Showing 201-250 of 3478 cards (page 5 of 70)
Awakened Deacon
As long as you control two or more phantasias, Awakened Deacon has intercept. (Whenever your champion is attacked while this ally with intercept is awake, you may redirect that attack to this ally.)
Class Bonus Floating Memory
Awakened Frostguard
Class Bonus Foster
On Foster: You may banish up to two cards with floating memory from your graveyard. For each card banished this way, put a buff counter on Awakened Frostguard and draw a card.
Awakened Frostguard has vigor as long as it's fostered.
Awaken Ombre
As an additional cost to activate this card, pay X+X.
Ciel Bonus Put up to X target ally omens you have onto the field rested. For each ally put onto the field this way, wake up that ally if one of its non-norm elements matches one of your champion's elements.
Axis Gale Scholar
As long as your Shifting Currents face North, Axis Gale Scholar gets +2 .
As long as your Shifting Currents face South, allies you control get +1 .
"No matter the direction, the winds grant us guidance."
Azure Protective Trinket
Banish Azure Protective Trinket: Banish up to three target fire element cards from a single graveyard.
An enchanted pendant that provides soothing relief from the scorching summer heat.
Baby Blue Slime
Class Bonus Baby Blue Slime gets +1 . (Apply this effect only if your champion's class matches this card's class.)
↷: Prevent the next 2 damage that would be dealt to another target Slime ally you control this turn.
Baby Blue Slime
Class Bonus Baby Blue Slime gets +1 . (Apply this effect only if your champion's class matches this card's class.)
↷: Prevent the next 2 damage that would be dealt to another target Slime ally you control this turn.
Baby Gray Slime
Intercept
On Enter: You may reveal two Slime cards from your hand and/or memory. If you do, draw a card.
A common species of slime. Though they exhibit no biologically remarkable traits, other slimes seem to naturally be drawn to them.
Baby Gray Slime
Intercept
On Enter: You may reveal two Slime cards from your hand and/or memory. If you do, draw a card.
A common species of slime. Though they exhibit no biologically remarkable traits, other slimes seem to naturally be drawn to them.
Baby Green Slime
Class Bonus Fast Activation (You may activate this card at fast speed.)
On Enter: Suppress target item or weapon. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)
Baby Green Slime
Class Bonus Fast Activation (You may activate this card at fast speed.)
On Enter: Suppress target item or weapon. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)
Baby Red Slime
Class Bonus On Attack: You may discard a card. If you do, draw a card into your memory. If the discarded card was a fire element card, Baby Red Slime gets +1 until end of turn. (Apply this effect only if your champion’s class matches this card’s class.)
Baby Red Slime
Class Bonus On Attack: You may discard a card. If you do, draw a card into your memory. If the discarded card was a fire element card, Baby Red Slime gets +1 until end of turn. (Apply this effect only if your champion’s class matches this card’s class.)
Baby Silver Slime
As long as you control another Slime ally, Baby Silver Slime has taunt.
On Death: You may reveal a Slime card from your hand or memory. If you do, draw a card.
An invasive species, often mistaken for its gray cousin.
Baby Silver Slime
As long as you control another Slime ally, Baby Silver Slime has taunt.
On Death: You may reveal a Slime card from your hand or memory. If you do, draw a card.
An invasive species, often mistaken for its gray cousin.
Backdash
Target unit becomes distant.
Class Bonus Level 2+ Draw a card. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Rabbits are known to be quick on their feet.
Backstab
Class Bonus As long as your champion is attacking a rested unit, Backstab gets +2 .
Never let an assassin out of your sight.
Backstab
Class Bonus As long as your champion is attacking a rested unit, Backstab gets +2 .
Never let an assassin out of your sight.
Backstep
Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
Draw a card.
Any good demolitionist knows to take a few steps back before admiring their own handiwork.
Backstep
Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
Draw a card.
Any good demolitionist knows to take a few steps back before admiring their own handiwork.
Backstep
Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
Draw a card.
Some sights are best seen from afar.
Backstep
Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
Draw a card.
Any good demolitionist knows to take a few steps back before admiring their own handiwork.
Backstep
Target unit becomes distant. (Units stay distant until the end of their controller's turn.)
Draw a card.
Shifting perspectives may uncover secrets anew.
Backup Charger
3, Banish Backup Charger: Summon a Powercell token rested. Draw a card into your memory.
“Running out of energy too fast? In a pinch? Our prototype failsafe will guarantee you a fresh charge!”
— Gearstride Automatics Advert
Backup Charger
3, Banish Backup Charger: Summon a Powercell token rested. Draw a card into your memory.
“Running out of energy too fast? In a pinch? Our prototype failsafe will guarantee you a fresh charge!”
— Gearstride Automatics Advert
Backup Charger
3, Banish Backup Charger: Summon a Powercell token rested. Draw a card into your memory.
“Running out of energy too fast? In a pinch? Our prototype failsafe will guarantee you a fresh charge!”
— Gearstride Automatics Advert
Bagua of Cardinal Fate
Depending on your Shifting Currents' direction—
• North— Put a buff counter on an ally you control.
• South— Return an ally you control to your owner's hand.
• West— Glimpse 3. Draw a card.
• East— Wake up each defending ally. They each get +2 until end of turn.
Bagua of Vital Demise
As long as your Shifting Currents face West, you may activate this card from your material deck.
Deal 4 damage to target unit. If your Shifting Currents face East, put this card into its owner's material deck preserved.
Bairui, Resplendent Barrier
If damage would be dealt to your champion while Bairui has two or less charge counters on it, prevent 2 of that damage and put a charge counter on Bairui instead.
Kongming Bonus Sacrifice Bairui: Empower 7. Activate this ability only if there are three charge counters on Bairui and only if your Shifting Currents face South.
Bairui, Resplendent Barrier
If damage would be dealt to your champion while Bairui has two or less charge counters on it, prevent 2 of that damage and put a charge counter on Bairui instead.
Kongming Bonus Sacrifice Bairui: Empower 7. Activate this ability only if there are three charge counters on Bairui and only if your Shifting Currents face South.
Baleful Oblation
Ciel Bonus This card costs 2 less to activate.
Deal X damage to all units except for your champion, where X is the lowest reserve cost among your omens.
Echoes fade and memories die.
Balmshot Nurse
↷: Recover 3. Activate this ability only if Balmshot Nurse is distant. (To recover, remove that many damage counters from your champion.)
"Alright, who needs healing?"
Bandage Wound
Recover 4. (To recover, remove that many damage counters from your champion.)
“I have to save her. I can’t lose Rose again!”
— Claude, Fated Visionary
Band of Burning Verdict
On Enter: Draw a card.
Class Bonus ↷: Target Animal or Beast ally you control gets +1 and gains true sight until end of turn. (Units with true sight can attack units with stealth. Activate this ability only if your champion's class matches this card's class.)
Band of Burning Verdict
On Enter: Draw a card.
Class Bonus ↷: Target Animal or Beast ally you control gets +1 and gains true sight until end of turn. (Units with true sight can attack units with stealth. Activate this ability only if your champion's class matches this card's class.)
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 .
Their passion and fervor on the battlefield inspire fellow warriors to ascend in strength.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.
Banner Knight
Class Bonus Level 2+ Other allies and weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Standards raised behind capable leaders often instill courage in those that march astride.