Cards where: set is FTC
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Showing 51-90 of 90 cards (page 2 of 2)

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Morgan, Soul Guide

2
Norm

Level 1+ Prevent all non-combat damage that would be dealt to Morgan.

Level 2+ Your opponents can't recover.

Class Bonus At the beginning of your recollection phase, you may glimpse 1. If you don't, recover 1.

Power
1
Life
3
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Ocean's Blessing

2
Water

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

Linked ally gets +1 and has taunt.

Class Bonus Floating Memory

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Ordinary Bear

3
Norm

Pride 2 (This ally won't obey you unless your champion is level 2 or higher.)

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
3
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Parcenet, Royal Maid

2
Wind

Level 2+ Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

: Glimpse 1. Reveal the top card of your deck. When you reveal a wind element card this way, another target ally you control gains stealth until end of turn.

Power
1
Life
3
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Peaceful Reunion

4
Norm

Activate this card only if you have not declared an attack this turn.
Until the beginning of your next turn, you and target player can't declare attacks. Banish Peaceful Reunion.

Speed
Slow
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Prismatic Sanctuary

3
Norm

Upkeep — At the beginning of your recollection phase, reveal a card at random from your memory. If that card is not fire, water, nor wind element, sacrifice Prismatic Sanctuary.

Fire, water, and wind elements are enabled for you.

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Protective Fractal

4
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

: Prevent the next 1 damage that would be dealt to target champion this turn.

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Quicksilver Grail

0
Norm

Divine Relic (You can only have one card with this keyword in your material deck.)

On Enter: Banish a non-champion card from your material deck face down.

Banish Quicksilver Grail: You may play the banished card. (You still pay for its costs.)

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Rally the Peasants

3
Wind

Class Bonus This card costs 3 less to activate if an opponent controls three or more allies.

Look at the top six cards of your deck. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

Speed
Slow
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Red Slime

3
Fire

Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)

Class Bonus On Death: Deal damage to all allies equal to Red Slime's power. (Apply this effect only if your champion's class matches this card's class.)

Power
3
Life
2
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Refracting Missile

3
Water

Deal damage to target unit equal to the amount of Fractals you control plus 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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Resolute Stand

3
Norm

Level 2+ You may activate this card without paying its reserve cost. If you do, skip your next draw phase.

If target unit would be dealt attack combat damage this turn, prevent 3 of that damage.

"...with boundless resolve and forsakenness."

Speed
Fast
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Right of Realm

3
Norm

Whenever you activate a domain card, you may sacrifice Right of Realm. If you do, that domain enters the field without any of its upkeep abilities.

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

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Riptide Slash

2
Water

Class Bonus On Attack: Glimpse 2. (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.)

On Kill: You may put the top card of your deck into your graveyard.

Power
2
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Scatter Essence

2
Wind

Destroy target phantasia.

Floating Memory

"Invasive hexes will not be tolerated within this castle."

Speed
Slow
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Scavenging Raccoon

2
Norm

On Enter: Banish up to two target cards from a single graveyard.

Looters have conditioned these diligent creatures to scavenge the battlefield for any source of glint or glitter in exchange for a treat.

Power
1
Life
1
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Seeking Shot

1
Norm

Level 2+ True Sight

Class Bonus Seeking Shot can't be retaliated.

As long as the attacker is attacking a Human ally, Seeking Shot gets +3 .

Those hit seldom kow where the shot came from.

Power
1
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Shock Therapy

2
Arcane

Class Bonus Element Bonus Whenever this card is banished from your memory, put an enlighten counter on your champion.

Deal an amount of damage to target ally equal to the amount of enlighten counters on your champion.

Speed
Fast
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Slay the King

2
Crux

Class Bonus On Attack: You may banish a card from your material deck. If you do, Slay the King gains "On Kill: You may play the banished card."

Treachery strikes deadliest in the heart.

Power
4
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Song of Frost

2
Water

Class Bonus You may banish a card with floating memory from your graveyard rather than pay this card's reserve cost.

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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Spirit of Serene Fire

0
Fire

On Enter: Glimpse 6. Draw six cards.

Lineage ReleaseRecover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Searing insight found within all-consuming flame.

Level
Lv. 0
Life
15
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Spirit of Serene Water

0
Water

On Enter: Glimpse 6. Draw six cards.

Lineage ReleaseRecover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Overflowing visions immersed within the waves.

Level
Lv. 0
Life
15
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Spirit of Serene Wind

0
Wind

On Enter: Glimpse 6. Draw six cards.

Lineage ReleaseRecover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Cunning intuition trapped within the vortex's eye.

Level
Lv. 0
Life
15
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Stalwart Shieldmate

2
Norm

Taunt (While awake, this ally must be targeted before other units objects you control during your opponents' attack declarations if able.)

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

Power
0
Life
2
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Steady Verse

2
Norm

Class Bonus The next Harmony action card you activate this turn costs 1 less to activate.

Draw a card into your memory.

A rousing allegro before the crescendo.

Speed
Slow
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Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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The Majestic Spirit

12
Crux

Intercept, True Sight, Vigor

Champions you control have spellshroud.

If another crux element unit you control would take damage, prevent half of that damage, rounded up.

Power
4
Life
10
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Thieving Cut

2
Norm

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

On Hit: If Thieving Cut was prepared, draw a card.

What's yours is mine.

Power
3
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Tithe Proclamation

1
Norm

On Enter: Draw a card.

Players Each player can't draw more than three cards each turn unless it's their first turn of the game.

Wealth can only be amassed up to a certain point before the church of Aesa takes an interest.

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Uther, Illustrious King

4
Luxem

Intercept, Vigor

On Enter: You may rest Uther. When you do, banish another target non-champion object.

On Leave: Return the banished object to the field under its owner's control rested.

Power
4
Life
4
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Varuckan Acolyte

3
Fire

On Enter: Destroy target regalia with memory cost 0.

Level 3+ Varuckan Acolyte gets +3 .

Some of the cabalistic rituals practiced among the mad cultists require material sacrifice.

Power
0
Life
1
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Varuckan Soulknife

0
Fire

Class Bonus Element Bonus You may banish three fire element cards from your graveyard to activate this card from your material deck.

Class Bonus On Kill: Return Varuckan Soulknife to Put a card named Varuckan Soulknife from your banishment into your material deck.

Power
1
Durability
1
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Ventus, Staff of Zephyrs

0
Wind

Whenever you activate a wind element Mage Spell, put a refinement counter on Ventus.

, Remove a refinement counter from Ventus: Put an enlighten counter on your champion.

, Remove three refinement counters from Ventus: Suppress target ally.

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Viridian Protective Trinket

0
Norm

Banish Viridian Protective Trinket: During your turn, water element cards your opponents activate cost 2 more to activate.

A charmed ring that funnels and tapers torrential downpours into a revitalizing mist.

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Voltaic Sphere

2
Arcane

Deal 3 damage to target unit. If that unit is an ally, deal 5 damage to it instead.

Class Bonus Banish Voltaic Sphere from your graveyard: The next arcane element Spell card you activate this turn costs 1 less to activate.

Speed
Slow
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Wand of Frost

1
Water

Class Bonus On Enter: Draw a card.

Banish Wand of Frost: Target unit's attacks get -3 until end of turn.

Wielded by the apostles of the Lumina Sanctuary, this wand chills even the most heated of threats.

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Wildheart Lyre

1
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

Class Bonus Whenever you rest Wildheart Lyre to pay for the reserve cost of a Harmony or Melody activation, put a buff counter on an Animal or Beast ally you control.

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Windrider Invoker

3
Wind

On Enter: You may remove two enlighten counters from your champion. If you do, draw a card and Windrider Invoker gets +3 until end of turn.

A burst of wind to dash through the battlefield. Another to take down the enemy.

Power
1
Life
2
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Windwalker Boots

0
Wind

Class Bonus At the beginning of your end phase, if your champion is awake, put a preparation counter on them.

Banish Windwalker Boots: Draw a card. Activate this ability only if your champion has five or more preparation counters on them.

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Zephyr's Edge

0
Wind

Class Bonus On Enter: If it's not your materialize phase, Zephyr's Edge gets +1 until end of turn.

Lighter than the breeze, swifter than the wind.

Power
1
Durability
2
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