2
Fire

Class Bonus At the beginning of your recollection phase, deal 1 damage to target champion.

Diao Chan Bonus At the beginning of your end phase, if your influence is four or less, draw a card into your memory and put a glimmer counter on your champion.

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Cinder Geyser

Cinder Geyser

4
Fire

Class Bonus As long as an opponent has four or more cards in their memory, this card costs 2 less to activate.

Deal 4 damage to target unit.

Speed
Fast
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Golden Gambit

Golden Gambit

3
Norm

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

As an additional cost to activate this card, sacrifice a Chessman ally.

Draw two cards.

Speed
Slow
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Rainwoven Crysalis

Rainwoven Crysalis

2
Water

The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.

Merlin Bonus Put two sheen counters on your Fractured Memories.

Speed
Fast
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Infinite Scintillation

Infinite Scintillation

2
Norm

Move all sheen counters from target unit to your Fractured Memories. Then deal 1+X damage to that unit, where X is the amount of counters moved this way.

Sheen 6+ Floating Memory

Speed
Fast
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Acerbica

Acerbica

1
Tera

Champions you control get -1 level.

Begin again.

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Advantageous Perch

Advantageous Perch

2
Exalted
Wind

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

Your champion becomes distant. Then return up to one target Ranger action card from your graveyard to your hand. Banish Advantageous Perch.

Speed
Fast
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Alliance Gearshield

Alliance Gearshield

0
Norm

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

Linked ally gets +1 . Class Bonus: That ally also gets +2 as long as they're retaliating. (Apply the additional effect only if your champion's class matches this card's class.)

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Amorphous Missile

Amorphous Missile

0
Norm

Renewable (If this card would be banished from the field or an intent, put it into its owner's material deck instead.)

1, β†·: Load Amorphous Missile into target unloaded Ranger weapon you control.

Power
1
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Amorphous Strike

Amorphous Strike

3
Neos

Class Bonus On Attack: You may banish an attack card from your graveyard. If you do, Amorphous Strike gets +X where X is the banished card's power.

Renewed power from past experience.

Power
4
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Aphotic Ruin

Aphotic Ruin

6
Norm

Diao Chan Bonus Efficiency
Put four 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.)

Speed
Slow
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Apotheosis Rite

Apotheosis Rite

0
Norm

Divine Relic

Banish Apotheosis Rite: Your champion becomes an Ascendant in addition to its other types. Draw a card.

"Only one will rise above."

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Aqueous Armor

Aqueous Armor

3
Water

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

At the beginning of your recollection phase, put the top card of your deck into your graveyard.

Class Bonus Linked ally gets +2 .

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Argus, All-Seeing Giant

Argus, All-Seeing Giant

10
Exalted
Norm

While paying for this card's reserve cost, you may banish one or more cards named Crystal of Argus or Eye of Argus from your material deck. Each card banished this way pays for 3 of that cost.

Taunt, True Sight, Vigor

As long as Argus is awake, it has omnishroud.

Power
4
Life
10
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Armed and Dangerous

Armed and Dangerous

3
Norm

Draw a card for each of up to two Gun weapons you control.

"Having guns of this caliber requires a strict maintenance routine. Hm? What do you mean you weren't talking about my muscles!"

Speed
Slow
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Arsenal Keeper

Arsenal Keeper

3
Fire

Class Bonus On Enter: You may have Arsenal Keeper deal 2 damage to your champion. If you do, put a durability counter on a weapon you control. (Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
2
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Auspicious Feast

Auspicious Feast

1
Norm

Each player recovers 4.

A meal is most delicious when enjoyed in good company.

Speed
Slow
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Austere Priestess

Austere Priestess

3
Water

Class Bonus On Enter: If you have no cards in your hand, draw a card. (Apply this effect only if your champion's class matches this card's class.)

In the tides of war, it is the least fortunate who suffer the heaviest burdens.

Power
2
Life
2
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Automaton Beastkeeper

Automaton Beastkeeper

4
Norm

Class Bonus On Enter: You may return a Beast ally card from your graveyard to your memory.

Relentless ferocity never stays buried long. The thread of life calls back the untamed wilds from the brink.

Power
1
Life
4
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Awakened Frostguard

Awakened Frostguard

2
Water

Class Bonus Foster

On Foster: You may banish up to two cards with floating memory from your graveyard. For each card banished this way, put a buff counter on Awakened Frostguard and draw a card.

Awakened Frostguard has vigor as long as it's fostered.

Power
1
Life
2
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Axis Gale Scholar

Axis Gale Scholar

3
Wind
Card Type
Ally β€” Mage Human

As long as your Shifting Currents face North, Axis Gale Scholar gets +2 .

As long as your Shifting Currents face South, allies you control get +1 .

"No matter the direction, the winds grant us guidance."

Power
1
Life
3
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Baby Slime

Baby Slime

1
Norm

By approximately six months of development, slimes begin to develop pigmentation, though a subset of specimens remains permanently colorless.

Power
1
Life
1
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Balmshot Nurse

Balmshot Nurse

3
Water

β†·: Recover 3. Activate this ability only if Balmshot Nurse is distant. (To recover, remove that many damage counters from your champion.)

"Alright, who needs healing?"

Power
1
Life
4
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Beguiling Bandit

Beguiling Bandit

3
Water

Players can't declare attacks targeting Beguiling Bandit unless they pay 1 for each attack declaration.

Class Bonus Level 2+ Beguiling Bandit gets +1 .

Power
1
Life
3
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Bellona's Runestone

Bellona's Runestone

1
Norm

Banish Bellona's Runestone: Target weapon you control gets +2 until end of turn. Put a durability counter on that weapon.

Her passion for weapons burned hotter than the very hearth where she forged them.

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Bottled Forgelight

Bottled Forgelight

3
Fire

Brew β€” One Razorvine, One Herb

On Enter: If Bottled Forgelight was brewed, deal 2 damage to target unit.

Sacrifice Bottled Forgelight: Deal 2 damage to target unit.

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Brewing Kit

Brewing Kit

0
Wind

β†·, Sacrifice three Herbs: Look at the top six cards of your deck. You may reveal a Potion item card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

The wonder of alchemy is the potential for discovery.

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Cardinal of Divine Rite

Cardinal of Divine Rite

3
Norm

Angel cards and objects Angel objects can't become imbued.

Even the angels themselves are bound by the laws spoken by the cardinals, keepers of the will of the Grand Archive.

Power
2
Life
3
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Celestial Calling

Celestial Calling

4
Astra

Class Bonus This card costs 2 less to activate.

Reveal cards from the top of your deck until you reveal an astra element Spell card. Banish that card and put the rest on the bottom of your deck in a random order. At the beginning of your next recollection phase, you may activate the banished card without paying its reserve cost.

Speed
Slow
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Cell Handler

Cell Handler

2
Fire

Class Bonus On Enter: Up to one target Animal or Beast ally you control loses pride and gets -1 until end of turn. If that ally is an Automaton, summon a Powercell token rested.

Power
2
Life
1
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Channel Manifold Desire

Channel Manifold Desire

2
Tera

As an additional cost to activate this card, banish a preserved card from your material deck.

Empower X+2, where X is the reserve cost of the banished card. Then if your Shifting Currents face North, you may put a preserved card from your material deck into your hand.

Speed
Slow
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Charged Alchemist

Charged Alchemist

2
Fire

Class Bonus As long as you control a Powercell, Charged Alchemist gets +1 and your champion gets +1 level. (Apply this effect only if your champion’s class matches this card’s class.)

β€œA tutor designed specifically for you!”
β€” Gearstride Automatics Advert

Power
2
Life
1
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Charged Gunslinger

Charged Gunslinger

3
Fire

Ranged 2

Class Bonus Whenever you sacrifice a Powercell, draw a card, then discard a card. If a fire element card was discarded, Charged Gunslinger becomes distant.

Power
1
Life
2
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Clandestine Chart

Clandestine Chart

0
Norm

2, Banish Clandestine Chart: Glimpse 2. Put a preparation counter on your champion.

The true battle begins long before a single step is taken on the battlefield.

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Collapsing Trap

Collapsing Trap

0
Water

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.

The next time one or more allies would enter the field this turn, they enter the field rested instead.

Speed
Fast
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Conduit of Bloodfire

Conduit of Bloodfire

3
Exia
Card Type
Ally β€” Mage Human

On Enter: Remove all damage counters from each champion your opponents control. For every four counters removed this way, put a buff counter on Conduit of Bloodfire.

"Your pain gives me strength."

Power
3
Life
2
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Conjuring Fluorescence

Conjuring Fluorescence

3
Exalted
Wind

Merlin Bonus Sheen 8+ Fast Activation (You may activate this card at fast speed.)

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

β€œTo foresee what will be is to fracture what was.”

Speed
Slow
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Cowl of the Wild

Cowl of the Wild

0
Norm

As long as you control one or more non-Human Tamer allies, your champion gets +1 level.

Even the most defiant and untamable of beasts can be swayed with proper knowledge, patience, and respect.

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Croaking Webfoot

Croaking Webfoot

1
Water

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

"Hippity hoppity... How did the rest of that song go again?"

Power
1
Life
1
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Crowdguard's Slash

Crowdguard's Slash

3
Norm

Class Bonus As long as an opponent controls three or more units, Crowdguard's Slash gets +2. (Apply this effect only if your champion’s class matches this card’s class.)

"Through animosity, we stand together."

Power
4
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Crystallized Anthem

Crystallized Anthem

2
Exalted
Wind

Prevent the next 2 damage that would be dealt to each unit you control this turn. When damage is prevented this way, put two sheen counters on your Fractured Memories.

At the beginning of your next recollection phase, Memorite objects you control get +1 for every six sheen counters on your Fractured Memories until end of turn.

Speed
Fast
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Cure the Flesh

Cure the Flesh

3
Norm

Remove all temporary damage from target ally. Draw a card into your memory.

For their indiscriminate altruism, the Golden Sashes quickly gained popularity, concealing their true motives from the populace.

Speed
Fast
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Debilitating Grasp

Debilitating Grasp

2
Umbra

Class Bonus On Champion Hit: Put Debilitating Grasp on the bottom of the hit champion’s lineage.

Inherited Effect: The first card you activate each turn costs 1 more to activate.

Power
2
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Determined Spearman

Determined Spearman

3
Norm

Equestrian β€” As long as you control a Horse ally, this card costs 1 less to activate.

Level 1+ Determined Spearman gets +1 . (Apply this effect only if your champion is level 1 or higher.)

"Be not afraid of slowness. Be afraid of standing still."

Power
2
Life
2
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Develop Mana

Develop Mana

3
Norm

Put a level counter on your champion. (Champions get +1 level for each level counter on them.)

From enlightenment comes transcendance.

Speed
Slow
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Devious Welcome

Devious Welcome

3
Norm

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

Each player draws a card. Then you choose action or ally. At the beginning of the next end phase, if the turn player did not activate a card with the chosen type this turn, that player discards a card at random from their hand and memory.

Speed
Fast
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