Cards where: appearances is greater than 10
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Showing 251-300 of 1597 cards (page 6 of 32)

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Cloaked Executioner

Cloaked Executioner

2
Wind

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

Ambush (This ally may retaliate against attackers while not defending.)

Power
2
Life
1
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Cloak of Stillwater

Cloak of Stillwater

1
Water

Class Bonus On Enter: Draw a card.

β†·, Banish a card with floating memory from your graveyard: Prevent the next 3 damage that would be dealt to your champion this turn.

Weaved with the illusory gossamer of Stillwater.

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Clockwork Amalgam

Clockwork Amalgam

5
Neos

Class Bonus This card costs 2 less to activate.

Clockwork Amalgam enters the field as a copy of any ally or weapon on the field except it has "At the beginning of your recollection phase, you may return this object to your hand."

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Clockwork Musicbox

Clockwork Musicbox

0
Norm

Hindered (This object enters the field rested.)

Class Bonus Whenever you activate a Harmony or Melody card from your hand, you may banish it as it resolves.

β†·: You may activate a card banished by Clockwork Musicbox. (You still pay its costs.)

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Cloudstone Orb

Cloudstone Orb

0
Wind

On Enter: Empower X, where X is the amount of wind element non-champion objects you control.

Class Bonus 3: Return Cloudstone Orb to its owner's material deck. (Activate this ability only if your champion's class matches this card's class.)

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Clumsy Apprentice

Clumsy Apprentice

2
Fire
Card Type
Ally β€” Mage Human

On Enter: Deal 2 damage to your champion. Draw a card.

A mage, by all intents and purposes. However, you might want to keep her away from a wand.

Power
1
Life
1
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Coiled Fatestone

Coiled Fatestone // Serpentine Judicator

2
Fire

On Enter: Discard two cards at random. For each fire element card discarded this way, draw a card.

Guo Jia Bonus β†·, 1: As a Spell, deal 1 damage to each champion. Put an age counter on Coiled Fatestone. Then if there are three or more age counters on Coiled Fatestone, remove all of them and transform Coiled Fatestone.

Back Face:

Serpentine Judicator

Your opponents can't recover.

Power
3
Life
3
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Collapsing Trap

Collapsing Trap

0
Water

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.

The next time one or more allies would enter the field this turn, they enter the field rested instead.

Speed
Fast
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Combat Training

Combat Training

2
Norm

Target Warrior ally's next attack this turn gets +2 . If that ally is unique, their next attack this turn gets +3 instead.

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
Slow
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Combo Strike

Combo Strike

2
Wind

Class Bonus Level 2+ On Kill: Wake up your champion. (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

On currents of wind born from the exchanging of blows, warriors dance and blades glide.

Power
3
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Cometary Vantage

Cometary Vantage

1
Astra

Choose one. If your champion is distant, choose two insteadβ€”
β€’ Glimpse 4.
β€’ Draw a card.
β€’ If a unit is attacking, each Aethercharge card in that attacker's intent gains "On Hit: Load this card into an Aetherwing weapon you control."

Speed
Fast
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Cometfall

Cometfall

5
Astra

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.)

Deal 3 damage to all non-astra element units. Class Bonus: Deal 4 damage to those units instead.

Speed
Slow
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Command the Hunt

Command the Hunt

4
Tera

This card costs 2 less to activate if no units have attacked this turn.

Allies you control get +2 and gain vigor until end of turn. Those allies must attack champions this turn if able. (Units with vigor wake up at the beginning of your end phase.)

Speed
Slow
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Companion Fatestone

Companion Fatestone // Fatebound Caracal

3
Norm

On Enter: Put a buff counter on Companion Fatestone or a Fatebound ally you control.

Whenever a Fatebound ally you control dies, you may transform Companion Fatestone.

Back Face:

Fatebound Caracal

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

Retort 2 (As long as this ally is retaliating, it gets +2 .)

Power
1
Life
3
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Conceal

Conceal

2
Norm

Allies you control gain stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

A basic skill all assassins learn to master. Nothing is more lethal to their enemies than the element of surprise.

Speed
Fast
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Concealed Marksman

Concealed Marksman

3
Wind

Class Bonus True Sight (This ally can attack units with stealth.)

Ranged 4 (As long as this unit is distant, its attacks get +4 .)

Keen eyes spot prey from the perfect vantage.

Power
1
Life
3
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Condemned Trinket

Condemned Trinket

0
Norm

3, Banish Condemned Trinket: Banish a card from your graveyard and put an omen counter on it.

Every fiber of his being, across every dimension, existed to protect Aliceβ€”no matter the cost.

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Condensed Supernova

Condensed Supernova

7
Astra

Brew β€” One Silvershine, Two Adjuvants, Two Catalysts

Sacrifice Condensed Supernova: Deal LV damage to all non-astra element units. Glimpse 4. (LV refers to your champion's level.)

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Conduit of Seasons

Conduit of Seasons

2
Tera

If damage would be dealt to Conduit of Seasons while your Shifting Currents face West, prevent 2 of that damage.

On Attack: If your Shifting Currents face East, recover 1 and draw a card into your memory.

Power
2
Life
3
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Conduit of the Mad Mage

Conduit of the Mad Mage

1
Arcane
Card Type
Ally β€” Mage Human

Whenever you activate a Mage Spell action, wake up Conduit of the Mad Mage, and it gets +1 until end of turn.

At the beginning of your end phase, sacrifice Conduit of the Mad Mage.

Floating Memory

Power
0
Life
2
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Cone of Frost

Cone of Frost

3
Water

Class Bonus This card costs 1 less to activate.

Level 1+ Deal 2 damage to up to one target unit.

Level 3+ Deal 2 damage to up to one target unit.

Level 5+ Deal 2 damage to up to one target unit.

Speed
Slow
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Confidant's Oath

Confidant's Oath

0
Water

Ciel Bonus Whenever an omen counter is put on a card in your banishment, put a refinement counter on Confidant's Oath.

2, β†·, Remove two refinement counters from Confidant's Oath: Draw a card.

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Conflagrant Sentinel

Conflagrant Sentinel

3
Fire

On Enter: You may discard a card. If you do, put a buff counter on Conflagrant Sentinel. (Allies get +1 and +1 for each buff counter on them.)

"It tastes of cherry-tart, custard, pineapple, roast turkey, toffee, and hot buttered toast."

Power
2
Life
2
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Conflagrative Trounce

Conflagrative Trounce

1
Fire

Ciel Bonus As long as you have two or more omens with the same reserve cost, Conflagrative Trounce gets +2.

β€œI would withstand the flames of hell if it was for my mistress.”

Power
2
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Conjure Downpour

Conjure Downpour

3
Water

Until end of turn, whenever a unit attacks, that attack gets -2 .

Class Bonus Memory 4+ Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)

Speed
Fast
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Conniving Plans

Conniving Plans

2
Water

Put the top two cards of your deck into your graveyard.

Deluge 4 β€” If there are four or more water element cards in your graveyard, put a preparation counter on your champion and draw a card into your memory.

Speed
Fast
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Constellation's Blessing

Constellation's Blessing

1
Astra

Element Bonus Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)

Class Bonus Draw a card. Then you may load Constellation's Blessing into an Aetherwing weapon you control.

Power
2
Speed
Fast
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Consumption Ring

Consumption Ring

0
Astra

Banish Consumption Ring: Until end of turn, non-ally cards your opponents activate cost 4 more to activate. Activate this ability only during an opponent's recollection phase.

If profits are to be made, none will be shared.

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Contraband Revolver

Contraband Revolver

0
Fire

(Gun β€” Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus On Attack: If the attacker is attacking a champion, Contraband Revolver gets +2 for this attack.

Power
1
Durability
1
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Convalescent Tonic

Convalescent Tonic

3
Water

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

Sacrifice Convalescent Tonic: Put up to two cards from your hand on the bottom of your deck then draw that many cards. Recover 3.

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Convalescing Mare

Convalescing Mare

2
Water

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

Class Bonus On Enter: Recover 1. Other allies you control get +1 until end of turn.

Power
1
Life
3
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Converge Reflections

Converge Reflections

2
Norm

As an additional cost to activate this card, sacrifice a non-token item or weapon.

Destroy target item or weapon with memory cost 0 or reserve cost 4 or less. If that object was a Distortion, draw a card into your memory.

Speed
Slow
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Convoking Slime

Convoking Slime

3
Neos

Pride 3

Class Bonus At the beginning of your recollection phase, summon a copy of Convoking Slime rested. (Counters on this ally are not copied.)

As a new sun rises, so does a new slime.

Power
2
Life
2
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Cordelia, Aurous Kaiser

Cordelia, Aurous Kaiser

5
Neos

On Enter: Summon two Automaton Drone tokens.

Class Bonus Token objects you control have reservable. (While paying for a reserve cost, you may rest objects with reservable to pay for 1 of that cost.)

β€œHistory favors the victor, and I intend to write it.”

Power
3
Life
4
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Corhazi Arsonist

Corhazi Arsonist

3
Fire

Remove a preparation counter from your champion: Corhazi Arsonist gains stealth until end of turn.

If a unit hit by Corhazi Arsonist this turn would die, banish it instead.

Power
2
Life
2
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Corhazi Courier

Corhazi Courier

3
Fire

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

Class Bonus On Hit: Draw a card, then discard a card. If a fire element card was discarded, choose a unit and deal 1 damage to it.

Power
1
Life
2
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Corhazi Infiltrator

Corhazi Infiltrator

2
Luxem

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

Class Bonus Element Bonus Whenever you reveal Corhazi Infiltrator from your memory, you may put it a card named Corhazi Infiltrator from your memory onto the field.

Power
3
Life
2
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Corhazi Outlook

Corhazi Outlook

2
Wind

On Enter: Put a preparation counter on your champion.

Class Bonus Remove a preparation counter from your champion: Opponents can't activate cards this turn. Glimpse 1. Activate this ability only during your turn.

Power
1
Life
3
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Corhazi Trapper

Corhazi Trapper

3
Water

On Enter: Put a preparation counter on your champion.

β†·, Remove a preparation counter from your champion: Target unit's attacks get -3 until end of turn.

Well-placed traps to turn the tide.

Power
1
Life
3
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Coriolis Ward

Coriolis Ward

1
Water

Prevent the next 1+LV damage that would be dealt to target unit this turn. (LV refers to your champion's level.)

If your Shifting Currents face West, draw a card into your memory.

Speed
Fast
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Coronal of Rejuvenation

Coronal of Rejuvenation

1
Tera

As an additional cost to materialize this card, banish a preserved card from your material deck.

On Enter: Banish any amount of Spell cards from your graveyard.

β†·: You may play a card banished by Coronal of Rejuvenation. Activate this ability only at slow speed.

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Coronation Ceremony

Coronation Ceremony

3
Norm

This card costs 2 less to activate if it targets a unique ally.

Target unit gains spellshroud until end of turn. (Objects with spellshroud can’t be targeted by Spells.)

Speed
Fast
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Corsair Captain

Corsair Captain

3
Water

Ranged 2 (As long as this unit is distant, its attacks get +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.)

Power
1
Life
3
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Cosmic Astroscope

Cosmic Astroscope

1
Astra

Class Bonus If an opponent would glimpse X, you may have that player glimpse 3 instead.

β†·: 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.)

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Cosmic Bolt

Cosmic Bolt

3
Astra

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.)

Deal 4 damage to target unit plus an additional 2 for each card named Cosmic Bolt in your graveyard and banishment.

Speed
Slow
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Cosmic Focus

Cosmic Focus

0
Astra

Starcalling β€” 0

If your champion is distant, they gain ranged 4 for as long as they remain distant. Otherwise, they become distant.

You may put Cosmic Focus into its owner's deck fourth from the top.

Speed
Fast
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Counter Interference

Counter Interference

2
Norm

Negate target trigger or action card activation that targets an Automaton ally you control. Then you may sacrifice a Powercell. If you do, draw a card.

"An electromagnetic cage powered by a static energy field...Hah! I really am a genius!"

Speed
Fast
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Coup de Grace

Coup de Grace

4
Norm

Prepare 4 (You may remove four preparation counters from your champion as you activate this card.)

Class Bonus On Attack: If Coup de Grace was prepared, it gains critical 4. (If attack combat damage would be dealt by a source with critical 4, double that damage unless an opponent discards four cards.)

Power
4
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Covenant of Thorns

Covenant of Thorns

1
Tera

Class Bonus This card costs 1 less to materialize.

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

If damage would be dealt to your champion, that damage is dealt to linked ally instead.

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Coy Bouclier

Coy Bouclier

5
Norm

Level 2+ This card costs 2 less to activate.

Class Bonus As long as you control another ally, Coy Bouclier has taunt. (While awake, this ally with taunt must be targeted before other objects you control during your opponents' attack declarations if able.)

Power
2
Life
4
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