Cards where: card type includes ally
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Showing 251-300 of 560 cards (page 6 of 12)

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Hydroguard Retainer

3
Water

Taunt (While awake, this ally must be targeted before other units you control during your opponent's attack declarations if able.)

Whenever your Shifting Currents change from facing North to West, draw a card.

Power
1
Life
4
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Idle Fatestone // Bolstered Boar

2
Norm

On Enter: Look at the top four cards of your deck and then put them back in any order.
Guo Jia Bonus β†·, 2: Reveal the top card of your deck. If that card's reserve cost is even, put a buff counter on Idle Fatestone. Otherwise, transform Idle Fatestone. (Zero is even.)

Back Face:

Bolstered Boar

As long as Bolstered Boar has two or more buff counters on it, it has steadfast, taunt, vigor, and retort 2.

Power
0
Life
2
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Illusory Armsmaster

2
Exalted
Water

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

Class Bonus On Enter: Target Warrior weapon you control gains spellshroud until end of turn. Put two durability counters on it.

Power
2
Life
2
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Impassioned Tutor

2
Fire
Card Type
Ally β€” Mage Human

On Attack: Your champion gets +1 level until end of turn.

"Let me show you how it's done!"

Power
1
Life
3
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Imperial Alchemist

2
Wind

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

Whenever you brew a Potion, put a buff counter on Imperial Alchemist.

Power
1
Life
3
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Imperial Apprentice

2
Water
Card Type
Ally β€” Mage Human

Whenever you activate a Spell card, you may banish a card with floating memory from your graveyard. If you do, draw a card.

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
2
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Imperial Assassin

3
Norm

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion’s class matches this card’s class.)

Loyal to whoever bears the Imperial Seal.

Power
2
Life
1
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Imperial Panzer

3
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Imperial Panzer is fostered, it gets +1 and +2 , and has vigor.

Power
2
Life
2
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Imperial Recruit

2
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Imperial Recruit gets +1 as long as it's fostered.

Power
1
Life
3
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Imperial Rifleman

3
Norm

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

Class Bonus On Enter: Imperial Rifleman becomes distant. (Units stay distant until the end of their controller's turn. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Imperial Scout

2
Water

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

Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.

Power
1
Life
3
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Imperial Sentry

4
Norm

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

Level 2+ Imperial Security Imperial Sentry gets +1 .

Power
2
Life
3
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Imperial Spy

3
Norm

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

On Kill: Put a preparation counter on your champion.

β€œObserve first. If necessary, terminate.”
β€” Imperial Missive

Power
2
Life
1
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Imperious Highlander

3
Norm

On Enter: Imperious Highlander gets +X until end of turn where X is the amount of allies target opponent controls more than you control.

"You indolent wretches will be cut down by my ascendant mastery of the blade."

Power
2
Life
2
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Incinerated Templar

3
Fire

Class Bonus On Enter: Put target Specter ally card with reserve cost 3 or less from your graveyard onto the field. It becomes ephemeral. Sacrifice it at the beginning of your next end phase.

”Burn bright and let memory stoke the flame of hate.”

Power
2
Life
2
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Inner Court Schemer

2
Norm

On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 .

The dynasty's darkest secrets are often kept in the innermost walls of the palace.

Power
1
Life
3
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Innocuous Disposer

2
Norm

Innocuous Disposer's attacks can't be retaliated by Human allies.

Class Bonus On Ally Hit: If the hit ally is a Human, you may remove a preparation counter from your champion. If you do, destroy the hit ally.

Power
1
Life
1
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Inquisitive Magician

3
Wind
Card Type
Ally β€” Mage Human

On Enter: You may reveal two Mage cards from your hand and/or memory. If you do, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Power
2
Life
2
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Intangible Geist

4
Crux

On Enter: You may choose any amount of regalia cards from your banishment and put them into your material deck.

Class Bonus Prevent all attack combat damage that would be dealt to Intangible Geist.

Power
3
Life
2
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Intrepid Highwayman

3
Water

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

As long as Intrepid Highwayman is retaliating, it gets +3 .

Class Bonus Floating Memory

Power
1
Life
2
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Intrepid Spearman

4
Wind

Level 1+ If attack combat damage would be dealt to Intrepid Spearman, reveal a card at random from your memory. If that card is wind element, prevent 3 of that damage. Apply this replacement effect only once per turn.

A master lancer, trained to deflect even projectiles.

Power
2
Life
2
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Inzali, Unshackled Blaze

3
Fire

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, deal 1 damage to each other unit.

Level 3+ Memory 4+ Inzali gets +2 .

Power
1
Life
4
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Jabberwocky, Calamity's Call

8
Umbra

2, Banish a Specter ally card from your graveyard: Recover 2 and Jabberwocky gets +2 until end of turn.

As long as a player doesn't control an object named Vorpal Sword, prevent all damage that would be dealt to Jabberwocky.

Power
4
Life
3
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Jadelight Protector

4
Wind

As long as your Shifting Currents face South, allies you control have steadfast and retort 1. (An ally with steadfast can retaliate while rested and doesn’t rest to do so. As long as an ally with retort 1 is retaliating, it gets +1 .)

Power
2
Life
3
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Jubjub Bird, Mimsy Ghast

3
Crux

Stealth

On Enter: You may have another target ally you control become a copy of Jubjub Bird except its name is Drib Bujbuj.

Its appearance is said to be the first sign of the world coming to its end.

Power
3
Life
3
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Jueying, Shadowmare

2
Water

Pride 3

As long as you control a water element unique Human ally, Jueying loses pride, and has stealth and true sight.

Shade like midnight and pure as moonlight.

Power
3
Life
3
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Keeper of the Wild

2
Water
Card Type
Ally β€” Tamer Human

Sacrifice Keeper of the Wild: Up to one target Animal or Beast ally you control gets +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.)

Power
1
Life
1
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Kind Beastcaller

3
Norm
Card Type
Ally β€” Tamer Human

Class Bonus On Enter: Look at the top five cards of your deck. You may reveal an Animal or Beast ally card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

The carrot lures better than the stick.

Power
2
Life
2
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Kingdom Informant

2
Norm

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

Class Bonus Floating Memory

Each winter, the castle is secretly draped in crystalline splendor; some say the work of fairies.

Power
1
Life
2
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Kraal, Stonescale Tyrant

5
Tera

As an additional cost to activate this card, banish two preserved cards from your material deck.

Intercept, Spellshroud, True Sight, Vigor

Class Bonus On Attack: Reveal the top two cards of your deck and put them into your material deck preserved.

Power
6
Life
8
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Krustallan Archer

2
Water

Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 .)

On Attack: You may banish a card with floating memory from your graveyard. If you do, draw a card and Krustallan Archer becomes distant.

Power
1
Life
2
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Krustallan Distiller

3
Water

Class Bonus On Enter: If you've brewed a Potion this turn, draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Krustallan Patrol

5
Water

Foster

On Foster: Put a buff counter on Krustallan Patrol.

As long as Krustallan Patrol is fostered, it has steadfast. (An ally with steadfast can retaliate while rested and doesn’t rest to do so.)

Power
1
Life
4
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Lakeside Serpent

5
Water

Pride 6 (This ally won't obey you unless your champion is level 6 or higher.)

Class Bonus Lakeside Serpent gets +1 for each water element card in your graveyard. (Apply this effect only if your champion's class matches this card's class.)

Power
3
Life
5
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Lancelot, Goliath of Aesa

4
Norm

Hindered (This ally enters the field rested.)

Class Bonus Level 2+ Lancelot gets +2 .

On Attack: You may pay 3. If you do, Lancelot gets +3 until end of turn.

"I greet the burden of a thousand lives..."

Power
2
Life
3
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Landscape Corsair

3
Wind

Kongming Bonus On Enter: You may change the direction of your Shifting Currents to a different direction of your choice. (Apply this effect only if your champion is Kongming.)

Neither wind nor rain can stop a dragon.

Power
2
Life
3
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Languid Toadtroll

4
Water

Hindered (This ally enters the field rested.)

Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)

β€œYou let it alone and it'll let you alone, you know.”

Power
0
Life
6
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Lavaplume Fatestone // Firebird Trailblazer

2
Fire

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

On Enter: As a Spell, deal X unpreventable damage to target unit, where X is the amount of other Fatestone and/or Fatebound objects you control.

Guo Jia Bonus 4: Transform Lavaplume Fatestone.

Back Face:

Firebird Trailblazer

On Attack: You may discard a card. If you do, draw a card.

Power
2
Life
2
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Lavasoul Tiger

4
Fire

Pride 3 (This ally won’t obey you unless your champion is level 3 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus On Enter: You may banish two fire element cards from your graveyard. If you do, Lavasoul Tiger loses pride until end of turn.

Power
5
Life
5
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Lawsur, the Carpenter

3
Norm

On Enter: Lawsur gets +X until end of turn, where X is the amount of other Specter allies you control.

Specter allies you control have stealth as long as they're awake.

Power
1
Life
3
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Lena, Dorumegia's Herald

3
Norm

Class Bonus True Sight

4, β†·: Look at the top four cards of your deck. You may reveal a Ranger ally card from among them and put it into your hand. Put the rest on the bottom of your deck in any order. This ability costs 2 less to activate as long as Lena is distant.

Power
1
Life
3
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Library Witch

2
Norm
Card Type
Ally β€” Mage Human

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

On Death: Draw a card.

The librarians of mage academies instill their love for reading in aspiring students.

Power
0
Life
1
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Lily, Marine Castellan

4
Water

Commanded Will 2 (As long as this unit is attacking using a Command card, it gets +2.)

On Attack: If Lily is attacking a unit with an even life stat, this attack gets +1 and you may return a card from your memory to your hand.

Power
1
Life
4
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Liminal Guide

3
Norm

Whenever your champion levels up, return this card from your graveyard to the field. If you do, it becomes ephemeral and draw a card. (If an ephemeral object would leave the field, banish it instead.)

”Which way depends on where it is you want to go.”

Power
1
Life
3
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Limitless Slime

3
Norm

Class Bonus Level 1+ Floating Memory

Class Bonus Level 2+ Limitless Slime gets +1 and +2 .

Class Bonus Level 3+ On Attack: Put a buff counter on Limitless Slime.

Power
1
Life
1
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Lingering Banshee

3
Norm

Ephemerate β€” 6. As long as you control one or more ephemeral objects, this card costs 3 less to activate this way. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

"Forever and always..."

Power
2
Life
3
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Liu Bei, Oathkeeper

3
Wind

Ranged 2

Whenever another unit you control becomes distant, Liu Bei becomes distant. (Units stay distant until the end of their controller's turn.)

"The promise we made... Careful not to forget it."

Power
2
Life
3
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Lone Gunslinger

1
Norm

Ranged 1 (As long as this unit is distant, its attacks get +1 .)

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
1
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Longtail Grovesward

3
Wind

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

Level 1+ Longtail Grovesward gets +1.

β€œCome, I'll take no denial; we must have a trial.”

Power
2
Life
2
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Lost Being

3
Norm

Parallel souls, never meant to meetβ€”once joined, forever lost.

Power
2
Life
2
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