Showing 51-100 of 246 cards (page 2 of 5)
Desperate Dive
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.
Devious Welcome
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.
Diffusive Block
This card costs 1 less to activate If you control a Shield item.
Prevent the next 2 damage that would be dealt to target unit this turn.
Class Bonus Floating Memory
Dire Requiem
Summon a Direwolf token.
Class Bonus You may banish a fire element card from your graveyard. If you do, summon another Direwolf token. (Apply this effect only if your champion's class matches this card's class.)
Dodge Roll
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 controllerβs turn.)
Acrobatic. Graceful. Effortless.
Doubled Pawns
Summon two Pawn Piece tokens.
Alice Bonus If Doubled Pawns was activated during an opponent's recollection phase, those tokens also gain taunt until end of turn.
You never know who will become queen.
Echoic Guard
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 allyβs reserve cost. If you do, summon a token copy of that ally.
Embersong
Deal 2 damage to up to one target ally.
Class Bonus Target ally you control gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)
A fiery anthem that sets hearts ablaze.
Empowering Harmony
Your champion gets +2 level until end of turn.
Class Bonus Harmonize β If you've activated a Melody card this turn, draw a card.
Melodies sound ever more beautiful with strong accompaniment.
Enchanted Fete
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.
Enhance Hearing
Class Bonus This card costs 1 less to activate.
Look at the top three cards of your deck. You may reveal a wind element card or a Reaction card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.
Enrage
Damage 20+ This card costs 2 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)
Deal 4 unpreventable damage to your champion. Then, their next attack this turn gets +1 for every four damage counters on them.
Ensnaring Fumes
You may remove three preparation counters from your champion rather than pay this card's reserve cost.
Return all allies to their owner's hands.
Class Bonus Floating Memory
Enthralling Visage
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.
"Plenty to see, but I hope you'll only look at me."
Enveloping Soulmist
Class Bonus As long as your champion is awake, this card costs 2 less to activate.
Your champion gains stealth until end of turn. Put a preparation counter on your champion.
βWhat you call my ignorance is only your own.β
Erupting Rhapsody
Banish any amount of fire element cards from your graveyard. Your champion gets +1 level until end of turn for each card banished this way.
Harmonize β If you've activated a Melody card this turn, choose any amount of units and deal LV damage split among them.
Escape the Wreckage
Return target ally you control to your its owner's memory. If you do, draw a card into your memory.
Evasive Maneuvers
Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a Ranger, it becomes distant. (Units stay distant until the end of their controller's turn.)
Evasive Positioning
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 excelledβso long as there was space between her and the target.
Exploit Vulnerability
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.
Expose Darkness
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.
Extortion Scheme
Suppress up to one target ally an opponent controls. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Class Bonus Put a preparation counter on your champion.
False Step
If damage would be dealt to your champion this turn, prevent 2 of that damage. Your champion becomes distant. Then you may pay 2. If you do, allies you control also become distant.
"Mhn mhuhng mh mhnnnn!!!!"
Feathery Tune
Summon two Fledgling tokens.
A gentle song that brings together aviary friends from far and wide.
Feed Nourishment
Put a buff counter on target Animal or Beast ally.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
A moment of peace under the shade.
Fiery Warcry
Draw a card, then discard a card.
Class Bonus You may banish a fire element card from your graveyard. When you do, target ally loses taunt and intercept until end of turn.
Fight for the Crown
Each player sacrifices an ally.
The Lion and the Unicorn were fighting for the crown:
The Lion beat the Unicorn all round the town.
Fireworks Display
Deal 1 damage to all units target player controls. Until end of turn, if a unit that player controls would die, banish it instead.
An explosion is perfect for both friends and enemies. The only difference is just the distance.
Fishing Accident
Prepare 2 (You may remove two preparation counters from your champion as you activate this card.)
Rest target ally. If Fishing Accident was prepared, put that ally on the bottom of its owner's deck instead.
Flamebreak Chorus
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.
Flamewreath Call
Class Bonus If you control a Beast ally, this card costs 3 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 3 damage to up to two target allies.
Flowing Oubli
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.
Force Load
Choose a fire or norm element Bullet card from your material deck with memory cost 0 and load it into target Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Fortified Mana Shield
Class Bonus This card costs 2 less to activate if it its activation targets a unit with taunt. (Apply this effect only if your champion's class matches this card's class.)
The next time target unit would take non-combat damage this turn, prevent 4 of that damage.
Fractured Memories
Merlin Bonus Your champion has "On Ally Kill: Put X sheen counters onto your Fractured Memories, where X is the amount of sheen counters that were on the killed ally."
Merlin BonusYour champion has "On Champion Hit: You may move all sheen counters on the hit champion to your Fractured Memories. When three or more counters are moved this way, deal 3 damage to that champion."
Gather Slimes
Class Bonus Fast Activation
Reveal the top five cards of your deck. Recover X where X is the amount of Slime ally cards revealed this way. Put a Slime ally card from among them into your hand and the rest on the bottom of your deck in any order.
Genbu's Command
Target Beast ally gets +3 until end of turn. If that ally is a Shenju, recover 6. (To recover, remove that many damage counters from your champion.)
Through the help of her peers, Guo Jia was able to finally meet Genbu and for the first time, she felt hope.
Give Bath
Remove all temporary damage from target 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.)
βWashy washy! Clean doggy!β
β Silvie Heartsong
Grim Foreboding
Tristan Bonus Summon an Ominous Shadow token.
Phantasia allies you control get +1 until end of turn. You gain agility 3 for this turn.
It is unwise to underestimate a clone, for a shadow is as powerful as its owner's will.
Grim Pastiche
Copy target non-Skill action omen you have with reserve cost 5 or less. If you do, you may activate that copy without paying its reserve cost. (If you don't activate it, the copy ceases to exist.)
βDo not fret. It is merely a reflection.β
Guarded Dissipation
Prevent the next X damage that would be dealt to target unit this turn where X is the greatest power among Sword weapons you control.
Level 1+ Draw a card.
An impeccible parry to nullify any assault.
Hailstorm Guard
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.
Harness Lightning
As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.
Choose oneβ
β’ Target ally gets +4 until end of turn. Then banish Harness Lightning.
β’ Empower 4. Then banish Harness Lightning.
Harness Mana
Put any amount of cards from your hand into your memory.
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.)
Harvest Herbs
Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
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.)
Heighten Spellcraft
Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got No arrow will stop my conquest for Cao Cao +3 level.)
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.)
Hide in Bush
Brew β Four Herbs (You may sacrifice the listed objects rather than pay this cardβs reserve cost.)
Your champion gains stealth until end of turn. (This champion canβt be targeted by attacks unless permitted by true sight.)
Hire Mercenaries
This card costs 1 less to activate if an opponent controls one or more allies.
Look at the top two cards of your deck. Put one of those cards into your memory and the other on the bottom of your deck.
Hymn of Gaia's Grace
Glimpse 3. Draw a card.
You may put an Animal or Beast ally card with reserve cost LV or less from your hand onto the field. If you do, you may change the target of an attack that targets your champion to that ally.
Idle Thoughts
Look at the top four cards of your deck and then put them back in any order.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)