Cards where: subtype includes accessory
Cards Images Table

Showing 51-74 of 74 cards (page 2 of 2)

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Poisoned Coating Oil

0
Norm

Banish Poisoned Coating Oil: Target ally you control with stealth gets +2 until end of turn.

Skills are not always the most lethal weapon in an assassin's toolbox.

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Protective Helm

0
Norm

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)
If damage would be dealt to linked unit from a distant source, prevent 1 of that damage.

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Ranger Boots

1
Norm

Hindered (This object enters the field rested.)

On Enter: Draw a card.

Class Bonus β†·, Banish Ranger Boots: Your champion becomes distant. (Units stay distant until the end of their controller's turn.)

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Ranger Strides

1
Astra

On Enter: Draw a card.

Banish Ranger Strides: Target Ranger unit gains ranged 4 until end of turn. (As long as that unit is distant, its attacks get +4.)

Essential for long-ranged combat.

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Refluxal Ribbon

0
Norm

2, Banish Refluxal Ribbon: Load target Aethercharge card from your graveyard into an Aetherwing weapon you control.

Sometimes fashion can help with function.

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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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Rousing Rattle Drum

0
Norm

Banish Rousing Rattle Drum: Wake up target defending Animal or Beast ally.

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Safeguard Amulet

0
Norm

Banish Safeguard Amulet: If your champion would take non-combat damage this turn, prevent 4 of that damage.

"I wouldn't say that I am superstitious, but for some reason, this amulet feels lucky."

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Scale of Souls

0
Norm

Class Bonus Balance β€” At the beginning of your recollection phase, if the amount of cards in your hand and memory are equal, recover 2.

2, β†·: Return a card from your memory to your hand.

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Shadeblood Coating

0
Umbra

Banish Shadeblood Coating: Up to three target units you control gain "On Hit: Put a preparation counter on your champion" until end of turn.

This ominous oil ravenously drinks in blood to sharpen the next strike.

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Sharpening Stone

1
Norm

Banish Sharpening Stone: Up to one target Dagger or Sword weapon you control gets +1 until end of turn. Draw a card.

Only neglect begets a dulled edge.

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Slate Whetstone

1
Norm

Banish Slate Whetstone: Up to one target Polearm weapon you control gets +1 until end of turn. Draw a card.

Once more ready for battle.

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Synth Disrupter

0
Norm

Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.

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Tabula of Salvage

0
Norm

Banish Tabula of Salvage: Choose up to five cards from your graveyard and put them on the bottom of your deck in any order.

Waste not, want not.

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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.

Not even the most fantastical realm is free from taxes.

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Teardrop Diadem

3
Exalted
Water

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

Pay only using floating memory for this card’s memory cost.

Banish Teardrop Diadem: Draw three cards into your memory.

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Temptation's Facade

1
Water

On Enter: Draw a card.

Nico Bonus β†·: Change the target of an activation that targets another non-champion object you control to Temptation's Facade.

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Tidefate Brooch

0
Water

At the beginning of your end phase, put X refinement counters on Tidefate Brooch, where X is the amount of Fatestone and/or Fatebound objects you control.
3, Banish Tidefate Brooch: Put the top ten cards of your deck into your graveyard. Activate this ability only if there are ten or more refinement counters on Tidefate Brooch.

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Veilara's Promise

0
Norm

Whenever you activate a Spell card, put a refinement counter on Veilara's Promise. Then if there are three or more refinement counters on Veilara's Promise, you may banish it. If you do, draw a card.

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Viridian Protective Trinket

0
Norm

During your turn, water element cards your opponents activate cost 2 more to activate.

The winds will fly free on viridian wings.

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Wavekeeper's Bond

1
Water

Whenever your champion levels up, recover 2.

Level 3+ At the beginning of your end phase, you may sacrifice Wavekeeper's Bond. If you do, draw a card into your memory.

A promise to the ocean is eternal.

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Whisperwind Compass

3
Wind

On Enter: Draw a card into your memory.

Class Bonus Whenever a Ranger ally you control becomes distant, if that ally has no buff counters on it, put a buff counter on it.

Only the winds remember the way.

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Windspire Crest

0
Wind

Diao Chan Bonus 2, β†·, Remove two glimmer counters from your champion: Put a buff counter on an ally you control.

4, Banish Windspire Crest: Draw a card.

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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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