Showing 151-200 of 239 cards (page 4 of 5)
Polkhawk, Bombastic Shot
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Ranger Reaction cards you activate cost 1 less to activate.
Powered Armsmaster
Ranged 3
Class Bonus Whenever you sacrifice a Powercell, Powered Armsmaster becomes distant.
On Death: Summon a Powercell token.
Your own personal arsenal. Just add power.
Prototype Pistol
(Gun β Must be loaded to use for an attack and can't be used with an attack card.)
Class Bonus On Enter: Prototype Pistol gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)
Prudent Nock
Draw a card into your memory. Then you may load Prudent Nock into an Aetherwing weapon you control.
In a world where nonsense rules over reason, logic may offer its own kind of magic.
Punishing Cartridge
Renewable
Class Bonus β·: Load Punishing Cartridge into target unloaded Gun weapon you control.
On Attack: Discard up to two cards, then choose that manyβ
β’ Change the target of this attack to another unit.
β’ Punishing Cartridge gains "On Champion Hit: That opponent sacrifices an ally."
Purified Shot
β·: Load Purified Shot into target unloaded Gun weapon you control.
Class Bonus On Champion Hit: Banish up to X cards from that opponentβs graveyard, where X is the amount of damage dealt by this hit.
Quickdraw Piercer
(Gun β Must be loaded to use for an attack and can't be used with an attack card.)
Class Bonus On Banish: Draw a card. (Apply this effect only if your champion's class matches this card's class.)
Radiant Vega
Diana Bonus 2, β·, Remove two durability counters from Radiant Vega: Negate target card activation unless its controller pays X, where X is the amount of Aethercharge cards loaded into Radiant Vega. Activate this ability only if your champion is distant.
Ranger Boots
Hindered (This object enters the field rested.)
On Enter: Draw a card.
Class Bonus β·, Banish Ranger Boots: Your champion becomes distant. (Units stay distant until the end of their controller's turn.)
Ranger Strides
On Enter: Draw a card.
Banish Ranger Strides: Target Ranger unit gains ranged 4 until end of turn. (As long as that unit is distant, its attacks get +4.)
Essential for long-ranged combat.
Rapid Reload
Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level. Apply this effect only if your champion's class matches this card's class.)
Materialize a Bullet card from your material deck.
Razor Broadhead
β·: Load Razor Broadhead into target unloaded Bow weapon you control.
On Attack: If the attacker is distant, Razor Broadhead gets +3 .
First crafted for beasts, then adapted for armor.
Reconnaissance Field
On Enter: Look at target opponent's hand and memory.
Class Bonus β·: Target unit gains ranged 1 and true sight until end of turn. (Units with true sight can attack units with stealth. Multiple instances of ranged stack.)
Reconnaissance Scout
Fast Activation
Ranged 2
Class Bonus On Enter: Another target unit you control becomes distant. Prevent the next 1 damage that would be dealt to that unit this turn.
Refluxal Ribbon
2, Banish Refluxal Ribbon: Load target Aethercharge card from your graveyard into an Aetherwing weapon you control.
Sometimes fashion can help with function.
Refresh Chamber
Materialize a Bullet card from your material deck. Then you may banish a card with floating memory from your graveyard. If you do, put Refresh Chamber into your its owner's memory. (You still pay for the costs of the materialization.)
Refreshing Charge
Recover 3. Then you may load Refreshing Charge into an Aetherwing weapon 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.)
Relentless Hexchaser
Ranged 2
On Enter: If you control a distant unit, Relentless Hexchaser becomes distant.
Element Bonus 2: Return Relentless Hexchaser from your graveyard to the field rested.
Renascent Sharpshooter
Ranged 1 (As long as this unit is distant, its attacks get +1.)
Class Bonus Whenever Renascent Sharpshooter becomes distant, draw a card into your memory.
Sharp of eye, sharper in mind.
Reposition
Target unit becomes distant. (Units stay distant until the end of their controller's 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.)
Resonant Aether
Level 2+ Resonant Aether gets +1.
Load Resonant Aether into an Aetherwing weapon you control.
There is much magic in the unknown.
Reveal the Hidden
Each unit loses stealth until end of turn. Those units can't gain stealth this turn.
Level 1+ Draw a card.
"Found you."
Rocket Jump
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Target unit becomes distant. If that unit is defending, deal 4 damage to its attacker.
Rococo, Explosive Maven
On Enter: If your influence is four or less, deal 2 damage to target champion. (A player's influence is equal to the total amount of cards in their hand and memory.)
Salamander's Breath
Diana Bonus On Attack: You may banish up to X fire element cards from your graveyard where X is the amount of Aethercharge cards in the attacker's intent. This attack gets +1 for each card banished this way.
Flames bloom from the rose's forge.
Savage Arrow
β·: Load Savage Arrow into target unloaded Bow weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Floating Memory
Scorching Strafe
Class Bonus This card costs 2 less to activate.
Target ally gets +2 until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)
"Spread like wildfire."
Scout the Land
Look at the top four cards of your deck and put them back in any order. Draw a card.
βThe politics and kingmaking of empires matter little to me as long as thereβs a bounty to be found.β
β Perse, Relentless Raptor
Seafletched Serpent
Pride 2 (This ally wonβt obey you unless your champion is level 2 or higher. You canβt attack with, intercept with, or activate abilities of allies that donβt obey you.)
Class Bonus On Hit: You may load Seafletched Serpent into target unloaded Bow weapon you control.
Slither or quiver, it bites all the same.
Seaside Rangefinder
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Class Bonus Element Bonus 2, Banish this card from your graveyard: Target unit becomes distant. (Activate this ability only if your champion's class matches this card's class.)
Seasoned Archer
Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 . Apply this effect only if your champion's class matches this card's class.)
Loyalty exists for those with privilege.
Seasprite Diver
As long as an opponent has four or more cards in their graveyard, this card costs 1 less to activate.
On Enter: Banish target card in a graveyard.
Seeker's Aetherwing
(Aetherwing β Must be loaded to use for an attack and canβt be used with an attack card.)
Class Bonus Spellshroud (This object can't be targeted by Spells.)
Class Bonus True Sight (Attacks using this weapon can target units with stealth.)
Seeker's Rifle
Class Bonus True Sight (Attacks using this weapon can target units with stealth.)
Class Bonus Spellshroud
On Kill: You may pay 2. If you do, materialize a Bullet card from your material deck.
Seeking Shot
Level 2+ True Sight
Class Bonus Seeking Shot can't be retaliated.
As long as the attacker is attacking a Human ally, Seeking Shot gets +3 .
Those hit seldom kow where the shot came from.
Shadecursed Hunter
Ranged 5, Stealth
On Death: Put Shadecursed Hunter on the bottom of your champion's lineage.
Inherited Effect: This object has gets -2 .
Shadow's Twin
Whenever Shadow's Twin becomes loaded, it gets +2 until end of turn.
Class Bonus Whenever an attack using this weapon triggers an On Hit ability, that ability is triggered an additional time.
Sidereal Spellshot
Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)
Class Bonus Glimpse X. Then you may load Sidereal Spellshot into an Aetherwing weapon you control.
Singeing Leap
Deal 1 damage to your champion. Then your champion becomes distant.
Class Bonus Ephemerate β 2 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)
Skilled Aerotheurge
Ranged 2
On Hit: If Skilled Aerotheurge is distant, you may load target wind element Aethercharge card from your graveyard into an Aetherwing weapon you control.
Class Bonus Floating Memory
Skirting Step
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.)
Target unit becomes distant. If Skirting Step is imbued, prevent the next 1 damage that would be dealt to that unit this turn and draw a card.
Sleety Retreat
Deluge 4 β As long as there are four or more water element cards in your graveyard, this card costs 2 less to activate.
Target Ranger unit becomes distant. If that unit is defending, end the combat phase unless an opponent pays 2.
Slip Away
Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are umbra element, this card becomes imbued.)
Target unit becomes distant. If Slip Away is imbued, that unit also gains stealth and spellshroud until end of turn.
Slipstream Vault
Class Bonus This card costs 1 less to activate if it targets a unique ally. (Apply this effect only if your champion's class matches this card's class.)
Target ally you control becomes distant. Negate all card activations targeting it. (Units stay distant until the end of their controller's turn.)
Sojourner's Hunt
(Bow β Must be loaded to use for an attack and can't be used with an attack card.)
β·: Sojourner's Hunt becomes a weapon subtype of your choice in addition to its other types until end of turn.
Sorrowcaller
Class Bonus On Champion Hit: Reveal the hit opponentβs memory. Deal an amount of unpreventable damage to the hit champion equal to the amount of cards with reserve cost 3 or greater revealed this way.
Punish the guilty. Harvest the weak.
Squallbind Pounce
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.
Starstrung Reading
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."
Steady Sharpshooter
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.
Steel Slug
Renewable (If this card would be banished from the field or an intent, put it into its ownerβs material deck instead.)
β·: Load Steel Slug into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attackerβs intent.)