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Showing 951-1000 of 1326 cards (page 20 of 27)

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Revenant’s Scourge

Revenant’s Scourge

1
Umbra

Class Bonus On Champion Hit: If there are one or more Curse cards in the hit champion’s lineage, wake up the attacker and draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

Power
4
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Revitalizing Cleanse

Revitalizing Cleanse

5
Water

Reveal all cards in your memory. Recover X where X is the amount of water element cards revealed this way. Draw a card. (To recover, remove that many damage counters from your champion.)

A healing prayer for the pure of soul.

Speed
Fast
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Rictus Tiding

Rictus Tiding

2
Norm

Reveal the top two cards of your deck. If the total reserve cost of the revealed cards is 8, put both of them into your memory. Otherwise put one of them into your memory and the other on the bottom of your deck.

β€œWe're all mad here.”

Speed
Fast
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Righteous Retribution

Righteous Retribution

4
Exalted
Fire

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent 5 of that damage. Your champion’s first attack during your next turn gets +X , where X is the amount of damage prevented this way.

Speed
Fast
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Rile the Abyss

Rile the Abyss

3
Fire

Draw a card. Then discard up to two Specter cards. For each card discarded this way, draw an additional card.

The moon was shining sulkily because he thought the sun had no business to be there.

Speed
Fast
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Rilewind Sentinel

Rilewind Sentinel

3
Wind

Class Bonus 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.)

As long as Rilewind Sentinel is fostered, allies you control have vigor.

Power
2
Life
2
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Rimesoul Bishop

Rimesoul Bishop

3
Water

On Enter: You may banish a card with floating memory from your graveyard. If you do, draw a card.

Class Bonus Floating Memory

After the first disaster, some found solace in faith.

Power
2
Life
2
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Rippleback Terrapin

Rippleback Terrapin

4
Water

Class Bonus Spellshroud (This ally can't be targeted by Spells.)

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.

Power
1
Life
4
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Riptide Slash

Riptide Slash

2
Water

Class Bonus On Attack: Glimpse 2. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

On Kill: You may put the top card of your deck into your graveyard.

Power
2
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Rising Tides

Rising Tides

2
Water

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)

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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Ritai Berserker

Ritai Berserker

2
Fire

As long as your Shifting Currents face North, Ritai Berserker gets +1 .

While some may seek refuge from war, others embrace its flames.

Power
2
Life
1
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Ritai Guard

Ritai Guard

4
Fire

Class Bonus Equestrian β€” As long as you control a Horse ally, Ritai Guard has taunt and vigor. (While awake, this ally with taunt must be targeted before other units you control during your opponent's attack declarations if able. This ally with vigor wakes up at the beginning of your end phase.)

Power
2
Life
4
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Ritai Stablemaster

Ritai Stablemaster

2
Fire
Card Type
Ally β€” Tamer Human

Equestrian β€” On Enter: If you control a Horse ally, you may discard up to two fire element cards. For each card discarded this way, draw a card into your memory.

Horse cards you activate have kindle 3.

Power
1
Life
2
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Rivulet Adjutant

Rivulet Adjutant

2
Water

Class Bonus Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)

On Death: Banish Rivulet Adjutant and put an omen counter on it.

Power
0
Life
1
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Rocket Jump

Rocket Jump

5
Fire

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Target unit becomes distant. If that unit is defending, deal 4 damage to its attacker.

Speed
Fast
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Rococo, Explosive Maven

Rococo, Explosive Maven

1
Fire

On Enter: If your influence is four or less, deal 2 damage to target champion. (A player's influence is equal to the total amount of cards in their hand and memory.)

Grandpa always said it's best to have a blast!

Power
1
Life
1
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Rosewinged Hollow

Rosewinged Hollow

3
Fire

Alice Bonus Element Bonus 2, Banish this card from your graveyard: Put a haunt counter on your Phantasmagoria. Then if there are six or more haunt counters on it, choose a Specter ally you control and it gets +2 until end of turn. (Activate this ability only if your champion’s element matches this card’s element.)

Power
2
Life
2
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Rotund Squirrel

Rotund Squirrel

2
Norm

Hindered (This ally enters the field rested.)

Some creatures really know how to just enjoy life to its fullest.

Power
2
Life
3
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Rouge, Ace of Hearts

Rouge, Ace of Hearts

1
Fire

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Choose a unit and deal 2 damage to it.
β€’ 10β€” Choose a unit and deal 4 damage to it.
β€’ 21β€” Choose a unit and deal 8 damage to it.

Power
1
Life
1
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Rousing Rattle Drum

Rousing Rattle Drum

0
Norm

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

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Rousing Slam

Rousing Slam

4
Wind

Class Bonus Level 2+ On Attack: The attacker gains vigor and taunt until the beginning of your next turn. (Units with vigor wake up at the beginning of your end phase.)

A goading and invigorating challenge to fight.

Power
4
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Rowland, Schwartz Knight

Rowland, Schwartz Knight

3
Wind

Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 .)

Alice Bonus On Ally Kill: If the killed unit had intercept or taunt, wake up Rowland. Trigger this ability only once per turn.

Power
2
Life
3
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Royal Bear

Royal Bear

4
Norm

Pride 2 (This ally won’t obey you unless your champion is level 2 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus Royal Bear gets +1 and +1 .

Power
2
Life
3
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Royal Oathguard

Royal Oathguard

3
Exalted
Norm

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

Intercept, Vigor

Clashing swords echo across the black and white tiles of the Tricastles, soldiers always at the ready.

Power
3
Life
4
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Royal Ordinance

Royal Ordinance

2
Exalted
Norm

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

Recover 3. Draw a card.

No matter how far she ran, the crown still found her.

Speed
Slow
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Ruinous Pillars of Qidao

Ruinous Pillars of Qidao

3
Tera

Class Bonus On Enter: Empower 2. Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Whenever your Shifting Currents change from facing West to East, sacrifice Ruinous Pillars of Qidao. When you do, destroy target non-champion object you don't control.

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Rusted Warshield

Rusted Warshield

1
Norm

Banish Rusted Warshield: Prevent the next 2 damage that would be dealt to your champion this turn. Draw a card into your memory.

A relic of a previous age, this iron shield still has enough structural integrity to block a fatal strike.

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Sable Remnant

Sable Remnant

2
Norm

Class Bonus Sable Remnant gets +1 .

Floating Memory

Act first, think later.

Power
1
Life
1
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Sacrifice Play

Sacrifice Play

3
Norm

As an additional cost to activate this card, sacrifice up to two awake Chessman allies.

Command Chessman

Sacrifice Play enters the intent with +2 for each ally sacrificed this way.

Power
2
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Safeguard Amulet

Safeguard Amulet

0
Norm

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

Hopefully enough to block a fatal spell.

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Safeguard Paladin

Safeguard Paladin

3
Norm

Class Bonus If non-combat damage would be dealt to Safeguard Paladin, prevent 2 of that damage. (Apply this effect only if your champion's class matches this card's class.)

The emperor's gates are well-watched with these soldiers' dutiful eyes and faithful hearts.

Power
2
Life
2
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Safeguard Paragon

Safeguard Paragon

3
Norm

Sacrifice Safeguard Paragon: Prevent the next 4 non-combat damage that would be dealt to each unit you control this turn.

β€œDon't worry! Even in this topsy-turvy world, I'll be here to protect you!”

Power
1
Life
2
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Sage Protection

Sage Protection

2
Wind

Up to three target allies get +1 until end of turn.

Class Bonus Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Speed
Fast
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Salamander's Breath

Salamander's Breath

0
Fire

Diana Bonus On Attack: You may banish up to X fire element cards from your graveyard where X is the amount of Aethercharge cards in the attacker's intent. This attack gets +1 for each card banished this way.

Flames bloom from the rose's forge.

Power
1
Durability
3
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Sanctum of Esoteric Truth

Sanctum of Esoteric Truth

2
Norm

Whenever your champion levels up, you may put two cards from your hand and/or memory on the bottom of your deck. If you do, draw two cards.

The sanctum sanctorum of an imperial alchemist. Incredible and horrific secrets can be found within.

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Savage Arrow

Savage Arrow

2
Norm

β†·: Load Savage Arrow into target unloaded Bow weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Floating Memory

Power
3
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Savage Attack

Savage Attack

3
Norm

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

The most simple strategy often is the clearest.

Power
2
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Savage Slash

Savage Slash

2
Norm

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. Apply this effect only if your champion's class matches this card's class.)

Her first strike was ferocious.

Power
2
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Savage Smash

Savage Smash

4
Norm

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. Apply this effect only if your champion’s class matches this card’s class.)

An impact that leaves your brain rattling.

Power
4
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Savage Sunder

Savage Sunder

3
Exia

Class Bonus On Hit: You may recover 5.

Class Bonus Floating Memory

Those that have never felt death's relentless shadow will never understand those who would give anything to hold onto life.

Power
3
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Scathing Seminary

Scathing Seminary

2
Fire

Class Bonus Balance β€” On Enter: As a Spell, if the amount of cards in your hand and memory are equal, deal 2 unpreventable damage to target unit.

"Let us all return to Flagma's flames, the divine crucible from which we were kindled."

Power
2
Life
1
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Scatter Essence

Scatter Essence

2
Wind

Destroy target phantasia.

Floating Memory

"Invasive hexes won't be tolerated within this castle."

Speed
Slow
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Scavenge the Distillery

Scavenge the Distillery

3
Norm

Class Bonus This card costs 1 less to activate.

Return up to one target Potion item card from your graveyard to your hand.

Abandoned workshops often contain useful draughts.

Speed
Slow
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Scavenging Raccoon

Scavenging Raccoon

2
Norm

On Enter: Banish up to two target cards from a single graveyard.

Looters have conditioned these diligent creatures to scavenge the battlefield for any source of glint or glitter in exchange for a treat.

Power
1
Life
1
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Scepter of Awakening

Scepter of Awakening

0
Tera

Diao Chan Bonus As long as you control four or more phantasias, you may activate this card from your material deck.

2, β†·: Target phantasia you control becomes an ally in addition to its other types with base power and life equal to its reserve cost until end of turn. Put a buff counter on it.

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Scorched Conquest

Scorched Conquest

3
Exalted
Fire

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

Destroy up to three target domains.

"Is this what I'll become? Is this what I'm capable of?"

Speed
Slow
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Scorchfire Assassin

Scorchfire Assassin

3
Fire

Class Bonus On Attack: You may remove up to three preparation counters from your champion. For each counter removed this way, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

Practiced restraint, explosive fury.

Power
1
Life
3
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Scorching Imperilment

Scorching Imperilment

3
Fire

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

At the beginning of each player's end phase, that player may discard a card. If they do, they draw a card.

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Scorching Strafe

Scorching Strafe

4
Fire

Class Bonus This card costs 2 less to activate.

Target ally gets +2 until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)

"Spread like wildfire."

Speed
Slow
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Scorching Trap

Scorching Trap

1
Fire

Class Bonus If it’s not your turn, you may remove a preparation counter from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target attacking unit.

Speed
Fast
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