Showing 251-300 of 435 cards (page 6 of 9)
Nico, Rapture's Embrace
Nico can only level up into another "Nico" champion.
On Enter: If there's another water element card in Nico's lineage, look at the top two cards of your deck. Put one of those cards into your graveyard and the other on the bottom of your deck.
Nico, Whiplash Allure
Whenever a card with floating memory is banished from your graveyard, put a lash counter on Nico.
On Champion Hit: You may have that opponent put the top X cards of their deck into their graveyard, where X is the amount of lash counters on Nico.
Ninja Tabi
Banish Ninja Tabi: You gain agility 3 for this turn. Activate this ability only at slow speed. (Agility 3 β Return three cards from your memory to your hand at the beginning of the end phase.)
It is the Inari way.
Nullifying Lantern
Cards in graveyards are norm element. (They are not any other element.)
Cleansing impurities of the soul, these lanterns are indispensable for those seeking enlightenment.
Nullifying Mirror
β·: Until end of turn, cards in target opponentβs memory are norm element. (They are not any other element.)
A mirror made of bronze, meticulously polished to cleanse and unveil malignant forces. All are equal within its reflections.
Oathbreaker's Justice
As an additional cost to use this weapon for an attack, pay 3.
Power comes with a price.
Orbiting Cosmos
If you would glimpse an amount, glimpse X instead, where X is that amount plus 1.
3, Banish Orbiting Cosmos: Draw a card into your memory.
The future shows itself, yet yields nothing.
Orb of Choking Fumes
Banish Orb of Choking Fumes: Cards your opponents activate this turn cost 1 more to activate. Class Bonus: Draw a card. (Apply the additional effect only if your champion's class matches this card's class.)
Warning: May cause intractable coughing.
Orb of Glitter
At the beginning of your recollection phase, glimpse 1.
Banish Orb of Glitter: Draw a card.
These orbs adorn many studies of fortune-tellers. In the hands of a diviner, it is truly a tool of great power.
Orb of Hubris
Banish Orb of Hubris: Draw up to three cards, then shuffle that amount of cards from your hand into your deck.
Granted to many imperial alchemists upon induction, this relic symbolizes the relentless pursuit of the truth for the ascension of mankind.
Orb of Regret
Banish Orb of Regret: Shuffle up to three cards from your hand into your deck, then draw that many cards.
No being is truly bound to their fate, at least not when the will of the divine can be swayed.
Orb of Sealing
β·: Put a seal counter on up to two target face up non-champion non-regalia cards in a single banishment and turn them face down.
On Leave: Remove all seal counters from all cards in each banishment. If a card had a seal counter removed from it this way, turn it face up.
Ornamental Greatsword
Class Bonus On Enter: Target ally you control gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)
An ornate and pristine sword used ceremoniously with great effect, though dull of edge.
Palvor Sword
Level 1+On Enter: Banish all cards in target player's graveyard face down until Palvor Sword leaves the field.
Outsiders would never understand that the greatest curse was the burden of saving the world.
Penetrator Round
Renewable
β·: Load Penetrator Round into target unloaded Gun weapon you control.
Class Bonus Level 2+ On Attack: This attack gains "Combat damage dealt by this attack is unpreventable."
Phantom Veil
Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)
2: Linked ally gains stealth until end of turn. (This unit can't be targeted by attacks unless permitted by true sight.)
Plated Bullet
Renewable (If this card would be banished from the field or an intent, put it into its owner's material deck instead.)
β·: Load Plated Bullet into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Pleiades, Celestial Genesis
Class Bonus On Enter: Glimpse 3.
Class Bonus On Attack: Astra element Aethercharge cards in the attacker's intent gain "On Hit: Summon an Astral Shard token."
In destruction's wake, a new star ignites.
Poisoned Coating Oil
Banish Poisoned Coating Oil: Target ally you control with stealth gets +2 until end of turn.
Skills are not always the most lethal weapon in an assassin's toolbox.
Poisoned Dagger
Poisoned Dagger enters the field rested.
β·, Banish Poisoned Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit were to take damage, it takes that much damage plus 1 instead.
A little poison goes a long way.
Poisonous Apple
On Enter: Choose a player. That player gains control of Poisonous Apple.
Whenever a card with floating memory is banished from your graveyard, deal 2 unpreventable damage to your champion.
Polaris, Twinkling Cauldron
Arisanna Bonus You may activate this card from your material deck. If you do, Polaris enters the field rested.
Whenever you sacrifice an Herb, put an age counter on Polaris.
Class Bonus β·, Banish Polaris: Deal X damage to all allies. Then generate up to X Cosmic Bolt cards and shuffle them into your deck. X is the amount of age counters that were on Polaris.
Polkhawk, Boisterous Riot
Polkhawk can only level up into another "Polkhawk" champion.
On Enter: If there's another fire element card in Polkhawk's lineage, the next Ranger ally card you activate this turn enters the field distant.
Polkhawk, Bombastic Shot
Ranged 2 (As long as this unit is distant, its attacks get +2 .)
Ranger Reaction cards you activate cost 1 less to activate.
"Liven up! We'll all dance with the flames."
Portentous Tanggu
Guo Jia Bonus On Enter: Put a quest counter on your champion. (Apply this effect only if your champion is Guo Jia.)
3, Banish Portentous Tanggu: Draw a card into your memory.
Powercharged Shield
Banish Powercharged Shield: Target unit with taunt gains vigor until end of turn. (Units with vigor wake up at the beginning of your end phase.)
Caution: excessive alchemical kinetic conversion may cause myo-paralysis and rapid internal disintegration.
Primal Whip
Class Bonus Level 2+ On Attack: Up to two target non-Human allies get +1 until end of turn. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Priscilla, Lost Spirit
On Enter: Draw seven cards.
"A lack of color does not make for a lack of class."
Prismatic Codex
At the beginning of your recollection phase, put an age counter on Prismatic Codex.
Banish Prismatic Codex: Ignore the elemental requirements of the next card you activate this turn. Activate this ability only if there are three or more age counters on Prismatic Codex.
Prismatic Edge
Class Bonus On Enter: Each player reveals all cards in their memory. If a fire element card was revealed, choose a unit and deal 3 damage to it. If a water element card was revealed, draw a card. If a wind element card was revealed, each opponent banishes a card at random from their memory.
Prismatic Perseverance
Level 2+ Damage 15+ All elements are enabled for you.
All living creatures, even humans, undergo profound transformation when subjected to immense duress.
Prismatic Spirit
On Enter: Draw six cards then choose two basic elements. Prismatic Spirit gains "Inherited Effect: This object is each of the chosen elements in addition to its other elements."
A beautiful dance of color and the enmeshment of elements make manifest its prismatic brilliance.
Prismspire Scepter
Merlin Bonus On Enter: As a Spell, put two sheen counters on target champion you don't control.
3, Banish Prismspire Scepter: Draw a card into your memory.
With every memory, its crystal glows brighter.
Protective Helm
Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)
If damage would be dealt to linked unit from a distant source, prevent 1 of that damage.
Protector's Plate
Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)
Linked ally gets +1 and has intercept.
The armor feels fuller with each life that is spared.
Proto Key Crest
On Charge 3: Return Proto Key Crest to its owner's material deck and recover 3.
A silent sigil of allegiance to a forbidden cause.
Prototype Pistol
(Gun β Must be loaded to use for an attack and can't be used with an attack card.)
Class Bonus On Enter: Prototype Pistol gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)
Prototype Shield
Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)
Class Bonus If damage would be dealt to linked unit while itβs attacking, prevent 3 of that damage. (This also prevents damage that would be dealt by a retaliating defender.)
Prototype Staff
Class Bonus Memory 4+ Your champion gets +1 level. (Apply this effect only there are four or more cards in your memory.)
Level 4+ β·: You may put a card from your hand on the bottom of your deck. If you do, draw a card into your memory.
Punishing Cartridge
Renewable
Class Bonus β·: Load Punishing Cartridge into target unloaded Gun weapon you control.
On Attack: Discard up to two cards, then choose that manyβ
β’ Change the target of this attack to another unit.
β’ Punishing Cartridge gains "On Champion Hit: That opponent sacrifices an ally."
Purifying Thurible
X, Banish Purifying Thurible: Target opponent banishes X cards from their graveyard. If X is 3 or greater, draw a card into your memory.
May your souls finally rest, and may those who tormented them be damned.
Quickdraw Piercer
(Gun β Must be loaded to use for an attack and can't be used with an attack card.)
Class Bonus On Banish: Draw a card. (Apply this effect only if your champion's class matches this card's class.)
Quicksilver Grail
Divine Relic (You can only have one card with this keyword in your material deck.)
On Enter: Banish a non-champion card from your material deck face down.
Banish Quicksilver Grail: You may play the banished card. (You still pay for its costs.)
Radiant Vega
Diana Bonus 2, β·, Remove two durability counters from Radiant Vega: Negate target card activation unless its controller pays X, where X is the amount of Aethercharge cards loaded into Radiant Vega. Activate this ability only if your champion is distant.
Rai, Archmage
Rai Lineage (Rai, Archmage must be leveled from a previous level "Rai" champion.)
Inherited Effect: Whenever you activate your first Mage action card each turn, put an enlighten counter on your champion. (Your champion has this ability as long as this card is part of its lineage.)
Rai, Mana Weaver
Rai Lineage (Rai, Mana Weaver must be leveled from a previous level "Rai" champion.)
β·, Remove four enlighten counters from Rai: Copy target Mage Spell card activation. You may choose new targets for the copy.
Rai, Spellcrafter
On Enter: Put two enlighten counters on Rai. (You may remove three enlighten counters from your champion to draw a card.)
"Mana runs richly through this world's leylines. I will make use of its abundance."
Rai, Storm Seer
Rai Lineage (Rai, Storm Seer must be leveled from a previous level "Rai" champion.)
Rai gets +1 level for each arcane element Mage Spell card in your banishment.
"Ready yourself, otherwise it won't be a fair fight."
Ranger Boots
Hindered (This object enters the field rested.)
On Enter: Draw a card.
Class Bonus β·, Banish Ranger Boots: Your champion becomes distant. (Units stay distant until the end of their controller's turn.)