Showing 1501-1550 of 3478 cards (page 31 of 70)
Imperial Assassin
Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion’s class matches this card’s class.)
Loyal to whoever bears the Imperial Seal.
Imperial Panzer
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 As long as Imperial Panzer is fostered, it gets +1 and +2 , and has vigor.
Imperial Recruit
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.)
Imperial Recruit gets +1 as long as it's fostered.
Imperial Recruit
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.)
Imperial Recruit gets +1 as long as it's fostered.
Imperial Rifleman
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Class Bonus On Enter: Imperial Rifleman becomes distant. (Units stay distant until the end of their controller's turn. Apply this effect only if your champion's class matches this card's class.)
Imperial Rifleman
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Class Bonus On Enter: Imperial Rifleman becomes distant. (Units stay distant until the end of their controller's turn. Apply this effect only if your champion's class matches this card's class.)
Imperial Scout
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.
Imperial Seal
Divine Relic (You can only have one card with this keyword in your material deck.)
Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)
Imperial Seal
Divine Relic (You can only have one card with this keyword in your material deck.)
Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)
Imperial Sentry
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.)
Level 2+ Imperial Security Imperial Sentry gets +1 .
Imperial Sentry
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.)
Level 2+ Imperial Security Imperial Sentry gets +1 .
Imperial Spy
Class Bonus Stealth (This unit can’t be targeted by attacks unless permitted by true sight.)
On Kill: Put a preparation counter on your champion.
“Observe first. If necessary, terminate.”
— Imperial Missive
Imperious Galebind
(Exalted — This element is enabled for you as long as you have another advanced element enabled.)
Suppress up to three target allies, items, or weapons. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)
Imperious Highlander
On Enter: Imperious Highlander gets +X until end of turn where X is the amount of allies target opponent controls more than you control.
"You indolent wretches will be cut down by my ascendant mastery of the blade."
Imperious Highlander
On Enter: Imperious Highlander gets +X until end of turn where X is the amount of allies target opponent controls more than you control.
Against all odds and against an insurmountable front, there can be only one answer.
Incandescent Reliquary
Class Bonus This card costs 1 less to materialize.
At the beginning of your recollection phase, if you are the player with the least influence, draw a card. (A player's influence is equal to the total amount of cards in their hand and memory.)
Incandescent Reliquary
Class Bonus This card costs 1 less to materialize.
At the beginning of your recollection phase, if you are the player with the least influence, draw a card. (A player's influence is equal to the total amount of cards in their hand and memory.)
Incantation of Prosperity
Depending on your Shifting Currents’ direction—
• North or South— Empower 2.
• East or West— Recover 2.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Incapacitate
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 action card activation.
It's not about who strikes first, it's about who wins.
Incapacitate
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 action card activation.
It's not about who strikes first, it's about who wins.
Incapacitate
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 action card activation.
Hubris: the downfall of man since the dawn of time.
Incapacitate
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 action card activation.
Never leave your back exposed.
Incarnate Majesty
Class Bonus Efficiency
This card costs 1 less to activate for each regalia weapon card in your banishment.
Put a card named The Majestic Spirit from your material deck or banishment onto the field.
Incendiary Fractal
On Enter: Deal 2 damage to target ally you don't control. Class Bonus: Deal 4 damage to that ally instead.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Incendiary Shot
↷: Load Incendiary Shot into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Class Bonus On Hit: Deal 2 damage to the hit unit object.
Incendiary Shot
↷: Load Incendiary Shot into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Class Bonus On Hit: Deal 2 damage to the hit unit object.
Incendiary Shot
↷: Load Incendiary Shot into target unloaded Gun weapon you control.
Class Bonus On Hit: Deal 2 damage to the hit unit object.
“The afterburn is just to be sure.”
Incinerated Templar
Class Bonus On Enter: Put target Specter ally card with reserve cost 3 or less from your graveyard onto the field. It becomes ephemeral. Sacrifice it at the beginning of your next end phase.
”Burn bright and let memory stoke the flame of hate.”
Increasing Danger
Draw a card. Each player draws a card into their memory.
First, an ember. Then, a blaze.
Increasing Danger
Draw a card. Each player draws a card into their memory.
First, an ember. Then, a blaze.
Increasing Danger
Draw a card. Each player draws a card into their memory.
First, an ember. Then, a blaze.
Increasing Danger
Draw a card. Each player draws a card into their memory.
First, an ember. Then, a blaze.
Indiscriminate Gyre
Class Bonus On Attack: Deal 2 damage to all allies. (Apply this effect only if your champion's class matches this card's class.)
It can be hard to distinguish between friend and foe when the heat of battle boils over.
Indissoluble Fractal
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Class Bonus Ephemerate — 5 (You may activate this card from your graveyard by paying this cost. Phantasia cards played this way become ephemeral as they enter the field.)
Indolent Leisure
Draw a card.
Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 3 or higher.)
Inert Sword
As an additional cost to materialize this weapon, pay 2.
Class Bonus Inert Sword gets +1. (Apply this effect only if your champion's class matches this card's class.)
Infernal Manastreak
Deal 2 damage to target unit. If your champion is distant, deal 3 damage to that unit instead.
You may load Infernal Manastreak into an Aetherwing weapon you control.
In a world where chaos reigns, fire finds its strength.
Infernal Vessel
If a player would recover an amount, they recover X instead, where X is that amount minus 3. (If a player would recover 0 or less, they don't recover.)
"The tea is hot—careful not to burn your tongue!"
Infinite Scintillation
Move all sheen counters from target unit to your Fractured Memories. Then deal 1+X damage to that unit, where X is the amount of counters moved this way.
Sheen 6+ Floating Memory
Infusion of Crescent Jade
Target Polearm weapon gets +1 until end of turn for each wind element non-champion object you control.
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.)
Ingredient Pouch
1, ↷: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
An herbalist's joy and an alchemist's treasure. Always surprising how much can actually fit inside.
Ingredient Pouch
1, ↷: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
An herbalist's joy and an alchemist's treasure. Always surprising how much can actually fit inside.
Ingress of Sanguine Ire
Activate this card only during an opponent's end phase.
Your champion's first attack during your next turn gets +3 . If your champion hasn't taken damage this turn, draw two cards into your memory.
Inner Court Schemer
On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 .
The dynasty's darkest secrets are often kept in the innermost walls of the palace.
Innervate Agility
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Units you control gain your choice of stealth or spellshroud until end of turn.
Innervate Fury
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Deal 7 damage split among any amount of target allies.
Innervate Knowledge
As an additional cost to activate this card, delevel your champion and recover 5. (To delevel your champion, return the top card of its lineage to its owner's material deck.)
Draw two cards.