Cards where: collector number is at most 100

Showing 51-100 of 1390 cards (page 2 of 28)

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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 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 .

Power
3
Life
4
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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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Ariel, Archangel of Natura

Ariel, Archangel of Natura

3
Norm

Crux & Tera Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are crux and/or tera element, this card becomes imbued.)

On Enter: If Ariel is imbued, reveal the top card of your deck and put it into your material deck preserved. Then you may banish a card from your material deck. If you do, Ariel gets +3 until end of turn.

Power
1
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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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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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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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.

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

Power
2
Life
3
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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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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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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

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

"What is not forseen cannot come to pass."

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.

"The stars will seal your fate!"

Speed
Fast
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Astral Shard

Astral Shard

0
Astra

Sacrifice Astral Shard: Glimpse 2.

The gift of foresight from the stars–treasured and feared alike.

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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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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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Atmos Shield

Atmos Shield

1
Neos

β†·: The next time target neos element unit would take non-combat damage this turn, prevent 2 of that damage.

Whenever another neos element unit you control is targeted for an attack, you may change the target of that attack to this ally.

Power
0
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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Aurousteel Greatsword

Aurousteel Greatsword

1
Neos

Neos-infused steel forms to the wielder's core disposition and grandest desires.

Power
3
Durability
1
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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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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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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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Automaton Drone

Automaton Drone

1
Norm

β€œOur ServDrone Mk II model is top of the line! You won’t find a better attendant this side of Azoth!”
β€” Gearstride Automatics Advertisement

Power
1
Life
1
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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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Azrael, Archangel of Materia

Azrael, Archangel of Materia

3
Norm

Exia & Neos Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are exia and/or neos element, this card becomes imbued.)

On Enter: As a Spell, if Azrael is imbued, destroy another target non-regalia non-champion object with reserve cost 3 or less. Its controller summons a Spirit Shard token.

Power
2
Life
2
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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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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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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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Backstab

Backstab

2
Norm

Class Bonus As long as your champion is attacking a rested unit, Backstab gets +2 .

Never let an assassin out of your sight.

Power
2
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Backstep

Backstep

2
Norm

Target unit becomes distant. (Units stay distant until the end of their controller's turn.)

Draw a card.

Any good demolitionist knows to take a few steps back before admiring their own handiwork.

Speed
Fast
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Backup Charger

Backup Charger

0
Norm

3, Banish Backup Charger: Summon a Powercell token rested. Draw a card into your memory.

β€œRunning out of energy too fast? In a pinch? Our prototype failsafe will guarantee you a fresh charge!”
β€” Gearstride Automatics Advert

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Baihua

Baihua

1
Tera

At the beginning of your recollection phase, each opponent recovers 1.

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Bandage Wound

Bandage Wound

2
Norm

Recover 4. (To recover, remove that many damage counters from your champion.)

β€œI have to save her. I can’t lose Rose again!”
β€” Claude, Fated Visionary

Speed
Fast
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Bandit, Gaze Leader

Bandit, Gaze Leader

3
Norm

On Enter: Scavenge 6 for a Raccoon ally card. (To scavenge an amount, reveal cards from the top of your deck until you reveal that many cards or until you reveal the specified card. Put the specified card into your hand and the rest on the bottom of your deck in a random order.)

Raccoon allies you control have "β†·: Banish target card in a graveyard."

Power
1
Life
3
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Band of Burning Verdict

Band of Burning Verdict

2
Fire

On Enter: Draw a card.

Class Bonus β†·: Target Animal or Beast ally you control gets +1 and gains true sight until end of turn. (Units with true sight can attack units with stealth. Activate this ability only if your champion's class matches this card's class.)

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