Cards where: rarity includes C

Showing 101-150 of 662 cards (page 3 of 14)

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Creeping Torment

Creeping Torment

1
Umbra

On Enter: Put Creeping Torment on the bottom of target champion's lineage.

Inherited Effect: Whenever you draw your second card each turn, deal 2 unpreventable damage to this object. (Champions have this ability as long as this card is part of its lineage.)

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Cremation Ritual

Cremation Ritual

3
Fire

As an additional cost to activate this card, sacrifice an ally.

Draw two cards.

β€œI’ve made many sacrifices. This is but another.”

Speed
Slow
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Crescent Glaive

Crescent Glaive

1
Norm

Class Bonus Level 2+ Crescent Glaive gets +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.)

The centerpiece of the Imperial Armory.

Power
1
Durability
3
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Croaking Webfoot

Croaking Webfoot

1
Water

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

"Hippity hoppity... How did the rest of that song go again?"

Power
1
Life
1
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Crowdguard's Slash

Crowdguard's Slash

3
Norm

Class Bonus As long as an opponent controls three or more units, Crowdguard's Slash gets +2. (Apply this effect only if your champion’s class matches this card’s class.)

"Through animosity, we stand together."

Power
4
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Crowd's Favor

Crowd's Favor

Norm

Whenever an opponent gains the Crowd's Favor status, you lose this status.

Players can't declare attacks targeting an object you control unless they pay 1 for each attack declaration.

Whenever an activation, materialization, or trigger targets an object you control, you may negate it unless its controller pays 1.

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Crusader of Aesa

Crusader of Aesa

3
Norm

Crusader of Aesa enters the field rested.

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
4
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Crystal of Empowerment

Crystal of Empowerment

0
Norm

Banish Crystal of Empowerment: Your champion gets +2 level until end of turn.

Mages often store their excess mana into such crystals. If used by even a novice mage, one might mistake them for far greater.

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Crystalvein Awakening

Crystalvein Awakening

2
Wind

Merlin Bonus 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.)

Summon a Memorite Obelith token with a sheen counter on it. If Crystalvein Awakening is imbued, put an additional sheen counter on that token.

Speed
Slow
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Cultivate

Cultivate

2
Wind

Imbue 1 (You may reserve all cards revealed as you activate this card. If at least one of them is wind element, this card becomes imbued.)

For every three Herb items you control, gather. Then if Cultivate is imbued, gather an additional time.

Speed
Fast
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Cunning Broker

Cunning Broker

2
Norm

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

β†·, Remove two preparation counters from your champion: Draw a card.

Handling coins is but second nature.

Power
0
Life
3
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Cyclical Breeze

Cyclical Breeze

4
Wind

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

Return target wind element Spell card from your graveyard to your hand.

Speed
Slow
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Dazzling Courtesan

Dazzling Courtesan

3
Fire
Card Type
Ally β€” Mage Human

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.)

β€œExcellence does not tolerate mediocrity.”

Power
2
Life
2
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Deadly Opportunist

Deadly Opportunist

3
Norm

Deadly Opportunist gets +3 as long as it's attacking a rested ally.

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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Deep Sea Beastbonder

Deep Sea Beastbonder

4
Water
Card Type
Ally β€” Tamer Human

Your champion gets +1 level as long as you control an Animal or Beast ally.

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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Deep Sea Fractal

Deep Sea Fractal

2
Water

Hindered (This object enters the field rested.)

On Enter: Each player puts the top card of their deck into their graveyard.

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

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Defender's Maul

Defender's Maul

1
Norm

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

As an additional cost to use this weapon for an attack, pay 2.

Power
2
Durability
3
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Deflecting Edge

Deflecting Edge

1
Norm

This card costs 1 less to activate if you control a Sword weapon.

Prevent the next 3 combat damage that would be dealt to target unit this turn.

When masterfully used, a sword can deflect any attack with minimal force.

Speed
Fast
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Dematerialize

Dematerialize

3
Wind

Return target regalia to its owner's material deck.

Things worn and torn need not be spurned
to ash and dust. They'll be returned
with new life and purpose earned.

Speed
Slow
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Desperate Dive

Desperate Dive

3
Water

Class Bonus This card costs 1 less to activate.

Prevent the next X damage that would be dealt to target unit you control this turn where X is the amount of water element cards in your graveyard. That unit becomes distant.

Speed
Fast
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Develop Mana

Develop Mana

3
Norm

Put a level counter on your champion. (Champions get +1 level for each level counter on them.)

From enlightenment comes transcendance.

Speed
Slow
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Devoted Martyr

Devoted Martyr

2
Norm

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

Class Bonus Whenever your champion levels up, you may banish this card from your graveyard. If you do, recover 2.

Power
0
Life
2
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Dewdrop Hares

Dewdrop Hares

2
Water

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.)

A rare sight after fresh rain.

Power
1
Life
3
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Dewy Slime

Dewy Slime

2
Water

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

On Enter: You may banish a card with floating memory from your graveyard. If you do, draw a card and recover 2.

Power
0
Life
1
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Diana, Aether Dilettante

Diana, Aether Dilettante

1
Norm

On Enter: If Diana is distant, materialize an Aetherwing card from your material deck. (You still pay its costs.)

Inherited Effect β€” Ranged 1 (As long as this unit is distant, its attacks get +1.)

Level
Lv. 1
Life
19
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Diana, Cursebreaker

Diana, Cursebreaker

3
Umbra

Diana Lineage

Banish all Curse cards from Diana's lineage: Materialize two Bullet cards from your material deck. Until end of turn, Diana gains "On Attack: Wake up Diana." Activate this ability only if there are four or more Curse cards in Diana's lineage.

Level
Lv. 3
Life
25
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Diana, Deadly Duelist

Diana, Deadly Duelist

2
Norm

Diana Lineage (Diana, Deadly Duelist must be leveled from a previous level "Diana" champion.)

On Enter: Materialize a Bullet card from your material deck. (You still pay its costs.)

Inherited Effect: Ranged 2

Level
Lv. 2
Life
22
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Diana, Duskstalker

Diana, Duskstalker

3
Umbra

Diana Lineage

On Enter: Diana becomes distant.

On Champion Hit: Generate a Creeping Torment card and put it on the bottom of the hit champion's lineage. (To generate, add that card from outside of the game.)

Level
Lv. 3
Life
25
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Diana, Judgment's Arrow

Diana, Judgment's Arrow

2
Norm

Diana Lineage

On Enter: Load up to two Aethercharge cards from your hand and/or memory into an Aetherwing weapon you control. For each card loaded this way, draw a card into your memory.

Inherited Effect β€” Ranged 1

Level
Lv. 2
Life
22
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Diana, Keen Huntress

Diana, Keen Huntress

1
Norm

Lineage Release β€” Materialize a Gun card from your material deck. (Activate this ability by banishing this card from your champion's inner lineage.)

A talented archer in a past life, her mastery of firearms came naturally while on Azoth.

Level
Lv. 1
Life
19
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Diana, Moonpiercer

Diana, Moonpiercer

3
Astra

Diana Lineage

Whenever Diana becomes distant, choose oneβ€”
β€’ Negate each card activation that targets Diana unless its controller pays 2. Then if Diana is defending, end the combat phase unless the attacking player pays 2.
β€’ Glimpse 2.

Level
Lv. 3
Life
25
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Diao Chan, Dreaming Wish

Diao Chan, Dreaming Wish

2
Norm

Diao Chan Lineage

Inherited Effect β€” At the beginning of your end phase, if the amount of glimmer counters on Diao Chan is less than the amount of phantasias you control, put an amount of glimmer counters on Diao Chan equal to the difference.

Level
Lv. 2
Life
22
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Diao Chan, Enchantress

Diao Chan, Enchantress

1
Norm

On Enter: Put two glimmer counters on Diao Chan.

Inherited Effect β€” β†·: Activate a Reaction Spell card from your memory. Pay its reserve cost only by removing that many glimmer counters from Diao Chan. Activate this ability only during an opponent's turn.

Level
Lv. 1
Life
19
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Diao Chan, Idyll Corsage

Diao Chan, Idyll Corsage

3
Tera

Diao Chan Lineage

On Enter: Choose any amount of non-champion objects and put a wither counter on each of them.

Whenever a non-token object an opponent controls is destroyed, you may banish it. If you do, that opponent summons a Flowerbud token.

Level
Lv. 3
Life
25
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Diffusive Block

Diffusive Block

2
Water

This card costs 1 less to activate If you control a Shield item.

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

Class Bonus Floating Memory

Speed
Fast
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Direwolf

Direwolf

0
Fire

At the beginning of your end phase, sacrifice Direwolf.

Their blazing coats periodically cause fires that are revered as sacred cleansings of the land.

Power
2
Life
1
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Disciple of the Waves

Disciple of the Waves

3
Water
Card Type
Ally β€” Mage Human

Deluge 3 β€” As long as you have three or more water element cards in your graveyard, this card costs 1 less to activate.

Trained in the sacred teachings of the Black Tortoise, they follow the ocean's flow, serving those graced by its enduring currents.

Power
2
Life
2
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Disenchant

Disenchant

2
Norm

Destroy target phantasia.

"I won't fall for your tricks! Not this time, anyway!"

Speed
Slow
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Dissonant Fractal

Dissonant Fractal

1
Water

On Enter: Glimpse 4.

As long as you control two or more other phantasias, Dissonant Fractal has reservable. (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Dissuading Aether

Dissuading Aether

2
Water

Target unit's attacks get -3 until end of turn. Then you may load Dissuading Aether into an Aetherwing weapon you control.

"To the bottom of the treacle-well you go."

Power
1
Speed
Fast
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Dodge Roll

Dodge Roll

1
Norm

Prevent the next 3 non-combat damage that would be dealt to target unit you control this turn. That unit becomes distant. (Units stay distant until the end of their controller’s turn.)

Acrobatic. Graceful. Effortless.

Speed
Fast
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Dreamy Unicorn

Dreamy Unicorn

2
Norm

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

On Death: Put a preparation counter on your champion.

Power
1
Life
2
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Dredging Streams

Dredging Streams

2
Water

Banish target card from a graveyard.

Level 2+ 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 is level 2 or higher.)

Speed
Fast
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Drenching Finish

Drenching Finish

2
Water

Class Bonus On Kill: Target player puts the top three cards of their deck into their graveyard.

Peaceful is the sleep granted by the king's sword.

Power
2
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Drifting Abysshell

Drifting Abysshell

2
Water

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

"You may not have lived much under the sea, and perhaps you were never even introduced to a lobster, so you can have no idea what a delightful thing a Lobster Quadrille is."

Power
2
Life
1
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Drifting Rogue

Drifting Rogue

3
Water

On Enter: Put a preparation counter on your champion.

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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Drowned Cut

Drowned Cut

1
Water

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.)

A dagger sunk is a target dead.

Power
2
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Drown in Sorrow

Drown in Sorrow

2
Water

Recover 1 and put a haunt counter on your Phantasmagoria.

Alice Bonus Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)

Speed
Slow
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Duxal Proclamation

Duxal Proclamation

1
Norm

Banish Duxal Proclamation: Allies you control get +1 until end of turn. Activate this ability only if each opponent controls no allies.

A war chant passed down through generations, said to ignite courage and inspire unwavering resolve in all who hear it.

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Eager Page

Eager Page

3
Norm

At the beginning of your recollection phase, if you haven't materialized a card this turn, put a buff counter on Eager Page. (Allies get +1 power and +1 life for each buff counter on them.)

What they lack in experience, they make up in enthusiasm.

Power
1
Life
3
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