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Showing 151-200 of 1446 cards (page 4 of 29)

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Briar, Schwartz King

Briar, Schwartz King

2
Wind

Hindered, Spellshroud, Stealth

Briar can't wake up.

It was not his death. The king had merely fallen into a hundred-year deep sleep.

Power
0
Life
1
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Bring Down the Mighty

Bring Down the Mighty

1
Norm

Until the beginning of your next turn, target ally can't attack. If that ally is unique, draw a card into your memory.

Unbeknownst to even Lu Bu herself, this marked not the end, but the beginning.

Speed
Slow
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Brisk Windtrotter

Brisk Windtrotter

2
Wind

On Enter: Put a buff counter on another target ally you control. (Allies get +1 and +1 for each buff counter on them.)

Level 2+ On Enter: Put a buff counter on another target ally you control. (Apply this effect only if your champion is level 2 or higher.)

Power
1
Life
1
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Broken Promises

Broken Promises

1
Fire

As an additional cost to activate this card, sacrifice a Fatestone item or a Fatebound ally.

Draw a card into your memory.

Guo Jia Bonus Put a quest counter on your champion.

Speed
Fast
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Brookside Scout

Brookside Scout

2
Water

Deluge 3 β€” On Enter: If you have three or more water element cards in your graveyard, you may load an Aethercharge card from your graveyard into an Aetherwing weapon you control.

Floating Memory

Power
1
Life
2
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Brusque Neige

Brusque Neige

2
Water

You may sacrifice an ally rather than pay this card's reserve cost.

Until end of turn, allies enter the field rested.

Ciel Bonus Level 2+ Banish Brusque Neige and put an omen counter on it.

Speed
Fast
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Bubble Mage

Bubble Mage

3
Water
Card Type
Ally β€” Mage Human

On Enter: Rest target unit. Class Bonus: Until end of turn, if that unit would take damage, it takes that much damage plus 1 instead. (Apply the additional effect only if your champion's class matches this card's class.)

A fun distraction for everyone.

Power
1
Life
2
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Buffeting Hurricane

Buffeting Hurricane

3
Exalted
Wind

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

Class Bonus On Enter: Draw a card into your memory.

Class Bonus Whenever you suppress an object, deal 2 damage to target champion.

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Buried Grief

Buried Grief

3
Norm

Draw two cards, then put a card from your hand on top of your deck.

Claude knelt before their graves grief-stricken. Everything he did and everyone he loved had turned against him. When would the nightmare end?

Speed
Slow
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Burning Aethercharge

Burning Aethercharge

2
Fire

Class Bonus Kindle 2 (You may banish up to two fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card’s cost.)

Deal 2 damage to target champion. Then you may load Burning Aethercharge into an Aetherwing weapon you control.

Power
1
Speed
Slow
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Burnished Obelith

Burnished Obelith

2
Water

Sheen 8+ Taunt

Merlin Bonus On Enter: Put two sheen counters on target unit you don't control. If that unit is a champion, the next card its controller activates this turn costs 2 more to activate.

Power
0
Life
2
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Burst Asunder

Burst Asunder

4
Water

Class Bonus This card costs 2 less to activate.

Deal 2 damage to target unit. Then you may sacrifice any amount of Fractals. For each Fractal sacrificed this way, deal an additional 2 damage to that unit.

Speed
Slow
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Bushwhack Bandit

Bushwhack Bandit

3
Wind

Class Bonus Critical 1 (If attack combat damage would be dealt by a source with critical 1, double that damage unless an opponent discards a card. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
1
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Butler's Augury

Butler's Augury

4
Fire

Ciel Bonus This card costs 1 less to activate for each of up to two omens you have.

Draw X cards into your memory, where X is five minus your influence. Then deal X damage to your champion. (If X is negative, don't draw cards and don't deal damage.)

Speed
Fast
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Byakko's Command

Byakko's Command

2
Wind

Put a buff counter on target Beast ally. If that ally is a Shenju, wake it up.

The wisdom Byakko bestowed upon her was this: that fighting was often a necessary evil to pave the path for peace.

Speed
Fast
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Calamity Cannon

Calamity Cannon

7
Fire

Polkhawk Bonus This card costs 3 less to activate.

Your champion’s first attack using a Gun weapon during your next turn gets +10 .

Speed
Slow
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Calculated Foresight

Calculated Foresight

2
Water

Put the top two cards of your deck into your graveyard. Then you may banish a card with floating memory from your graveyard. If you do, you your champion gains ranged 3 until end of turn. (Multiple instances of ranged stack.)

Some skirmishes are won before the first shot.

Speed
Slow
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Call the Pack

Call the Pack

4
Tera

Class Bonus This card costs 2 less to activate.

For each Animal ally you control, you may put a Beast ally card from your hand onto the field.

If prey run towards you, start running with them.

Speed
Slow
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Calming Breeze

Calming Breeze

2
Wind

Until end of turn, if 3 or less damage would be dealt to your champion, prevent that damage.

Level 1+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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Camelot, Impenetrable

Camelot, Impenetrable

3
Wind

Upkeep β€” Whenever you materialize a card, sacrifice Camelot.

Whenever you activate a wind element card, you may negate its activation. If you do, choose an ally and suppress it.

Blessed by the zephyrs, yet now beset with strife.

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Cao Cao, Aspirant of Chaos

Cao Cao, Aspirant of Chaos

5
Water

Equestrian β€” As long as you control a Horse ally, this card costs 3 less to activate.

Class Bonus On Attack: You may banish a card with floating memory from your graveyard. If you do, deal 2 damage to each rested unit you don't control.

Power
2
Life
2
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Capricious Lynx

Capricious Lynx

3
Norm

Pride 4 (This ally won't obey you unless your champion is level 4 or higher.)

Class Bonus On Enter: Capricious Lynx loses all abilities until end of turn.

Quick to action, quicker to defiance.

Power
3
Life
3
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Captain Archer

Captain Archer

4
Wind

Imbue 4

Class Bonus On Enter: If Captain Archer is imbued, look at the top six cards of your deck. You may put a wind element ally card with reserve cost 3 or less from among them onto the field distant. Put the rest on the bottom of your deck in any order.

Power
1
Life
1
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Captivating Cutthroat

Captivating Cutthroat

2
Fire

Class Bonus Captivating Cutthroat gets +1 and has β€œOn Attack: Deal 1 damage to your champion.” (Apply this effect only if your champion’s class matches this card’s class.)

Distractions in the heat of the moment can be lethal.

Power
2
Life
1
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Captivating Opulence

Captivating Opulence

3
Water

On Enter: Draw a card into your memory.

Diao Chan Bonus Activated abilities of regalias you don't control cost 2 more to activate.

"Looks truly are deceiving."

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Careful Study

Careful Study

8
Norm

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

Put five enlighten counters on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Speed
Slow
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Caretaker Drone

Caretaker Drone

2
Norm

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

Class Bonus On Death: Glimpse 4.

An inexhaustible servant with programmed routines.

Power
0
Life
2
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Caretaker Horse

Caretaker Horse

2
Norm

Class Bonus On Enter: Another target ally you control becomes fostered. (Apply this effect only if your champion's class matches this card's class.)

They say that animals will often mirror the humans they are bonded to.

Power
1
Life
1
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Carpsong Coda

Carpsong Coda

2
Water

Harmonize β€” If you've activated a Melody card this turn, put the top four cards of your deck into your graveyard.

Deal an amount of damage to target unit equal to the highest life stat among water element Animal and Beast ally cards in your graveyard.

Speed
Fast
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Carter, Synthetic Reaper

Carter, Synthetic Reaper

2
Umbra

Class Bonus Cleave

Whenever an ally dies, recover 1.

On Enter: You may sacrifice another ally you control sacrifice another ally. If you do, Carter gets +2 until end of turn. If an Automaton ally was sacrificed this way, draw a card.

Power
2
Life
3
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Castling

Castling

4
Norm

This card costs 2 less to activate if you control a Chessman Rook ally.

This card costs 2 less to activate if you control a Chessman King ally.

Until end of turn, up to two target Chessman allies gain spellshroud and taunt, and get +2 .

Speed
Fast
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Castling Boon

Castling Boon

2
Water

Allies you control get +1 until end of turn. If you control a Chessman Rook ally, allies you control get +3 until end of turn instead.

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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Cataleptic Constellation

Cataleptic Constellation

2
Astra

Imbue 2

On Enter: Rest target ally. That ally can't wake up for as long as you control Cataleptic Constellation. If Cataleptic Constellation is imbued, summon two Astral Shard tokens.

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Cavalier Rescue

Cavalier Rescue

3
Norm

Equestrian β€” As long as you control a Horse ally, this card costs 2 less to activate.

Target ally gets +3 until end of turn. If that ally is defending, wake it up.

A good horse is hard to replace.

Speed
Fast
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Ceasing Edict

Ceasing Edict

2
Water

As long as your Shifting Currents face South, this card costs 2 less to activate.

Kongming Bonus If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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Celestial Calling

Celestial Calling

4
Astra

Class Bonus This card costs 2 less to activate.

Reveal cards from the top of your deck until you reveal an astra element Spell card. Banish that card and put the rest on the bottom of your deck in a random order. At the beginning of your next recollection phase, you may activate the banished card without paying its reserve cost.

Speed
Slow
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Cell Assembler

Cell Assembler

2
Norm

On Enter: You may pay 2. If you do, summon a Powercell token rested.

β€œKrustal’s freeze got you locked in your castle? With the latest line of assemblers, you’ll never go cold!”
β€” Gearstride Automatics Advertisement

Power
2
Life
1
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Cell Converter

Cell Converter

3
Water

At the beginning of your end phase, summon a Powercell token rested.

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
0
Life
3
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Cell Forging

Cell Forging

3
Fire

Choose oneβ€”
β€’ Put two durability counters on target weapon.
β€’ Summon a Powercell token.

β€œHere in our public factory tour, our engineers are hard at work designing brand new delights for you!”
β€” Gearstride Automatics Advertisement

Speed
Fast
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Cell Generator

Cell Generator

3
Wind

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 On Foster: Summon two Powercell tokens rested.

Power
1
Life
3
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Cell Handler

Cell Handler

2
Fire

Class Bonus On Enter: Up to one target Animal or Beast ally you control loses pride and gets -1 until end of turn. If that ally is an Automaton, summon a Powercell token rested.

Power
2
Life
1
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Cell Sharpshooter

Cell Sharpshooter

2
Water

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

On Enter: You may banish a card with floating memory from your graveyard. If you do, draw a card and summon a Powercell token rested.

Power
1
Life
3
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Cell Vanguard

Cell Vanguard

2
Wind

Class Bonus On Enter: Summon a Powercell token rested.

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
2
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Cemetery Sentry

Cemetery Sentry

4
Fire

On Enter: You may discard a fire element card. If you do, draw a card.

Graverobbers will not easily get their plunder while the sentries watch over the consecrated dead.

Power
2
Life
2
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Cerulean Decree

Cerulean Decree

3
Water

Imbue 3

Choose one. If Cerulean Decree is imbued, choose two insteadβ€”
β€’ Negate up to one target non-attack card activation unless its controller pays 2.
β€’ Up to one target unit’s attacks get -3 until end of turn.
β€’ Draw a card into your memory.

Speed
Fast
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Chained Charge

Chained Charge

2
Water

Class Bonus This card costs 1 less to activate.

Negate target card activation unless its controller pays 1. Then you may load Chained Charge into an Aetherwing weapon you control.

Only those that can break the chains can take flight.

Power
1
Speed
Fast
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Chamberlain Toad

Chamberlain Toad

3
Exalted
Water

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

Class Bonus 2: Wake up Chamberlain Toad and it gains taunt until end of turn. Activate this ability only during an opponent's recollection phase.

Class Bonus Floating Memory

Power
3
Life
4
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Chamber of Reflections

Chamber of Reflections

3
Astra

Hindered (This object enters the field rested.)

β†·, Sacrifice Chamber of Reflections: Search your deck for a non-advanced element non-Distortion domain card with reserve cost 3 or less and put it onto the field. Then shuffle your deck.

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Chance, Seven of Spades

Chance, Seven of Spades

7
Norm

Level 1+ This card costs 3 less to activate.

Cardistry β€” 7: Chance gains "Other Suited allies you control get +1 and have vigor." This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
3
Life
3
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Changban, Heroic Impasse

Changban, Heroic Impasse

3
Norm

On Enter: Put a buff counter on a unique ally you control.

Allies you control with one or more buff counters on them have ambush.

Upkeep β€” At the beginning of your recollection phase, if you don't control a unique ally, sacrifice Changban.

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