Cards where: set is MRC
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Showing 51-100 of 191 cards (page 2 of 4)

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Debilitating Grasp

Debilitating Grasp

2
Umbra

Class Bonus On Champion Hit: Put Debilitating Grasp on the bottom of the hit champion’s lineage.

Inherited Effect: The first card you activate each turn costs 1 more to activate.

Power
2
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Desperate Dive

Desperate Dive

3
Water

Class Bonus This card costs 1 less to activate.

Prevent the next X damage that would be dealt to target unit you control this turn where X is the amount of water element cards in your graveyard. That unit becomes distant.

Speed
Fast
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Diablerie

Diablerie

2
Wind

The next time a regalia with divine relic would enter the field this turn, it enters the field under your control instead.

Vanitas Bonus Floating Memory (Apply this effect only if your champion is Vanitas.)

Speed
Fast
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Dodge Roll

Dodge Roll

1
Norm

Prevent the next 3 non-combat damage that would be dealt to target unit you control this turn. That unit becomes distant. (Units stay distant until the end of their controller’s turn.)

Acrobatic. Graceful. Effortless.

Speed
Fast
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Echoic Guard

Echoic Guard

3
Neos

Class Bonus This card costs 1 less to activate.

Prevent the next 2 damage that would be dealt to target ally this turn. Then you may pay X where X is that ally’s reserve cost. If you do, summon a token copy of that ally.

Speed
Fast
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Embershield Keeper

Embershield Keeper

5
Fire

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Embershield Keeper is fostered, it gets +2 .

Power
4
Life
2
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Emerald Pistol

Emerald Pistol

1
Wind

Class Bonus On Enter: Materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion’s class matches this card’s class.)

Preloaded with whatever you deem necessary.

Power
1
Durability
2
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Engineered Slime

Engineered Slime

2
Norm

Pride 2

Class Bonus Whenever you sacrifice a Powercell, choose one—
• Put a buff counter on Engineered Slime.
• Engineered Slime gains spellshroud until end of turn.

Power
2
Life
2
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Enthralling Visage

Enthralling Visage

2
Water

The next time damage would be dealt to target unit this turn, prevent 2 of that damage. When damage is prevented this way, banish target card in a graveyard.

“Don’t take your eyes off me.”

Speed
Fast
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Eternal Dreamer

Eternal Dreamer

3
Water

Class Bonus On Attack: Glimpse X, where X is Eternal Dreamer’s power. (Apply this effect only if your champion’s class matches this card’s class.)

For awakened automata, each step toward self-actualization brings a deeper understanding of Azoth’s impending crisis.

Power
2
Life
2
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Eternal Magistrate

Eternal Magistrate

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.)

As long as Eternal Magistrate is imbued, cards can’t leave your opponents’ material decks unless it’s their materialize phase.

Power
1
Life
3
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Expunge

Expunge

2
Umbra

As an additional cost to activate this card, discard a Curse card from a champion’s lineage.

Deal X damage to all units where X is the reserve cost of the discarded card.

Speed
Slow
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Favorable Winds

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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Final Stroke

Final Stroke

4
Umbra

Prepare 3

Class Bonus On Champion Hit: If Final Stroke was prepared and there are twenty or more damage counters on the hit champion, destroy the hit champion.

Power
5
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Foretold Bloom

Foretold Bloom

2
Astra

Until end of turn, Herbs you control gain “On Sacrifice: Glimpse 2.”

Under the Tearlight Cascade, Silvershine fields bloom iridescent and translucent, reflecting the absorbed starlight and beckoning towards an illuminating fate.

Speed
Slow
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Forgelight Blade

Forgelight Blade

0
Fire

Class Bonus Forgelight Blade gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

On Enter: Deal 4 damage to your champion.

Molten power radiates from within.

Power
1
Durability
2
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Fractal of Rain

Fractal of Rain

2
Water

Imbue 2

At the beginning of your recollection phase, if Fractal of Rain is imbued, target player puts the top card of their deck into their graveyard.

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

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Fragmented Spirit of Fire

Fragmented Spirit of Fire

0
Fire

On Enter: Glimpse 6. Draw six cards. Then summon a Spirit Shard token.

Fissures skate across Flagma's mantle. Gouts of flame torch the Oasis. Uncontrollable magma spills forth as the fragmented leyline burns itself to a cinder.

Level
Lv. 0
Life
15
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Fragmented Spirit of Water

Fragmented Spirit of Water

0
Water

On Enter: Glimpse 6. Draw six cards. Then summon a Spirit Shard token.

Relentless hail stabs the frozen air. Hoarfrost chokes Krustal of life. Crystalline daggers of ice form from the deluge of rain as the fragmented leyline shatters.

Level
Lv. 0
Life
15
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Fragmented Spirit of Wind

Fragmented Spirit of Wind

0
Wind

On Enter: Glimpse 6. Draw six cards. Then summon a Spirit Shard token.

The thunderclouds darken above. Windscream pierces through the barriers of Winbless. Tempests of madness drive the fragmented leyline to the brink.

Level
Lv. 0
Life
15
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Framework Sidearm

Framework Sidearm

0
Norm

(Gun — Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus You may pay 3 to activate this card from your material deck.

A lightweight frame for covert operations.

Power
1
Durability
1
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Fraysia

Fraysia

1
Norm

Sacrifice Fraysia: Recover 1.

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Freezing Steel

Freezing Steel

1
Water

The next time one or more items would enter the field this turn, those items enter the field rested 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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Frost Shard

Frost Shard

2
Water

Class Bonus As long as your champion has leveled up this turn, you may activate this card from your graveyard. If you do, banish it as it resolves.

Deal 2 damage to target unit. If that unit is rested, deal 3 damage to it instead.

Speed
Slow
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Gearshift Block

Gearshift Block

3
Norm

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to target ally you control this turn, prevent that damage.

Frozen Krusteel shields deflect most errant bolts.

Speed
Fast
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Gearstride Academy

Gearstride Academy

3
Wind

Wind ally cards you activate have imbue 2.

Wind allies you control have “On Enter: If this ally is imbued, it gets +1 until end of turn.”

Upkeep — At the beginning of your recollection phase, you may pay 1. If you don’t, sacrifice Gearstride Academy.

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Geldus, Terror of Dorumegia

Geldus, Terror of Dorumegia

6
Norm

Pride 4

Level 3+ This card costs 2 less to activate.

Class Bonus On Enter: Geldus gains your choice of spellshroud or taunt until the beginning of your next turn.

Power
5
Life
8
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Gloamspire Mantle

Gloamspire Mantle

0
Umbra

Tristan Bonus On Enter: You may pay 3. If you do, summon an Ominous Shadow token.

Umbra element phantasia allies you control have ambush. (They may retaliate against attackers while not defending.)

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Gloamspire Sniper

Gloamspire Sniper

3
Umbra

Ranged 4, True Sight

Class Bonus On Kill: Generate a Creeping Torment card and put it on the bottom of target champion’s lineage. (To generate, add that card from outside of the game.)

Power
2
Life
3
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Hailstorm Guard

Hailstorm Guard

6
Water

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this way.

Speed
Fast
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Harvester Mk II

Harvester Mk II

3
Norm

Automaton allies you control have “On Death: Summon a Powercell token.”

“For our loyal Gearstride customers, our Harvester prototype automates maintenance like never before!”
— Gearstride Automatics Advertisement

Power
1
Life
2
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Hidden Enclave

Hidden Enclave

2
Water

At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard.

A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.

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Hide in Bush

Hide in Bush

5
Norm

Brew — Four Herbs (You may sacrifice the listed objects rather than pay this card’s reserve cost.)

Your champion gains stealth until end of turn. (This champion can’t be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Hub of Innovation

Hub of Innovation

3
Norm

On Enter: Draw a card into your memory.

At the crossroads of commerce, settlements rapidly expand and the exchange of thoughts flourishes.

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Icebound Slam

Icebound Slam

7
Water

Class Bonus This card costs 2 less to activate.

On Attack: Put the top five cards of your deck into your graveyard. Then if there are five or more water element cards in your graveyard, Icebound Slam gets +5 .

Power
3
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Impact Hammer

Impact Hammer

0
Fire

Class Bonus Impact Hammer gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Whenever a unit uses this weapon for an attack, deal 3 damage to it.

Power
2
Durability
2
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Imperial Apprentice

Imperial Apprentice

2
Water

Whenever you activate a Spell card, you may banish a card with floating memory from your graveyard. If you do, 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.)

Power
1
Life
2
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Imperial Scout

Imperial Scout

2
Water

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

Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.

Power
1
Life
3
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Imperial Spy

Imperial Spy

3
Norm

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

On Kill: Put a preparation counter on your champion.

“Observe first. If necessary, terminate.”
— Imperial Missive

Power
2
Life
1
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Kindling Flare

Kindling Flare

2
Fire

As an additional cost to activate this card, sacrifice any amount of Herbs.

Deal 1+X damage split among any amount of target units where X is the amount of Herbs sacrificed.

“Let it all go up in flame.”

Speed
Slow
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Krustallan Longsword

Krustallan Longsword

0
Water

Class Bonus As long as you have four or more water element cards in your graveyard, Kustallan Longsword Krustallan Longsword gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Forged from ancestral Krusteel and sheathed in frost.

Power
1
Durability
2
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Krustallan Patrol

Krustallan Patrol

5
Water

Foster

On Foster: Put a buff counter on Krustallan Patrol.

As long as Krustallan Patrol is fostered, it has steadfast. (An ally with steadfast can retaliate while rested and doesn’t rest to do so.)

Power
1
Life
4
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Krustallan Ruins

Krustallan Ruins

3
Water

Whenever an ally enters the field under a player’s control, rest that ally unless that player pays 1.

Long buried under decades of sleet and snow, a proud civilization fell during the Krustal Froststorm.

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Liquid Amnesia

Liquid Amnesia

2
Wind

Brew — One Blightroot

Class Bonus At the beginning of your recollection phase, put an age counter on Liquid Amnesia.

Sacrifice Liquid Amnesia: For every three age counters that were on Liquid Amnesia, banish a card at random from target player’s memory.

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Loaded Thoughts

Loaded Thoughts

0
Water

(Gun — Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus Whenever Loaded Thoughts becomes loaded, you may put the top card of your deck into your graveyard.

Power
1
Durability
3
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Lost in Thought

Lost in Thought

X
Water

You may banish up to X cards with floating memory from your graveyard. Draw a card for each card banished this way.

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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Lunar Conduit

Lunar Conduit

1
Astra

Class Bonus This card costs 1 less to materialize.

Whenever you activate an astra element card, put a charge counter on Lunar Conduit.

3, : As a Spell, deal an amount of damage to target unit equal to the amount of charge counters on Lunar Conduit. Then remove a charge counter from Lunar Conduit.

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Lunar Seer

Lunar Seer

2
Astra

Starcalling1 (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.)

Class Bonus : Glimpse 2.

Power
1
Life
3
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Machined Monstrosity

Machined Monstrosity

3
Norm

Pride 4 (This ally won’t obey you unless your champion is level 4 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus On Death: Summon a Powercell token rested.

Power
4
Life
3
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Manaroot

Manaroot

1
Norm

Sacrifice Manaroot: Your champion gets +1 level until end of turn.

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