Cards where: released in 2024
Cards Images Table

Showing 101-150 of 824 cards (page 3 of 17)

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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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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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Careful Study

Careful Study

8
Norm

Efficiency

Put five enlighten counters on your champion.

Speed
Slow
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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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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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Cascading Round

Cascading Round

0
Water

Renewable (If this card would be banished from the field or an intent, put it into its owner's material deck instead.)

β†·: Load Cascading Round into target unloaded Gun weapon you control.

On Hit: Put the top card of your deck into your graveyard.

Power
2
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Cavalier Rescue

Cavalier Rescue

3
Norm

Equestrian β€” As long as you control a Horse ally, this card costs 2 less to activate.

Target ally gets +3 until end of turn. If that ally is defending, wake it up.

A good horse is hard to replace.

Speed
Fast
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Celestial Calling

Celestial Calling

4
Astra

Class Bonus This card costs 2 less to activate.

Reveal cards from the top of your deck until you reveal an astra element Spell card. Banish that card and put the rest on the bottom of your deck in a random order. At the beginning of your next recollection phase, you may activate the banished card without paying its reserve cost.

Speed
Slow
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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 Forging

Cell Forging

3
Fire

Choose oneβ€”
β€’ Put two durability counters on target weapon.
β€’ Summon a Powercell token.

β€œHere in our public factory tour, our engineers are hard at work designing brand new delights for you!”
β€” Gearstride Automatics Advertisement

Speed
Fast
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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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Ceremonial Stormblade

Ceremonial Stormblade

0
Wind

Class Bonus On Enter: Put a durability counter on Ceremonial Stormblade for each wind element ally you control. (Apply this effect only if your champion’s class matches this card’s class.)

An ornamental sword that rallies the winds.

Power
1
Durability
1
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Cerulean Decree

Cerulean Decree

3
Water

Imbue 3

Choose one. If Cerulean Decree is imbued, choose two insteadβ€”
β€’ Negate up to one target non-attack card activation unless its controller pays 2.
β€’ Up to one target unit’s attacks get -3 until end of turn.
β€’ Draw a card into your memory.

Speed
Fast
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Channel Manifold Desire

Channel Manifold Desire

2
Tera

As an additional cost to activate this card, banish a preserved card from your material deck.

Empower X+2, where X is the reserve cost of the banished card. Then if your Shifting Currents face North, you may put a preserved card from your material deck into your hand.

Speed
Slow
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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 Manaplate

Charged Manaplate

0
Norm

Class Bonus Banish Charged Manaplate: Draw a card. Activate this ability only if your champion has taken 4 or more damage this turn. (Activate this ability only if your champion's class matches this card's class.)

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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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Chilling Touch

Chilling Touch

1
Water

Banish a card at random from target opponent's memory. Return that card to their memory at the beginning of their next end phase.

Floating Memory

Speed
Slow
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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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Clandestine Chart

Clandestine Chart

0
Norm

2, Banish Clandestine Chart: Glimpse 2. Put a preparation counter on your champion.

The true battle begins long before a single step is taken on the battlefield.

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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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Clean Cut

Clean Cut

2
Norm

Level 2+ On Kill: Draw a card. (Apply this effect only if your champion is level 2 or higher.)

Xia Hou Dun's masterful control of the flow of battle lets her string lethal strikes into crafted opportunities.

Power
2
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Cleansing Reunion

Cleansing Reunion

2
Wind

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)

Target player banishes three cards from their graveyard. If Cleansing Reunion is imbued, that player banishes six cards from their graveyard instead.

Speed
Fast
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Cleric Robes

Cleric Robes

1
Norm

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

1, β†·: Prevent the next 1 damage that would be dealt to your champion this turn.

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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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Clockwork Amalgam

Clockwork Amalgam

5
Neos

Class Bonus This card costs 2 less to activate.

Clockwork Amalgam enters the field as a copy of any ally or weapon on the field except it has "At the beginning of your recollection phase, you may return this object to your hand."

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Clockwork Musicbox

Clockwork Musicbox

0
Norm

Hindered (This object enters the field rested.)

Class Bonus Whenever you activate a Harmony or Melody card from your hand, you may banish it as it resolves.

β†·: You may activate a card banished by Clockwork Musicbox. (You still pay its costs.)

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Cloudstone Orb

Cloudstone Orb

0
Wind

On Enter: Empower X, where X is the amount of wind element non-champion objects you control.

Class Bonus 3: Return Cloudstone Orb to its owner's material deck. (Activate this ability only if your champion's class matches this card's class.)

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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.

An eligible trainee from the Imperial Examination. Even the lowest score qualifies all the same.

Power
1
Life
1
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Collapsing Trap

Collapsing Trap

0
Water

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.

The next time one or more allies would enter the field this turn, they enter the field rested instead.

Speed
Fast
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Combat Training

Combat Training

2
Norm

Target Warrior ally's next attack this turn gets +2 . If that ally is unique, their next attack this turn gets +3 instead.

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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Combo Strike

Combo Strike

2
Wind

Class Bonus Level 2+ On Kill: Wake up your champion.

Rumors fill the alleys of an outsider on a bloody pursuit, an unknown name on her lips.

Power
3
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Cometfall

Cometfall

5
Astra

Starcalling β€” 2 (As you're looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you're looking at on the bottom of your deck in any order.)

Deal 3 damage to all non-astra element units. Class Bonus: Deal 4 damage to those units instead.

Speed
Slow
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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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Condensed Supernova

Condensed Supernova

7
Astra

Brew β€” One Silvershine, Two Adjuvants, Two Catalysts

Sacrifice Condensed Supernova: Deal LV damage to all non-astra element units. Glimpse 4. (LV refers to your champion's level.)

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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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Cone of Frost

Cone of Frost

3
Water

Class Bonus This card costs 1 less to activate.

Level 1+ Deal 2 damage to up to one target unit.

Level 3+ Deal 2 damage to up to one target unit.

Level 5+ Deal 2 damage to up to one target unit.

Speed
Slow
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Conjure Downpour

Conjure Downpour

3
Water

Until end of turn, whenever a unit attacks, that attack gets -2 .

Class Bonus Memory 4+ Draw a card into your memory. (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.)

Speed
Fast
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Contraband Revolver

Contraband Revolver

0
Fire

(Gun β€” Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus On Attack: If the attacker is attacking a champion, Contraband Revolver gets +2 for this attack.

Power
1
Durability
1
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Convalescent Tonic

Convalescent Tonic

3
Water

Brew β€” One Fraysia (You may sacrifice the listed objects rather than pay this card's reserve cost.)

Sacrifice Convalescent Tonic: Put up to two cards from your hand on the bottom of your deck then draw that many cards. Recover 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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