Cards where: rarity is less than R

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Deflecting Edge

Deflecting Edge

1
Norm

This card costs 1 less to activate if you control a Sword weapon.

Prevent the next 3 combat damage that would be dealt to target unit this turn.

When masterfully used, a sword can deflect any attack with minimal force.

Speed
Fast
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Dematerialize

Dematerialize

3
Wind

Return target regalia to its owner's material deck.

Things worn and torn need not be spurned
to ash and dust. They'll be returned
with new life and purpose earned.

Speed
Slow
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Demolition

Demolition

3
Fire

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Deal 3 damage to target unit or Siegeable domain.

Speed
Fast
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Deploy Gunshield

Deploy Gunshield

2
Norm

Target Gun weapon you control gains spellshroud until end of turn. (Objects with spellshroud can't be targeted by Spells.)

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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Desperate Dive

Desperate Dive

3
Water

Class Bonus This card costs 1 less to activate.

Prevent the next X damage that would be dealt to target unit you control this turn where X is the amount of water element cards in your graveyard. That unit becomes distant.

Speed
Fast
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Determined Spearman

Determined Spearman

3
Norm

Equestrian β€” As long as you control a Horse ally, this card costs 1 less to activate.

Level 1+ Determined Spearman gets +1 . (Apply this effect only if your champion is level 1 or higher.)

"Be not afraid of slowness. Be afraid of standing still."

Power
2
Life
2
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Devastating Blow

Devastating Blow

3
Fire

Class Bonus Level 3+ Devastating Blow gets +4 and can't be retaliated. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 3 or higher.)

Such a mighty swing leaves little else to do than hope something remains.

Power
3
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Develop Mana

Develop Mana

3
Norm

Put a level counter on your champion. (Champions get +1 level for each level counter on them.)

From enlightenment comes transcendance.

Speed
Slow
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Devoted Bloomweaver

Devoted Bloomweaver

2
Tera
Card Type
Ally β€” Mage Human

Preserve (When this ally dies, put it into its owner's material deck preserved. As you materialize, you may instead return a preserved card to your hand.)

Class Bonus On Enter: Empower 2.

"Willows make shade but spring gives light."

Power
2
Life
2
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Devoted Martyr

Devoted Martyr

2
Norm

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

Class Bonus Whenever your champion levels up, you may banish this card from your graveyard. If you do, recover 2.

Power
0
Life
2
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Dewdrop Hares

Dewdrop Hares

2
Water

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. Apply this effect only if your champion's class matches this card's class.)

A rare sight after fresh rain.

Power
1
Life
3
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Diana, Aether Dilettante

Diana, Aether Dilettante

1
Norm

On Enter: If Diana is distant, materialize an Aetherwing card from your material deck. (You still pay its costs.)

Inherited Effect β€” Ranged 1 (As long as this unit is distant, its attacks get +1.)

Level
Lv. 1
Life
19
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Diana, Cursebreaker

Diana, Cursebreaker

3
Umbra

Diana Lineage

Banish all Curse cards from Diana's lineage: Materialize two Bullet cards from your material deck. Until end of turn, Diana gains "On Attack: Wake up Diana." Activate this ability only if there are four or more Curse cards in Diana's lineage.

Level
Lv. 3
Life
25
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Diana, Deadly Duelist

Diana, Deadly Duelist

2
Norm

Diana Lineage (Diana, Deadly Duelist must be leveled from a previous level "Diana" champion.)

On Enter: Materialize a Bullet card from your material deck. (You still pay its costs.)

Inherited Effect: Ranged 2

Level
Lv. 2
Life
22
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Diana, Duskstalker

Diana, Duskstalker

3
Umbra

Diana Lineage

On Enter: Diana becomes distant.

On Champion Hit: Generate a Creeping Torment card and put it on the bottom of the hit champion's lineage. (To generate, add that card from outside of the game.)

Level
Lv. 3
Life
25
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Diana, Judgment's Arrow

Diana, Judgment's Arrow

2
Norm

Diana Lineage

On Enter: Load up to two Aethercharge cards from your hand and/or memory into an Aetherwing weapon you control. For each card loaded this way, draw a card into your memory.

Inherited Effect β€” Ranged 1

Level
Lv. 2
Life
22
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Diana, Keen Huntress

Diana, Keen Huntress

1
Norm

Lineage Release β€” Materialize a Gun card from your material deck. (Activate this ability by banishing this card from your champion's inner lineage.)

A talented archer in a past life, her mastery of firearms came naturally while on Azoth.

Level
Lv. 1
Life
19
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Diana, Moonpiercer

Diana, Moonpiercer

3
Astra

Diana Lineage

Whenever Diana becomes distant, choose oneβ€”
β€’ Negate each card activation that targets Diana unless its controller pays 2. Then if Diana is defending, end the combat phase unless the attacking player pays 2.
β€’ Glimpse 2.

Level
Lv. 3
Life
25
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Diao Chan, Dreaming Wish

Diao Chan, Dreaming Wish

2
Norm

Diao Chan Lineage

Inherited Effect β€” At the beginning of your end phase, if the amount of glimmer counters on Diao Chan is less than the amount of phantasias you control, put an amount of glimmer counters on Diao Chan equal to the difference.

Level
Lv. 2
Life
22
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Diao Chan, Enchantress

Diao Chan, Enchantress

1
Norm

On Enter: Put two glimmer counters on Diao Chan.

Inherited Effect β€” β†·: Activate a Reaction Spell card from your memory. Pay its reserve cost only by removing that many glimmer counters from Diao Chan. Activate this ability only during an opponent's turn.

Level
Lv. 1
Life
19
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Diao Chan, Idyll Corsage

Diao Chan, Idyll Corsage

3
Tera

Diao Chan Lineage

On Enter: Choose any amount of non-champion objects and put a wither counter on each of them.

Whenever a non-token object an opponent controls is destroyed, you may banish it. If you do, that opponent summons a Flowerbud token.

Level
Lv. 3
Life
25
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Diffusive Block

Diffusive Block

2
Water

This card costs 1 less to activate If you control a Shield item.

Prevent the next 2 damage that would be dealt to target unit this turn.

Class Bonus Floating Memory

Speed
Fast
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Dire Requiem

Dire Requiem

2
Fire

Summon a Direwolf token.

Class Bonus You may banish a fire element card from your graveyard. If you do, summon another Direwolf token. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Direwolf

Direwolf

0
Fire

At the beginning of your end phase, sacrifice Direwolf.

Their blazing coats periodically cause fires that are revered as sacred cleansings of the land.

Power
2
Life
1
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Disciple of the Waves

Disciple of the Waves

3
Water
Card Type
Ally β€” Mage Human

Deluge 3 β€” As long as you have three or more water element cards in your graveyard, this card costs 1 less to activate.

Trained in the sacred teachings of the Black Tortoise, they follow the ocean's flow, serving those graced by its enduring currents.

Power
2
Life
2
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Disenchant

Disenchant

2
Norm

Destroy target phantasia.

Magic can be as strong as the most hardened iron or as fleeting as a dandelion in a breeze.

Speed
Slow
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Disorienting Winds

Disorienting Winds

5
Wind

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

Return target ally to its owner's hand. Draw a card.

Not the best way to travel.

Speed
Slow
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Dissonant Fractal

Dissonant Fractal

1
Water

On Enter: Glimpse 4.

As long as you control two or more other phantasias, Dissonant Fractal has reservable. (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Dissuading Aether

Dissuading Aether

2
Water

Target unit's attacks get -3 until end of turn. Then you may load Dissuading Aether into an Aetherwing weapon you control.

"To the bottom of the treacle-well you go."

Power
1
Speed
Fast
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Dissuading Halt

Dissuading Halt

2
Water

Target unit's attacks get -3 until end of turn.

Class Bonus Floating Memory

"I pray that Genbu's chill will cleanse you of the demon's grasp."

Speed
Fast
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Dodge Roll

Dodge Roll

1
Norm

Prevent the next 3 non-combat damage that would be dealt to target unit you control this turn. That unit becomes distant. (Units stay distant until the end of their controller’s turn.)

Acrobatic. Graceful. Effortless.

Speed
Fast
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Dominating Strike

Dominating Strike

3
Wind

Vanitas Bonus You may reveal three wind element cards from your memory rather than pay this card's reserve cost. (Apply this effect only if your champion is Vanitas.)

Weapons can't be used for this attack.

Power
4
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Dormant Sacrificial Altar

Dormant Sacrificial Altar

2
Water

On Enter: Draw a card into your memory.

Sacrifice an Automaton ally and a Human ally: Put the top two cards of your deck into your graveyard.

The mythological resting place of a voracious titan.

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Dormouse Informant

Dormouse Informant

3
Norm

On Enter: If your champion has no preparation counters on them, put a preparation counter on them.

"The Mirelune Inn is hosting a girl who looks awfully similar to you. No one seems to know from where she came."

Power
2
Life
2
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Dorumegian Foundry

Dorumegian Foundry

8
Norm

Class Bonus This card costs 2 less to activate for each of up to three domains you control.

On Enter: Summon an Automaton Drone token with a buff counter on it.

A city cannot be built in a day, but a machine can.

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Doubled Pawns

Doubled Pawns

3
Water

Summon two Pawn Piece tokens.

Alice Bonus If Doubled Pawns was activated during an opponent's recollection phase, those tokens also gain taunt until end of turn.

You never know who will become queen.

Speed
Fast
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Draught of Stamina

Draught of Stamina

4
Wind

Brew β€” One Springleaf, Two Herbs (You may sacrifice the listed objects rather than pay this card's reserve cost.)

Sacrifice Draught of Stamina: Wake up target ally you control.

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Dreamy Unicorn

Dreamy Unicorn

2
Norm

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

On Death: Put a preparation counter on your champion.

Power
1
Life
2
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Dredging Streams

Dredging Streams

2
Water

Banish target card from a graveyard.

Level 2+ Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost. Apply this effect only if your champion is level 2 or higher.)

Speed
Fast
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Drifting Abysshell

Drifting Abysshell

2
Water

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

"You may not have lived much under the sea, and perhaps you were never even introduced to a lobster, so you can have no idea what a delightful thing a Lobster Quadrille is."

Power
2
Life
1
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Drifting Rogue

Drifting Rogue

3
Water

On Enter: Put a preparation counter on your champion.

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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Drowned Cut

Drowned Cut

1
Water

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. Apply this effect only if your champion's class matches this card's class.)

A dagger sunk is a target dead.

Power
2
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Drown in Aether

Drown in Aether

2
Water

Class Bonus Fast Activation (You may activate this card at fast speed.)

Target rested ally gets -3 until end of turn. Then you may load Drown in Aether into an Aetherwing weapon you control.

Power
1
Speed
Slow
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Drown in Sorrow

Drown in Sorrow

2
Water

Recover 1 and put a haunt counter on your Phantasmagoria.

Alice 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.)

Speed
Slow
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Ducal Seal

Ducal Seal

0
Exalted
Norm

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

Banish Ducal Seal: Until end of turn, players can’t declare attacks unless they pay 3 for each attack declaration. Activate this ability only during an opponent’s recollection phase.

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Duxal Proclamation

Duxal Proclamation

1
Norm

Banish Duxal Proclamation: Allies you control get +1 until end of turn. Activate this ability only if each opponent controls no allies.

A war chant passed down through generations, said to ignite courage and inspire unwavering resolve in all who hear it.

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Eager Page

Eager Page

3
Norm

At the beginning of your recollection phase, if you haven't materialized a card this turn, put a buff counter on Eager Page. (Allies get +1 power and +1 life for each buff counter on them.)

What they lack in experience, they make up in enthusiasm.

Power
1
Life
3
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Embercrypt Burn

Embercrypt Burn

2
Fire

Banish target card from a graveyard. Then deal 2 damage to each champion.

"Don't you want to see what the flame of a candle is like after it's blown out?"

Speed
Fast
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Embershield Keeper

Embershield Keeper

5
Fire

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 As long as Embershield Keeper is fostered, it gets +2 .

Power
4
Life
2
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Embersong

Embersong

2
Fire

Deal 2 damage to up to one target ally.

Class Bonus Target ally you control gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

A fiery anthem that sets hearts ablaze.

Speed
Slow
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