Cards where:
appearances is at least 5
and win rate is greater than 50%
Cards Images Table

Showing 301-350 of 410 cards (page 7 of 9)

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Shroud in Mist

Shroud in Mist

5
Water

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

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

Speed
Fast
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Sink into Oblivion

Sink into Oblivion

3
Water

Target player puts the top three cards of their deck into their graveyard.

In that deep and quiet comfort, do not lose sight of the surface.

Speed
Slow
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Skirting Step

Skirting Step

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 unit becomes distant. If Skirting Step is imbued, prevent the next 1 damage that would be dealt to that unit this turn and draw a card.

Speed
Fast
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Slice and Dice

Slice and Dice

2
Norm

Prepare 3

On Hit: If Slice and Dice was prepared, you may have the attacker declare an additional attack. If you do, create a copy of Slice and Dice in that attacker's intent except it isn't prepared and it gets +3 .

Power
3
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Slimeshield

Slimeshield

2
Wind

Class Bonus Level 2+ This card costs 1 less to activate.

Prevent the next 3 damage that would be dealt to target unit this turn. If that unit is a Slime ally, put a buff counter on it.

A pod of slimes will always protect their kin.

Speed
Fast
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Smoke Bombs

Smoke Bombs

1
Norm

Banish Smoke Bombs: Target ally gains stealth until end of turn. Draw a card. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

"Where'd they go? They were right there!"
β€” Very Attentive Guard

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Snow Fairy

Snow Fairy

3
Water
Card Type
Ally β€” Mage Fairy

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

On Enter: Rest target ally you don't control. That ally doesn't wake up during its controller's wake up phase as long as you control Snow Fairy.

Power
1
Life
2
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Song of Frost

Song of Frost

2
Water

Class Bonus You may banish a card with floating memory from your graveyard rather than pay this card's reserve cost.

If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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Sovereign Sanctuary

Sovereign Sanctuary

3
Exalted
Norm

If a unit you control would be dealt damage, prevent 2 of that damage.

At the beginning of your recollection phase, sacrifice Sovereign Sanctuary and draw a card into your memory.

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Spellward Scepter

Spellward Scepter

0
Norm

Hindered (This object enters the field rested.)

β†·, Banish Spellward Scepter: The activation of the next card you activate this turn can't be negated.

β€œThe Queen of Hearts, she made some tarts, all on a summer day.”

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Spirelle, Schwartz Queen

Spirelle, Schwartz Queen

2
Umbra

On Enter: As a Spell, deal 3 damage to target unit. Then you may banish a card from your hand or memory face down.

2, β†·, Reveal a card banished by Spirelle with reserve cost X: Negate each activation of cards with reserve cost X. Put each card negated this way and each card banished by Spirelle into their owner's memories. Then trigger each of Spirelle's on enter abilities.

Power
0
Life
4
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Spirit Blade: Ascension

Spirit Blade: Ascension

1
Crux

As an additional cost to activate this card, return a Sword regalia you own to your material deck.

Choose a Sword regalia card from your material deck or banishment and put it onto the field.

With the spirits' aid, even a worn sword may be transfigured into a divine relic.

Speed
Fast
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Spirit Blade: Dispersion

Spirit Blade: Dispersion

0
Crux

Remove all durability counters from any amount of Sword weapons you control, then banish them. Choose any amount of units and deal damage equal to the amount of durability counters removed this way split among them.

When spirits take, they pay in kind.

Speed
Fast
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Spirit Blade: Ensoul

Spirit Blade: Ensoul

6
Crux

Choose any amount of Sword weapon cards with memory cost 1 or less from your banishment and/or material deck and put them onto the field. Until end of turn, Sword weapons you control can attack as though they were allies. At the beginning of your next end phase, sacrifice all Sword weapons you control.

Speed
Slow
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Spirit of Serene Fire

Spirit of Serene Fire

0
Fire

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Searing insight found within all-consuming flame.

Level
Lv. 0
Life
15
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Spirit of Serene Water

Spirit of Serene Water

0
Water

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Overflowing visions immersed within the waves.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

Convalescing waves cascade through the soul, revitalizing the body and mind from the depths.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.

Level
Lv. 0
Life
15
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Squallsnare

Squallsnare

3
Wind

Suppress two target allies with the same reserve costs. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)

The Foret des Champignons often lured in those who would pluck its wonders for their own gain.

Speed
Fast
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Staggering Strike

Staggering Strike

3
Norm

True Sight (This attack can target units with stealth.)

On Champion Hit: Remove three preparation counters from the hit champion.

Concussive force swung with terrifying ferocity.

Power
3
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Steady Sharpshooter

Steady Sharpshooter

3
Norm

On Attack: Put an aim counter on Steady Sharpshooter. Then you may remove all aim counters from Steady Sharpshooter. For aim counter removed this way, Steady Sharpshooter gains ranged 2 for this attack.

Power
1
Life
4
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Stifling Trap

Stifling Trap

2
Wind

Class Bonus If it's not your turn, you may remove two preparation counters from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target ally, then negate all on enter triggers from that ally.

Speed
Fast
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Stillwater Patrol

Stillwater Patrol

4
Water

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

As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .

Specially trained to be ever-vigilant, little bypasses their detection.

Power
2
Life
3
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Stolen Chance

Stolen Chance

1
Norm

Remove a preparation counter from target champion. If a preparation counter was removed this way, draw a card.

"Intruders will be dealt with no mercy."

Speed
Fast
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Stonescale Band

Stonescale Band

1
Tera

Class Bonus On Enter: Discard up to three ally cards from your hand and/or memory, then draw that many cards.

2, β†·: The next ally card you activate this turn can be activated as though it had fast activation.

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Storm of Thorns

Storm of Thorns

2
Water

If damage would be dealt to a unit you control this turn, prevent 1 of that damage. If the damage prevented had a unit as its source, deal 1 damage to that unit.

Class Bonus Floating Memory

Speed
Fast
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Strapping Conscript

Strapping Conscript

2
Fire

Class Bonus Level 2+ Strapping Conscript gets +1 and +1 . (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

House Pendragon recruits only the hardiest of pages to train as knights.

Power
2
Life
1
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Strategem of Myriad Ice

Strategem of Myriad Ice

6
Water

As long as your Shifting Currents face East, this card has efficiency.

You may banish any amount of cards with floating memory from your graveyard. When a card is banished this way, deal 3 damage to target unit you don't control.

Speed
Slow
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Striking Illuminance

Striking Illuminance

2
Luxem

Prepare 2

Whenever you reveal a luxem element card from your memory, Striking Illuminance gets +1 . (This ability triggers and resolves while this card is in an intent.)

On Attack: If Striking Illuminance was prepared, reveal all cards in your memory.

Power
4
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Sudden Steel

Sudden Steel

6
Norm

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

Her last strike was deadly.

Power
5
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Sunblessed Gazelle

Sunblessed Gazelle

2
Luxem

Taunt

On Enter: If your influence is three or less, draw a card and recover 3.

Sunblessed Gazelle gets +X where X is the highest influence among your opponents.

Power
1
Life
1
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Sun Ce, Weaponsmaster

Sun Ce, Weaponsmaster

3
Norm

Class Bonus On Enter: Put a durability counter on target Warrior weapon you control.

Class Bonus Warrior weapons you control get +1 .

Even if the sun goes down, another shall always rise to greet the dawn.

Power
1
Life
4
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Surreptitious Scheme

Surreptitious Scheme

1
Norm

Remove a level counter from target champion. If level counter was removed this way, draw a card.

To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill.

Speed
Fast
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Surveil the Winds

Surveil the Winds

2
Wind

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

Draw a card, then put a preparation counter on your champion.

The winds tell more than just which direction it blows.

Speed
Slow
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Sword of Adversity

Sword of Adversity

0
Norm

Class Bonus Sword of Adversity gets +1 as long as you control no allies. (Apply this effect only if your champion's class matches this card's class.)

When pushed to the edge, this sword grows even sharper.

Power
1
Durability
1
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Shadows

Sword of Shadows

0
Astra

Class Bonus Sword of Shadows gets +1.

As long as an opponent controls an ally with stealth, Sword of Shadows gets -1. (Apply this effect only if your champion's class matches this card's class.)

Power
1
Durability
2
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Sword Saint of Everflame

Sword Saint of Everflame

4
Fire

Class Bonus 2, Banish this card from your graveyard: Target fire element weapon or ally gets +2 until end of turn.

"Though my kindling may one day burn up, the flame of my sword will pass on."

Power
3
Life
2
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Sword Saint's Vow

Sword Saint's Vow

1
Norm

Class Bonus Sword Saint's Vow gets +1 for each durability counter on it.
Class Bonus Whenever you activate a Craft action card, put two durability counters on Sword Saint's Vow.
On Hit: Remove a durability counter from Sword Saint's Vow.

Power
0
Durability
1
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Sylph's Envelopment

Sylph's Envelopment

2
Wind

Banish target ally you control, then return it to the field under its owner's control rested. If that ally is a phantasia, it enters the field with an additional buff counter on it.

Speed
Fast
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Tabula of Salvage

Tabula of Salvage

0
Norm

Banish Tabula of Salvage: Choose up to five cards from your graveyard and put them on the bottom of your deck in any order.

Waste not, want not.

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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tempered Steel

Tempered Steel

1
Fire

Put a durability counter on target weapon you control.

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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Tempest Downfall

Tempest Downfall

3
Wind

Class Bonus This card costs 3 less to activate if an ally has been suppressed this turn.

Deal 3 damage to target unit. If that unit is an ally that entered the field this turn, deal an additional 3 damage to it.

Speed
Fast
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Temptation's Facade

Temptation's Facade

1
Water

On Enter: Draw a card.

Nico Bonus β†·: Change the target of an activation that targets another non-champion object you control to Temptation's Facade.

Can't help being drawn in.

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The Looking Glass

The Looking Glass

0
Norm

Divine Relic

Omnishroud

If this card is in your starting material deck, you may begin the game with it on the field.

Ignore the elemental requirements of Distortion cards you play.

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The Majestic Spirit

The Majestic Spirit

12
Crux

Intercept, True Sight, Vigor

Champions you control have spellshroud.

If another crux element unit you control would take damage, prevent half of that damage, rounded up.

Power
4
Life
10
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Thieving Cut

Thieving Cut

2
Norm

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

On Hit: If Thieving Cut was prepared, draw a card.

What's yours is mine.

Power
3
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Three of Hearts

Three of Hearts

3
Fire

Cardistry β€” 3: Draw a card, then discard a card. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

”I suppose three is a crowd.”

Power
2
Life
3
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Three Visits

Three Visits

0
Wind

As an additional cost to activate this card, rest your champion.

Class Bonus You may activate this card from your graveyard. If you do, banish it as it resolves.

Class Bonus You may activate this card from your banishment. If you do, put it on the bottom of your deck as it resolves.

Glimpse 2 and recover 2.

Speed
Fast
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