Showing 101-150 of 403 cards (page 3 of 9)
Duality's Convergence
Merlin Bonus This card costs 2 less to activate.
Each player summons a token copy of each non-Distortion regalia they control. Those copies each become a Distortion in addition to its other types.
Could even a world have a soul?
Duplicitous Replication
The next time one or more regalia enter the field under an opponent's control this turn, summon a token copy of each of them.
One man's treasure is also another man's treasure.
Dusklight Communion
As an additional cost to activate this card, banish an astra or umbra element card from your material deck.
On Enter: If the banished card was astra element, destroy up to one target phantasia. If the banished card was umbra element, Dusklight Communion gains "Champions get -1 level."
Embercrypt Burn
Banish target card from a graveyard. Then deal 2 damage to each champion.
"Don't you want to see what the flame of a candle is like after it's blown out?"
Embrace Noir
Until end of turn, all allies gain stealth.
Ciel Bonus If you have one or more umbra element omens, draw a card into your memory.
"Even if you detest what I become, as long as you are safe, I care not."
Eminent Lethargy
Until end of turn, players canβt declare attacks unless they pay 2 for each attack declaration.
If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)
Empowering Enlightenment
Empower 2. Put an enlighten counter on your champion. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. You may remove three enlighten counters from your champion to draw a card.)
"None have reached enlightenment by sitting idly by."
Empowering Prayer
Your champion gets +2 level until end of turn. Then if your champion's level is equal to the amount of cards in your memory, draw a card.
The diligent pursuit of horticulture is often rewarded when the environmental conditions are just right.
Enchaining Gale
Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Suppress target ally. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Enervating Decay
Class Bonus Level 5+ This card costs 2 less to activate.
Destroy target attacking ally. If you do, recover X, where X is that ally's life stat.
Nature will endure long after mankind falls.
Enhance Potency
Class Bonus This card costs 1 less to activate.
Rest target Potion. If you do, the next time you activate an ability of that Potion this turn, copy that ability. You may choose new targets for the copy.
Equivalent Exchange
Summon a Lost Being token rested. Then you may banish two ally cards from a single graveyard. If you do, wake up that token and put a buff counter on it.
All creation springs from what already is.
Erratic Bolt
Deal LV damage to target unit. (LV refers to your champion's level.)
Class Bonus You may banish two cards at random from your memory. If you do, draw two cards. (Apply this effect only if your champion's class matches this card's class.)
Ethereal Absorption
As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Draw a card, then put two preparation counters on your champion.
"Why see the future when you can use the past?"
Evanescent Winds
Phantasia allies you control get +2 until end of turn.
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.)
Eventide Lure
On Enter: Look at the top five cards of your deck. You may reveal a phantasia card from among them and put it into your memory. Put the rest on the bottom of your deck in any order.
"The tides always favor the patient."
Excalibur, Cleansing Light
Destroy target non-champion object.
Class Bonus Choose up to two non-norm elements. Players can't materialize or activate cards of those elements until the start beginning of your next turn. (Apply this effect only if your champion's class matches this card's class.)
Excoriate
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Destroy target ally with reserve cost 4 or less.
Exia Sight
Draw a card.
Damage 20+ The next card you activate this turn costs 1 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)
Exorcise Curses
Choose up to two Curse cards from a champion's lineage and discard them.
Floating Memory
"By dawn's light be purged!"
Exorcism
For each ephemeral object each player controls, its controller sacrifices it unless they pay 1.
The Foret des Champignons harbored more than just the living, but not all who lingered did so in peace.
Expeditious Opening
The next ally card you activate this turn can be activated as though it had fast activation.
Draw a card into your memory.
βIf you want to get somewhere else, you must run at least twice as fast!β
Expel the Departed
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Destroy up to one target phantasia. If you control two or more Fatestone and/or Fatebound objects, draw a card.
Extricating Touch
Class Bonus This card costs 1 less to activate.
Target player reveals your choice of their hand or memory. Choose a card from among the revealed cards and discard it.
Facet Together
Activate this card only during an opponent's turn.
Sacrifice any amount of Memorite objects. Target weapon you control gets +X until the end of your next turn, where X is the amount of objects sacrificed this way. Then put X sheen counters on your Fractured Memories.
Fairy Whispers
Glimpse 3. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)
Reveal the top card of your deck. If that card is wind element, put it into your hand.
Fang of Dragon's Breath
Polearm Weapon Link (This object enters the field linked to target Polearm weapon. If the link is broken, sacrifice this object.)
Linked weapon gets +2 .
Jin Bonus Linked object has "β·, Remove a durability counter from this object: Deal 2 damage to target unit."
Fast Cure
If target opponent's influence is greater than yours, recover 4. (A player's influence is equal to the total amount of cards in their hand and memory.)
Floating Memory
"The cure is ignorance."
Favorable Omens
For each wind element omen you have, allies you control get +1 until end of turn.
βKeep your temper.β
Favorable Winds
Allies you control get +1 until end of turn.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
A sudden gust to turn the tide.
Fellowship's Gale
Load Fellowship's Gale into an Aetherwing weapon you control.
Fellowship's Gale gets +1 for each ally you control.
Her past had taught her that she needn't fight alone.
Fertile Grounds
At the beginning of your recollection phase, summon a token copy of an Herb item you control.
Feu Awakening
Interdiction (As long as this card's activation is on the effects stack, players can't gain opportunity.)
Ciel Bonus Discard all cards from your hand and memory. Then banish up to two cards from your graveyard. Put an omen counter on each card banished this way. Until end of turn, card activations you control can't be negated.
Fiery Interference
Deal 2 damage to target unit. If that unit is a champion, its controller can't recover until end of turn.
βThe more there is of mine, the less there is of yours!β
Fireball
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 1+LV damage to target unit. (LV refers to your champion's level.)
Fireblooded Oath
Class Bonus This card costs 2 less to activate.
As an additional cost to activate this card, banish three fire element cards from your graveyard.
Level up your champion. At the beginning of the next end phase, delevel your champion.
Firebloom Flourish
Class Bonus At the beginning of your recollection phase, deal 1 damage to target champion.
Diao Chan Bonus At the beginning of your end phase, if your influence is four or less, draw a card into your memory and put a glimmer counter on your champion.
Flamme Sorcel
Draw a card, then discard a card. If the reserve cost of the discarded card is equal to the reserve cost of one of your omens, draw another card.
"Oh dear, I am afraid the time has come to burn the house down."
Flared Iridescence
Deal 4 damage to target unit.
Merlin Bonus Sheen 10+ Ephemerate β 2
Merlin Bonus Level 5+ Ephemerate β 2
"My fire will burn brighter."
Flash Freeze
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Negate target card activation unless its controller pays LV. Banish the card that had its activation negated this way.
Fleeting Guard
Until end of turn, if target unit would be dealt damage, prevent X of that damage where X is the amount of ephemeral objects you control plus 1.
"βIf seven maids with seven mops swept for half a year,
Do you suppose that they could get it clear?β"
Flickering Cinder
Deal 1 damage to target unit. Your champion becomes distant. (Units stay distant until the end of their controller's turn.)
βTake care of the sense, and the sounds will take care of themselves.β
Floating Peace
Recover 1+X, where X is the amount of Fatestone and Fatebound objects you control.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Focused Flames
Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 4 damage to target ally.
Foretold Bloom
Until end of turn, Herbs you control gain βOn Sacrifice: Glimpse 2.β
Under the Tearlight Cascade, Silvershine fields bloom iridescent and translucent, reflecting the absorbed starlight and beckoning towards an illuminating fate.
Fortifying Aroma
This card costs 1 less to activate for each Herb you control.
Put two buff counters on target ally. (Allies get +1 and +1 for each buff counter on them.)
Fortifying Manashot
Put two durability counters on target Aetherwing weapon you control. Then you may load Fortifying Manashot into an Aetherwing weapon you control.
Strength shapes even the most elusive of magics.
Fracturize
Target item or weapon becomes a Cleric Fractal phantasia with reservable and loses all other abilities. (This effect lasts indefinitely.)
Floating Memory
"You'd stand a better chance fighting without them."
Freeze Stiff
Rest up to two target allies. If either of those allies are attacking, negate their attacks and end the combat phase. Class Bonus: Those allies don't wake up during their controller's next wake up phase. (Apply the additional effect only if your champion's class matches this card's class.)