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Showing 1801-1850 of 3478 cards (page 37 of 70)

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Malevolent Vow

Malevolent Vow

0
Umbra

Discard up to three cards. Recover 3+X, where X is three times amount of cards discarded this way. Put Malevolent Vow on the bottom of your champion's lineage.

Inherited Effect — This object gets -2. (Champions have this ability as long as this card is part of its lineage.)

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Malignant Athame

Malignant Athame

0
Umbra

Class Bonus On Champion Hit: You may have that opponent swap the cards in their hand and memory. Then if there are four or more cards in their memory, deal 2 unpreventable damage to the hit champion.

Weapons can be used for more than just killing.

Power
1
Durability
2
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Malignant Athame

Malignant Athame

0
Umbra

Class Bonus On Champion Hit: You may have that opponent swap the cards in their hand and memory. Then if there are four or more cards in their memory, deal 2 unpreventable damage to the hit champion.

Weapons can be used for more than just killing.

Power
1
Durability
2
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Manabolt Convergence

Manabolt Convergence

2
Norm

Until end of turn, you may activate target Aethercharge card in your graveyard. (You still pay its costs.)

You may load Manabolt Convergence into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Manaflare Barrage

Manaflare Barrage

5
Fire

Class Bonus This card costs 2 less to activate.

Deal 2 damage to all units except for your champion. If your champion is distant, deal 3 damage to those units instead.

You may load Manaflare Barrage into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Mana Limiter

Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Mana Resonance

Mana Resonance

5
Water

Class Bonus This card costs X less to activate, where X is the highest reserve cost among Spell cards your opponents control on the effects stack.

Draw a card. Then if no cards were reserved into your memory to pay for this card's reserve cost, draw an additional card.

Speed
Fast
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Manaroot

Manaroot

1
Norm

Sacrifice Manaroot: Your champion gets +1 level until end of turn.

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Manaroot

Manaroot

1
Norm

Sacrifice Manaroot: Your champion gets +1 level until end of turn.

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Manaroot

Manaroot

1
Norm

Sacrifice Manaroot: Your champion gets +1 level until end of turn.

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Manaroot

Manaroot

1
Norm

Sacrifice Manaroot: Your champion gets +1 level until end of turn.

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Mana's Cascade

Mana's Cascade

1
Water

Diana Bonus On Attack: If there are two or more water element Aethercharge cards in the attacker's intent, this attack gets +1 and gains ”On Champion Hit: That opponent banishes a card at random from their memory.”

Power
1
Durability
3
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Mandate of Honor

Mandate of Honor

0
Norm

As long as you control a unique ally, each player with influence eight or more can't draw cards. (A player's influence is equal to the total amount of cards in their hand and memory.)

Honor between heroes.

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Mandate of Honor

Mandate of Honor

0
Norm

As long as you control a unique ally, each player with influence eight or more can't draw cards.

"Fairness isn't naturally given, it's made."

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Manic Zealot

Manic Zealot

2
Fire

On Death: Deal 2 damage to each champion.

For some, awakening was a blessing, a revelation of the potential world before them. For others, awakening was a curse with only one solution.

Power
1
Life
1
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Mantle of the Abyss

Mantle of the Abyss

0
Fire

Alice Bonus 3, Banish Mantle of the Abyss: Generate a Rile the Abyss card and put it into your memory.

"To the abyss they will go, and this world shall be unruled."

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Manufacture Cell

Manufacture Cell

2
Norm

Summon a Powercell token rested. If you control an Automaton object, draw a card.

“Stop by any of our local retail branches today!”
— Gearstride Automatics Advertisement

Speed
Fast
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Manxome Armoire

Manxome Armoire

0
Norm

Ciel Bonus Banish Manxome Armoire: Return one of your omens to your hand. If you do, banish a card from your hand and put an omen counter on it. (An omen is a card in a banishment with an omen counter on it.)

"They all returned, though they were mine before."

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Manxome Armoire

Manxome Armoire

0
Norm

Ciel Bonus Banish Manxome Armoire: Return one of your omens to your hand. If you do, banish a card from your hand and put an omen counter on it. (An omen is a card in a banishment with an omen counter on it.)

"They all returned, though they were mine before."

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Map of Hidden Passage

Map of Hidden Passage

0
Norm

Map of Hidden Passage enters the field rested.

, Banish Map of Hidden Passage: Until end of turn, units with stealth can't be intercepted.

No great general can be considered clever if they do not account for cheaters.

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Map of Hidden Passage

Map of Hidden Passage

0
Norm

Map of Hidden Passage enters the field rested.

, Banish Map of Hidden Passage: Until end of turn, units with stealth can't be intercepted.

No great general can be considered clever if they do not account for cheaters.

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March Hare, Mottled Host

March Hare, Mottled Host

1
Fire

Element Bonus Whenever this card is banished from your graveyard to pay for a reserve cost, put it onto the field.

“How uncivil of you to sit without being invited.”

Power
1
Life
1
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March Hare, Mottled Host

March Hare, Mottled Host

1
Fire

Element Bonus Whenever this card is banished from your graveyard to pay for a reserve cost, put it onto the field. (Apply this effect only if your champion's element matches this card's element.)

“How uncivil of you to sit without being invited.”

Power
1
Life
1
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March On

March On

1
Norm

Command Chessman (A Chessman ally you control performs this attack.)

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
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Mark of Fervor

Mark of Fervor

2
Wind

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

Linked ally gets +1 and +1 , and has vigor.

Through powerful bonds, one's inner strength can freely flourish.

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Mark of Fervor

Mark of Fervor

2
Wind

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

Linked ally gets +1 and +1 , and has vigor.

A master beastbonder can awaken the latent power hidden within nature's children.

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Marksman Captain

Marksman Captain

2
Norm

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

On Enter: Another target unit you control becomes distant. (Units stay distant until the end of their controller's turn.)

Power
1
Life
2
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Marksman's Charm

Marksman's Charm

0
Norm

Banish Marksman's Charm: Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)

With the divine blessing from the goddess of hunt, every shot is sure to find its mark with unwavering certainty.

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Mark the Target

Mark the Target

1
Fire

Deal 1 damage to target unit.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion's class matches this card's class.)

Try and run.

Speed
Fast
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Mark the Target

Mark the Target

1
Fire

Deal 1 damage to target unit.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion's class matches this card's class.)

Try and run.

Speed
Fast
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Mark the Target

Mark the Target

1
Fire

Deal 1 damage to target unit.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion's class matches this card's class.)

"Don't ever let the prey out of your sights."

Speed
Fast
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Martial Guard

Martial Guard

2
Norm

The next time target unit would be dealt damage this turn, prevent 2 of that damage.

Class Bonus Level 2+ 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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Martial Guard

Martial Guard

2
Norm

The next time target unit would be dealt damage this turn, prevent 2 of that damage.

Class Bonus Level 2+ 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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Martial Guard

Martial Guard

2
Norm

The next time target unit would be dealt damage this turn, prevent 2 of that damage.

Class Bonus Level 2+ 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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Martial Guard

Martial Guard

2
Norm

The next time target unit would be dealt damage this turn, prevent 2 of that damage.

Class Bonus Level 2+ 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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Mary Ann, Maladroit Maid

Mary Ann, Maladroit Maid

3
Umbra

Mary Ann gets +1 for each omen you have with different reserve costs.

Mary Ann has vigor as long as one of your omens has vigor. The same is true for ambush, intercept, steadfast, stealth, spellshroud, taunt, and true sight.

Power
0
Life
4
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Mary Ann, Maladroit Maid

Mary Ann, Maladroit Maid

3
Umbra

Mary Ann gets +1 for each omen you have with different reserve costs.

Mary Ann has vigor as long as one of your omens has vigor. The same is true for ambush, intercept, steadfast, stealth, spellshroud, taunt, and true sight.

Power
0
Life
4
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Mastermind Scheme

Mastermind Scheme

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Double the amount of preparation counters on your champion. Then if there are eight or more preparation counters on your champion, you gain agility 3 for this turn.

Speed
Slow
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Mastermind Scheme

Mastermind Scheme

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Double the amount of preparation counters on your champion. Then if there are eight or more preparation counters on your champion, you gain agility 3 for this turn.

Speed
Slow
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Mastermind Scheme

Mastermind Scheme

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Double the amount of preparation counters on your champion. Then if there are eight or more preparation counters on your champion, you gain agility 3 for this turn.

Speed
Slow
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Materialize Munitions

Materialize Munitions

3
Norm

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Materialize a Bullet card from your material deck. (You still pay its costs.)

Speed
Slow
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Materialize Munitions

Materialize Munitions

3
Norm

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Materialize a Bullet card from your material deck. (You still pay its costs.)

Speed
Slow
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Materialize Polearm

Materialize Polearm

4
Wind

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Materialize a Polearm card from your material deck. (You still pay its costs.)

Speed
Fast
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Materialize Polearm

Materialize Polearm

4
Wind

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Materialize a Polearm card from your material deck. (You still pay its costs.)

Speed
Fast
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Materialize the Soul

Materialize the Soul

6
Crux

Merlin Bonus Sheen 15+ This card costs 3 less to activate.

Merlin Bonus Your champion becomes all class types of target opponent's champion in addition to their other types. Then look at that opponent's material deck. You may materialize a regalia card from among them, ignoring its elemental requirements. (The class changing effect lasts indefinitely.)

Speed
Slow
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Materialize the Soul

Materialize the Soul

6
Crux

Merlin Bonus Sheen 15+ This card costs 3 less to activate.

Merlin Bonus Your champion becomes all class types of target opponent's champion in addition to their other types. Then look at that opponent's material deck. You may materialize a regalia card from among them, ignoring its elemental requirements. (The class changing effect lasts indefinitely.)

Speed
Slow
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