Cards where: class is mage
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Showing 101-150 of 276 cards (page 3 of 6)

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Ghastly Corrosion

Ghastly Corrosion

4
Norm

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

Destroy target item or weapon with memory cost 0 or reserve cost 4 or less.

”I weep for you, I deeply sympathize.”

Speed
Slow
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Gilded Pyre

Gilded Pyre

2
Fire

Deal 2 damage to target unit. If that unit has a buff counter on it, deal 4 damage to it instead.

"This world favors the unpredictable, and your arrogance will be your undoing."

Speed
Fast
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Glacial Evocation

Glacial Evocation

2
Water

Deal 2 damage to target ally. If that unit is rested, deal 3 damage to it instead.

"Timely snow promises a bountiful harvest."
– Cao Cao, Aspirant of Chaos

Speed
Fast
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Glacial Guidance

Glacial Guidance

1
Water

Rest target ally. If that ally is attacking, end the combat phase.

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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Gossamer Staff

Gossamer Staff

0
Norm

1, β†·: Empower 1. (The next Spell card you activate this turn activates and resolves as if your champion got +1 level.)

They say the Exarch of Light drew crowds during Revelfest, but the goddess hasn't appeared since, leaving many more curious to see for themselves.

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Harbinger of Lightning

Harbinger of Lightning

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Class Bonus On Death: Banish Harbinger of Lightning, and a card at random from your memory. When you do, as a Spell, deal X damage to target champion where X is the total reserve cost of the banished cards.

Power
2
Life
2
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Harmonious Mantra

Harmonious Mantra

2
Norm

Recover 3. If your Shifting Currents face North, recover 3+LV instead. (To recover, remove that many damage counters from your champion.)

Healing flesh wounds is simple, but corruption can run deeper still.

Speed
Fast
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Harness Lightning

Harness Lightning

1
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Choose oneβ€”
β€’ Empower 4. Then banish Harness Lightning.
β€’ Target ally gets +4 until end of turn. Then banish Harness Lightning.

Speed
Slow
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Harness Mana

Harness Mana

0
Norm

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.)

Speed
Slow
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Heighten Spellcraft

Heighten Spellcraft

1
Norm

Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +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.)

Speed
Fast
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Idle Thoughts

Idle Thoughts

1
Norm

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.)

Speed
Slow
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Ignite Fate

Ignite Fate

3
Fire

Deal 2 damage to each champion.

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

The clash of two sisters that would alter fate.

Speed
Slow
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Ignite the Soul

Ignite the Soul

1
Fire

Deal 1 damage to target unit.

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.)

Speed
Fast
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Illuminate Secrets

Illuminate Secrets

2
Luxem

Deal an amount of damage to target unit equal to its owner's influence minus your influence. (A player's influence is equal to the total amount of cards in their hand and memory.)

The light protects those unjustly oppressed.

Speed
Fast
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Immaterial Dissolution

Immaterial Dissolution

4
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Destroy up to three target non-regalia token objects with total reserve cost 4 or less.

Speed
Slow
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Impassioned Tutor

Impassioned Tutor

2
Fire
Card Type
Ally β€” Mage Human

On Attack: Your champion gets +1 level until end of turn.

"Let me show you how it's done!"

Power
1
Life
3
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Imperial Apprentice

Imperial Apprentice

2
Water
Card Type
Ally β€” Mage Human

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

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
2
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Imperial Seal

Imperial Seal

0
Norm

Divine Relic (You can only have one card with this keyword in your material deck.)

Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)

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Imperious Galebind

Imperious Galebind

2
Exalted
Wind

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

Suppress up to three target allies, items, or weapons. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)

Speed
Fast
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Incantation of Prosperity

Incantation of Prosperity

2
Norm

Depending on your Shifting Currents’ directionβ€”
β€’ North or Southβ€” Empower 2.
β€’ East or Westβ€” Recover 2.

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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Incarnate Majesty

Incarnate Majesty

12
Crux

Class Bonus Efficiency

This card costs 1 less to activate for each regalia weapon card in your banishment.

Put a card named The Majestic Spirit from your material deck or banishment onto the field.

Speed
Slow
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Incendiary Fractal

Incendiary Fractal

4
Fire

On Enter: Deal 2 damage to target ally you don't control. Class Bonus: Deal 4 damage to that ally instead.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Increasing Danger

Increasing Danger

2
Fire

Draw a card. Each player draws a card into their memory.

First, an ember. Then, a blaze.

Speed
Slow
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Indissoluble Fractal

Indissoluble Fractal

3
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

Class Bonus Ephemerate β€” 5 (You may activate this card from your graveyard by paying this cost. Phantasia cards played this way become ephemeral as they enter the field.)

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Indolent Leisure

Indolent Leisure

3
Norm

Draw a card.

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

Speed
Slow
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Innervate Agility

Innervate Agility

2
Wind

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Units you control gain your choice of stealth or spellshroud until end of turn.

Speed
Fast
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Innervate Fury

Innervate Fury

3
Fire

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Deal 7 damage split among any amount of target allies.

Speed
Slow
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Innervate Knowledge

Innervate Knowledge

4
Water

As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)

Draw two cards.

Speed
Slow
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Inquisitive Magician

Inquisitive Magician

3
Wind
Card Type
Ally β€” Mage Human

On Enter: You may reveal two Mage cards from your hand and/or memory. If you do, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Power
2
Life
2
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Intensified Pyre

Intensified Pyre

3
Fire

Kindle 3 (You may banish up to three fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)

Deal 2 damage to target champion. If that champion's controller has eight or more cards in their graveyard, deal 6 damage to that champion instead.

Speed
Fast
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Invigoration

Invigoration

4
Tera

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

Put LV buff counters on target rested ally.

"Bow down before your rightful emperor!"

Speed
Slow
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Jewel of Enlightenment

Jewel of Enlightenment

0
Norm

Banish Jewel of Enlightenment: Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Recording their thoughts into gems, mages planned keenly for their posterity.

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Jueying, Shadowmare

Jueying, Shadowmare

2
Water

Pride 3

As long as you control a water element unique Human ally, Jueying loses pride, and has stealth and true sight.

Shade like midnight and pure as moonlight.

Power
3
Life
3
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Kaleidoscope Barrette

Kaleidoscope Barrette

1
Tera

On Enter: Draw a card.

At the beginning of your recollection phase, empower X, where X is the amount of phantasias you control. Then if X is 4 or greater, reveal the top card of your deck and put it into your material deck preserved.

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Kongming, Ascetic Vice

Kongming, Ascetic Vice

2
Norm

Kongming Lineage (Kongming, Ascetic Vice must be leveled from a previous level "Kongming" champion.)

On Enter: Empower 3.

Inherited Effect β€” Whenever your Shifting Currents change from facing North to South, draw a card.

Level
Lv. 2
Life
22
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Kongming, Erudite Strategist

Kongming, Erudite Strategist

2
Norm

Kongming Lineage

On Enter: Banish the top card of your deck. Until the beginning of your next turn, you may play it as long as your Shifting Currents face North. Repeat this process for East, South, and West.

Level
Lv. 2
Life
22
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Kongming, Fel Eidolon

Kongming, Fel Eidolon

3
Tera

Kongming Lineage

On Enter: Recover X, where X is the amount of tera element cards in your banishment.

Whenever you activate a Spell card, you may change the direction of your Shifting Currents to an adjacent direction of your choice.

Level
Lv. 3
Life
25
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Kongming, Wayward Maven

Kongming, Wayward Maven

1
Norm

On Enter: You gain the Shifting Currents mastery. (Players can only have one mastery. The Shifting Currents mastery has four modes: North, South, East, and West. Some cards benefit from certain directions of Shifting Currents. Starts in the North direction.)

"A lily pad is but a weed in a pond of lotuses."

Level
Lv. 1
Life
19
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Leeching Bolt

Leeching Bolt

2
Tera

Deal LV damage to target unit. Recover 2.

Class Bonus If Leeching Bolt is empowered, put it into its owner's material deck preserved. (As you materialize, you may instead return a preserved card your hand.)

Speed
Fast
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Library Witch

Library Witch

2
Norm
Card Type
Ally β€” Mage Human

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

On Death: Draw a card.

The librarians of mage academies instill their love for reading in aspiring students.

Power
0
Life
1
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Life Essence Amulet

Life Essence Amulet

0
Norm

Whenever an ally you control dies while it's not your turn, you may banish Life Essence Amulet. If you do, draw a card.

"It is said a great alchemist made this amulet for his lover should she be at death's door."
β€” Gildas, Chronicler of Aesa

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Lost in Thought

Lost in Thought

X
Water

You may banish up to X cards with floating memory from your graveyard. Draw a card for each card banished this way.

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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Lost Wisdom

Lost Wisdom

4
Norm

Class Bonus This card costs 2 less to activate if you control one or more unique allies.

Return a Spell card from your graveyard to your memory.

Knowledge sought from the pages of the past.

Speed
Slow
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Lucenia's Reign

Lucenia's Reign

2
Norm

On Enter: Draw a card into your memory.

2, Discard a Chessman Command card: Target Chessman ally you control gets +1 until end of turn. Draw a card into your memory.

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Lu Xun, Pyre Strategist

Lu Xun, Pyre Strategist

3
Fire

Kindle 3

On Enter: Put an enlighten counter on your champion.

Class Bonus Whenever one or more enlighten counters are removed from your champion, you may rest Lu Xun. If you do, empower 3.

Power
0
Life
3
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Magus Disciple

Magus Disciple

2
Norm

Your champion gets +1 level.

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

"Harness mana and divert it to the archmage!"

Power
1
Life
1
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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Materialize the Soul

Materialize the Soul

6
Crux

Merlin Bonus Sheen 15+ This card costs 3 less to activate.

Merlin Bonus Your champion becomes all class types of target opponent's champion in addition to their other types. Then look at that opponent's material deck. You may materialize a regalia card from among them, ignoring its elemental requirements. (The class changing effect lasts indefinitely.)

Speed
Slow
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Merlin, Kingslayer

Merlin, Kingslayer

3
Crux

Merlin Lineage

At the beginning of your recollection phase, put a level counter on Merlin. Then, if there's an even amount of level counters on Merlin, draw a card and Merlin's attacks get +2 until end of turn.

Level
Lv. 3
Life
28
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Merlin, Memory Thief

Merlin, Memory Thief

2
Norm

β†·: Choose a card from a graveyard and banish it. If that card has floating memory, put a level counter on Merlin. (Champions get +1 level for each level counter on them.)

"Just forget. It will be easier for you."

Level
Lv. 2
Life
22
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