Cards where: subtype includes skill
Cards Images Table

Showing 201-248 of 248 cards (page 5 of 5)

← Previous
Page 5 of 5
Next β†’
πŸƒ
Image coming soon
Song of Nurturing

Song of Nurturing

2
Norm

Allies you control get +2 until end of turn. Class Bonus: Those allies also get +1 until end of turn. (Apply the additional effect only if your champion's class matches this card's class.)

Mana-imbued music invigorates those who hear it.

Speed
Fast
πŸƒ
Image coming soon
Song of Return

Song of Return

3
Wind

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

Return up to two target allies you control to their owner's hands.

Speed
Fast
πŸƒ
Image coming soon
Squallbind Pounce

Squallbind Pounce

2
Wind

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.)

Up to one target Ranger unit becomes distant.

If Squallbind Pounce is imbued, suppress up to one target attacking ally.

Speed
Fast
πŸƒ
Image coming soon
Stand Fast

Stand Fast

2
Norm

Activate this card only during your end phase.

Wake up target ally you control. It gains taunt and gets +1 until the beginning of your next turn. (An awake ally with taunt must be targeted before other units you control during your opponents' attack declarations if able.)

Speed
Fast
πŸƒ
Image coming soon
Stargazer's Portent

Stargazer's Portent

4
Astra

Class Bonus This card costs 1 less to activate.

The next time you starcall a card this turn, copy that activation. You may choose new targets for the copy.

A stellar comet shines twice as bright.

Speed
Fast
πŸƒ
Image coming soon
Steady Verse

Steady Verse

2
Norm

Class Bonus The next Harmony action card you activate this turn costs 1 less to activate.

Draw a card into your memory.

A rousing allegro before the crescendo.

Speed
Slow
πŸƒ
Image coming soon
Stellarion Shift

Stellarion Shift

2
Astra

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.

Speed
Fast
πŸƒ
Image coming soon
Stifling Trap

Stifling Trap

2
Wind

Class Bonus If it's not your turn, you may remove two preparation counters from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target ally, then negate all on enter triggers from that ally.

Speed
Fast
πŸƒ
Image coming soon
Stolen Chance

Stolen Chance

1
Norm

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."

Speed
Fast
πŸƒ
Image coming soon
Storm of Thorns

Storm of Thorns

2
Water

If damage would be dealt to a unit you control this turn, prevent 1 of that damage. If the damage prevented had a unit as its source, deal 1 damage to that unit.

Class Bonus Floating Memory

Speed
Fast
πŸƒ
Image coming soon
Strategic Planning

Strategic Planning

2
Norm

Glimpse 2. Put a preparation counter on your champion. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

No such thing as too much preperation.

Speed
Slow
πŸƒ
Image coming soon
Strategic Warfare

Strategic Warfare

2
Norm

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.

Speed
Slow
πŸƒ
Image coming soon
Study the Fables

Study the Fables

2
Norm

Target player reveals six cards from their material deck. Draw a card into your memory.

Perhaps the answer lies within Azoth's many myths.

Speed
Slow
πŸƒ
Image coming soon
Suited Trickery

Suited Trickery

1
Norm

Until the beginning of your next turn, players can't declare attacks with champions they control unless they pay 2 for each attack declaration. Then if you control a Suited ally, draw a card into your memory.

The monster had been detained.

Speed
Slow
πŸƒ
Image coming soon
Summon Pawn

Summon Pawn

2
Norm

You may reveal three Chessman cards from your hand and/or memory. If you do, summon a Pawn Piece token.

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
πŸƒ
Image coming soon
Summon Sentinels

Summon Sentinels

4
Neos

Class Bonus This card costs 1 less to activate for each domain you control.

Summon two Automaton Drone tokens each with a buff counter on them.

Speed
Slow
πŸƒ
Image coming soon
Surge Protector

Surge Protector

2
Fire

Until end of turn, target Shield item you control gains β€œIf damage would be dealt to your champion, prevent that damage and sacrifice this object instead.”

A broken shield is much cheaper to replace than a broken body.

Speed
Fast
πŸƒ
Image coming soon
Surging Undertow

Surging Undertow

4
Water

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.

Speed
Fast
πŸƒ
Image coming soon
Surveil the Winds

Surveil the Winds

2
Wind

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

Draw a card, then put a preparation counter on your champion.

The winds tell more than just which direction it blows.

Speed
Slow
πŸƒ
Image coming soon
Suzaku's Command

Suzaku's Command

2
Fire

Target Beast ally's next attack this turn gains unblockable and gets +2 . If that ally is a Shenju, that attack gets an additional +2 and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercepted and ignores taunt.)

Speed
Fast
πŸƒ
Image coming soon
Swerving Spring

Swerving Spring

2
Norm

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

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
πŸƒ
Image coming soon
Swooping Talons

Swooping Talons

3
Norm

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.)

Speed
Slow
πŸƒ
Image coming soon
Tactical Retreat

Tactical Retreat

3
Water

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

Speed
Fast
πŸƒ
Image coming soon
Take Aim

Take Aim

2
Norm

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.)

Speed
Slow
πŸƒ
Image coming soon
Take Cover

Take Cover

5
Norm

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.)

Speed
Fast
πŸƒ
Image coming soon
Take Point

Take Point

2
Norm

Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Class Bonus Floating Memory

Speed
Slow
πŸƒ
Image coming soon
Tempered Steel

Tempered Steel

1
Fire

Put a durability counter on target weapon 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.)

Speed
Slow
πŸƒ
Image coming soon
Temper in Flames

Temper in Flames

1
Fire

Target weapon gets +1 until end of turn. Put a durability counter on it.

A weapon grows stronger when tempered in the fiery passions of its bearer.

Speed
Slow
πŸƒ
Image coming soon
Tend the Land

Tend the Land

3
Norm

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

Gather, then draw a card. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Speed
Slow
πŸƒ
Image coming soon
Three Visits

Three Visits

0
Wind

As an additional cost to activate this card, rest your champion.

Class Bonus You may activate this card from your graveyard. If you do, banish it as it resolves.

Class Bonus You may activate this card from your banishment. If you do, put it on the bottom of your deck as it resolves.

Glimpse 2 and recover 2.

Speed
Fast
πŸƒ
Image coming soon
Tidal Tirade

Tidal Tirade

2
Water

Target Human ally gets +1 and gains retort 2 until end of turn. (As long as this ally with retort 2 is retaliating, it gets +2 .)

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.)

Speed
Fast
πŸƒ
Image coming soon
Tinderflare Pivot

Tinderflare Pivot

2
Fire

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.)

Speed
Fast
πŸƒ
Image coming soon
Torching Reach

Torching Reach

2
Fire

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."

Speed
Fast
πŸƒ
Image coming soon
Training Session

Training Session

2
Norm

Put a buff counter on target ally you control. (Allies get +1 power and +1 life for each buff counter on them.)

With enough practice, even a shabby recruit can turn into a capable fighter.

Speed
Slow
πŸƒ
Image coming soon
Trump Set

Trump Set

2
Norm

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

Change the target of an attack to a Suited ally you control. If you do, that ally gets +3 and +3 until end of turn.

Speed
Fast
πŸƒ
Image coming soon
Turbo Charge

Turbo Charge

3
Norm

As an additional cost to activate this card, sacrifice a Powercell.

Draw two cards.

β€œWarning! Overcharging powercells can lead to catastrophic failure. Call a technician for support!”
β€” Gearstride Automatics Manual

Speed
Slow
πŸƒ
Image coming soon
Twisted Verdict

Twisted Verdict

6
Norm

Target opponent looks at the top five cards of your deck. They choose two cards from among them and put them into your memory. Then they put the rest on the bottom of your deck in any order.

"Silence! Consider your verdict."

Speed
Slow
πŸƒ
Image coming soon
Uncover the Plot

Uncover the Plot

2
Luxem

Target player reveals all cards in their memory. Draw a card.

Class Bonus Put two preparation counters on your champion. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
πŸƒ
Image coming soon
Undeniable Truth

Undeniable Truth

1
Norm

As an additional cost to activate this card, sacrifice an ally.

Draw a card, then put a preparation counter on your champion.

β€œI hope that now you may find peace. After all, we both knew there was no other way.”

Speed
Fast
πŸƒ
Image coming soon
Undercurrent Vantage

Undercurrent Vantage

2
Water

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.)

Speed
Fast
πŸƒ
Image coming soon
Under Fire

Under Fire

3
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.

Speed
Fast
πŸƒ
Image coming soon
Unearth Revelations

Unearth Revelations

1
Norm

Draw two cards, then put two cards from your hand on the bottom of your deck in any order.

Ancient relics lie buried underneath Azoth. Now, it's a race to see who can control their power first.

Speed
Slow
πŸƒ
Image coming soon
Unmake Duality

Unmake Duality

3
Norm

As an additional cost to activate this card, sacrifice a regalia with divine relic.

Draw two cards.

With that, everyone was saved. Everyone but the one person who mattered the most: Alice.

Speed
Slow
πŸƒ
Image coming soon
Vanish from Sight

Vanish from Sight

3
Norm

Activate this card only during an opponent's recollection phase.

Your champion gains stealth until end of turn.

Like a wraith, Tristan slipped through the battle wrapped in shadows unseen, daggers ready.

Speed
Fast
πŸƒ
Image coming soon
Veiled Dash

Veiled Dash

4
Wind

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.

Speed
Fast
πŸƒ
Image coming soon
Water Herbs

Water Herbs

2
Water

Target player puts the top two cards of their deck into their graveyard.

Class Bonus Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Speed
Fast
πŸƒ
Image coming soon
Wildheart Hymn

Wildheart Hymn

2
Wind

Until end of turn, whenever an Animal enters the field under your control, put a buff counter on it. (Allies get +1 and +1 for each buff counter on them.)

Music can connect hearts, regardless of species.

Speed
Slow
πŸƒ
Image coming soon
Winds of Retribution

Winds of Retribution

6
Wind

Class Bonus Level 2+ This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Allies you control get +2 until end of turn.

Speed
Slow
← Previous
Page 5 of 5
Next β†’