Cards where: set is DTR*
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Showing 51-100 of 270 cards (page 2 of 6)

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Corsair Captain

3
Water

Ranged 2 (As long as this unit is distant, its attacks get +2.)

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
3
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Cosmic Alignment

6
Astra

The next time you would glimpse an amount this turn, draw that many cards instead.

Foresight means little when fear keeps the future untouched.

Speed
Slow
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Coy Bouclier

5
Norm

Level 2+ This card costs 2 less to activate.

Class Bonus As long as you control another ally, Coy Bouclier has taunt. (While awake, this ally with taunt must be targeted before other objects you control during your opponents' attack declarations if able.)

Power
2
Life
4
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Crossroads Specter

3
Crux

On Champion Hit: That opponent banishes a card from their material deck.

On Death: If there are seven or more regalia cards among all banishments, return Crossroads Specter to the field with a buff counter on it. It becomes ephemeral.

Power
3
Life
3
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Deadly Opportunist

3
Norm

Deadly Opportunist gets +3 as long as it's attacking a rested 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
2
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Death Essence Amulet

0
Umbra

Whenever an ally you control dies while it's not your turn, you may banish Death Essence Amulet. When you do, look at target opponent's hand or memory and discard a card from it.

Should death's door find you.

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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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Devoted Martyr

2
Norm

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

Class Bonus Whenever your champion levels up, you may banish this card from your graveyard. If you do, recover 2.

Power
0
Life
2
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Devotion's Price

2
Umbra

As an additional cost to activate this card, discard two cards.

For each omen you have with a different reserve cost, draw a card. Until end of turn, you can't draw cards.

Speed
Slow
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Devouring Malice

-1
Umbra

Devouring Malice enters the field with X gem counters on it.

β†·, Remove a gem counter from Devouring Malice: As a Spell, choose one that hasn't been chosenβ€”
β€’ Put three debuff counters on target ally.
β€’ Deal 3 damage to target champion and recover 3.
β€’ Deal 8 unpreventable damage to your champion and draw two cards.

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Diana, Aether Dilettante

1
Norm

On Enter: If Diana is distant, materialize an Aetherwing card from your material deck. (You still pay its costs.)

Inherited Effect β€” Ranged 1 (As long as this unit is distant, its attacks get +1.)

Level
Lv. 1
Life
19
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Diana, Judgment's Arrow

2
Norm

Diana Lineage

On Enter: Load up to two Aethercharge cards from your hand and/or memory into an Aetherwing weapon you control. For each card loaded this way, draw a card into your memory.

Inherited Effect β€” Ranged 1

Level
Lv. 2
Life
22
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Diana, Moonpiercer

3
Astra

Diana Lineage

Whenever Diana becomes distant, choose oneβ€”
β€’ Negate each card activation that targets Diana unless its controller pays 2. Then if Diana is defending, end the combat phase unless the attacking player pays 2.
β€’ Glimpse 2.

Level
Lv. 3
Life
25
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Dissuading Aether

2
Water

Target unit's attacks get -3 until end of turn. Then you may load Dissuading Aether into an Aetherwing weapon you control.

"To the bottom of the treacle-well you go."

Power
1
Speed
Fast
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Dreamy Unicorn

2
Norm

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

On Death: Put a preparation counter on your champion.

Power
1
Life
2
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Dredging Streams

2
Water

Banish target card from a graveyard.

Level 2+ 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 is level 2 or higher.)

Speed
Fast
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Drown in Aether

2
Water

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

Target rested ally gets -3 until end of turn. Then you may load Drown in Aether into an Aetherwing weapon you control.

Power
1
Speed
Slow
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Duchess, Six of Hearts

6
Fire

Kindle 6

Cardistry β€” 6: Banish a fire element action card with reserve cost 2 or less from your graveyard. If you do, copy it and you may activate that copy without paying its reserve cost. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
4
Life
2
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Duplicitous Replication

2
Crux

The next time one or more regalia enter the field under an opponent's control this turn, summon a token copy of each of them.

One man's treasure is also another man's treasure.

Speed
Fast
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Dyadic Fletcher

3
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2.)

Class Bonus Whenever you activate an Aethercharge card for the second time each turn, Dyadic Fletcher becomes distant.

Power
2
Life
2
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Effluve Guard

3
Wind

Ciel Bonus As long as this card is an omen, allies named Vacuous Servants you control have vigor. (Apply this effect only if your champion is Ciel.)

β€œWanna play? I'll introduce you to my friends! They've been waiting for someone just like you.”

Power
2
Life
3
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Embercrypt Burn

2
Fire

Banish target card from a graveyard. Then deal 2 damage to each champion.

"Don't you want to see what the flame of a candle is like after it's blown out?"

Speed
Fast
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Enchanted Fete

4
Norm

Recover 3 and draw a card into your memory. (To recover, remove that many damage counters from your champion.)

Every day was a new chapter in the Duchess's tale, where she twirled through life as the main character.

Speed
Fast
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Enfeebled Dagger

0
Astra

Banish Enfeebled Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit would deal damage, it deals that much damage minus 3 instead.

Sharpened to rot the strength from within.

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Evasive Positioning

1
Norm

Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a champion, it becomes distant.

No matter the weapon, Diana excelledβ€”so long as there was space between her and the target.

Speed
Fast
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Evercurrent Raider

2
Water

Floating Memory

Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

"Back again to this twisted land?"

Power
1
Life
2
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Excalibur, Reflected Edge

3
Norm

True Sight, Spellshroud

Merlin Bonus Excalibur gets +1.

On Destroy: Summon a token copy of a non-Distortion regalia you control with memory cost 0. It becomes a Distortion in addition to its other types.

Power
1
Durability
2
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Exorcism

3
Norm

For each ephemeral object each player controls, its controller sacrifices it unless they pay 1.

The Foret des Champignons harbored more than just the living, but not all who lingered did so in peace.

Speed
Slow
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Expeditious Opening

2
Wind

The next ally card you activate this turn can be activated as though it had fast activation.

Draw a card into your memory.

β€œIf you want to get somewhere else, you must run at least twice as fast!”

Speed
Fast
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Exploit Vulnerability

2
Norm

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

Draw a card. Then if Exploit Vulnerability was prepared, choose an Assassin unit you control and it gains "On Ally Hit: Destroy the hit ally" until end of turn.

Speed
Fast
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Expose Darkness

1
Norm

If target unit has stealth, draw a card. Then that unit loses stealth until end of turn.

It was as if he was a completely different person altogether when the mask was donned.

Speed
Fast
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Exsanguinating Wallop

5
Umbra

Class Bonus On Attack: Recover 3.

Class Bonus Floating Memory

”I'm pretending to be two people? Why, there's hardly enough of me left to make one respectable person!”

Power
5
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Extorting Blackjack

2
Umbra

As long as the total reserve cost among your omens is exactly 21, Extorting Blackjack gets +10.

Class Bonus On Attack: Recover X, where X is the amount of omens you have with different costs.

”The house always wins.”

Power
2
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Favorable Omens

1
Wind

For each wind element omen you have, allies you control get +1 until end of turn.

β€œKeep your temper.”

Speed
Fast
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Fiery Interference

2
Fire

Deal 2 damage to target unit. If that unit is a champion, its controller can't recover until end of turn.

”The more there is of mine, the less there is of yours!”

Speed
Fast
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Fight for the Crown

6
Norm

Each player sacrifices an ally.

The Lion and the Unicorn were fighting for the crown:
The Lion beat the Unicorn all round the town.

Speed
Slow
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Five of Hearts

5
Fire

Hindered (This ally enters the field rested.)

Cardistry β€” 5: Put a buff counter on each Suited ally you control. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
4
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Five of Spades

5
Norm

Cardistry β€” 5: Five of Spades gets +5 until end of turn. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Floating Memory

Power
1
Life
4
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Flamebound Draug

3
Fire

On Enter: Flamebound Draug becomes ephemeral. (If an ephemeral object would leave the field, banish it instead.)

Kindled in the crucible of death, burning eternal.

Power
3
Life
1
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Flamebreak Chorus

2
Fire

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

Target ally gets +2 until end of turn. If it's defending, wake it up, and it gets an additional +LV until end of turn.

Speed
Slow
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Flamme Sorcel

2
Fire

Draw a card, then discard a card. If the reserve cost of the discarded card is equal to the reserve cost of one of your omens, draw another card.

"Oh dear, I am afraid the time has come to burn the house down."

Speed
Fast
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Fleeting Guard

2
Norm

Until end of turn, if target unit would be dealt damage, prevent X of that damage where X is the amount of ephemeral objects you control plus 1.

"”If seven maids with seven mops swept for half a year,
Do you suppose that they could get it clear?”"

Speed
Fast
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Flickering Cinder

1
Fire

Deal 1 damage to target unit. Your champion becomes distant. (Units stay distant until the end of their controller's turn.)

β€œTake care of the sense, and the sounds will take care of themselves.”

Speed
Fast
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Flowing Oubli

3
Water

Level 1+ This card costs 1 less to activate. (Apply this effect only if your champion is level 1 or higher.)

Look at the top two cards of your deck. Banish one of them and put an omen counter on it. Put the other on the bottom of your deck.

Speed
Slow
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Fluffy Shopkeep

3
Norm

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

On Enter: You may banish two cards from your material deck. If you do, draw a card into your memory.

Power
1
Life
3
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Foresight Lens

0
Norm

Banish Foresight Lens: Glimpse 2. If your champion is distant, glimpse 4 instead. (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.)

A wider view may sometimes offer lesser truths.

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Fortifying Manashot

3
Norm

Put two durability counters on target Aetherwing weapon you control. Then you may load Fortifying Manashot into an Aetherwing weapon you control.

Strength shapes even the most elusive of magics.

Power
1
Speed
Fast
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Four of Hearts

4
Fire

Cardistry β€” 4: Draw a card into your memory, then put a fire or norm element Suited ally card with reserve cost 3 or less from your memory onto the field. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
3
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Four of Spades

4
Norm

Cardistry β€” 4: Draw a card into your memory. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

”It may be a cursed number, but I'll be lucky for you!”

Power
2
Life
3
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Froglet Footman

3
Water

If damage would be dealt to Froglet Footman while it has a buff counter on it, prevent 1 of that damage.

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Froglet Footman.

Power
1
Life
2
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