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Showing 1651-1700 of 2026 cards (page 34 of 41)

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Spectral Haunting

Spectral Haunting

6
Umbra

Alice Bonus This card costs 4 less to activate if it targets a Specter card.

Return target ally card from your graveyard to the field. It becomes ephemeral. (If an ephemeral object would leave the field, banish it instead.)

Speed
Slow
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Spellshield: Arcane

Spellshield: Arcane

3
Arcane

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of enlighten counters on your champion equal to the amount of damage prevented this way.

Speed
Fast
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Spellshield: Astra

Spellshield: Astra

4
Astra

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Glimpse X, where X is the amount of damage prevented this way.

Speed
Fast
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Spellshield: Tera

Spellshield: Tera

3
Tera

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Reveal an amount of cards from the top of your deck equal to the amount of damage prevented this way and put them into your material deck preserved.

Speed
Fast
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Spellshield: Wind

Spellshield: Wind

4
Wind

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. If 3 or more damage was prevented this way, put a buff counter on an ally you control.

Speed
Fast
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Spellward Scepter

Spellward Scepter

0
Norm

Hindered (This object enters the field rested.)

β†·, Banish Spellward Scepter: The activation of the next card you activate this turn can't be negated.

β€œThe Queen of Hearts, she made some tarts, all on a summer day.”

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Spirelle, Schwartz Queen

Spirelle, Schwartz Queen

2
Umbra

On Enter: As a Spell, deal 3 damage to target unit. Then you may banish a card from your hand or memory face down.

2, β†·, Reveal a card banished by Spirelle with reserve cost X: Negate each activation of cards with reserve cost X. Put each card negated this way and each card banished by Spirelle into their owner's memories. Then trigger each of Spirelle's on enter abilities.

Power
0
Life
4
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Spirit Blade: Ascension

Spirit Blade: Ascension

1
Crux

As an additional cost to activate this card, return a Sword regalia you own to your material deck.

Choose a Sword regalia card from your material deck or banishment and put it onto the field.

With the spirits' aid, even a worn sword may be transfigured into a divine relic.

Speed
Fast
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Spirit Blade: Dispersion

Spirit Blade: Dispersion

0
Crux

Remove all durability counters from any amount of Sword weapons you control, then banish them. Choose any amount of units and deal damage equal to the amount of durability counters removed this way split among them.

When spirits take, they pay in kind.

Speed
Fast
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Spirit Blade: Ensoul

Spirit Blade: Ensoul

6
Crux

Choose any amount of Sword weapon cards with memory cost 1 or less from your banishment and/or material deck and put them onto the field. Until end of turn, Sword weapons you control can attack as though they were allies. At the beginning of your next end phase, sacrifice all Sword weapons you control.

Speed
Slow
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Spirit Blade: Ghost Strike

Spirit Blade: Ghost Strike

0
Crux

On Attack: You may banish a card from your material deck. If you do, your champion's attacks get +1 until end of turn.

An attack empowered with haunting vengeance.

Power
1
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Spirit Blade: Infusion

Spirit Blade: Infusion

2
Crux

This card costs 2 less to activate if your champion has dealt combat damage this turn.

Until end of turn, target Sword weapon gets +3 and "On Champion Hit: Draw a card."

A blade empowered with spiritual might.

Speed
Fast
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Spirit Blade: Retribution

Spirit Blade: Retribution

10
Crux

As long as you've activated a card named Spirit Blade: Retribution this game, this card costs 10 less to activate and you may activate it from your graveyard.

Cleave

Lorraine Bonus Retribution gets +X, where X is the total power among ally, attack, and weapon cards in your banishment.

Power
3
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Spirit Blade: Terminus

Spirit Blade: Terminus

2
Crux

Prepare 1

Terminus gets +1 for every four sheen counters on your Fractured Memories.

On Hit: If Terminus was prepared, double the amount of sheen counters on your Fractured Memories and put Terminus into its owner's memory.

Power
2
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Spirited Falconer

Spirited Falconer

2
Wind
Card Type
Ally β€” Tamer Human

Class Bonus Fast Activation

Class Bonus On Enter: Put a buff counter on up to two target Animal and/or Beast allies.

A second wind revitalizes the spirits of both animals and beasts alike.

Power
1
Life
1
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Spirited Neophyte

Spirited Neophyte

3
Norm
Card Type
Ally β€” Mage Human

On Attack: If your Shifting Currents face North, empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Dissatisfied with dynastic rule, many of Sanguo's youth joined the cause under Zhang Jiao.

Power
2
Life
3
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Spirit of Chess

Spirit of Chess

0
Norm

On Enter: Draw seven cards.

Inherited Effect β€” Ignore the elemental requirements of non-advanced element Chessman cards you play.

The opening move sets the course to come.

Level
Lv. 0
Life
15
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Spirit of Fire

Spirit of Fire

0
Fire

On Enter: Draw seven cards.

Smoldering flames burn bright from within the soul, sparking a hunger for insight and destruction.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Fire

Spirit of Fortuitous Fire

0
Fire

On Enter: Glimpse 7. Draw seven cards into your memory.

Suzaku, mythical Shenju of flames. Purge this land clear of torment and hate so that we may live again.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Water

Spirit of Fortuitous Water

0
Water

On Enter: Glimpse 7. Draw seven cards into your memory.

Genbu, mythical Shenju of waves. Wash this land clean of strife and pain so that we may thrive again.

Level
Lv. 0
Life
15
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Spirit of Fortuitous Wind

Spirit of Fortuitous Wind

0
Wind

On Enter: Glimpse 7. Draw seven cards into your memory.

Byakko, mythical Shenju of winds. Wipe this land free of sin and corruption so that we may rise again.

Level
Lv. 0
Life
15
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Spirit of Purity

Spirit of Purity

0
Norm

On Enter: Draw seven cards.

Lineage Release β€” Each player banishes two cards from their graveyard. (Activate this ability by banishing this card from your champion’s inner lineage.)

Level
Lv. 0
Life
15
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Spirit of Serene Fire

Spirit of Serene Fire

0
Fire

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Searing insight found within all-consuming flame.

Level
Lv. 0
Life
15
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Spirit of Serene Water

Spirit of Serene Water

0
Water

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Overflowing visions immersed within the waves.

Level
Lv. 0
Life
15
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Spirit of Serene Wind

Spirit of Serene Wind

0
Wind

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Cunning intuition trapped within the vortex's eye.

Level
Lv. 0
Life
15
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Spirit of Slime

Spirit of Slime

0
Norm

On Enter:Draw seven cards.

Inherited Effect: Ignore the elemental requirements of basic element Slime cards you activate.

An aura of amiability radiates from the soul, but for some reason, it feels a bit sticky.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

Convalescing waves cascade through the soul, revitalizing the body and mind from the depths.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.

Level
Lv. 0
Life
15
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Spirit's Blessing

Spirit's Blessing

1
Crux

As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Wake up your champion. Draw a card.

Spirits bestow their favor upon those who offer tribute in earnest.

Speed
Fast
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Spirit Shard

Spirit Shard

3
Norm

Level 3+ Sacrifice Spirit Shard: Draw a card.

Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a champion’s power.

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Splashing Perch

Splashing Perch

1
Water

If your champion is distant, draw a card. Otherwise, your champion becomes distant. (Units stay distant until the end of their controller's turn.)

"I think I'll keep my distance."

Speed
Fast
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Splashing Spearguard

Splashing Spearguard

3
Water

Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are water element, this card becomes imbued.)

On Enter: If Splashing Spearguard is imbued, target player puts the top two cards of their deck into their graveyard.

The enemy is numerous, but the tide is immeasurable.
(for length reference)

Power
1
Life
3
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Spontaneous Combustion

Spontaneous Combustion

3
Fire

Deal 4 damage to target ally attacking your champion.

The closer they are, the easier they are to ignite.

Speed
Fast
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Spring Cleaning

Spring Cleaning

2
Norm

Put one of your omens into your graveyard. If you do, look at the top three cards of your deck. Banish one of them and put an omen counter on it. Put the rest on the bottom of your deck in any order.

Ciel Bonus Floating Memory

Speed
Fast
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Springleaf

Springleaf

1
Norm

Sacrifice Springleaf: Put a card from your hand on the bottom of your deck. If you do, draw a card.

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Spurn to Ash

Spurn to Ash

3
Fire

Destroy target regalia with memory cost 1 or less.

Immolation is far more simple than creation.

Speed
Slow
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Spurred Gallop

Spurred Gallop

2
Wind

The next Horse ally card you activate this turn can be activated as though it had fast activation.

Draw a card into your memory. The next Horse ally card you activate this turn costs 2 less to activate.

Speed
Fast
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Squallbind Pounce

Squallbind Pounce

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.)

Up to one target Ranger unit becomes distant.

If Squallbind Pounce is imbued, suppress up to one target attacking ally.

Speed
Fast
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Squallsnare

Squallsnare

3
Wind

Suppress two target allies with the same reserve costs. (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.)

The Foret des Champignons often lured in those who would pluck its wonders for their own gain.

Speed
Fast
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Stabilizing Capacitance

Stabilizing Capacitance

1
Arcane

Put any amount of cards from your memory on the bottom of your deck in any order. Then draw that many cards into your memory.

Class Bonus Level 7+ Draw a card.

Speed
Slow
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Staff of Blossoming Will

Staff of Blossoming Will

1
Tera

On Enter: Draw a card.

Diao Chan Bonus 1, β†·: Target player summons a Flowerbud token.

Diao Chan once resented being underestimated, until she realized it could be her greatest weapon.

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Staggering Strike

Staggering Strike

3
Norm

True Sight (This attack can target units with stealth.)

On Champion Hit: Remove three preparation counters from the hit champion.

Concussive force swung with terrifying ferocity.

Power
3
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Stalwart Shieldmate

Stalwart Shieldmate

2
Norm

Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)

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
2
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Stand Before the Queen

Stand Before the Queen

2
Water

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

Sheen 8+ The first time damage is prevented from being dealt to a unit this way, that unit gains stealth until end of turn unless an opponent pays 2.

Class Bonus Floating Memory

Speed
Fast
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Stand Fast

Stand Fast

2
Norm

Activate this card only during your end phase.

Wake up target ally you control. It gains taunt and gets +1 until the beginning of your next turn. (An awake ally with taunt must be targeted before other units you control during your opponents' attack declarations if able.)

Speed
Fast
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Stardust Oracle

Stardust Oracle

2
Astra

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

As long as Stardust Oracle is imbued, it has stealth.

Class Bonus At the beginning of your end phase, summon an Astral Shard token.

Power
1
Life
3
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Stargazer's Portent

Stargazer's Portent

4
Astra

Class Bonus This card costs 1 less to activate.

The next time you starcall a card this turn, copy that activation. You may choose new targets for the copy.

A stellar comet shines twice as bright.

Speed
Fast
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Starlit Apothecary

Starlit Apothecary

3
Astra

Arisanna Bonus At the beginning of your recollection phase, summon a token copy of target Potion or Herb you control unless an opponent pays 4. If the summoned token is a Potion, it becomes brewed. (Each opponent decides to pay or not to pay the optional cost in turn order until one does.)

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Starstrung Reading

Starstrung Reading

2
Astra

Aethercharge cards you look at while glimpsing the next three times this turn have aethercalling.

If your champion is distant, glimpse 4.

"If you take a step back, you'll get a better look at the stars as they guide your way."

Speed
Fast
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Steady Sharpshooter

Steady Sharpshooter

3
Norm

On Attack: Put an aim counter on Steady Sharpshooter. Then you may remove all aim counters from Steady Sharpshooter. For aim counter removed this way, Steady Sharpshooter gains ranged 2 for this attack.

Power
1
Life
4
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