Showing 101-115 of 115 cards (page 3 of 3)
Tome of Knowledge
Class Bonus Your champion gets +1 level. (Apply this effect only if your champion's class matches this card's class.)
Banish Tome of Knowledge: Draw a card.
Uther, Illustrious King
Intercept, Vigor
On Enter: You may rest Uther. When you do, banish another target non-champion object.
On Leave: Return the banished object to the field under its owner's control rested.
Varuckan Acolyte
On Enter: Destroy target regalia with memory cost 0.
Level 3+ Varuckan Acolyte gets +3 .
Some of the cabalistic rituals practiced among the mad cultists require material sacrifice.
Varuckan Soulknife
Class Bonus Element Bonus You may banish three fire element cards from your graveyard to activate this card from your material deck.
Class Bonus On Kill: Return Varuckan Soulknife to Put a card named Varuckan Soulknife from your banishment into your material deck.
Ventus, Staff of Zephyrs
Whenever you activate a wind element Mage Spell, put a refinement counter on Ventus.
↷, Remove a refinement counter from Ventus: Put an enlighten counter on your champion.
↷, Remove three refinement counters from Ventus: Suppress target ally.
Viridian Protective Trinket
Banish Viridian Protective Trinket: During your turn, water element cards your opponents activate cost 2 more to activate.
A charmed ring that funnels and tapers torrential downpours into a revitalizing mist.
Voltaic Sphere
Deal 3 damage to target unit. If that unit is an ally, deal 5 damage to it instead.
Class Bonus Banish Voltaic Sphere from your graveyard: The next arcane element Spell card you activate this turn costs 1 less to activate.
Warrior's Longsword
Class Bonus Warrior's Longsword gets +1 . (Apply this effect only if your champion's class matches this card's class.)
A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.
Water Resonance Bauble
Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.
Torrents crash and turn along the edges of this orb, waiting for their inevitable release.
Wildheart Lyre
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Class Bonus Whenever you rest Wildheart Lyre to pay for the reserve cost of a Harmony or Melody activation, put a buff counter on an Animal or Beast ally you control.
Wind Resonance Bauble
Banish Wind Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a wind element champion.
A spirit of wind sleeps within this bauble. Perhaps it will grant blessings once it wakes.
Windrider Invoker
On Enter: You may remove two enlighten counters from your champion. If you do, draw a card and Windrider Invoker gets +3 until end of turn.
A burst of wind to dash through the battlefield. Another to take down the enemy.
Windwalker Boots
Class Bonus At the beginning of your end phase, if your champion is awake, put a preparation counter on them.
Banish Windwalker Boots: Draw a card. Activate this ability only if your champion has five or more preparation counters on them.
Zephyr's Edge
Class Bonus On Enter: If it's not your materialize phase, Zephyr's Edge gets +1 until end of turn.
Lighter than the breeze, swifter than the wind.