Cards where: illustrator contains "dragonart"
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Showing 151-200 of 281 cards (page 4 of 6)

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Magnificent Banquet

Magnificent Banquet

2
Tera

Recover 5. Then put Magnificent Banquet into its owner's material deck preserved. (If you would materialize a card, you may instead return a preserved card to your hand.)

At the beginning of your recollection phase, if this card is in your material deck preserved, recover 1.

Speed
Fast
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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 β€” This object gets -2. (Champions have this ability as long as this card is part of its lineage.)

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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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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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Mechanized Smasher

Mechanized Smasher

2
Wind

Class Bonus This card costs 1 less to materialize.

Mechanized Smasher can’t be used with attack cards.

As an additional cost to use Mechanized Smasher for an attack, reveal four wind element cards from your memory.

Power
4
Durability
2
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Minister of Ceremony

Minister of Ceremony

3
Norm
Card Type
Ally β€” Mage Human

β†·: As a Spell, deal 3 damage to target unit. Activate this ability only at slow speed and only if your Shifting Currents face East.

The greatest victory is that which requires no battle.

Power
1
Life
3
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Misteye Archer

Misteye Archer

3
Water

Class Bonus Ranged 2

3, β†·: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard. If you do, Misteye Archer becomes distant and prevent the next 2 damage that would be dealt to it this turn.

Power
1
Life
3
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Moontide Illusionist

Moontide Illusionist

2
Water

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

Intercept

On Death: If Moontide Illusionist was imbued, put the top two cards of your deck into your graveyard.

Power
0
Life
2
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Naga's Fang

Naga's Fang

0
Norm

Remove a preparation counter from your champion: Naga's Fang gets +1 until end of turn.

Sharper yet are the fangs of the serpent god, wielder of chaos.

Power
1
Durability
1
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Natural Order

Natural Order

10
Tera

Class Bonus Efficiency

Put all cards from your hand and memory on the bottom of your deck in any order. Then put all preserved cards from your material deck into your memory.

Speed
Slow
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Nature's Insight

Nature's Insight

5
Tera

Class Bonus This card costs 2 less to activate.

Reveal a card from your memory and put it into your material deck preserved. X is that card's reserve cost. Then reveal the top X cards of your deck and put them into your material deck preserved.

Speed
Slow
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Ninja Tabi

Ninja Tabi

0
Norm

Banish Ninja Tabi: You gain agility 3 for this turn. Activate this ability only at slow speed. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

It is the Inari way.

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Noire, Ace of Spades

Noire, Ace of Spades

1
Norm

As long as you control another Suited ally, Noire has stealth.

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Put a buff counter on Noire.
β€’ 10β€” Put two buff counters on Noire.
β€’ 21β€” Put four buff counters on Noire.

Power
1
Life
1
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Oathbreaker's Justice

Oathbreaker's Justice

0
Norm

As an additional cost to use this weapon for an attack, pay 3.

Power comes with a price.

Power
2
Durability
2
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Obsequious Blow

Obsequious Blow

10
Water

Ciel Bonus This card costs 1 less to activate for each omen you have.

On Champion Hit: The first card that opponent activates during their next turn costs 2 more to activate.

Power
7
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Orb of Glitter

Orb of Glitter

1
Norm

At the beginning of your recollection phase, glimpse 1.

Banish Orb of Glitter: Draw a card.

The fleeting iridescences that wavers in the orb shows both what could be and what could have been.

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Orb of Regret

Orb of Regret

0
Norm

Banish Orb of Regret: Shuffle up to three cards from your hand into your deck, then draw that many cards.

Nothing is powerful enough to break free of destiny's hold, but some blessed artifacts can ease it's grasp.

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Ouragan Sentinel

Ouragan Sentinel

4
Wind

Ciel Bonus On Enter: Summon a Vacuous Servant token. (Apply this effect only if your champion is Ciel.)

β€œI've told Papa I don't need guards anymoreβ€”I guess I'll just have to prove it to him!”

Power
1
Life
2
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Palace Guard

Palace Guard

3
Norm

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

Class Bonus Retort 2 (As long as this ally is retaliating, it gets +2 .)

Power
1
Life
3
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Pang Tong, Young Phoenix

Pang Tong, Young Phoenix

3
Luxem

Balance β€” If damage would be dealt to a unit you control while the amount of cards in your hand and memory are equal, prevent all but 3 of that damage.

"May you see that all is balanced in the light."

Power
2
Life
4
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Peaceful Reunion

Peaceful Reunion

4
Norm

Activate this card only if you have not declared an attack this turn.
Until the beginning of your next turn, you and target player can't declare attacks. Banish Peaceful Reunion.

Speed
Slow
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Peer Beyond

Peer Beyond

1
Norm

Target unit gains true sight until end of turn. (Units with true sight can attack objects with stealth.)

Ephemerate β€” 1 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)

Speed
Fast
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Perilous Mend

Perilous Mend

1
Umbra

Class Bonus Put any amount of Curse cards from your hand and/or memory on the bottom of your champion's lineage in any order. Recover X, where X is three times the amount of cards put this way.

Class Bonus If your champion is distant, draw a card.

Speed
Slow
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Perse, Relentless Raptor

Perse, Relentless Raptor

3
Wind

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

β†·: Suppress target ally, item, or weapon. Activate this ability only if Perse is distant.

A merciless bounty hunter whose talons never miss.

Power
1
Life
3
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Planar Abyss

Planar Abyss

12
Tera

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

At the beginning of your next recollection phase, destroy all non-champion objects and if your Shifting Currents face South, deal 10 damage to each champion you don't control.

Speed
Slow
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Poisoned Dagger

Poisoned Dagger

0
Norm

Poisoned Dagger enters the field rested.

β†·, Banish Poisoned Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit were to take damage, it takes that much damage plus 1 instead.

"With this we will purge the impurities."

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Pole-armed Steed

Pole-armed Steed

3
Norm

Jin Bonus On Enter: Materialize a Polearm regalia card from your material deck.

Seldom thanked, these horses must overcome treacherous terrain and brave battlefields to bring supplies to soldiers.

Power
1
Life
3
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Polishing Flourish

Polishing Flourish

2
Norm

Remove all sheen counters from units you control.

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

"I just remembered, where is the Golden Queen?"

Speed
Fast
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Portside Pirate

Portside Pirate

3
Water

Class Bonus Banish a card with floating memory from your graveyard: Put a buff counter on Portside Pirate and it gains stealth until end of turn. (This unit can’t be targeted by attacks unless permitted by true sight.)

Power
1
Life
1
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Powered Armsmaster

Powered Armsmaster

2
Umbra

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.

Power
1
Life
2
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Powered Swordsman

Powered Swordsman

4
Water

Class Bonus On Death: Summon a Powercell token. (Apply this effect only if your champion’s class matches this card’s class.)

β€œTired of pesky pirates? These portside units run on self-powered fuel cells that are fully waterproof!”
β€” Gearstride Automatics Advertisement

Power
2
Life
4
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Prismatic Codex

Prismatic Codex

1
Norm

At the beginning of your recollection phase, put an age counter on Prismatic Codex.

Banish Prismatic Codex: Ignore the elemental requirements of the next card you activate this turn. Activate this ability only if there are three or more age counters on Prismatic Codex.

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Promising Recruit

Promising Recruit

3
Norm

Level 2+ At the beginning of your end phase, put a buff counter on Promising Recruit. (Allies get +1 and +1 for each buff counter on them. Apply this effect only if your champion is level 2 or higher.)

Instincts hone quickly on the battlefield.

Power
1
Life
2
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Protective Helm

Protective Helm

0
Norm

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)
If damage would be dealt to linked unit from a distant source, prevent 1 of that damage.

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Pyroclastic Flow

Pyroclastic Flow

4
Fire

Deal 2 damage to all units.

Long dormant lava veins erupted as Azoth shuddered. Plumes of molten rock drowned the Oasis in an inferno.

Speed
Slow
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Radiant Vega

Radiant Vega

1
Astra

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.

Power
2
Durability
5
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Raised Slash

Raised Slash

3
Norm

Class Bonus On Attack: Put a buff counter on up to two target Suited allies you control. (Apply this effect only if your champion's class matches this card's class.)

”Your gamble has been found wanting. Surely you are capable of more?”

Power
3
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Reclaim

Reclaim

2
Wind

Return target ally you control to its owner's hand.

Floating Memory

Magical ingenuity turned into battlefield tactics.

Speed
Fast
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Refracting Missile

Refracting Missile

3
Water

Deal damage to target unit equal to the amount of Fractals Fractal objects you control plus 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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Refreshing Charge

Refreshing Charge

2
Water

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.)

Power
1
Speed
Fast
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Renascent Sharpshooter

Renascent Sharpshooter

3
Norm

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.

Power
2
Life
2
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Rending Flames

Rending Flames

3
Fire

Class Bonus On Attack: You may banish three fire element cards from your graveyard. If you do, Rending Flames gains "If this attack would deal damage, it deals double that damage instead."

A deadly strike imbued with scorching fury.

Power
3
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Restoring Embers

Restoring Embers

4
Fire

Kindle 4 (You may banish up to four fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card’s cost.)

Recover 4. Then if your influence is four or less, draw a card into your memory.

Speed
Fast
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Rile the Abyss

Rile the Abyss

3
Fire

Draw a card. Then discard up to two Specter cards. For each card discarded this way, draw an additional card.

The moon was shining sulkily because he thought the sun had no business to be there.

Speed
Fast
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Rimesoul Bishop

Rimesoul Bishop

3
Water

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

Class Bonus Floating Memory

After the first disaster, some found solace in faith.

Power
2
Life
2
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Ritai Guard

Ritai Guard

4
Fire

Class Bonus Equestrian β€” As long as you control a Horse ally, Ritai Guard has taunt and vigor. (While awake, this ally with taunt must be targeted before other units you control during your opponent's attack declarations if able. This ally with vigor wakes up at the beginning of your end phase.)

Power
2
Life
4
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Rouge, Ace of Hearts

Rouge, Ace of Hearts

1
Fire

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Choose a unit and deal 2 damage to it.
β€’ 10β€” Choose a unit and deal 4 damage to it.
β€’ 21β€” Choose a unit and deal 8 damage to it.

Power
1
Life
1
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Ruinous Pillars of Qidao

Ruinous Pillars of Qidao

3
Tera

Class Bonus On Enter: Empower 2. Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Whenever your Shifting Currents change from facing West to East, sacrifice Ruinous Pillars of Qidao. When you do, destroy target non-champion object you don't control.

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Safeguard Paladin

Safeguard Paladin

3
Norm

Class Bonus If non-combat damage would be dealt to Safeguard Paladin, prevent 2 of that damage. (Apply this effect only if your champion's class matches this card's class.)

Blessed prayer deflects vile curses.

Power
2
Life
2
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Sanguine Goblet

Sanguine Goblet

0
Norm

Whenever your champion takes damage, put that many blood counters on Sanguine Goblet.

Banish Sanguine Goblet: Draw a card. Activate this ability only if Sanguine Goblet has eight or more blood counters on it.

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