Showing 51-74 of 74 cards (page 2 of 2)
Poisoned Coating Oil
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.
Protective Helm
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.
Ranger Boots
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.)
Ranger Strides
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.
Refluxal Ribbon
2, Banish Refluxal Ribbon: Load target Aethercharge card from your graveyard into an Aetherwing weapon you control.
Sometimes fashion can help with function.
Right of Realm
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.)
Safeguard Amulet
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."
Scale of Souls
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.
Shadeblood Coating
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.
Sharpening Stone
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.
Slate Whetstone
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.
Synth Disrupter
Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.
Tabula of Salvage
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.
Tariff Ring
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.
Teardrop Diadem
(Exalted β This element is enabled for you as long as you have another advanced element enabled.)
Pay only using floating memory for this cardβs memory cost.
Banish Teardrop Diadem: Draw three cards into your memory.
Temptation's Facade
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.
Tidefate Brooch
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.
Veilara's Promise
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.
Viridian Protective Trinket
During your turn, water element cards your opponents activate cost 2 more to activate.
The winds will fly free on viridian wings.
Wavekeeper's Bond
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.
Whisperwind Compass
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.
Windspire Crest
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.
Windwalker Boots
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.