Cards where: subtype includes skill

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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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Scorching Trap

Scorching Trap

1
Fire

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

Deal 2 damage to target attacking unit.

Speed
Fast
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Scout the Land

Scout the Land

2
Wind

Look at the top four cards of your deck and put them back in any order. Draw a card.

β€œThe politics and kingmaking of empires matter little to me as long as there’s a bounty to be found.”
β€” Perse, Relentless Raptor

Speed
Fast
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Scry the Skies

Scry the Skies

1
Norm

Glimpse LV. Draw a card into your memory. (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.)

The skies hold secrets only privy to the few versed in its signs.

Speed
Slow
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Seething Intercession

Seething Intercession

2
Exia

Banish the top three cards of your deck. For as long as they're banished, you may activate them. As an additional cost to activate each of those cards, deal 2 unpreventable damage to your champion.

Jin Bonus If your influence is four or less, the next three cards you activate from banishment this turn cost 1 less to activate.

Speed
Fast
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Seiryuu's Command

Seiryuu's Command

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Until end of turn, whenever target Beast attacks, trigger all of its on attack abilities twice.

Speed
Fast
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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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Servile Possessions

Servile Possessions

Norm

Ciel Bonus Whenever your champion attacks, depending on the amount of omens you haveβ€”
β€’ 1 to 2β€” That attack gets +1.
β€’ 3 to 4β€” That attack gets +2.
β€’ 5 or moreβ€” That attack gets +3. Draw a card into your memory.

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Set the Traps

Set the Traps

2
Water

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

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

Speed
Slow
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Shadow Resonance

Shadow Resonance

2
Umbra

Recover 2, then draw a card. (To recover, remove that many damage counters from your champion.)

Tristan Bonus If your champion has four or more preparation counters on them, summon an Ominous Shadow token.

Speed
Fast
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Shared Fervor

Shared Fervor

1
Norm

Each player draws a card into their memory. You gain the Crowd's Favor status.

β€œLay down the barriers that separate us; only through unity can we prevail.”

Speed
Slow
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Sharpen Blade

Sharpen Blade

2
Norm

Target Dagger weapon gets +2 until end of turn.

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

The glint of steel begets the sheen of blood.

Speed
Slow
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Shield Fragmentation

Shield Fragmentation

2
Fire

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

Deal 4 damage to target unit.

"The best offense is a good defense."

Speed
Fast
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Shifting Mirage

Shifting Mirage

3
Umbra

Class Bonus This card costs 1 less to activate.

Your champion gains stealth until end of turn unless an opponent pays 2.

Tristan Bonus Summon an Ominous Shadow token.

Speed
Fast
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Shout at Your Pets

Shout at Your Pets

1
Fire

If you control an Animal or Beast ally, your champion gets +1 level until end of turn.

Class Bonus You may discard a card. If you do, draw a card. (Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Sidestep

Sidestep

2
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

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

Speed
Fast
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Singeing Leap

Singeing Leap

1
Fire

Deal 1 damage to your champion. Then your champion becomes distant.

Class 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
Fast
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Sinister Composure

Sinister Composure

2
Umbra

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

Tristan Bonus If you have agility, put three more preparation counters on your champion.

"I'll find you, Lorraine Allard. No matter what it takes."

Speed
Fast
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Sink the Mind

Sink the Mind

3
Water

Class Bonus This card costs 1 less to activate.

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

Until end of turn, whenever a card from the turn player's memory is put into their hand, that player puts the top card of their deck into their graveyard.

Speed
Fast
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Skirting Step

Skirting Step

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.)

Target unit becomes distant. If Skirting Step is imbued, prevent the next 1 damage that would be dealt to that unit this turn and draw a card.

Speed
Fast
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Slash and Burn

Slash and Burn

2
Fire

Class Bonus This card costs 1 less to activate.

Gather. Then you may banish up to three fire element cards from your graveyard. For each card banished this way, gather.

Nature gives even when it takes away.

Speed
Fast
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Sleety Retreat

Sleety Retreat

2
Water

Deluge 4 β€” As long as there are four or more water element cards in your graveyard, this card costs 2 less to activate.
Target Ranger unit becomes distant. If that unit is defending, end the combat phase unless an opponent pays 2.

Speed
Fast
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Sleight of Hand

Sleight of Hand

2
Norm

Target Suited ally you control gains stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

Class Bonus Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Slime Calling

Slime Calling

2
Wind

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

Class Bonus Look at the top 3+LV cards of your deck. You may activate up to two Slime ally cards from among them. Cards you activate this way cost 1 less to activate. Put the rest of the cards on the bottom of your deck in any order.

Speed
Fast
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Slime Eruption

Slime Eruption

1
Fire

You may banish any amount of fire element Slime ally cards and up to two non-fire element Slime ally cards from your graveyard. For each card banished this way, choose a unit and deal 1 damage to it.

Class Bonus Floating Memory

Speed
Fast
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Slime Party

Slime Party

4
Norm

Silvie Bonus This card costs 1 less to activate for each different element Slime ally you control. (Apply this effect only if your champion is Silvie.)

Put a buff counter on each Slime ally you control.

It would soon be the sovereign's birthday and the slimes were gathering to celebrate it.

Speed
Slow
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Slime's Blessing

Slime's Blessing

3
Wind

Class Bonus This card costs 1 less to activate.

Choose up to three units. Put a level counter on each chosen champion and a buff counter on each chosen Slime ally. (Champions get +1 level for each level counter on them.)

Speed
Fast
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Slip Away

Slip Away

2
Umbra

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are umbra element, this card becomes imbued.)

Target unit becomes distant. If Slip Away is imbued, that unit also gains stealth and spellshroud until end of turn.

Speed
Fast
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Slipstream Vault

Slipstream Vault

2
Water

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

Target ally you control becomes distant. Negate all card activations targeting it. (Units stay distant until the end of their controller's turn.)

Speed
Fast
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Smoke Out

Smoke Out

1
Fire

Deal 1 damage to target unit. If that unit has stealth, deal 4 damage to it instead.

"I know exactly where you're hiding."

Speed
Fast
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Song of Frost

Song of Frost

2
Water

Class Bonus You may banish a card with floating memory from your graveyard rather than pay this card's reserve cost.

If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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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
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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
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Splashing Perch

Splashing Perch

1
Water

If your champion is distant, draw a card. Otherwise, your champion becomes distant. (Units stay distant until the end of their controller's turn.)

"I think I'll keep my distance."

Speed
Fast
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Spurred Gallop

Spurred Gallop

2
Wind

The next Horse ally card you activate this turn can be activated as though it had fast activation.

Draw a card into your memory. The next Horse ally card you activate this turn costs 2 less to activate.

Speed
Fast
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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
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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
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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
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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
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Stellar Bloom

Stellar Bloom

2
Astra

Class Bonus Starcalling β€” 2 (As you're looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you're looking at on the bottom of your deck in any order.)

Gather four times.

Speed
Slow
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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