Cards where: appearances is greater than 10
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Showing 51-100 of 1593 cards (page 2 of 32)

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Aquifer Seneschal

Aquifer Seneschal

3
Water

Hindered (This ally enters the field rested.)

Class Bonus Taunt

On Enter: If you have three or more omens, wake up Aquifer Seneschal. Then if you have six or more omens, put a buff counter on Aquifer Seneschal.

Power
3
Life
4
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Arcane Blast

Arcane Blast

11
Arcane

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

Deal 11 damage to target champion.

Power enough to level entire fortifications, only an arm's length away.

Speed
Slow
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Arcane Disposition

Arcane Disposition

3
Arcane

Draw two cards. At the beginning of the next end phase, discard your hand.

Class Bonus: Draw a card.

Controlling such chaotic mana requires great finesse and some degree of luck.

Speed
Slow
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Arcane Elemental

Arcane Elemental

7
Arcane

Class Bonus This card costs 1 less to activate for each arcane element card in your banishment.

Pride 7 (This ally won't obey you unless your champion is level 7 or higher.)

On Attack: At the beginning of the next end phase, banish Arcane Elemental.

Power
7
Life
7
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Arcane Sight

Arcane Sight

0
Arcane

Your champion gets +1 level until end of turn.
Draw a card.

"If only you could see what I see, Lorraine. Even you might abandon the sword."
β€” Rai Kyouki

Speed
Fast
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Arcanist's Prism

Arcanist's Prism

1
Arcane

At the beginning of your recollection phase, put all cards from your memory on the bottom of your deck in any order, then draw that many cards.

"Such a curious thing. It seems as though it's alive."
β€” Rai Kyouki

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Archon Broadsword

Archon Broadsword

1
Neos

As an additional cost to use this weapon for an attack, pay 2.

Class Bonus Archon Broadsword gets +1 for each token you control. (Apply this effect only if your champion's class matches this card's class.)

Power
2
Durability
2
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Ardent Cloudstriker

Ardent Cloudstriker

5
Norm

On Attack: If your Shifting Currents face West and Ardent Cloudstriker is attacking a champion, this attack gets +3 .

Trained in the sky above the clouds, these elite guards strike like thunder with unerring foresight.

Power
3
Life
4
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Arima, Gaia's Wings

Arima, Gaia's Wings

3
Tera

Pride 5 (This ally won't obey you unless your champion is level 5 or higher.)

At the beginning of your recollection phase, put three buff counters on Arima.

On Death: Put Arima into your its owner's memory.

Power
3
Life
3
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Arisanna, Astral Zenith

Arisanna, Astral Zenith

3
Astra

Arisanna Lineage

Once per turn, you may pay 0 rather than pay a card's starcalling costs.

The chosen luminary of the celestial heavens. Her advent foretells both devastation and salvation.

Level
Lv. 3
Life
25
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Arisanna, Herbalist Prodigy

Arisanna, Herbalist Prodigy

1
Norm

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

"Adjuvants, catalysts, and materia abound! This world offers so much potential for research and experimentation. Now, what about this mixture?"

Level
Lv. 1
Life
19
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Arisanna, Lucent Arbiter

Arisanna, Lucent Arbiter

3
Astra

Arisanna Lineage

3, β†·: Reveal the top card of your deck. Negate target card activation if its reserve cost is equal to the reserve cost of the revealed card.

"By the moon's call, you will be judged."

Level
Lv. 3
Life
25
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Arisanna, Master Alchemist

Arisanna, Master Alchemist

2
Norm

Arisanna Lineage (Arisanna, Master Alchemist must be leveled from a previous level "Arisanna" champion.)

On Enter: Gather twice.

Inherited Effect β€” At the beginning of your end phase, you may sacrifice two Herbs with the same name. If you do, draw a card.

Level
Lv. 2
Life
22
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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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Armored Valkyrie

Armored Valkyrie

3
Wind

Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus As long as Armored Valkyrie is retaliating, it gets +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
2
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Arondight, Azure Blade

Arondight, Azure Blade

1
Water

Class Bonus On Enter: You may banish any amount of cards with floating memory from your graveyard. For each card banished this way, put a refinement counter on Arondight.

Arondight gets +2 for each refinement counter on it.

Power
1
Durability
2
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Arrow Trap

Arrow Trap

2
Wind

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

Return target attacking ally to its owner's hand. Class Bonus: If Arrow Trap was prepared, destroy that ally instead.

Speed
Fast
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Arthur, Young Heir

Arthur, Young Heir

4
Fire

On Enter: You may rest Arthur. If you do, Arthur gains immortality until the beginning of your next turn. (A unit with immortality can't die.)

As long as Arthur is rested, other allies you control get +1 .

Power
2
Life
3
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Artificer's Opus

Artificer's Opus

8
Tera

Class Bonus Efficiency (This card costs LV less to activate.)

Artificer's Opus enters the field rested.

Cleave (This ally attacks all units a chosen opponent controls. Its attacks can't be intercepted.)

Power
4
Life
8
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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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Ashen Riffle

Ashen Riffle

2
Fire

Reveal the top four cards of your deck. Banish up to two Suited non-action cards revealed this way and put the rest on the bottom of your deck in any order. For as long as those cards remain banished, you may activate them.

"It's time to create a winning hand."

Speed
Fast
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Ash Filcher

Ash Filcher

3
Fire

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

A single blade shining crimson under the moonlight.

Power
1
Life
3
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Ashwick Cremator

Ashwick Cremator

2
Fire

Class Bonus At the beginning of your end phase, if you have no cards in your hand, deal 2 damage to each champion.

Smoke weaves a suffocating shroud, far more deadly than the flames that birthed it.

Power
2
Life
1
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Ashwound Shot

Ashwound Shot

0
Fire

Class Bonus Until end of turn, target opponent can't recover.

You may load Ashwound Shot into an Aetherwing weapon you control.

My flames burn a little differently, don't you think?

Power
1
Speed
Fast
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Assassin's Mantle

Assassin's Mantle

0
Norm

If your champion would take damage, you may banish Assassin's Mantle. If you do, prevent 1 of that damage. Put a preparation counter on your champion if damage was prevented this way.

A good assassin is never seen without a means to veil their presence, but a masterful assassin is never seen.

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Assassin's Ripper

Assassin's Ripper

1
Norm

Class Bonus β†·, Remove a preparation counter from your champion: Assassin's Ripper gets +2 until end of turn.

As menacing as it is sharp, this dagger is most useful in the hands of an assassin.

Power
1
Durability
2
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Assemble the Ancients

Assemble the Ancients

3
Neos

Sacrifice any number of domains then summon that many Automaton Drone tokens. Those tokens enter Each of those tokens enters the field rested with an amount of buff counters on it equal to the amount of domains sacrificed this way. Then they gain vigor until end of turn.

Speed
Slow
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Astarte, Celestial Dawn

Astarte, Celestial Dawn

3
Astra

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

If an object would enter the field under an opponent's control from anywhere except from the effects stack, banish it face down instead.

Power
2
Life
4
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Astral Seal

Astral Seal

3
Astra

Class Bonus This card costs 3 less to activate if it targets an activation of a card with the same name as a card in any banishment.

Negate target card activation. Banish the card that had its activation negated this way.

Speed
Fast
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Astra Sight

Astra Sight

0
Astra

Starcalling β€” 0 (As you're looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you're looking at on the bottom of your deck in any order.)

Glimpse 1, then draw a card.

Speed
Fast
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Astromech Attendant

Astromech Attendant

2
Astra

Class Bonus On Enter: Gather three times.

Whenever you brew a Potion, draw a card into your memory.

Some automata, with guided stimuli, can visualize patterns and formulae beyond human understanding.

Power
2
Life
3
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Atmos Armor Type-Ares

Atmos Armor Type-Ares

3
Neos

On Enter: Summon two Atmos Shield tokens.

Class Bonus Atmos Armor Type-Ares gets +1 for each ally named Atmos Shield you control.

A gilded masterpiece to execute and enforce the golden commands of the Aurous Kaiser herself.

Power
1
Life
5
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Atmos Armor Type-Hermes

Atmos Armor Type-Hermes

3
Norm

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

Spellshroud (Units with spellshroud can’t be targeted by Spells.)

Level 1+ Other Automaton allies you control get +1 .

Power
2
Life
2
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Attune with Flames

Attune with Flames

6
Fire

Class Bonus This card costs 2 less to activate.

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

Target Guardian weapon you control gets +5 until the end of your next turn.

Speed
Fast
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Attune with the Winds

Attune with the Winds

3
Wind

Put a buff counter on each ally you control. (Allies get +1 power and +1 life for each buff counter on them.)

Class Bonus Harmonize β€” If you've activated a Melody card this turn, draw a card.

Speed
Slow
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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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Automated Gardener

Automated Gardener

3
Norm

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

With such vast technological advances, not even drought can threaten a bountiful harvest.

Power
2
Life
3
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Automaton Bomber

Automaton Bomber

3
Fire

Ranged 4 (As long as this unit is distant, its attacks get +4 .)

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.)

Power
1
Life
2
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Avalon, Cursed Isle

Avalon, Cursed Isle

4
Water

Upkeep β€” Whenever you materialize a card, sacrifice Avalon.

Whenever you activate a water element card, target player puts the top two cards of their deck into their graveyard.

What once was a paradise, now lies desecrated.

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Avatar of Gaia

Avatar of Gaia

1
Tera

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

Class Bonus Preserve

Linked ally has taunt and loses pride.

Even the king of beasts rallied to Gaia's presence.

Power
0
Life
2
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Awakened Deacon

Awakened Deacon

2
Water

As long as you control two or more phantasias, Awakened Deacon has intercept. (Whenever your champion is attacked while this ally with intercept is awake, you may redirect that attack to this ally.)

Class Bonus Floating Memory

Power
1
Life
3
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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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Azure Protective Trinket

Azure Protective Trinket

0
Norm

Banish Azure Protective Trinket: Banish up to three target fire element cards from a single graveyard.

An enchanted pendant that provides soothing relief from the scorching summer heat.

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Baby Blue Slime

Baby Blue Slime

2
Water

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

β†·: Prevent the next 2 damage that would be dealt to another target Slime ally you control this turn.

Power
1
Life
2
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Baby Gray Slime

Baby Gray Slime

2
Norm

Intercept

On Enter: You may reveal two Slime cards from your hand and/or memory. If you do, draw a card.

A common species of slime. Though they exhibit no biologically remarkable traits, other slimes seem to naturally be drawn to them.

Power
1
Life
1
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Baby Green Slime

Baby Green Slime

2
Wind

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

On Enter: Suppress target item or weapon. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)

Power
1
Life
1
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Baby Red Slime

Baby Red Slime

2
Fire

Class Bonus On Attack: You may discard a card. If you do, draw a card into your memory. If the discarded card was a fire element card, Baby Red Slime gets +1 until end of turn. (Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
1
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Baby Silver Slime

Baby Silver Slime

2
Norm

As long as you control another Slime ally, Baby Silver Slime has taunt.

On Death: You may reveal a Slime card from your hand or memory. If you do, draw a card.

An invasive species, often mistaken for its gray cousin.

Power
1
Life
1
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Backdash

Backdash

1
Norm

Target unit becomes distant.

Class Bonus Level 2+ Draw a card. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Rabbits are known to be quick on their feet.

Speed
Fast
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