Cards where: released on or after 2024-06

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Sirocco Operative

Sirocco Operative

3
Wind

Class Bonus On Enter: Draw a card into your memory.

On Enter: If you control another Automaton ally, put a preparation counter on your champion.

Efficient and discreet, these automatons leave no more trace than a gentle gust of wind.

Power
1
Life
1
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Six of Spades

Six of Spades

6
Norm

Stealth

Cardistry β€” 6: Six of Spades loses stealth and gets +2 until end of turn. You may change the target of an attack to Six of Spades. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
2
Life
3
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Skewering Advance

Skewering Advance

2
Water

Command Chessman (A Chessman ally you control performs this attack.)

On Kill: If the killed unit had an even life stat, draw a card.

Power
2
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Skilled Aerotheurge

Skilled Aerotheurge

2
Wind

Ranged 2

On Hit: If Skilled Aerotheurge is distant, you may load target wind element Aethercharge card from your graveyard into an Aetherwing weapon you control.

Class Bonus Floating Memory

Power
1
Life
2
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Skilled Plainsman

Skilled Plainsman

3
Norm

Class Bonus Equestrian β€” On Enter: If you control a Horse ally, put a buff counter on Skilled Plainsman. (Allies get +1 and +1 for each buff counter on them. Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
2
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Slash and Burn

Slash and Burn

2
Fire

Class Bonus This card costs 1 less to activate.

Gather. Then you may banish up to three fire element cards from your graveyard. For each card banished this way, gather.

Nature gives even when it takes away.

Speed
Fast
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Slate Whetstone

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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Sleety Retreat

Sleety Retreat

2
Water

Deluge 4 β€” As long as there are four or more water element cards in your graveyard, this card costs 2 less to activate.
Target Ranger unit becomes distant. If that unit is defending, end the combat phase unless an opponent pays 2.

Speed
Fast
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Sleight of Hand

Sleight of Hand

2
Norm

Target Suited ally you control gains stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

Class Bonus Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Slice and Dice

Slice and Dice

2
Norm

Prepare 3

On Hit: If Slice and Dice was prepared, you may have the attacker declare an additional attack. If you do, create a copy of Slice and Dice in that attacker's intent except it isn't prepared and it gets +3 .

Power
3
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Slime Eruption

Slime Eruption

1
Fire

You may banish any amount of fire element Slime ally cards and up to two non-fire element Slime ally cards from your graveyard. For each card banished this way, choose a unit and deal 1 damage to it.

Class Bonus Floating Memory

Speed
Fast
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Slime King

Slime King

3
Tera

As an additional cost to activate this card, banish three Slime ally cards each with different elements from your graveyard.

Pride 4, Taunt

Element Bonus On Leave: You may put any number of the Slime ally cards banished by Slime King onto the field under your control.

Power
4
Life
5
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Slime Nexus

Slime Nexus

1
Norm

Banish Slime Nexus: The next Slime ally card you activate this turn costs 3 less to activate.

The heart of a slime that instills in it hopes and dreams. This gelatinous core is central to any healthy slime's biology.

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Slime's Blessing

Slime's Blessing

3
Wind

Class Bonus This card costs 1 less to activate.

Choose up to three units. Put a level counter on each chosen champion and a buff counter on each chosen Slime ally. (Champions get +1 level for each level counter on them.)

Speed
Fast
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Slimeshield

Slimeshield

2
Wind

Class Bonus Level 2+ This card costs 1 less to activate.

Prevent the next 3 damage that would be dealt to target unit this turn. If that unit is a Slime ally, put a buff counter on it.

A pod of slimes will always protect their kin.

Speed
Fast
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Slime Totem

Slime Totem

0
Tera

Slime allies you control have vigor. (These units wake up at the beginning of your end phase.)

Though it is merely a replica, the loyalty of Slime King's subjects knows no bounds, and slimes travel from across the forest just to bask in its presence.

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Slipstream Vault

Slipstream Vault

2
Water

Class Bonus This card costs 1 less to activate if it targets a unique ally. (Apply this effect only if your champion's class matches this card's class.)

Target ally you control becomes distant. Negate all card activations targeting it. (Units stay distant until the end of their controller's turn.)

Speed
Fast
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Sly Songstress

Sly Songstress

2
Fire

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

Whenever you activate a Harmony or a Melody card, you may discard a card. If you do, draw a card.

Power
0
Life
2
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Smoke Bombs

Smoke Bombs

1
Norm

Banish Smoke Bombs: Target ally gains stealth until end of turn. Draw a card. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

A concoction made with local Dragon's Breathcaps, perfect for a sneaky getaway.

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Smoke Out

Smoke Out

1
Fire

Deal 1 damage to target unit. If that unit has stealth, deal 4 damage to it instead.

"I know exactly where you're hiding."

Speed
Fast
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Snow White, Weiss Queen

Snow White, Weiss Queen

3
Water

Level 1+ On Enter: Rest target champion. It doesn't wake up during its controller's next wake up phase.

Level 1+ If a rested champion you don't control would level up into a champion card, return that card to its owner's material deck instead.

Power
1
Life
1
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Solar Pinnacle

Solar Pinnacle

2
Fire

As long as your Shifting Currents face North, this card has Fast Activation. (You may activate this card at fast speed.)

Deal 2 damage to target unit. Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Speed
Slow
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Solar Providence

Solar Providence

2
Fire

Draw a card, then discard a card.

Kongming Bonus You may change the direction of your Shifting Currents to a different direction of your choice. When you change it from facing South to North this way, deal 3 damage to target champion.

Speed
Fast
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Song of Frost

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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Soothing Disillusion

Soothing Disillusion

2
Wind

Choose oneβ€”
β€’ Destroy target phantasia.
β€’ Put a buff counter on target Animal or Beast ally.

Though many spoke of Guo Jia's unbound kindness, she could never admit that it was guilt that drove her.

Speed
Slow
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Soultrace Tessellation

Soultrace Tessellation

2
Crux

Prepare 1

Put three sheen counters on target unit. If Soultrace Tessellation was prepared, put an additional sheen counter on that unit for every three cards in your banishment.

Speed
Fast
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Soutirer Vortex

Soutirer Vortex

6
Umbra

As long as you have three or more omens with different reserve costs, this card costs 3 less to activate.

Your omens have ”Whenever an opponent activates a card with the same reserve cost as this omen, recover 1 and deal 1 damage to their champion.”

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Sovereign Sanctuary

Sovereign Sanctuary

3
Exalted
Norm

If a unit you control would be dealt damage, prevent 2 of that damage.

At the beginning of your recollection phase, sacrifice Sovereign Sanctuary and draw a card into your memory.

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Spalling Cleanse

Spalling Cleanse

2
Water

If your Fractured Memories has six or less sheen counters on it, put two sheen counters on it. Otherwise, recover 3. (If you don't have the mastery, recover 3.)

Floating Memory

Speed
Fast
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Spark Alight

Spark Alight

2
Fire

Deal 2 unpreventable damage to target unit. Class Bonus: Deal 3 unpreventable damage to that unit instead. (Apply the additional effect only if your champion's class matches this card's class.)

Those who dared defy the queen were threatened with much more than mere decapitation.

Speed
Fast
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Spark Link

Spark Link

2
Fire

Each player draws a card into their memory.

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

Even in madness, an honorable duel is worth fighting.

Speed
Fast
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Spectral Diffusion

Spectral Diffusion

4
Water

This card costs 1 less to activate for each of up to two ephemeral objects you control.

Your champion and ephemeral objects you control gain spellshroud until end of turn. (Objects with spellshroud can’t be targeted by Spells.)

Speed
Fast
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Spectral Haunting

Spectral Haunting

6
Umbra

Alice Bonus This card costs 4 less to activate if it targets a Specter card.

Return target ally card from your graveyard to the field. It becomes ephemeral. (If an ephemeral object would leave the field, banish it instead.)

Speed
Slow
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Spellshield: Tera

Spellshield: Tera

3
Tera

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Reveal an amount of cards from the top of your deck equal to the amount of damage prevented this way and put them into your material deck preserved.

Speed
Fast
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Spellward Scepter

Spellward Scepter

0
Norm

Hindered (This object enters the field rested.)

β†·, Banish Spellward Scepter: The activation of the next card you activate this turn can't be negated.

β€œThe Queen of Hearts, she made some tarts, all on a summer day.”

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Spirelle, Schwartz Queen

Spirelle, Schwartz Queen

2
Umbra

On Enter: As a Spell, deal 3 damage to target unit. Then you may banish a card from your hand or memory face down.

2, β†·, Reveal a card banished by Spirelle with reserve cost X: Negate each activation of cards with reserve cost X. Put each card negated this way and each card banished by Spirelle into their owner's memories. Then trigger each of Spirelle's on enter abilities.

Power
0
Life
4
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Spirit Blade: Ascension

Spirit Blade: Ascension

1
Crux

As an additional cost to activate this card, return a Sword regalia you own to your material deck.

Choose a Sword regalia card from your material deck or banishment and put it onto the field.

"I command the edge of infinity."

Speed
Fast
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Spirit Blade: Terminus

Spirit Blade: Terminus

2
Crux

Prepare 1

Terminus gets +1 for every four sheen counters on your Fractured Memories.

On Hit: If Terminus was prepared, double the amount of sheen counters on your Fractured Memories and put Terminus into its owner's memory.

Power
2
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Spirited Neophyte

Spirited Neophyte

3
Norm
Card Type
Ally β€” Mage Human

On Attack: If your Shifting Currents face North, empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Dissatisfied with dynastic rule, many of Sanguo's youth joined the cause under Zhang Jiao.

Power
2
Life
3
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Spirit of Fire

Spirit of Fire

0
Fire

On Enter: Draw seven cards.

The vermillion bird blazes a fiery trail across the horizon, alight with a passion for knowledge.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Fire

Spirit of Fortuitous Fire

0
Fire

On Enter: Glimpse 7. Draw seven cards into your memory.

Suzaku, mythical Shenju of flames. Purge this land clear of torment and hate so that we may live again.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Water

Spirit of Fortuitous Water

0
Water

On Enter: Glimpse 7. Draw seven cards into your memory.

Genbu, mythical Shenju of waves. Wash this land clean of strife and pain so that we may thrive again.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Wind

Spirit of Fortuitous Wind

0
Wind

On Enter: Glimpse 7. Draw seven cards into your memory.

Byakko, mythical Shenju of winds. Wipe this land free of sin and corruption so that we may rise again.

Level
Lv. 0
Life
15
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Spirit of Purity

Spirit of Purity

0
Norm

On Enter: Draw seven cards.

Lineage Release β€” Each player banishes two cards from their graveyard. (Activate this ability by banishing this card from your champion’s inner lineage.)

Level
Lv. 0
Life
15
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Spirit of Slime

Spirit of Slime

0
Norm

On Enter:Draw seven cards.

Inherited Effect: Ignore the elemental requirements of basic element Slime cards you activate.

An aura of amiability radiates from the soul, but for some reason, it feels a bit sticky.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

The tides and waves thrash again as serpent and tortoise entwined awaken from their slumber.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Auspicious fortune and good tidings follow the silver tiger on its fleet-footed journey through seasons.

Level
Lv. 0
Life
15
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Splashing Spearguard

Splashing Spearguard

3
Water

Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are water element, this card becomes imbued.)

On Enter: If Splashing Spearguard is imbued, target player puts the top two cards of their deck into their graveyard.

The enemy is numerous, but the tide is immeasurable.
(for length reference)

Power
1
Life
3
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Spurn to Ash

Spurn to Ash

3
Fire

Destroy target regalia with memory cost 1 or less.

"All is fair in love and war."

Speed
Slow
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Squallbind Pounce

Squallbind Pounce

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.)

Up to one target Ranger unit becomes distant.

If Squallbind Pounce is imbued, suppress up to one target attacking ally.

Speed
Fast
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