Cards where: card type includes action
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Showing 51-100 of 612 cards (page 2 of 13)

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Bloom: Winter's Chill

3
Tera

Class Bonus Each opponent sacrifices all Flowerbuds. For each Flowerbud sacrificed this way, their controller summons your choice of a Nightshade or a Floodbloom token.

Element Bonus 2, Discard this card from your hand: Empower 2. Draw a card.

Speed
Slow
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Blossoming Denial

3
Tera

Class Bonus As long as an opponent has five or more cards in their memory, this card costs 3 less to activate.

Negate up to one target card activation unless its controller pays 3. Each opponent summons two Flowerbud tokens.

Level 5+ Recover X, where X is the amount of phantasias on the field.

Speed
Fast
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Bolster Ranks

3
Neos

Class Bonus This card costs 1 less to activate.

Choose oneβ€”
β€’ Summon an Automaton Drone token with a buff counter on it.
β€’ Put a buff counter on each ally you control.

Speed
Fast
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Bombastic Sprint

2
Fire

Your champion becomes distant.

Polkhawk Bonus The next Ranger action card you activate this turn can be activated as though it had fast activation.

Speed
Fast
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Break Apart

3
Norm

This card costs 2 more to activate if it targets a regalia.

Destroy target item or weapon.

Let me help you tidy up!

Speed
Slow
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Bring Down the Mighty

1
Norm

Until the beginning of your next turn, target ally can't attack. If that ally is unique, draw a card into your memory.

Unbeknownst to even Lu Bu herself, this marked not the end, but the beginning.

Speed
Slow
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Broken Promises

1
Fire

As an additional cost to activate this card, sacrifice a Fatestone item or a Fatebound ally.

Draw a card into your memory.

Guo Jia Bonus Put a quest counter on your champion.

Speed
Fast
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Brusque Neige

2
Water

You may sacrifice an ally rather than pay this card's reserve cost.

Until end of turn, allies enter the field rested.

Ciel Bonus Level 2+ Banish Brusque Neige and put an omen counter on it.

Speed
Fast
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Buried Grief

3
Norm

Draw two cards, then put a card from your hand on top of your deck.

Claude knelt before their graves grief-stricken. Everything he did and everyone he loved had turned against him. When would the nightmare end?

Speed
Slow
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Burning Aethercharge

2
Fire

Class Bonus Kindle 2 (You may banish up to two fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card’s cost.)

Deal 2 damage to target champion. Then you may load Burning Aethercharge into an Aetherwing weapon you control.

Power
1
Speed
Slow
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Burst Asunder

4
Water

Class Bonus This card costs 2 less to activate.

Deal 2 damage to target unit. Then you may sacrifice any amount of Fractals. For each Fractal sacrificed this way, deal an additional 2 damage to that unit.

Speed
Slow
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Butler's Augury

4
Fire

Ciel Bonus This card costs 1 less to activate for each of up to two omens you have.

Draw X cards into your memory, where X is five minus your influence. Then deal X damage to your champion. (If X is negative, don't draw cards and don't deal damage.)

Speed
Fast
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Byakko's Command

2
Wind

Put a buff counter on target Beast ally. If that ally is a Shenju, wake it up.

The wisdom Byakko bestowed upon her was this: that fighting was often a necessary evil to pave the path for peace.

Speed
Fast
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Calamity Cannon

7
Fire

Polkhawk Bonus This card costs 3 less to activate.

Your champion’s first attack using a Gun weapon during your next turn gets +10 .

Speed
Slow
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Calculated Foresight

2
Water

Put the top two cards of your deck into your graveyard. Then you may banish a card with floating memory from your graveyard. If you do, you your champion gains ranged 3 until end of turn. (Multiple instances of ranged stack.)

Speed
Slow
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Call the Pack

4
Tera

Class Bonus This card costs 2 less to activate.

For each Animal ally you control, you may put a Beast ally card from your hand onto the field.

If prey run towards you, start running with them.

Speed
Slow
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Calming Breeze

2
Wind

Until end of turn, if 3 or less damage would be dealt to your champion, prevent that damage.

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.)

Speed
Fast
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Careful Study

8
Norm

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

Put five enlighten counters on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Speed
Slow
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Carpsong Coda

2
Water

Harmonize β€” If you've activated a Melody card this turn, put the top four cards of your deck into your graveyard.

Deal an amount of damage to target unit equal to the highest life stat among water element Animal and Beast ally cards in your graveyard.

Speed
Fast
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Castling

4
Norm

This card costs 2 less to activate if you control a Chessman Rook ally.

This card costs 2 less to activate if you control a Chessman King ally.

Until end of turn, up to two target Chessman allies gain spellshroud and taunt, and get +2 .

Speed
Fast
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Castling Boon

2
Water

Allies you control get +1 until end of turn. If you control a Chessman Rook ally, allies you control get +3 until end of turn instead.

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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Cavalier Rescue

3
Norm

Equestrian β€” As long as you control a Horse ally, this card costs 2 less to activate.

Target ally gets +3 until end of turn. If that ally is defending, wake it up.

A good horse is hard to replace.

Speed
Fast
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Ceasing Edict

2
Water

As long as your Shifting Currents face South, this card costs 2 less to activate.

Kongming Bonus If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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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 Forging

3
Fire

Choose oneβ€”
β€’ Put two durability counters on target weapon.
β€’ Summon a Powercell token.

β€œHere in our public factory tour, our engineers are hard at work designing brand new delights for you!”
β€” Gearstride Automatics Advertisement

Speed
Fast
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Cerulean Decree

3
Water

Imbue 3

Choose one. If Cerulean Decree is imbued, choose two insteadβ€”
β€’ Negate up to one target non-attack card activation unless its controller pays 2.
β€’ Up to one target unit’s attacks get -3 until end of turn.
β€’ Draw a card into your memory.

Speed
Fast
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Chained Charge

2
Water

Class Bonus This card costs 1 less to activate.

Negate target card activation unless its controller pays 1. Then you may load Chained Charge into an Aetherwing weapon you control.

Only those that can break the chains can take flight.

Power
1
Speed
Fast
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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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Channel the Wind

2
Wind

Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

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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Charge the Soul

1
Norm

Deal 1 damage to target unit. Then you may load Charge the Soul into an Aetherwing weapon you control.

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
Speed
Fast
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Charging Galeshot

2
Wind

Return target attacking ally to its owner's memory. Then you may load Charging Galeshot into an Aetherwing weapon you control.

β€œIf you're upside down in an upside down world, would that make you right side up? Oh dear...”

Power
1
Speed
Fast
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Chill to the Bone

2
Water

Target attacking ally gets -2 and -2 until end of turn. If you control two or more phantasias, that ally gets -4 and -4 until end of turn instead.

There's freezing, and then there's frostbite.

Speed
Fast
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Chilling Touch

1
Water

Banish a card at random from target opponent's memory. Return that card to their memory at the beginning of their next end phase.

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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Chronowarp

4
Astra

For the rest of the game, time is distorted. (As long as time is distorted, each player skips their first materialize phase and they get an additional materialize phase after their main phase each turn.)

β€œIf you could turn back time, would you?”

Speed
Slow
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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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Claimed From Beyond

3
Crux

Banish target non-champion object if one of its types matches one of the types card types among cards in your banishment. (Types include: ally, domain, item, phantasia, and weapon. Supertypes and subtypes are excluded.)

Speed
Fast
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Clash of Fates

2
Norm

Guo Jia Bonus You may remove a quest counter from your champion rather than pay this card's reserve cost.

Put a buff counter on target Fatestone or Fatebound object. If that object is a Shenju ally, it gains vigor until end of turn.

Speed
Slow
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Cleansing Reunion

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.)

Target player banishes three cards from their graveyard. If Cleansing Reunion is imbued, that player banishes six cards from their graveyard instead.

Speed
Fast
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Clear Pastures

1
Norm

Equestrian β€” If you control a Horse ally, glimpse 3. (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.)

Draw a card into your memory.

Speed
Slow
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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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Combat Training

2
Norm

Target Warrior ally's next attack this turn gets +2 . If that ally is unique, their next attack this turn gets +3 instead.

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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Cometary Vantage

1
Astra

Choose one. If your champion is distant, choose two insteadβ€”
β€’ Glimpse 4.
β€’ Draw a card.
β€’ If a unit is attacking, each Aethercharge card in that attacker's intent gains "On Hit: Load this card into an Aetherwing weapon you control."

Speed
Fast
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Cometfall

5
Astra

Starcalling β€” 2 (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.)

Deal 3 damage to all non-astra element units. Class Bonus: Deal 4 damage to those units instead.

Speed
Slow
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Command the Hunt

4
Tera

This card costs 2 less to activate if no units have attacked this turn.

Allies you control get +2 and gain vigor until end of turn. Those allies must attack champions this turn if able. (Units with vigor wake up at the beginning of your end phase.)

Speed
Slow
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Conceal

2
Norm

Allies you control gain stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

A basic skill all assassins learn to master. Nothing is more lethal to their enemies than the element of surprise.

Speed
Fast
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Cone of Frost

3
Water

Class Bonus This card costs 1 less to activate.

Level 1+ Deal 2 damage to up to one target unit.

Level 3+ Deal 2 damage to up to one target unit.

Level 5+ Deal 2 damage to up to one target unit.

Speed
Slow
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Conjure Downpour

3
Water

Until end of turn, whenever a unit attacks, that attack gets -2 .

Class Bonus Memory 4+ Draw a card into your memory. (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.)

Speed
Fast
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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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Conniving Plans

2
Water

Put the top two cards of your deck into your graveyard.

Deluge 4 β€” If there are four or more water element cards in your graveyard, put a preparation counter on your champion and draw a card into your memory.

"Only amateurs move without proper research."

Speed
Fast
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Constellation's Blessing

1
Astra

Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)

Class Bonus Draw a card. Then you may load Constellation's Blessing into an Aetherwing weapon you control.

Power
2
Speed
Fast
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