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Showing 51-100 of 292 cards (page 2 of 6)

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Clumsy Apprentice

2
Fire

On Enter: Deal 2 damage to your champion. Draw a card.

A mage, by all intents and purposes. However, you might want to keep her away from a wand.

Power
1
Life
1
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Combo Strike

2
Wind

Class Bonus Level 2+ On Kill: Wake up your champion. (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

On currents of wind born from the exchanging of blows, warriors dance and blades glide.

Power
3
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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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Conduit of the Mad Mage

1
Arcane

Whenever you activate a Mage Spell action, wake up Conduit of the Mad Mage, and it gets +1 until end of turn.

At the beginning of your end phase, sacrifice Conduit of the Mad Mage.

Floating Memory

Power
0
Life
2
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Corhazi Courier

3
Fire

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

Class Bonus On Hit: Draw a card, then discard a card. If a fire element card was discarded, choose a unit and deal 1 damage to it.

Power
1
Life
2
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Corhazi Infiltrator

2
Luxem

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

Class Bonus Element Bonus Whenever you reveal Corhazi Infiltrator from your memory, you may put it a card named Corhazi Infiltrator from your memory onto the field.

Power
3
Life
2
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Corhazi Lightblade

2
Luxem

Class Bonus On Attack: Reveal a card from your memory at random. If a luxem element card was revealed, Corhazi Lightblade gains critical 1 until end of turn. (If attack combat damage would be dealt by a source with critical 1, double that damage unless an opponent discards a card.)

Power
2
Life
2
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Coup de Grace

4
Norm

Prepare 4 (You may remove four preparation counters from your champion as you activate this card.)

Class Bonus On Attack: If Coup de Grace was prepared, it gains critical 4. (If attack combat damage would be dealt by a source with critical 4, double that damage unless an opponent discards four cards.)

Power
4
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Cram Session

1
Norm

Your champion gets +1 level until end of turn.

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. Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Creative Shock

3
Fire

Draw two cards, then discard a card.
Class Bonus: If a fire element card was discarded, you may choose a unit and deal 2 damage to it. (Apply the additional effect only if your champion's class matches this card's class.)

Varuck holds many fiery insights.

Speed
Fast
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Cremation Ritual

3
Fire

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

Draw two cards.

Embellished by flames, the former warrior's mighty countenance bred conviction in their compatriots.

Speed
Slow
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Crusader of Aesa

3
Norm

Crusader of Aesa enters the field rested.

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
4
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Crux Sight

0
Crux

You may pay an additional 2 as you activate this card. If you do, banish this card as it resolves, then return a crux element card from your graveyard to your hand. As an additional cost to activate this card, you may pay 2. If you do, banish this card as it resolves and it gains “Return a crux element card from your graveyard to your hand.”

Draw a card.

Speed
Fast
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Cry for Help

1
Wind

Change the target of an attack that targets your champion to an ally you control. Class Bonus: That ally gets +1 until end of turn.

Loyal and protective, Silvie's new friends were swift to rush to her side whenever she needed help.

Speed
Fast
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Crystal of Argus

1
Norm

Class Bonus Your champion gets +1 level for every three enlighten counters on them. (Apply this effect only if your champion's class matches this card's class.)

In seeing all, he knew all. In knowing all, he ascended.

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Crystal of Empowerment

0
Norm

Banish Crystal of Empowerment: Your champion gets +2 level until end of turn.

Mages often store their excess mana into such crystals. If used by even a novice mage, one might mistake them for far greater.

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Curved Dagger

0
Norm

Class Bonus As long as your champion is attacking an ally, Curved Dagger gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Its curved edge is perfect for slicing through the flesh of both man and monster.

Power
1
Durability
1
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Deep Sea Beastbonder

4
Water

Your champion gets +1 level as long as you control an Animal or Beast ally.

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
4
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Deflecting Edge

1
Norm

This card costs 1 less to activate if you control a Sword weapon.

Prevent the next 3 combat damage that would be dealt to target unit this turn.

When masterfully used, a sword can deflect any attack with minimal force.

Speed
Fast
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Devastating Blow

3
Fire

Class Bonus Level 3+ Devastating Blow gets +4 and can't be retaliated. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 3 or higher.)

Such a mighty swing leaves little else to do than hope something remains.

Power
3
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Dewdrop Hares

2
Water

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. Apply this effect only if your champion's class matches this card's class.)

A rare sight after fresh rain.

Power
1
Life
3
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Discordia, Harp of Malice

0
Norm

Whenever you activate a Harmony or Melody card, put a music counter on Discordia.

: Target champion gets -X level and your champion gets +X level until end of turn, where X is the amount of music counters on Discordia. At the beginning of the next end phase, banish Discordia.

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Disintegrate

8
Fire

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.)

Destroy target ally or regalia.

Speed
Slow
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Disorienting Winds

5
Wind

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

Return target ally to its owner's hand. Draw a card.

Not the best way to travel.

Speed
Slow
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Drawn Blade

1
Norm

Class Bonus On Enter: Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Oiled and sharpened, this sword can be unsheathed faster than a foe can react.

Power
1
Durability
1
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Dream Fairy

3
Wind

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

On Enter: Return target ally you don't control to its owner's memory. Opponents can't activate cards with that ally's name as long as you control Dream Fairy.

Power
1
Life
2
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Drowned Cut

1
Water

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. Apply this effect only if your champion's class matches this card's class.)

A dagger sunk is a target dead.

Power
2
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Dungeon Guide

3
Norm

On Enter: You may banish two cards at random from your memory. If you do, level up your champion. (Your champion levels up into a compatible champion card from your material deck, ignoring materialization costs.)

"Shortcuts are not without risks."

Power
1
Life
3
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Eager Page

3
Norm

At the beginning of your recollection phase, if you haven't materialized a card this turn, put a buff counter on Eager Page. (Allies get +1 power and +1 life for each buff counter on them.)

What they lack in experience, they make up in enthusiasm.

Power
1
Life
3
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Embersong

2
Fire

Deal 2 damage to up to one target ally.

Class Bonus Target ally you control gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

A fiery anthem that sets hearts ablaze.

Speed
Slow
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Embertail Squirrel

2
Fire

Class Bonus On Attack: You may discard a fire element card. If you do, Embertail Squirrel gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

Just don't anger them.

Power
2
Life
1
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Empowering Harmony

2
Norm

Your champion gets +2 level until end of turn.

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

Melodies sound ever more beautiful with strong accompaniment.

Speed
Slow
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Endura, Scepter of Ignition

0
Norm

, Remove an enlighten counter from your champion: Deal 1 damage to target unit. Activate this ability only at slow speed.

Its spark glows vibrantly in otherworldly color. Some say the staff has an ominous origin, perhaps from a far more sinister world.

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Energetic Beastbonder

4
Fire

Your champion gets +1 level as long as you control an Animal or Beast ally.

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
2
Life
2
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Enraged Boars

5
Norm

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

Swarming masses of flesh and screams lay waste to both crop and creature alike without even a passing glance. Only far greater strength may subdue their advent.

Power
4
Life
4
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Ensnaring Fumes

5
Wind

You may remove three preparation counters from your champion rather than pay this card's reserve cost.

Return all allies to their owner's hands.

Class Bonus Floating Memory

Speed
Fast
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Erratic Bolt

4
Arcane

Deal LV damage to target unit. (LV refers to your champion's level.)

Class Bonus You may banish two cards at random from your memory. If you do, draw two cards. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Erupting Rhapsody

2
Fire

Banish any amount of fire element cards from your graveyard. Your champion gets +1 level until end of turn for each card banished this way.

Harmonize — If you've activated a Melody card this turn, choose any amount of units and deal LV damage split among them.

Speed
Slow
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Esteemed Knight

3
Norm

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

A knight whose reputation precedes them. They raise their sword for noble purpose.

Power
2
Life
3
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Excalibur, Cleansing Light

2
Luxem

Destroy target non-champion object.

Class Bonus Choose up to two non-norm elements. Players can't materialize or activate cards of those elements until the start beginning of your next turn. (Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Excalibur, Cursed Sword

0
Norm

Class Bonus On Enter: Choose a player. That player gains control of Excalibur. (Apply this effect only if your champion's class matches this card's class.)

Whenever you materialize a card, deal 2 damage to your champion.

Power
1
Durability
3
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Extortion Scheme

2
Wind

Suppress up to one target ally an opponent controls. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)

Class Bonus Put a preparation counter on your champion.

Speed
Fast
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Eye of Argus

1
Norm

Banish Eye of Argus: Target ally you control gains true sight until end of turn. Draw a card. (Units with true sight can attack units with stealth.)

A gift from the many-eyed giant. Heroes prize its penetrating gaze.

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Fairy Whispers

1
Wind

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.)

Reveal the top card of your deck. If that card is wind element, put it into your hand.

Speed
Fast
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Favorable Winds

1
Wind

Allies you control get +1 until end of turn.

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

A sudden gust to turn the tide.

Speed
Fast
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Fervent Beastmaster

5
Norm

Class Bonus Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)

As long as you control a Beast ally, Fervent Beastmaster gets +1 and +1 .

Power
3
Life
3
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Fiery Momentum

3
Fire

Class Bonus Fiery Momentum gets +1 for each fire element card in your graveyard. (Apply this effect only if your champion's class matches this card's class.)

The greater the fuel, the greater the flame.

Power
2
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Fire Resonance Bauble

0
Norm

Banish Fire Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a fire element champion.

Captured, perhaps, but never tamed. This spirit's owner must always err on the side of caution.

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Fireball

4
Fire

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Deal 1+LV damage to target unit. (LV refers to your champion's level.)

Speed
Fast
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