Cards where: effect text contains "draw"
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Prismatic Edge

Prismatic Edge

2
Crux

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.

Power
3
Durability
1
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Prismatic Spirit

Prismatic Spirit

0
Norm

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.

Level
Lv. 0
Life
15
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Prismspire Scepter

Prismspire Scepter

0
Norm

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.

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Prodigious Burstmage

Prodigious Burstmage

5
Fire
Card Type
Ally β€” Mage Human

Class Bonus On Death: Draw a card, then discard a card. (Apply this effect only if your champion's class matches this card's class.)

A mage who sought out the truth of this world, and through her efforts, arrived at one word. Explosion.

Power
3
Life
2
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Prototype Staff

Prototype Staff

0
Norm

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.

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Provoke Obstinance

Provoke Obstinance

3
Neos

Class Bonus Whenever you activate this card, if there's exactly one target for its activation, draw a card into your memory.

Up to five target objects you control gain spellshroud until end of turn. Prevent the next 2 damage that would be dealt to each of those targets this turn if they're units.

Speed
Fast
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Provoking Stand

Provoking Stand

1
Norm

Target ally gains taunt until the beginning of your next turn. If that ally is unique, draw a card into your memory.

"How about we talk this over a cup of wine? No? Don't say I didn't try to spare you!"

Speed
Slow
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Prudent Nock

Prudent Nock

2
Norm

Draw a card into your memory. Then you may load Prudent Nock into an Aetherwing weapon you control.

In a world where nonsense rules over reason, logic may offer its own kind of magic.

Power
1
Speed
Fast
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Pupil of Sacred Flames

Pupil of Sacred Flames

3
Fire
Card Type
Ally β€” Mage Human

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, empower 2.

Kongming Bonus On Death: If your Shifting Currents face East, each player draws a card and then you may change the direction of your Shifting Currents to a different direction of your choice.

Power
2
Life
2
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Purifying Thurible

Purifying Thurible

0
Wind

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.

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Queen's Gambit

Queen's Gambit

2
Norm

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

On Enter: Draw a card into your memory. If the sacrificed ally was a Queen, summon three Pawn Piece tokens.

Alice Bonus Chessman allies you control have "On Enter: This ally gets +1 until end of turn."

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Quickdraw Piercer

Quickdraw Piercer

0
Norm

(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.)

Power
1
Durability
2
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Quiet Refraction

Quiet Refraction

2
Water

On Enter: Draw a card into your memory. Put two sheen counters on your Fractured Memories.

Whenever your champion levels up, put two sheen counters on your Fractured Memories.

"Naive of me to think the solution would be so simple."

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Ranger Boots

Ranger Boots

1
Norm

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.)

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Ranger Strides

Ranger Strides

1
Astra

On Enter: Draw a card.

Banish Ranger Strides: Target Ranger unit gains ranged 4 until end of turn. (As long as that unit is distant, its attacks get +4.)

Essential for long-ranged combat.

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Ravaging Tempest

Ravaging Tempest

8
Wind

Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Banish all allies. For each ally banished this way, its controller draws a card.

Speed
Fast
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Ravenous Pyre

Ravenous Pyre

2
Fire

Class Bonus On Enter: Draw a card and discard a card.
Whenever a champion you don't control levels up, deal 2 damage to it.

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Razorvine

Razorvine

1
Norm

Sacrifice Razorvine: Put a card from your hand on the bottom of your deck. If you do, draw a card.

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Rearing Rebound

Rearing Rebound

3
Wind

Suppress target ally. (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.)

Equestrian β€” If you control a Horse ally, draw a card into your memory.

Speed
Fast
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Reckless Conversion

Reckless Conversion

0
Arcane

Draw two cards into your memory then banish four cards at random from it.

Class Bonus Return all cards from your memory to your hand. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Red Hare, Unrivaled Stallion

Red Hare, Unrivaled Stallion

2
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.)

As long as you control a fire or tera element unique Human ally, Red Hare loses pride, and has "On Attack: You may discard a card. If you do, draw a card."

Power
3
Life
3
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Refabrication

Refabrication

3
Neos

You may sacrifice two tokens rather than pay this card's reserve cost.

If your influence is five or less, draw two cards. (A player's influence is equal to the total amount of cards in their hand and memory.)

Speed
Fast
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Regenerate

Regenerate

2
Norm

Draw a card into your memory.

Class Bonus Damage 10+ Recover 2. (To recover, remove that many damage counters from your champion. Apply this effect only if there are ten or more damage counters on your champion.)

Speed
Fast
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Relic of Sunken Past

Relic of Sunken Past

2
Water

At the beginning of your recollection phase, if there are three or more water element cards in your graveyard, you may sacrifice Relic of Sunken Past. If you do, draw a card.

Class Bonus Floating Memory

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Renascent Sharpshooter

Renascent Sharpshooter

3
Norm

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

Class Bonus Whenever Renascent Sharpshooter becomes distant, draw a card into your memory.

Sharp of eye, sharper in mind.

Power
2
Life
2
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Resolute Stand

Resolute Stand

3
Norm

Level 2+ You may activate this card without paying its reserve cost. If you do, skip your next draw phase.

If target unit would be dealt attack combat damage this turn, prevent 3 of that damage.

"...with boundless resolve and forsakenness."

Speed
Fast
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Restoring Embers

Restoring Embers

4
Fire

Kindle 4 (You may banish up to four fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card’s cost.)

Recover 4. Then if your influence is four or less, draw a card into your memory.

Speed
Fast
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Retold Fortune

Retold Fortune

2
Norm

Discard up to one Spell card. If you do, draw a card.

Class Bonus Level 2+ 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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Return to the Archive

Return to the Archive

2
Norm

You may sacrifice a regalia. If you do, recover 2 and draw a card.

Floating Memory

With her duty fulfilled in Cambria, she made her return to the Proto Archive.

Speed
Slow
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Reveal the Hidden

Reveal the Hidden

2
Norm

Each unit loses stealth until end of turn. Those units can't gain stealth this turn.

Level 1+ Draw a card.

"Found you."

Speed
Fast
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Revenant’s Scourge

Revenant’s Scourge

1
Umbra

Class Bonus On Champion Hit: If there are one or more Curse cards in the hit champion’s lineage, wake up the attacker and draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

Power
4
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Revitalizing Cleanse

Revitalizing Cleanse

5
Water

Reveal all cards in your memory. Recover X where X is the amount of water element cards revealed this way. Draw a card. (To recover, remove that many damage counters from your champion.)

A healing prayer for the pure of soul.

Speed
Fast
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Rile the Abyss

Rile the Abyss

3
Fire

Draw a card. Then discard up to two Specter cards. For each card discarded this way, draw an additional card.

The moon was shining sulkily because he thought the sun had no business to be there.

Speed
Fast
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Rimesoul Bishop

Rimesoul Bishop

3
Water

On Enter: You may banish a card with floating memory from your graveyard. If you do, draw a card.

Class Bonus Floating Memory

After the first disaster, some found solace in faith.

Power
2
Life
2
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Rippleback Terrapin

Rippleback Terrapin

4
Water

Class Bonus Spellshroud (This ally can't be targeted by Spells.)

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.

Power
1
Life
4
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Rising Tides

Rising Tides

2
Water

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)

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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Ritai Stablemaster

Ritai Stablemaster

2
Fire
Card Type
Ally β€” Tamer Human

Equestrian β€” On Enter: If you control a Horse ally, you may discard up to two fire element cards. For each card discarded this way, draw a card into your memory.

Horse cards you activate have kindle 3.

Power
1
Life
2
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Royal Ordinance

Royal Ordinance

2
Exalted
Norm

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

Recover 3. Draw a card.

No matter how far she ran, the crown still found her.

Speed
Slow
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Ruinous Pillars of Qidao

Ruinous Pillars of Qidao

3
Tera

Class Bonus On Enter: Empower 2. Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Whenever your Shifting Currents change from facing West to East, sacrifice Ruinous Pillars of Qidao. When you do, destroy target non-champion object you don't control.

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Rusted Warshield

Rusted Warshield

1
Norm

Banish Rusted Warshield: Prevent the next 2 damage that would be dealt to your champion this turn. Draw a card into your memory.

A relic of a previous age, this iron shield still has enough structural integrity to block a fatal strike.

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Sabrina, Spirit of Water

Sabrina, Spirit of Water

0
Water

On Enter: Draw seven cards.

"Peace and calm in the ocean's comforting hold."

Level
Lv. 0
Life
15
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Sanctum of Esoteric Truth

Sanctum of Esoteric Truth

2
Norm

Whenever your champion levels up, you may put two cards from your hand and/or memory on the bottom of your deck. If you do, draw two cards.

The sanctum sanctorum of an imperial alchemist. Incredible and horrific secrets can be found within.

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Sanguine Goblet

Sanguine Goblet

0
Norm

Whenever your champion takes damage, put that many blood counters on Sanguine Goblet.

Banish Sanguine Goblet: Draw a card. Activate this ability only if Sanguine Goblet has eight or more blood counters on it.

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Scepter of Fascination

Scepter of Fascination

1
Norm

On Enter: Draw a card.

Diao Chan Bonus Banish Scepter of Fascination: Wake up your champion. Put two glimmer counters on your champion. (Activate this ability only if your champion is Diao Chan.)

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Scepter of Lumina

Scepter of Lumina

1
Water

Whenever your champion levels up, deal 4 damage to target champion you don't control.

Level 3+ 5, Banish Scepter of Lumina: Draw a card. (Activate this ability only if your champion is level 3 or higher.)

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Scorching Imperilment

Scorching Imperilment

3
Fire

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

At the beginning of each player's end phase, that player may discard a card. If they do, they draw a card.

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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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Seaside Ringleader

Seaside Ringleader

3
Water
Card Type
Ally β€” Tamer Human

Class Bonus Element Bonus 2, Banish Seaside Ringleader this card from your graveyard: Draw a card into your memory. Until end of turn, Animal and Beast ally cards you activate this turn enter the field with an additional buff counter on them.

Power
2
Life
2
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Seasoned Shieldmaster

Seasoned Shieldmaster

3
Norm

Whenever an ally you control becomes fostered, draw a card into your memory.

Class Bonus Fostered allies you control get +1 and +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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