Cards where: card type includes ally

Showing 101-150 of 663 cards (page 3 of 14)

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Buddy Raccoon

Buddy Raccoon

2
Norm

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

On Enter: You may return another target Raccoon ally you control to its owner's hand.

They ran from danger, but at least they were together.

Power
1
Life
2
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Buoyant Driftguard

Buoyant Driftguard

3
Water

Taunt

On Enter: You may have target opponent gain control of Buoyant Driftguard. If you do, you gain the Crowd's Favor status.

"My allegiance lies with those who need protection."

Power
0
Life
4
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Burnished Obelith

Burnished Obelith

2
Water

Sheen 8+ Taunt

Merlin Bonus On Enter: Put two sheen counters on target unit you don't control. If that unit is a champion, the next card its controller activates this turn costs 2 more to activate.

Power
0
Life
2
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Bushwhack Bandit

Bushwhack Bandit

3
Wind

Class Bonus Critical 1 (If attack combat damage would be dealt by a source with critical 1, double that damage unless an opponent discards a card. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
1
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Cao Cao, Aspirant of Chaos

Cao Cao, Aspirant of Chaos

5
Water

Equestrian β€” As long as you control a Horse ally, this card costs 3 less to activate.

Class Bonus On Attack: You may banish a card with floating memory from your graveyard. If you do, deal 2 damage to each rested unit you don't control.

Power
2
Life
2
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Capricious Lynx

Capricious Lynx

3
Norm

Pride 4 (This ally won't obey you unless your champion is level 4 or higher.)

Class Bonus On Enter: Capricious Lynx loses all abilities until end of turn.

Quick to action, quicker to defiance.

Power
3
Life
3
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Captain Archer

Captain Archer

4
Wind

Imbue 4

Class Bonus On Enter: If Captain Archer is imbued, look at the top six cards of your deck. You may put a wind element ally card with reserve cost 3 or less from among them onto the field distant. Put the rest on the bottom of your deck in any order.

Power
1
Life
1
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Captivating Cutthroat

Captivating Cutthroat

2
Fire

Class Bonus Captivating Cutthroat gets +1 and has β€œOn Attack: Deal 1 damage to your champion.” (Apply this effect only if your champion’s class matches this card’s class.)

Distractions in the heat of the moment can be lethal.

Power
2
Life
1
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Cardinal of Divine Rite

Cardinal of Divine Rite

3
Norm

Angel cards and objects Angel objects can't become imbued.

Even the angels themselves are bound by the laws spoken by the cardinals, keepers of the will of the Grand Archive.

Power
2
Life
3
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Caretaker Drone

Caretaker Drone

2
Norm

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

Class Bonus On Death: Glimpse 4.

An inexhaustible servant with programmed routines.

Power
0
Life
2
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Caretaker Horse

Caretaker Horse

2
Norm

Class Bonus On Enter: Another target ally you control becomes fostered. (Apply this effect only if your champion's class matches this card's class.)

They say that animals will often mirror the humans they are bonded to.

Power
1
Life
1
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Carter, Synthetic Reaper

Carter, Synthetic Reaper

2
Umbra

Class Bonus Cleave

Whenever an ally dies, recover 1.

On Enter: You may sacrifice another ally you control sacrifice another ally. If you do, Carter gets +2 until end of turn. If an Automaton ally was sacrificed this way, draw a card.

Power
2
Life
3
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Cauterizing Seraphim

Cauterizing Seraphim

4
Fire
Card Type
Ally β€” Mage Angel

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

On Enter: If Cauterizing Seraphim was imbued, deal X damage to all other norm and basic element allies.

Power
0
Life
1
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Cell Assembler

Cell Assembler

2
Norm

On Enter: You may pay 2. If you do, summon a Powercell token rested.

β€œKrustal’s freeze got you locked in your castle? With the latest line of assemblers, you’ll never go cold!”
β€” Gearstride Automatics Advertisement

Power
2
Life
1
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Cell Converter

Cell Converter

3
Water

At the beginning of your end phase, summon a Powercell token rested.

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
0
Life
3
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Cell Generator

Cell Generator

3
Wind

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.)

Class Bonus On Foster: Summon two Powercell tokens rested.

Power
1
Life
3
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Cell Handler

Cell Handler

2
Fire

Class Bonus On Enter: Up to one target Animal or Beast ally you control loses pride and gets -1 until end of turn. If that ally is an Automaton, summon a Powercell token rested.

Power
2
Life
1
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Cell Sharpshooter

Cell Sharpshooter

2
Water

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

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

Power
1
Life
3
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Cell Vanguard

Cell Vanguard

2
Wind

Class Bonus On Enter: Summon a Powercell token rested.

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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Cemetery Sentry

Cemetery Sentry

4
Fire

On Enter: You may discard a fire element card. If you do, draw a card.

Graverobbers will not easily get their plunder while the sentries watch over the consecrated dead.

Power
2
Life
2
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Chamberlain Toad

Chamberlain Toad

3
Exalted
Water

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

Class Bonus 2: Wake up Chamberlain Toad and it gains taunt until end of turn. Activate this ability only during an opponent's recollection phase.

Class Bonus Floating Memory

Power
3
Life
4
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Chance, Seven of Spades

Chance, Seven of Spades

7
Norm

Level 1+ This card costs 3 less to activate.

Cardistry β€” 7: Chance gains "Other Suited allies you control get +1 and have vigor." This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
3
Life
3
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Charged Alchemist

Charged Alchemist

2
Fire

Class Bonus As long as you control a Powercell, Charged Alchemist gets +1 and your champion gets +1 level. (Apply this effect only if your champion’s class matches this card’s class.)

β€œA tutor designed specifically for you!”
β€” Gearstride Automatics Advert

Power
2
Life
1
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Charged Assailant

Charged Assailant

3
Wind

Class Bonus On Enter: If you control a Powercell, you gain agility 3 for this turn. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

Optimized for speed and agility.The perfect Scout.

Power
2
Life
2
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Charged Gunslinger

Charged Gunslinger

3
Fire

Ranged 2

Class Bonus Whenever you sacrifice a Powercell, draw a card, then discard a card. If a fire element card was discarded, Charged Gunslinger becomes distant.

Power
1
Life
2
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Charged Hunter

Charged Hunter

3
Norm

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

Class Bonus On Enter: If you control another Automaton ally or a Powercell, Charged Hunter becomes distant. (Units stay distant until the end of their controller’s turn.)

Power
2
Life
2
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Charged Mannequin

Charged Mannequin

2
Norm

As long as you control a Powercell, Charged Mannequin gets +1 .

β€œSilken Street, say hello to your new fashion model! Made to engage with the most exclusive of clientele.”
β€” Gearstride Automatics Advertisement

Power
1
Life
3
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Cheerful Slime

Cheerful Slime

3
Norm

Class Bonus On Enter: You gain the Crowd's Favor status. (Apply this effect only if your champion’s class matches this card’s class.)

A carefree slime, living life without worry. Just watching it evokes memories of simpler times.

Power
1
Life
1
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Cheshire Cat, Impish Grin

Cheshire Cat, Impish Grin

3
Exalted
Norm

Spellshroud, Stealth

Cheshire Cat has all activated abilities of Distortion regalia you control.

Cheshire Cat gets +X where X is the total base power among Distortion weapons you control.

Power
1
Life
3
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Chrysalis, Hazy Caterpillar

Chrysalis, Hazy Caterpillar

2
Wind

Fast Activation

Ciel Bonus On Enter: As a Spell, if you have two or more wind element omens, suppress another target ally, item, or weapon.

β€œYou! Who are you?”

Power
1
Life
1
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Cinderbloom Tender

Cinderbloom Tender

2
Fire

Class Bonus Whenever you gather, deal 1 damage to each champion. (Apply this effect only if your champion’s class matches this card’s class.)

The poisonous sulfur vents of the Oasis often make harvesting herbs a dangerous job for humans.

Power
1
Life
2
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City Protector

City Protector

3
Norm

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.)

On Foster: Summon an Automaton Drone token.

The people’s protector, serving with a smile.

Power
2
Life
2
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Claude, Fated Visionary

Claude, Fated Visionary

3
Astra

On Enter: Put the top LV cards of your deck into your graveyard. Then return up to two Automaton ally cards from your graveyard to your memory.

Automaton allies you control have taunt and "On Death: Glimpse 3."

Power
0
Life
2
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Cloaked Executioner

Cloaked Executioner

2
Wind

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

Ambush (This ally may retaliate against attackers while not defending.)

Power
2
Life
1
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Clumsy Apprentice

Clumsy Apprentice

2
Fire
Card Type
Ally β€” Mage Human

On Enter: Deal 2 damage to your champion. Draw a card.

A mage, by all intents and purposes. However, you might want to keep her away from a wand.

Power
1
Life
1
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Coiled Fatestone

Coiled Fatestone // Serpentine Judicator

2
Fire

On Enter: Discard two cards at random. For each fire element card discarded this way, draw a card.

Guo Jia Bonus β†·, 1: As a Spell, deal 1 damage to each champion. Put an age counter on Coiled Fatestone. Then if there are three or more age counters on Coiled Fatestone, remove all of them and transform Coiled Fatestone.

Back Face:

Serpentine Judicator

Your opponents can't recover.

Power
3
Life
3
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Companion Fatestone

Companion Fatestone // Fatebound Caracal

3
Norm

On Enter: Put a buff counter on Companion Fatestone or a Fatebound ally you control.

Whenever a Fatebound ally you control dies, you may transform Companion Fatestone.

Back Face:

Fatebound Caracal

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

Retort 2 (As long as this ally is retaliating, it gets +2 .)

Power
1
Life
3
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Concealed Marksman

Concealed Marksman

3
Wind

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

Ranged 4 (As long as this unit is distant, its attacks get +4 .)

Keen eyes spot prey from the perfect vantage.

Power
1
Life
3
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Conduit of Bloodfire

Conduit of Bloodfire

3
Exia
Card Type
Ally β€” Mage Human

On Enter: Remove all damage counters from each champion your opponents control. For every four counters removed this way, put a buff counter on Conduit of Bloodfire.

"Your pain gives me strength."

Power
3
Life
2
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Conduit of Seasons

Conduit of Seasons

2
Tera

If damage would be dealt to Conduit of Seasons while your Shifting Currents face West, prevent 2 of that damage.

On Attack: If your Shifting Currents face East, recover 1 and draw a card into your memory.

Power
2
Life
3
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Conduit of the Mad Mage

Conduit of the Mad Mage

1
Arcane
Card Type
Ally β€” Mage Human

Whenever you activate a Mage Spell action, wake up Conduit of the Mad Mage, and it gets +1 until end of turn.

At the beginning of your end phase, sacrifice Conduit of the Mad Mage.

Floating Memory

Power
0
Life
2
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Conflagrant Sentinel

Conflagrant Sentinel

3
Fire

On Enter: You may discard a card. If you do, put a buff counter on Conflagrant Sentinel. (Allies get +1 and +1 for each buff counter on them.)

"It tastes of cherry-tart, custard, pineapple, roast turkey, toffee, and hot buttered toast."

Power
2
Life
2
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Convalescing Mare

Convalescing Mare

2
Water

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

Class Bonus On Enter: Recover 1. Other allies you control get +1 until end of turn.

Power
1
Life
3
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Convoking Slime

Convoking Slime

3
Neos

Pride 3

Class Bonus At the beginning of your recollection phase, summon a copy of Convoking Slime rested. (Counters on this ally are not copied.)

As a new sun rises, so does a new slime.

Power
2
Life
2
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Cordelia, Aurous Kaiser

Cordelia, Aurous Kaiser

5
Neos

On Enter: Summon two Automaton Drone tokens.

Class Bonus Token objects you control have reservable. (While paying for a reserve cost, you may rest objects with reservable to pay for 1 of that cost.)

β€œHistory favors the victor, and I intend to write it.”

Power
3
Life
4
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Corhazi Arsonist

Corhazi Arsonist

3
Fire

Remove a preparation counter from your champion: Corhazi Arsonist gains stealth until end of turn.

If a unit hit by Corhazi Arsonist this turn would die, banish it instead.

Power
2
Life
2
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Corhazi Courier

Corhazi Courier

3
Fire

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

Class Bonus On Hit: Draw a card, then discard a card. If a fire element card was discarded, choose a unit and deal 1 damage to it.

Power
1
Life
2
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Corhazi Infiltrator

Corhazi Infiltrator

2
Luxem

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

Class Bonus Element Bonus Whenever you reveal Corhazi Infiltrator from your memory, you may put a card named Corhazi Infiltrator from your memory onto the field.

Power
3
Life
2
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Corhazi Lightblade

Corhazi Lightblade

2
Luxem

Class Bonus On Attack: Reveal a card from your memory at random. If a luxem element card was revealed, Corhazi Lightblade gains critical 1 until end of turn. (If combat damage would be dealt by a source with critical 1, double that damage unless an opponent discards a card.)

Power
2
Life
2
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Corhazi Outlook

Corhazi Outlook

2
Wind

On Enter: Put a preparation counter on your champion.

Class Bonus Remove a preparation counter from your champion: Opponents can't activate cards this turn. Glimpse 1. Activate this ability only during your turn.

Power
1
Life
3
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