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Showing 1651-1700 of 1754 cards (page 34 of 36)

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Verdant Slime

Verdant Slime

2
Tera

Pride 5

Class Bonus Taunt

On Enter: Destroy up to one target regalia with memory cost 0. If you don't, put two buff counters on Verdant Slime.

Power
2
Life
2
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Verdigris Decree

Verdigris Decree

3
Wind

Imbue 3

Choose one. If Verdigris Decree is imbued, choose two insteadβ€”
β€’ Suppress up to one target ally.
β€’ Up to one target ally gets +2 until end of turn.
β€’ Destroy up to one target phantasia.

Speed
Fast
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Verita, Queen of Hearts

Verita, Queen of Hearts

10
Fire

You may banish three or more Suited ally cards with total reserve cost 10 from your graveyard rather than pay this card's reserve cost.

Other Suited allies you control have immortality.

On Death: Suited allies you control get +1 until the end of your next turn.

Power
4
Life
4
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Vermilion Decree

Vermilion Decree

3
Fire

Imbue 3

Choose one. If Vermilion Decree is imbued, choose two insteadβ€”
β€’ Deal 3 damage to up to one target champion.
β€’ Deal 2 damage to up to one target ally.
β€’ Each player draws a card.

Speed
Fast
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Vertus, Gaia's Roar

Vertus, Gaia's Roar

4
Tera

Pride 10 (This ally won't obey you unless your champion is level 10 or higher.)

Class Bonus On Enter: Allies you control get +1 for each Animal and/or Beast ally card in your graveyard until end of turn.

All cower quickly before his might.

Power
8
Life
6
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Vestal Priestess

Vestal Priestess

3
Exalted
Norm

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

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

On Enter: Recover 4.

Power
1
Life
4
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Veteran Aerotheurge

Veteran Aerotheurge

4
Wind

Ranged 2 (As long as this unit is distant, its attacks get +2.)

Class Bonus Ranged 2 (Multiple instances of ranged can stack.)

The first Aethercharge card you activate each turn costs 1 less to activate.

Power
2
Life
3
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Veteran Blazebearer

Veteran Blazebearer

3
Fire

On Enter: Veteran Blazebearer gains taunt until the beginning of your next turn.

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Blast furnace machinery refurbished for battle.

Power
2
Life
3
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Veteran Soldier

Veteran Soldier

5
Norm

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

The recent strife and turmoil within Aesa has hardened even the greenest of recruits.

Power
2
Life
3
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Vicious Slice

Vicious Slice

1
Norm

Class Bonus As long as the attacker is attacking a Human, Vicious Slice gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

Hatred buries deep.

Power
2
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Vigilant Sentry

Vigilant Sentry

3
Wind

Class Bonus Taunt (While awake, this unit must be targeted before other units you control during your opponents’ attack declarations if able.)

With an enforced curfew, Winbless established nightwatch patrols to guard the citizens.

Power
2
Life
3
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Vigil Rempart

Vigil Rempart

4
Norm

Class Bonus Vigil Rempart gets +2. (Apply this effect only if your champion's class matches this card's class.)

Beware what lurks in the mushroom forest, for ingesting its fungi may trigger eerie transformations.

Power
1
Life
4
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Violet Haze

Violet Haze

2
Umbra

All units you control become distant, then put Violet Haze on the bottom of target champion's lineage.

Inherited Effect: This object has gets -2 .

Obscure their sight, then dampen their senses.

Speed
Fast
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Viridescent Aetherstreak

Viridescent Aetherstreak

3
Wind

Class Bonus This card costs 1 less to activate.

Choose twoβ€”
β€’ Up to one target unit becomes distant.
β€’ Prevent the next 2 damage that would be dealt to each distant unit this turn.
β€’ Load Viridescent Aetherstreak into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Viridian Protective Trinket

Viridian Protective Trinket

0
Norm

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.

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Visage's Strike

Visage's Strike

2
Wind

Ciel Bonus On Hit: If you have two or less omens, banish Visage's Strike and put an omen counter on it.

To respect Alice’s aspirations, he had shown restraint and patience, but as the clock kept ticking, he realized the error of his ways.

Power
2
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Volatile Fusilier

Volatile Fusilier

1
Fire

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Class Bonus On Enter: You may have Volatile Fusilier deal 4 damage to your champion. If you do, Volatile Fusilier becomes distant.

Power
1
Life
1
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Volda, Smolder's Spite

Volda, Smolder's Spite

2
Fire

Level 2+ Fast Activation (You may activate this card at fast speed.)

Class Bonus On Enter: Until end of turn, damage dealt by fire element sources you control can't be prevented.

Power
1
Life
3
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Voltaic Sphere

Voltaic Sphere

2
Arcane

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.

Speed
Slow
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Votive Runeblade

Votive Runeblade

1
Crux

Class Bonus On Attack: You may sacrifice another Sword regalia. If you do, wake up the attacker.

In a world of reflections, there can only be one.

Power
1
Durability
2
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Waited Accord

Waited Accord

2
Norm

On Enter: You may reveal three advanced element cards from your material deck. If you do, Waited Accord gains "The first advanced element card each player activates each turn costs 2 more to activate."

Level 2+ Sacrifice Waited Accord: Draw a card.

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Wandering Glaivier

Wandering Glaivier

3
Fire

On Death: Each player draws a card.


In the midst of chaos, there is also opportunity.

Power
2
Life
1
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Wand of Frost

Wand of Frost

1
Water

Class Bonus On Enter: Draw a card.

Banish Wand of Frost: Target unit's attacks get -3 until end of turn.

Wielded by the apostles of the Lumina Sanctuary, this wand chills even the most heated of threats.

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War Marshal

War Marshal

4
Norm

Class Bonus Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus Equestrian β€” As long as you control a Horse ally, War Marshal gets +1 and +1 .

May the Shenju bless those on the front lines.

Power
2
Life
3
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Warrior's Longsword

Warrior's Longsword

1
Norm

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.

Power
1
Durability
2
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Washuru

Washuru

1
Tera

At the beginning of your recollection phase, banish a card from your graveyard.

Let go of the past.

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Water Barrier

Water Barrier

3
Water

The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.

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.)

Speed
Fast
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Waterfall Veiler

Waterfall Veiler

3
Water

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight.)
On Champion Hit: That opponent puts the top four cards of their deck into their graveyard.

Power
1
Life
1
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Water Herbs

Water Herbs

2
Water

Target player puts the top two cards of their deck into their graveyard.

Class Bonus Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Speed
Fast
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Waterlogged Ranger

Waterlogged Ranger

3
Water

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Deluge 3 β€” On Enter: If you have three or more water element cards in your graveyard, Waterlogged Ranger becomes distant. (Units stay distant until the end of their controller's turn.)

Power
2
Life
2
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Water Resonance Bauble

Water Resonance Bauble

0
Norm

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.

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Waterveil Apostle

Waterveil Apostle

3
Water

Class Bonus Memory 4+ At the beginning of your recollection phase, gather. (Apply this effect only if your champion’s class matches this card’s class and only if there are four or more cards in your memory.)

A torrent of flora with every thought.

Power
1
Life
4
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Wavekeeper's Bond

Wavekeeper's Bond

1
Water

Whenever your champion levels up, recover 2.

Level 3+ At the beginning of your end phase, you may sacrifice Wavekeeper's Bond. If you do, draw a card into your memory.

A promise to the ocean is eternal.

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Waverider Protector

Waverider Protector

4
Water

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

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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Wayfinder's Map

Wayfinder's Map

0
Norm

Domain cards you activate cost 1 less to activate.

Banish Wayfinder's Map: Draw a card. Activate this ability only if you control three or more domains.

Critical landmarks and strategic bastions dot the battlefield. Strategic control is the key to success.

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Weaken Resistance

Weaken Resistance

4
Norm

Class Bonus This card costs 1 less to activate.

The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)

Speed
Slow
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Weaponsmith

Weaponsmith

2
Norm

Class Bonus At the beginning of your recollection phase, put a durability counter on target weapon you control. (Apply this effect only if your champion's class matches this card's class.)

The forges burn bright as war dawns on Cambria.

Power
1
Life
3
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Weaving Manastream

Weaving Manastream

2
Water

Your champion becomes distant.

Class Bonus Floating Memory

Diana Bonus Element Bonus Whenever this card is banished from your graveyard to pay for a memory cost, you may load it into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Weiss Bishop

Weiss Bishop

2
Water

As long as you control one or more Pawn allies, Weiss Bishop has stealth.

Alice Bonus Weiss Bishop gets +1 as long as it's attacking a unit with an odd life stat.

The Weiss and Golden Queen were old friends.

Power
1
Life
3
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Weiss Knight

Weiss Knight

3
Water

Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 .)

Whenever you activate a Chessman Command card, Weiss Knight gains unblockable until end of turn. (The attacks of a unit with unblockable can’t be intercepted and ignores taunt.)

Power
1
Life
3
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Whimsy's Warden

Whimsy's Warden

2
Norm

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

As long as you have two or more omens, Whimsy's Warden gets +2.

Power
1
Life
2
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Whirlwind Reaper

Whirlwind Reaper

3
Wind

At the beginning of your end phase, you may remove a preparation counter from your champion. If you do, wake up Whirlwind Reaper.

β€œYou may be able to read the winds, but can you ride them?”

Power
2
Life
2
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Whirlwind Threads

Whirlwind Threads

1
Wind

Put a quest counter on your champion.
If an object was suppressed this turn, put Whirlwind Threads into your memory.

"The windier the better!"

Speed
Fast
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Whirlwind Vizier

Whirlwind Vizier

3
Wind

Class Bonus Whirlwind Vizier gets +1 . (Apply this effect only if your champion's class matches this card's class.)

3, β†·, Sacrifice Whirlwind Vizier: Destroy target non-Fractal phantasia.

Power
2
Life
2
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Whisperwind Compass

Whisperwind Compass

3
Wind

On Enter: Draw a card into your memory.

Class Bonus Whenever a Ranger ally you control becomes distant, if that ally has no buff counters on it, put a buff counter on it.

Only the winds remember the way.

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Wilderness Harpist

Wilderness Harpist

2
Wind
Card Type
Ally β€” Tamer Human

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

Whenever you activate a Harmony or Melody card, your champion gets +1 level until end of turn.

Power
0
Life
2
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Wildgrowth Elixir

Wildgrowth Elixir

3
Wind

Brew β€” Two Herbs

At the beginning of your recollection phase, put an age counter on Wildgrowth Elixir.

Sacrifice Wildgrowth Elixir: Put X buff counters on target ally, where X is the amount of age counters on Wildgrowth Elixir.

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Wildgrowth Fatestone

Wildgrowth Fatestone // Elder Mandrill

3
Wind

Guo Jia Bonus Whenever another wind element object enters the field under your control, put a buff counter on Wildgrowth Fatestone. Then if there are six or more buff counters on Wildgrowth Fatestone, you may transform it.

Back Face:

Elder Mandrill

Power
1
Life
1
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Wildgrowth Feline

Wildgrowth Feline

2
Wind

Class Bonus Whenever another Animal and/or Beast ally enters the field under your control, put a buff counter on Wildgrowth Feline. (Allies get +1 and +1 for each buff counter on them. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Wildheart Hymn

Wildheart Hymn

2
Wind

Until end of turn, whenever an Animal enters the field under your control, put a buff counter on it. (Allies get +1 and +1 for each buff counter on them.)

Music can connect hearts, regardless of species.

Speed
Slow
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