Showing 201-242 of 242 cards (page 5 of 5)
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.)
Stellarion Shift
Target unit becomes distant. Draw a card.
Class Bonus Element Bonus 2, Banish this card from your graveyard: Your champion gains stealth until end of turn. Prevent the next 4 non-combat damage that would be dealt to them this turn. Activate this ability only if your champion is distant.
Stillwater Patrol
True Sight (This ally can attack units with stealth.)
As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .
Specially trained to be ever-vigilant, little bypasses their detection.
Stolen Chance
Remove a preparation counter from target champion. If a preparation counter was removed this way, draw a card.
"Intruders will be dealt with no mercy."
Strategic Warfare
Allies you control get +1 until end of turn.
Level 2+ Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)
Reconnaissance and battlefield tactics can overcome even overwhelming numbers.
Sun Jian, Wolvesbane
As long as Sun Jian is attacking a Beast unit, Sun Jian gets +2 and her attacks can't be retaliated.
On Ally Kill: If the killed ally was a Beast, draw a card into your memory.
Supply Drone
Class Bonus At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)
Armor-plated and heat-resistant to prevent the sympathetic detonation of critical munitions.
Surging Undertow
Class Bonus This card costs 2 less to activate.
Put the top three cards of your deck into your graveyard. Then if there are three or more water element cards in your graveyard, choose a unit and it becomes distant.
Swooping Talons
Choose one β
β’ Deal 2 damage to target ally.
β’ Level 2+ Destroy target item with memory cost 0 or reserve cost 4 or less. (Choose this option only if your champion is level 2 or higher.)
Synth Disrupter
Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.
Repurposed in haste to jam and scramble electrical signals characteristic to automatons.
Tactical Retreat
Target unit becomes distant. If that unit is defending, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)
Class Bonus Floating Memory
Take Aim
Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)
Take Cover
Class Bonus This card costs 1 less to activate.
Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)
Tasershot
Renewable
β·: Load Tasershot into target unloaded Gun weapon you control.
Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.
Teasing Aerocharge
Suppress target ally. (To suppress an object, banish it and return it to the field under its ownerβs control at the beginning of the next end phase.)
Then you may load Teasing Aerocharge into an Aetherwing weapon you control.
Tinderflare Pivot
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.)
Target Ranger unit becomes distant and gains ranged 1 until end of turn. (Units stay distant until the end of their controller's turn.)
Torching Reach
Draw a card, then discard a card. Then if your champion is distant, draw another card.
"I care little for how history will remember me. The present is where my power lies."
Trained Sharpshooter
Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion's class matches this card's class.)
Military-trained infantry able to adjust position and sight an enemy across the battlefield.
Trivariate Dream
(Aetherwing β Must be loaded to use for an attack and canβt be used with an attack card.)
Class Bonus On Attack: If there are exactly three Aethercharge cards in the attacker's intent, this attack gets +3.
Turbulent Bullet
Renewable
β·: Load Turbulent Bullet into target unloaded Gun weapon you control.
Class Bonus On Hit: Up to two target allies you control get +1 until end of turn.
Undercurrent Vantage
Glimpse 3. Your champion 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.)
Under Fire
Class Bonus This card costs 1 less to activate.
Your champion becomes distant. Then you may have Under Fire deal 4 damage to your champion. If you do, your champion gains stealth until end of turn.
Vanishing Eclipse
Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)
Return target ally to the top of its owner's deck. Your champion becomes distant.
Vanishing Shot
β·: Load Vanishing Shot into target unloaded Gun weapon you control.
On Ally Hit: You may return the hit ally to its owner's memory.
A enchanted bullet to make threats disappear.
Veiled Dash
Class Bonus This card costs 2 less to activate.
Up to two target units become distant, then reveal any amount of wind element cards from your memory. Prevent the next X damage that would be dealt to each of those units this turn where X is the amount of wind element cards revealed this way.
Veteran Aerotheurge
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.
Violet Haze
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.
Viridescent Aetherstreak
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.
Volatile Fusilier
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.
Waterlogged Ranger
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.)
Wayfinder's Map
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.
Weaving Manastream
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.
Whisperwind Compass
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.
Winbless Arbalest
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Class Bonus Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)
Winbless Rangefinder
On Enter: Another target unit you control becomes distant. If that unit is an Automaton ally, put a buff counter on it.
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.)
Wind Cutter
Class Bonus Wind Cutter gets +1 . (Apply this effect only if your champion's class matches this card's class.)
On Hit: Reveal a card at random from your memory. If that card is wind element, put Wind Cutter into your its owner's memory.
Windmill Engineer
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.)
On Enter: If Windmill Engineer is imbued, draw a card into your memory.
Windpiercer
Renewable
β·: Load Windpiercer into target unloaded Gun weapon you control.
On Attack: Glimpse 1, then reveal the top card of your deck. If that card is wind element, Windpiercer gets +2 .
Winged Talaria
2, Banish Winged Talaria: Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
These enchanted sandals are said to carry their wearer to wherever their destiny calls.
Yunzhou Cavalry
Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion's class matches this card's class.)
Equestrian β On Enter: If you control a Horse ally, Yunzhou Cavalry becomes distant. (Units stay distant until the end of their controller's turn.)