Cards where: set is AMB*
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Showing 201-250 of 323 cards (page 5 of 7)

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Phantom Veil

Phantom Veil

1
Norm

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

2: Linked ally gains stealth until end of turn. (This unit can't be targeted by attacks unless permitted by true sight.)

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Pierce the Heavens

Pierce the Heavens

3
Norm

Jin Bonus As long as your champion has leveled up this turn, this attack gets +2 and has unblockable. (An attack with unblockable can't be intercepted and ignores taunt. Apply this effect only if your champion is Jin.)

Do the impossible, see the invisible.

Power
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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Planted Explosive

Planted Explosive

2
Fire

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

Deal 2 damage to target unit. If Planted Explosive was prepared, deal 4 damage to that unit instead.

Fight fire with fire.

Speed
Fast
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Poised Rearguard

Poised Rearguard

3
Wind

Hindered (This ally enters the field rested.)

Class Bonus Equestrian β€” On Enter: If you control a Horse ally, wake up Poised Rearguard.

Trained in the capital of the Yunzhou Domain, these soldiers often originate from the local farmlands.

Power
3
Life
3
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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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Primal Whip

Primal Whip

1
Norm

Class Bonus Level 2+ On Attack: Up to two target non-Human allies get +1 until end of turn. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Power
1
Durability
3
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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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Prismatic Perseverance

Prismatic Perseverance

2
Norm

Level 2+ Damage 15+ All elements are enabled for you.

All living creatures, even humans, undergo profound transformation when subjected to immense duress.

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Prismatic Spirit

Prismatic Spirit

0
Norm

On Enter: Draw six cards then choose two basic elements. Prismatic Spirit gains "Inherited Effect: This object is each of the chosen elements in addition to its other elements."

A beautiful dance of color and the enmeshment of elements make manifest its prismatic brilliance.

Level
Lv. 0
Life
15
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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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Proof of Life

Proof of Life

1
Exia

The next time your champion would take damage this turn, double that damage.

Damage 40+ 2, Banish this card from your graveyard: Wake up your champion.

"My harshest trial will forge my brightest life!"

Speed
Fast
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Protective Fractal

Protective Fractal

4
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

β†·: Prevent the next 1 damage that would be dealt to target champion this turn.

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Protector's Plate

Protector's Plate

0
Norm

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

Linked ally gets +1 and has intercept.

The armor feels fuller with each life that is spared.

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Pupil of Sacred Flames

Pupil of Sacred Flames

3
Fire
Card Type
Ally β€” Mage Human

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, empower 2.

Kongming Bonus On Death: If your Shifting Currents face East, each player draws a card and then you may change the direction of your Shifting Currents to a different direction of your choice.

Power
2
Life
2
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Rainweaver Mage

Rainweaver Mage

3
Water
Card Type
Ally β€” Mage Human

Class Bonus On Enter: You may banish a card with floating memory from your graveyard. If you do, empower 4. (The next Spell card you activate this turn activates and resolves as if your champion got +4 level.)

Power
2
Life
3
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Razor Broadhead

Razor Broadhead

3
Norm

β†·: Load Razor Broadhead into target unloaded Bow weapon you control.

On Attack: If the attacker is distant, Razor Broadhead gets +3 .

First crafted for beasts, then adapted for armor.

Power
3
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Razorgale Calling

Razorgale Calling

4
Wind

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Whenever you activate a wind element card, deal 1 damage to target champion.

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Reckless Slash

Reckless Slash

2
Norm

Sometimes the best solution is straight forward.

Power
3
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Reclaim

Reclaim

2
Wind

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

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

A summoning circle at the ready for a quick escape.

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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Regenerate

Regenerate

2
Norm

Draw a card into your memory.

Class Bonus Damage 10+ Recover 2. (To recover, remove that many damage counters from your champion. Apply this effect only if there are ten or more damage counters on your champion.)

Speed
Fast
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Relentless Outburst

Relentless Outburst

3
Exia

Class Bonus Damage 35+ Until end of turn, if target champion would take damage this turn, they take that much damage plus 1 instead.

For every six damage counters on your champion, deal 1 damage to all other units.

Speed
Slow
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Relic of Dancing Embers

Relic of Dancing Embers

2
Fire

Hindered (This object entered the field rested.)

Whenever a fire element ally you control deals combat damage to a champion while Relic of Dancing Embers is awake, you may sacrifice Relic of Dancing Embers. If you do, deal 3 damage to that champion.

Class Bonus Floating Memory

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Relic of Sunken Past

Relic of Sunken Past

2
Water

At the beginning of your recollection phase, if there are three or more water element cards in your graveyard, you may sacrifice Relic of Sunken Past. If you do, draw a card.

Class Bonus Floating Memory

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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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Rippleback Terrapin

Rippleback Terrapin

4
Water

Class Bonus Spellshroud (This ally can't be targeted by Spells.)

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.

Power
1
Life
4
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Rising Tides

Rising Tides

2
Water

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)

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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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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Royal Bear

Royal Bear

4
Norm

Pride 2 (This ally won’t obey you unless your champion is level 2 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus Royal Bear gets +1 and +1 .

Power
2
Life
3
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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 Amulet

Safeguard Amulet

0
Norm

Banish Safeguard Amulet: If your champion would take non-combat damage this turn, prevent 4 of that damage.

Hopefully enough to block a fatal spell.

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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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Sage's Urn

Sage's Urn

0
Norm

At the beginning of your recollection phase, if there are less than four age counters on Sage's Urn, put an age counter on it.

Banish Sage's Urn: Empower X, where X is the amount of age counters on Sage's Urn.

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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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Savage Arrow

Savage Arrow

2
Norm

β†·: Load Savage Arrow into target unloaded Bow weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Floating Memory

Power
3
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Savage Attack

Savage Attack

3
Norm

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

The most simple strategy often is the clearest.

Power
2
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Savage Swing

Savage Swing

2
Norm

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.)

There are those who thrive in conflict.

Power
2
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Scarlet Tassel

Scarlet Tassel

0
Exia

Regalia Link (This object enters the field linked to target regalia. If the link is broken, sacrifice this object.)

2, β†·: Linked regalia gains omnishroud until end of turn. (An object with omnishroud can’t be targeted by activations, materializations, or triggers.)

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Scorchfire Assassin

Scorchfire Assassin

3
Fire

Class Bonus On Attack: You may remove up to three preparation counters from your champion. For each counter removed this way, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

Practiced restraint, explosive fury.

Power
1
Life
3
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Scorching Strafe

Scorching Strafe

4
Fire

Class Bonus This card costs 2 less to activate.

Target ally gets +2 until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)

"Spread like wildfire."

Speed
Slow
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Seafletched Serpent

Seafletched Serpent

3
Water

Pride 2 (This ally won’t obey you unless your champion is level 2 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus On Hit: You may load Seafletched Serpent into target unloaded Bow weapon you control.

Slither or quiver, it bites all the same.

Power
3
Life
3
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Seal the Past

Seal the Past

2
Norm

Target player banishes three preserved cards from their material deck.

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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Seasoned Archer

Seasoned Archer

2
Norm

Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 . Apply this effect only if your champion's class matches this card's class.)

Loyalty exists for those with privilege.

Power
1
Life
3
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Seize Fate

Seize Fate

6
Exia

Jin Bonus This card costs 2 less to activate.

For the rest of the game, if your champion would take damage, remove that many damage counters from them instead and then if there are zero damage counters on your champion, banish your champion.

Speed
Slow
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Sempiternal Sage

Sempiternal Sage

3
Tera

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 Attack: You may recover 3. If you don't, empower 3.

Power
3
Life
3
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Set Ablaze

Set Ablaze

2
Fire

Deal 4 damage to target ally.

Class Bonus Level 3+ Deal 3 damage to each champion controlled by the same player as that ally.

"The Imperial Academy never taught me this."

Speed
Slow
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Shard of Empowerment

Shard of Empowerment

0
Norm

Banish Shard of Empowerment: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

A fragment of a legendary crystal lost to time. Its power is rumored to be beyond mortal control.

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Sheath of Faceted Lapis

Sheath of Faceted Lapis

3
Water

Warrior Weapon Link (This object enters the field linked to target Warrior weapon. If the link is broken, sacrifice this object.)

On Enter: Draw a card.

Class Bonus Level 2+ Linked weapon gets +2 .

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Shield of Parvati

Shield of Parvati

0
Norm

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

If linked ally would take damage, prevent 2 of that damage and sacrifice Shield of Parvati instead.

Justice cannot be attained without sacrifice.

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