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Showing 251-300 of 1831 cards (page 6 of 37)

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Changban, Heroic Impasse

Changban, Heroic Impasse

3
Norm

On Enter: Put a buff counter on a unique ally you control.

Allies you control with one or more buff counters on them have ambush.

Upkeep β€” At the beginning of your recollection phase, if you don't control a unique ally, sacrifice Changban.

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Channeling Stone

Channeling Stone

1
Norm

Banish Channeling Stone: The next card you activate this turn costs 2 less to activate.

Charged with excess magic, these stones enable apprentice mages to cast powerful spells beyond their capabilities.

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Channel Manifold Desire

Channel Manifold Desire

2
Tera

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

Empower X+2, where X is the reserve cost of the banished card. Then if your Shifting Currents face North, you may put a preserved card from your material deck into your hand.

Speed
Slow
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Channel the Wind

Channel the Wind

2
Wind

Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to 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.)

Speed
Slow
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Charged Alchemist

Charged Alchemist

2
Fire

Class Bonus As long as you control a Powercell, Charged Alchemist gets +1 and your champion gets +1 level. (Apply this effect only if your champion’s class matches this card’s class.)

β€œA tutor designed specifically for you!”
β€” Gearstride Automatics Advert

Power
2
Life
1
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Charged Assailant

Charged Assailant

3
Wind

Class Bonus On Enter: If you control a Powercell, you gain agility 3 for this turn. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

Optimized for speed and agility.The perfect Scout.

Power
2
Life
2
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Charged Directive

Charged Directive

2
Norm

Command Automaton (An Automaton ally you control performs this attack.)

On Attack: Summon a Powercell token rested. Then each opponent banishes X cards from their graveyard, where X is the amount of Powercells you control.

As the automaton army grew, so did their empathy–and with it, their desire for belonging.

Power
2
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Charged Gunslinger

Charged Gunslinger

3
Fire

Ranged 2

Class Bonus Whenever you sacrifice a Powercell, draw a card, then discard a card. If a fire element card was discarded, Charged Gunslinger becomes distant.

Power
1
Life
2
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Charged Hunter

Charged Hunter

3
Norm

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

Class Bonus On Enter: If you control another Automaton ally or a Powercell, Charged Hunter becomes distant. (Units stay distant until the end of their controller’s turn.)

Power
2
Life
2
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Charged Manaplate

Charged Manaplate

0
Norm

Class Bonus Banish Charged Manaplate: Draw a card. Activate this ability only if your champion has taken 4 or more damage this turn. (Activate this ability only if your champion's class matches this card's class.)

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Charged Mannequin

Charged Mannequin

2
Norm

As long as you control a Powercell, Charged Mannequin gets +1 .

β€œSilken Street, say hello to your new fashion model! Made to engage with the most exclusive of clientele.”
β€” Gearstride Automatics Advertisement

Power
1
Life
3
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Charge the Soul

Charge the Soul

1
Norm

Deal 1 damage to target unit. Then you may load Charge the Soul into an Aetherwing weapon you control.

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
Speed
Fast
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Charging Galeshot

Charging Galeshot

2
Wind

Return target attacking ally to its owner's memory. Then you may load Charging Galeshot into an Aetherwing weapon you control.

β€œIf you're upside down in an upside down world, would that make you right side up? Oh dear...”

Power
1
Speed
Fast
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Chateau de Coeurs

Chateau de Coeurs

3
Norm

On Enter: Remove all buff counters from all objects you don't control.

Buff counters can't be placed on objects you don't control.

A maze of red roses greeted those who approached.

Durability
5
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Cheshire Cat, Impish Grin

Cheshire Cat, Impish Grin

3
Exalted
Norm

Spellshroud, Stealth

Cheshire Cat has all activated abilities of Distortion regalia you control.

Cheshire Cat gets +X where X is the total base power among Distortion weapons you control.

Power
1
Life
3
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Chibi, Battle of Red Cliffs

Chibi, Battle of Red Cliffs

3
Norm

Players can't declare attacks with allies unless they pay 1 for each attack declaration.

With her vast army, Cao Cao could not have foreseen the alliance of Sun Quan, Liu Bei, and Kongming, nor the momentous outcome this battle would bring.

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Chilling Touch

Chilling Touch

1
Water

Banish a card at random from target opponent's memory. Return that card to their memory at the beginning of their next end phase.

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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Chill to the Bone

Chill to the Bone

2
Water

Target attacking ally gets -2 and -2 until end of turn. If you control two or more phantasias, that ally gets -4 and -4 until end of turn instead.

There's freezing, and then there's frostbite.

Speed
Fast
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Chronowarp

Chronowarp

4
Astra

For the rest of the game, time is distorted. (As long as time is distorted, each player skips their first materialize phase and they get an additional materialize phase after their main phase each turn.)

β€œIf you could turn back time, would you?”

Speed
Slow
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Chrysalis, Hazy Caterpillar

Chrysalis, Hazy Caterpillar

2
Wind

Fast Activation

Ciel Bonus On Enter: As a Spell, if you have two or more wind element omens, suppress another target ally, item, or weapon.

β€œYou! Who are you?”

Power
1
Life
1
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Ciel, Loyal Valet

Ciel, Loyal Valet

1
Norm

On Enter: You gain the Servile Possessions mastery.

Inherited Effect β€” At the beginning of your end phase, you may banish a card from your graveyard or hand and put an omen counter on it.

"Miss Alice, I am at your service."

Level
Lv. 1
Life
20
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Ciel, Mirage's Grave

Ciel, Mirage's Grave

3
Umbra

Ciel Lineage

Whenever an omen counter is put on a card in your banishment, as a Spell, deal 2 unpreventable damage to up to one target unit.

"Overcome the mask. Succumb to true desire."

Level
Lv. 3
Life
30
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Ciel, Omenbringer

Ciel, Omenbringer

2
Norm

Ciel Lineage

On Enter: For each omen you have, discard a card from your hand or memory and draw a card into your memory.

Lineage Release β€” You may activate one of your omens. Activate this ability only if you have six or more omens.

Level
Lv. 2
Life
25
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Cinderbloom Tender

Cinderbloom Tender

2
Fire

Class Bonus Whenever you gather, deal 1 damage to each champion. (Apply this effect only if your champion’s class matches this card’s class.)

The poisonous sulfur vents of the Oasis often make harvesting herbs a dangerous job for humans.

Power
1
Life
2
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Cinder Geyser

Cinder Geyser

4
Fire

Class Bonus As long as an opponent has four or more cards in their memory, this card costs 2 less to activate.

Deal 4 damage to target unit.

Speed
Fast
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City Protector

City Protector

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.)

On Foster: Summon an Automaton Drone token.

The people’s protector, serving with a smile.

Power
2
Life
2
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Claimed From Beyond

Claimed From Beyond

3
Crux

Banish target non-champion object if one of its types matches one of the types card types among cards in your banishment. (Types include: ally, domain, item, phantasia, and weapon. Supertypes and subtypes are excluded.)

Speed
Fast
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Clarent, Reimagined

Clarent, Reimagined

2
Norm

Lorraine Bonus While paying for this card's memory cost, you may banish a card named Clarent, Sword of Peace and up to one other Sword Regalia card from your material deck. Each card banished this way pays for 1 of that cost.

Lorraine Bonus Remove a durability counter from Clarent: If target unit would be dealt non-combat damage this turn, prevent 2 of that damage. Clarent gains spellshroud until end of turn.

Power
1
Durability
3
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Clarent, Sword of Peace

Clarent, Sword of Peace

1
Norm

Class Bonus Remove a durability counter from Clarent: Prevent the next 1 non-attack non-combat damage that would be dealt to each unit you control this turn. (Activate this ability only if your champion's class matches this card's class.)

To protect its owner, it would sacrifice itself.

Power
1
Durability
2
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Clash of Fates

Clash of Fates

2
Norm

Guo Jia Bonus You may remove a quest counter from your champion rather than pay this card's reserve cost.

Put a buff counter on target Fatestone or Fatebound object. If that object is a Shenju ally, it gains vigor until end of turn.

Speed
Slow
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Claude, Fated Visionary

Claude, Fated Visionary

3
Astra

On Enter: Put the top LV cards of your deck into your graveyard. Then return up to two Automaton ally cards from your graveyard to your memory.

Automaton allies you control have taunt and "On Death: Glimpse 3."

Power
0
Life
2
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Clean Cut

Clean Cut

2
Norm

Level 2+ On Kill: Draw a card. (Apply this effect only if your champion is level 2 or higher.)

A perfected strike without wasted effort or movement; a sign of true mastery.

Power
2
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Cleansing Reunion

Cleansing Reunion

2
Wind

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)

Target player banishes three cards from their graveyard. If Cleansing Reunion is imbued, that player banishes six cards from their graveyard instead.

Speed
Fast
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Clear Pastures

Clear Pastures

1
Norm

Equestrian β€” If you control a Horse ally, 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.)

Draw a card into your memory.

Speed
Slow
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Cleric Robes

Cleric Robes

1
Norm

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

1, β†·: Prevent the next 1 damage that would be dealt to your champion this turn.

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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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