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Showing 1101-1150 of 1326 cards (page 23 of 27)

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Stellaria Shower

Stellaria Shower

1
Astra

Starcalling β€” 1

Reservable

On Enter: If Stellaria Shower was starcalled, as a Spell, deal X damage to target unit, where X is the amount of phantasias you control.

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Stellarion Shift

Stellarion Shift

2
Astra

Target unit becomes distant. Draw a card.

Class Bonus Element Bonus 2, Banish this card from your graveyard: Your champion gains stealth until end of turn. Prevent the next 4 non-combat damage that would be dealt to them this turn. Activate this ability only if your champion is distant.

Speed
Fast
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Stillshard Strike

Stillshard Strike

2
Water

Prepare 1

On Attack: If Stillshard Strike was prepared, recover 1+X, where X is the total amount of sheen counters on each defending unit.

"Every step is a step closer to bringing her back."

Power
3
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Stillwater Patrol

Stillwater Patrol

4
Water

True Sight (This ally can attack units with stealth.)

As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .

Specially trained to be ever-vigilant, little bypasses their detection.

Power
2
Life
3
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Stolen Chance

Stolen Chance

1
Norm

Remove a preparation counter from target champion. If a preparation counter was removed this way, draw a card.

"Intruders will be dealt with no mercy."

Speed
Fast
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Stolid Vanguard

Stolid Vanguard

2
Norm

Equestrian β€” On Enter: If you control a Horse ally, Stolid Vanguard gets +2 until end of turn.

In the throes and excitement of war, it can be easy to forget just how much is lost.

Power
1
Life
2
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Storm of Thorns

Storm of Thorns

2
Water

If damage would be dealt to a unit you control this turn, prevent 1 of that damage. If the damage prevented had a unit as its source, deal 1 damage to that unit.

Class Bonus Floating Memory

Speed
Fast
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Storm Tyrant's Eye

Storm Tyrant's Eye

0
Arcane

Banish Storm Tyrant's Eye: Reveal cards from the top of your deck until you reveal an arcane element card. Deal unpreventable damage to your champion equal to the amount of cards revealed this way. Put one of those cards into your hand and the rest on the bottom of your deck in a random order.

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Straight Flare

Straight Flare

2
Fire

Deal X damage to target unit, where X is the amount of Suited objects you control with different costs plus 1.

"Off with their heads!"

Speed
Fast
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Strapping Conscript

Strapping Conscript

2
Fire

Class Bonus Level 2+ Strapping Conscript gets +1 and +1 . (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

House Pendragon recruits only the hardiest of pages to train as knights.

Power
2
Life
1
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Strategic Planning

Strategic Planning

2
Norm

Glimpse 2. Put a preparation counter on your champion. (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.)

No such thing as too much preperation.

Speed
Slow
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Strategic Warfare

Strategic Warfare

2
Norm

Allies you control get +1 until end of turn.

Level 2+ Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)

Reconnaissance and battlefield tactics can overcome even overwhelming numbers.

Speed
Slow
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Stream of Consciousness

Stream of Consciousness

2
Water

Class Bonus Memory 4+ Glimpse 3. (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.)

Draw a card into your memory.

Speed
Fast
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Striking Illuminance

Striking Illuminance

2
Luxem

Prepare 2

Whenever you reveal a luxem element card from your memory, Striking Illuminance gets +1 . (This ability triggers and resolves while this card is in an intent.)

On Attack: If Striking Illuminance was prepared, reveal all cards in your memory.

Power
4
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Study the Fables

Study the Fables

2
Norm

Target player reveals six cards from their material deck. Draw a card into your memory.

Perhaps the answer lies within Azoth's many myths.

Speed
Slow
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Subjugating Lash

Subjugating Lash

2
Norm

As long as your champion has twelve or more damage counters on them, Subjugating Lash gets +2 .

Savor the pain.

Power
2
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Submerged Fatestone

Submerged Fatestone // Commanding Sea Titan

2
Water

Champions you don't control get -1 level.

Guo Jia Bonus At the beginning of your recollection phase, you may banish a card with floating memory from your graveyard. If you do, transform Submerged Fatestone.

Back Face:

Commanding Sea Titan

Champions you don't control get -1 level.

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

Power
1
Life
5
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Sudden Deluge

Sudden Deluge

2
Water

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

Class Bonus On Champion Hit: If Sudden Deluge was prepared, that opponent puts the top ten cards from their deck into their graveyard.

Power
3
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Sudden Snow

Sudden Snow

2
Water

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

Until end of turn, allies enter the field rested.

It is not unusual to have sudden and severe changes in weather with magic and mages abound.

Speed
Fast
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Sudden Steel

Sudden Steel

6
Norm

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

Her last strike was deadly.

Power
5
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Suffocating Ash

Suffocating Ash

3
Exalted
Fire

Class Bonus This card costs 2 less to activate.

Negate target card activation unless its controller has Suffocating Ash deal 3+LV unpreventable damage to their champion.

"I thought I told you to kneel before your queen."

Speed
Fast
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Suffocating Miasma

Suffocating Miasma

2
Umbra

Imbue 2

On Enter: If Suffocating Miasma is imbued, you may put three debuff counters on target ally.

At the beginning of each opponent’s recollection phase, that player puts a debuff counter on an ally they control. If they don’t, deal 2 unpreventable damage to their champion.

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Suited Trickery

Suited Trickery

1
Norm

Until the beginning of your next turn, players can't declare attacks with champions they control unless they pay 2 for each attack declaration. Then if you control a Suited ally, draw a card into your memory.

The monster had been detained.

Speed
Slow
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Summon Gale

Summon Gale

3
Wind

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

Return target ally to its owner's hand.

Speed
Fast
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Summon Pawn

Summon Pawn

2
Norm

You may reveal three Chessman cards from your hand and/or memory. If you do, summon a Pawn Piece token.

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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Summon Sentinels

Summon Sentinels

4
Neos

Class Bonus This card costs 1 less to activate for each domain you control.

Summon two Automaton Drone tokens each with a buff counter on them.

Speed
Slow
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Sunglory Sentinel

Sunglory Sentinel

2
Fire

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 Sunglory Sentinel is fostered and is attacking a champion, it gets +2 .

Power
1
Life
3
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Sun Jian, Wolvesbane

Sun Jian, Wolvesbane

3
Norm

As long as Sun Jian is attacking a Beast unit, Sun Jian gets +2 and her attacks can't be retaliated.

On Ally Kill: If the killed ally was a Beast, draw a card into your memory.

Power
2
Life
2
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Sunken Battle Priest

Sunken Battle Priest

3
Water

Class Bonus Other ephemeral allies you control get +1.

Ephemerate β€” 3, Banish a card with floating memory from your graveyard. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
1
Life
3
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Supply Drone

Supply Drone

3
Norm

Class Bonus At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)

Armor-plated and heat-resistant to prevent the sympathetic detonation of critical munitions.

Power
0
Life
4
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Surge Protector

Surge Protector

2
Fire

Until end of turn, target Shield item you control gains β€œIf damage would be dealt to your champion, prevent that damage and sacrifice this object instead.”

A broken shield is much cheaper to replace than a broken body.

Speed
Fast
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Surging Bolt

Surging Bolt

3
Fire

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

Deal 3 damage to target champion. If Surging Bolt is imbued, deal 4 damage to that champion instead.

Speed
Slow
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Surreptitious Scheme

Surreptitious Scheme

1
Norm

Remove a level counter from target champion. If level counter was removed this way, draw a card.

To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.

Speed
Fast
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Surveillance Stone

Surveillance Stone

0
Norm

Whenever an opponent declares an attack with a unit for the third time each turn, you may banish Surveillance Stone. If you do, draw a card.

A simple tool that offers peace of mind and, with it, a good night's sleep.

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Surveil the Winds

Surveil the Winds

2
Wind

Class Bonus Fast Activation (You may activate this card at fast speed.)

Draw a card, then put a preparation counter on your champion.

"Let's see what nonsense the winds have for me today."

Speed
Slow
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Suspicious Concoction

Suspicious Concoction

0
Norm

Whenever your champion levels up, you may banish Suspicious Concoction. If you do, draw a card into your memory and recover 2.

β€œIf you drink much from a bottle marked 'poison', it is almost certain to disagree with you, sooner or later.”

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Suzaku's Command

Suzaku's Command

2
Fire

Target Beast ally's next attack this turn gains unblockable and gets +2 . If that ally is a Shenju, that attack gets an additional +2 and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercepted and ignores taunt.)

Speed
Fast
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Swerving Spring

Swerving Spring

2
Norm

Prevent the next 2 damage that would be dealt to target unit this turn.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
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Swift Recruit

Swift Recruit

2
Wind

Intercept

Floating Memory

"Dodge. Parry. Strike. Rehearse these movements. One false step on the battlefield is all it will take."
β€” Windrider Drill Master

Power
1
Life
2
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Swooping Talons

Swooping Talons

3
Norm

Choose one β€”
β€’ Deal 2 damage to target ally.
β€’ Level 2+ Destroy target item with memory cost 0 or reserve cost 4 or less. (Choose this option only if your champion is level 2 or higher.)

Speed
Slow
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Sword of Avarice

Sword of Avarice

2
Crux

On Enter: Draw a card. Class Bonus: Draw two cards instead. (Apply the additional effect only if your champion's class matches this card's class.)

An enspirited sword bound by greed and desire.

Power
1
Durability
1
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword Saint of Everflame

Sword Saint of Everflame

4
Fire

Class Bonus 2, Banish this card from your graveyard: Target fire element weapon or ally gets +2 until end of turn.

"Though my kindling may one day burn up, the flame of my sword will pass on."

Power
3
Life
2
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Sword Saint of Eveswind

Sword Saint of Eveswind

2
Wind

Class Bonus On Enter: If Sword Saint of Eveswind entered from a banishment, put two buff counters on it.

"When you feel the cool autumn breeze, I hope you will remember me."

Power
1
Life
2
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Sworn Windhand

Sworn Windhand

3
Wind

Class Bonus Taunt

Sworn Windhand has retort 2+X, where X is the amount of omens you have. (As long as this ally is retaliating, it gets that much .)

"Would you like some tea? I just brewed a fresh pot!"

Power
1
Life
3
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Sylph's Envelopment

Sylph's Envelopment

2
Wind

Banish target ally you control, then return it to the field under its owner's control rested. If that ally is a phantasia, it enters the field with an additional buff counter on it.

Speed
Fast
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Synthetic Core

Synthetic Core

0
Norm

Whenever a non-token Automaton ally you control dies, you may banish Synthetic Core. If you do, return that ally to your memory.

Once, Claude's crowning achievement. Now, his constant reminder of failure and humiliation.

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Synthetic Strike

Synthetic Strike

2
Norm

As long as the attacker is attacking an Automaton unit, Synthetic Strike gets +1 .

Malice cuts true.

Power
3
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Tabula of Salvage

Tabula of Salvage

0
Norm

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.

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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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