Showing 201-250 of 731 cards (page 5 of 15)
Ensnaring Fumes
You may remove three preparation counters from your champion rather than pay this card's reserve cost.
Return all allies to their owner's hands.
Class Bonus Floating Memory
Enthralling Visage
The next time damage would be dealt to target unit this turn, prevent 2 of that damage. When damage is prevented this way, banish target card in a graveyard.
βDonβt take your eyes off me.β
Enveloping Soulmist
Class Bonus As long as your champion is awake, this card costs 2 less to activate.
Your champion gains stealth until end of turn. Put a preparation counter on your champion.
βWhat you call my ignorance is only your own.β
Equanimity's Ashes
Level 3+ This card costs 3 less to activate.
Deal 3 damage to target champion.
Class Bonus Then if that champion has five or less damage counters on them, deal an additional 4 damage to them.
Equivalent Exchange
Summon a Lost Being token rested. Then you may banish two ally cards from a single graveyard. If you do, wake up that token and put a buff counter on it.
All creation springs from what already is.
Erratic Bolt
Deal LV damage to target unit. (LV refers to your champion's level.)
Class Bonus You may banish two cards at random from your memory. If you do, draw two cards. (Apply this effect only if your champion's class matches this card's class.)
Erupting Rhapsody
Banish any amount of fire element cards from your graveyard. Your champion gets +1 level until end of turn for each card banished this way.
Harmonize β If you've activated a Melody card this turn, choose any amount of units and deal LV damage split among them.
Escape the Wreckage
Return target ally you control to its owner's memory. If you do, draw a card into your memory.
A sudden and dangerous rescue in enemy lands.
Ethereal Absorption
As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Draw a card, then put two preparation counters on your champion.
"Why see the future when you can use the past?"
Evanescent Winds
Phantasia allies you control get +2 until end of 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.)
Evasive Maneuvers
Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a Ranger, it becomes distant. (Units stay distant until the end of their controller's turn.)
The key to survival is how fast you can duck and dodge when you are outmatched and outgunned.
Evasive Positioning
Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a champion, it becomes distant.
No matter the weapon, Diana excelledβso long as there was space between her and the target.
Everlonging Thorns
Put two debuff counters on target ally. If your Shifting Currents face East or West, put 2+LV debuff counters on it instead.
Kongming Bonus If Everlonging Thorns is empowered, put it into its owner's material deck preserved.
Excalibur, Cleansing Light
Destroy target non-champion object.
Class Bonus Choose up to two non-norm elements. Players can't materialize or activate cards of those elements until the start beginning of your next turn. (Apply this effect only if your champion's class matches this card's class.)
Excoriate
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Destroy target ally with reserve cost 4 or less.
"Filth must be cleansed from our kingdom."
Exia Sight
Draw a card.
Damage 20+ The next card you activate this turn costs 1 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)
Exorcise Curses
Choose up to two Curse cards from a champion's lineage and discard them.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Exorcism
For each ephemeral object each player controls, its controller sacrifices it unless they pay 1.
The Foret des Champignons harbored more than just the living, but not all who lingered did so in peace.
Expeditious Opening
The next ally card you activate this turn can be activated as though it had fast activation.
Draw a card into your memory.
βIf you want to get somewhere else, you must run at least twice as fast!β
Expel the Departed
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Destroy up to one target phantasia. If you control two or more Fatestone and/or Fatebound objects, draw a card.
Exploit Vulnerability
Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
Draw a card. Then if Exploit Vulnerability was prepared, choose an Assassin unit you control and it gains "On Ally Hit: Destroy the hit ally" until end of turn.
Expose Darkness
If target unit has stealth, draw a card. Then that unit loses stealth until end of turn.
It was as if he was a completely different person altogether when the mask was donned.
Extortion Scheme
Suppress up to one target ally an opponent controls. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Class Bonus Put a preparation counter on your champion.
Extricating Touch
Class Bonus This card costs 1 less to activate.
Target player reveals your choice of their hand or memory. Choose a card from among the revealed cards and discard it.
Facet Together
Activate this card only during an opponent's turn.
Sacrifice any amount of Memorite objects. Target weapon you control gets +X until the end of your next turn, where X is the amount of objects sacrificed this way. Then put X sheen counters on your Fractured Memories.
Fairy Whispers
Glimpse 3. (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.)
Reveal the top card of your deck. If that card is wind element, put it into your hand.
False Step
If damage would be dealt to your champion this turn, prevent 2 of that damage. Your champion becomes distant. Then you may pay 2. If you do, allies you control also become distant.
The gliding shadows obfuscate and disorientate.
False Tidings
Target opponent gains control of target Crystal object you control. If they do, you draw two cards.
A momentβs distraction and a deft slip of the hand planted the seed of the kingdomβs fall.
Fast Cure
If target opponent's influence is greater than yours, recover 4. (A player's influence is equal to the total amount of cards in their hand and memory.)
Floating Memory
"The cure is ignorance."
Favorable Omens
For each wind element omen you have, allies you control get +1 until end of turn.
βKeep your temper.β
Favorable Winds
Allies you control get +1 until end of turn.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
A sudden gust to turn the tide.
Feathery Tune
Summon two Fledgling tokens.
A gentle song that brings together aviary friends from far and wide.
Feed Nourishment
Put a buff counter on target Animal or Beast ally.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
A moment of peace under the shade.
Fellowship's Gale
Load Fellowship's Gale into an Aetherwing weapon you control.
Fellowship's Gale gets +1 for each ally you control.
Her past had taught her that she needn't fight alone.
Feu Awakening
Interdiction (As long as this card's activation is on the effects stack, players can't gain have opportunity.)
Ciel Bonus Discard all cards from your hand and memory. Then banish up to two cards from your graveyard. Put an omen counter on each card banished this way. Until end of turn, card activations you control can't be negated.
Fiery Interference
Deal 2 damage to target unit. If that unit is a champion, its controller can't recover until end of turn.
βThe more there is of mine, the less there is of yours!β
Fiery Warcry
Draw a card, then discard a card.
Class Bonus You may banish a fire element card from your graveyard. When you do, target ally loses taunt and intercept until end of turn.
A superheated shout to rattle any foe.
Fight for the Crown
Each player sacrifices an ally.
The Lion and the Unicorn were fighting for the crown:
The Lion beat the Unicorn all round the town.
Find Recipe
Scavenge 6 for a Potion card. (To scavenge an amount, reveal cards from the top of your deck until you reveal that many cards or until you reveal the specified card. Put the specified card into your hand and the rest on the bottom of your deck in a random order.)
Fireball
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 1+LV damage to target unit. (LV refers to your champion's level.)
Fireblooded Oath
Class Bonus This card costs 2 less to activate.
As an additional cost to activate this card, banish three fire element cards from your graveyard.
Level up your champion. At the beginning of the next end phase, delevel your champion.
Fireworks Display
Deal 1 damage to all units target player controls. Until end of turn, if a unit that player controls would die, banish it instead.
An explosion is perfect for both friends and enemies. The only difference is just the distance.
Fishing Accident
Prepare 2 (You may remove two preparation counters from your champion as you activate this card.)
Rest target ally. If Fishing Accident was prepared, put that ally on the bottom of its owner's deck instead.
Flamebreak Chorus
Class Bonus Fast Activation (You may activate this card at fast speed.)
Target ally gets +2 until end of turn. If it's defending, wake it up, and it gets an additional +LV until end of turn.
Flamewreath Call
Class Bonus If you control a Beast ally, this card costs 3 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 3 damage to up to two target allies.
Flamme Sorcel
Draw a card, then discard a card. If the reserve cost of the discarded card is equal to the reserve cost of one of your omens, draw another card.
"Oh dear, I am afraid the time has come to burn the house down."
Flared Iridescence
Deal 4 damage to target unit.
Merlin Bonus Sheen 10+ Ephemerate β 2
Merlin Bonus Level 5+ Ephemerate β 2
"My fire will burn brighter."
Flash Freeze
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Negate target card activation unless its controller pays LV. Banish the card that had its activation negated this way.
Fleeting Guard
Until end of turn, if target unit would be dealt damage, prevent X of that damage where X is the amount of ephemeral objects you control plus 1.
"βIf seven maids with seven mops swept for half a year,
Do you suppose that they could get it clear?β"