Cards where: released before 2025
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Showing 1051-1100 of 1142 cards (page 22 of 23)

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Unbroken Mustang

Unbroken Mustang

4
Norm

On Enter: Destroy up to one target item or weapon with memory cost 0 or reserve cost 3 or less.

A wild, untamed horse is said to have unmatched power and spirit.

Power
1
Life
2
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Uncover the Plot

Uncover the Plot

2
Luxem

Target player reveals all cards in their memory. Draw a card.

Class Bonus Put two preparation counters on your champion. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Under Fire

Under Fire

3
Fire

Class Bonus This card costs 1 less to activate.

Your champion becomes distant. Then you may have Under Fire deal 4 damage to your champion. If you do, your champion gains stealth until end of turn.

Speed
Fast
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Unearth Revelations

Unearth Revelations

1
Norm

Draw two cards, then put two cards from your hand on the bottom of your deck in any order.

Ancient relics lie buried underneath Azoth. Now, it's a race to see who can control their power first.

Speed
Slow
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Unrelenting Warden

Unrelenting Warden

3
Wind

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

Level 2+ Vigor (This unit wakes up at the beginning of your end phase.)

Power
2
Life
3
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Uther, Illustrious King

Uther, Illustrious King

4
Luxem

Intercept, Vigor

On Enter: You may rest Uther. When you do, banish another target non-champion object.

On Leave: Return the banished object to the field under its owner's control rested.

Power
4
Life
4
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Vainglory Retribution

Vainglory Retribution

4
Wind

Vanitas Bonus Level 2+ This card costs 2 less to activate.

The next time your champion would take 4 or less combat damage this turn, prevent it. Your champion’s first attack without a weapon during your next turn gets +X , where X is the amount of damage prevented this way.

Speed
Fast
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Vampiric Slime

Vampiric Slime

2
Umbra

Pride 3

Class Bonus On Hit: Recover X, where X is the amount of damage dealt by this hit.

The underbelly of Gloamspire nurtures malevolent mana, leeching into the ambient crystals and beasts.

Power
2
Life
2
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Vanish from Sight

Vanish from Sight

3
Norm

Activate this card only during an opponent's recollection phase.

Your champion gains stealth until end of turn.

Like a wraith, Tristan slipped through the battle wrapped in shadows unseen, daggers ready.

Speed
Fast
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Vanishing Shot

Vanishing Shot

1
Wind

β†·: Load Vanishing Shot into target unloaded Gun weapon you control.

On Ally Hit: You may return the hit ally to its owner's memory.

A enchanted bullet to make threats disappear.

Power
2
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Vanitas, Convergent Ruin

Vanitas, Convergent Ruin

2
Wind

Vanitas Lineage

Whenever you activate a Spell card, Vanitas' next attack without a weapon this turn gets +1 .

On Champion Hit: If 7 or more damage was dealt, cards that opponent materializes cost 1 more to materialize until the beginning of your next turn.

Level
Lv. 2
Power
1
Life
22
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Vanitas, Obliviate Schemer

Vanitas, Obliviate Schemer

1
Wind

Vanitas can only level up into another "Vanitas" champion.

On Enter: If there's another wind element card in Vanitas' lineage, glimpse 4.

"With just a nudge, this seed will be ripe for harvest."

Level
Lv. 1
Life
19
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Vaporjet Shield

Vaporjet Shield

2
Water

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)

Class Bonus If damage would be dealt to linked unit, prevent 1 of that damage.

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Vaporjet Shieldbearer

Vaporjet Shieldbearer

2
Water

Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus On Hit: Look at the top card of your deck. You may put that card into your graveyard.

Automated portside insurance for pirates.

Power
1
Life
3
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Varuckan Acolyte

Varuckan Acolyte

3
Fire
Card Type
Ally β€” Mage Human

On Enter: Destroy target regalia with memory cost 0.

Level 3+ Varuckan Acolyte gets +3 .

Some of the cabalistic rituals practiced among the mad cultists require material sacrifice.

Power
0
Life
1
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Varuckan Soulknife

Varuckan Soulknife

0
Fire

Class Bonus Element Bonus You may banish three fire element cards from your graveyard to activate this card from your material deck.

Class Bonus On Kill: Return Varuckan Soulknife to Put a card named Varuckan Soulknife from your banishment into your material deck.

Power
1
Durability
1
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Varuck, Smoldering Spire

Varuck, Smoldering Spire

3
Fire

Upkeep β€” Whenever you materialize a card, sacrifice Varuck.

Damage dealt by fire element sources you control can't be prevented.

Once decrepit, now ablaze with new blood.

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Veilara's Promise

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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Veiled Dash

Veiled Dash

4
Wind

Class Bonus This card costs 2 less to activate.

Up to two target units become distant, then reveal any amount of wind element cards from your memory. Prevent the next X damage that would be dealt to each of those units this turn where X is the amount of wind element cards revealed this way.

Speed
Fast
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Veiling Breeze

Veiling Breeze

1
Wind

Reveal any amount of wind element cards from your memory. Until end of turn, whenever if damage would be dealt to your champion, prevent an amount of that damage equal to the amount of cards revealed this way.

Speed
Fast
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Vengeful Gust

Vengeful Gust

3
Wind

Suppress target ally you don't control. (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.)

Level 3+ The next time that card would enter the field this turn, it enters with "On Enter: Deal 4 damage to your champion."

Speed
Slow
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Ventus, Staff of Zephyrs

Ventus, Staff of Zephyrs

0
Wind

Whenever you activate a wind element Mage Spell, put a refinement counter on Ventus.

β†·, Remove a refinement counter from Ventus: Put an enlighten counter on your champion.

β†·, Remove three refinement counters from Ventus: Suppress target ally.

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Verdant Scepter

Verdant Scepter

1
Tera

Class Bonus On Enter: You may banish a Slime ally you control. If you do, put an amount of refinement counters on Verdant Scepter equal to the banished ally's power plus 1.

β†·, Remove a refinement counter from Verdant Scepter: Put a buff counter on each of up to two Slime allies you control then draw a card.

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Verdant Slime

Verdant Slime

2
Tera

Pride 5

Class Bonus Taunt

On Enter: Destroy up to one target regalia with memory cost 0. If you don't, put two buff counters on Verdant Slime.

Power
2
Life
2
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Verdigris Decree

Verdigris Decree

3
Wind

Imbue 3

Choose one. If Verdigris Decree is imbued, choose two insteadβ€”
β€’ Suppress up to one target ally.
β€’ Up to one target ally gets +2 until end of turn.
β€’ Destroy up to one target phantasia.

Speed
Fast
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Vermilion Decree

Vermilion Decree

3
Fire

Imbue 3

Choose one. If Vermilion Decree is imbued, choose two insteadβ€”
β€’ Deal 3 damage to up to one target champion.
β€’ Deal 2 damage to up to one target ally.
β€’ Each player draws a card.

Speed
Fast
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Vertus, Gaia's Roar

Vertus, Gaia's Roar

4
Tera

Pride 10 (This ally won't obey you unless your champion is level 10 or higher.)

Class Bonus On Enter: Allies you control get +1 for each Animal and/or Beast ally card in your graveyard until end of turn.

All cower quickly before his might.

Power
8
Life
6
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Veteran Blazebearer

Veteran Blazebearer

3
Fire

On Enter: Veteran Blazebearer gains taunt until the beginning of your next turn.

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Blast furnace machinery refurbished for battle.

Power
2
Life
3
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Veteran Soldier

Veteran Soldier

5
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 recent strife and turmoil within Aesa has hardened even the greenest of recruits.

Power
2
Life
3
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Vicious Slice

Vicious Slice

1
Norm

Class Bonus As long as the attacker is attacking a Human, Vicious Slice gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Hatred buries deep.

Power
2
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Vigilant Sentry

Vigilant Sentry

3
Wind

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

With an enforced curfew, Winbless established nightwatch patrols to guard the citizens.

Power
2
Life
3
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Violet Haze

Violet Haze

2
Umbra

All units you control become distant, then put Violet Haze on the bottom of target champion's lineage.

Inherited Effect: This object has gets -2 .

Obscure their sight, then dampen their senses.

Speed
Fast
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Viridian Protective Trinket

Viridian Protective Trinket

0
Norm

Banish Viridian Protective Trinket: During your turn, water element cards your opponents activate cost 2 more to activate.

A charmed ring that funnels and tapers torrential downpours into a revitalizing mist.

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Volatile Fusilier

Volatile Fusilier

1
Fire

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Class Bonus On Enter: You may have Volatile Fusilier deal 4 damage to your champion. If you do, Volatile Fusilier becomes distant.

Power
1
Life
1
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Voltaic Sphere

Voltaic Sphere

2
Arcane

Deal 3 damage to target unit. If that unit is an ally, deal 5 damage to it instead.

Class Bonus Banish Voltaic Sphere from your graveyard: The next arcane element Spell card you activate this turn costs 1 less to activate.

Speed
Slow
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Vyra, Spirit of Fire

Vyra, Spirit of Fire

0
Fire

On Enter: Draw seven cards.

"A bloom of flame to ignite the heart."

Level
Lv. 0
Life
15
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Wandering Glaivier

Wandering Glaivier

3
Fire

On Death: Each player draws a card.


In the midst of chaos, there is also opportunity.

Power
2
Life
1
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Wand of Frost

Wand of Frost

1
Water

Class Bonus On Enter: Draw a card.

Banish Wand of Frost: Target unit's attacks get -3 until end of turn.

Wielded by the apostles of the Lumina Sanctuary, this wand chills even the most heated of threats.

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War Marshal

War Marshal

4
Norm

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus Equestrian β€” As long as you control a Horse ally, War Marshal gets +1 and +1 .

May the Shenju bless those on the front lines.

Power
2
Life
3
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Warrior's Longsword

Warrior's Longsword

1
Norm

Class Bonus Warrior's Longsword gets +1 . (Apply this effect only if your champion's class matches this card's class.)

A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.

Power
1
Durability
2
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Water Barrier

Water Barrier

3
Water

The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.

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.)

Speed
Fast
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Water Herbs

Water Herbs

2
Water

Target player puts the top two cards of their deck into their graveyard.

Class Bonus Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Speed
Fast
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Water Resonance Bauble

Water Resonance Bauble

0
Norm

Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.

Torrents crash and turn along the edges of this orb, waiting for their inevitable release.

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Waterveil Apostle

Waterveil Apostle

3
Water

Class Bonus Memory 4+ At the beginning of your recollection phase, gather. (Apply this effect only if your champion’s class matches this card’s class and only if there are four or more cards in your memory.)

A torrent of flora with every thought.

Power
1
Life
4
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Waverider Protector

Waverider Protector

4
Water

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

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.)

Power
1
Life
4
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Wayfinder's Map

Wayfinder's Map

0
Norm

Domain cards you activate cost 1 less to activate.

Banish Wayfinder's Map: Draw a card. Activate this ability only if you control three or more domains.

Critical landmarks and strategic bastions dot the battlefield. Strategic control is the key to success.

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Weaken Resistance

Weaken Resistance

4
Norm

Class Bonus This card costs 1 less to activate.

The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)

Speed
Slow
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Weaponsmith

Weaponsmith

2
Norm

Class Bonus At the beginning of your recollection phase, put a durability counter on target weapon you control. (Apply this effect only if your champion's class matches this card's class.)

The forges burn bright as war dawns on Cambria.

Power
1
Life
3
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Whirlwind Vizier

Whirlwind Vizier

3
Wind

Class Bonus Whirlwind Vizier gets +1 . (Apply this effect only if your champion's class matches this card's class.)

3, β†·, Sacrifice Whirlwind Vizier: Destroy target non-Fractal phantasia.

Power
2
Life
2
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Wilderness Harpist

Wilderness Harpist

2
Wind
Card Type
Ally β€” Tamer Human

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

Whenever you activate a Harmony or Melody card, your champion gets +1 level until end of turn.

Power
0
Life
2
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