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Showing 301-350 of 405 cards (page 7 of 9)

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Sadi, Blood Harvester

Sadi, Blood Harvester

3
Norm

2: Return Sadi to your its owner's hand. If you do, put a preparation counter on your champion.

Class Bonus On Kill: 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.)

Power
2
Life
2
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Safeguard Amulet

Safeguard Amulet

0
Norm

Banish Safeguard Amulet: Whenever If your champion would take non-attack non-combat damage this turn, prevent 4 of that damage.

Hopefully enough to block a fatal spell.

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Scale of Souls

Scale of Souls

0
Norm

Class Bonus Balance β€” At the beginning of your recollection phase, if the amount of cards in your hand and memory are equal, recover 2.

2, β†·: Return a card from your memory to your hand.

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Scepter of Awakening

Scepter of Awakening

0
Tera

Diao Chan Bonus As long as you control four or more phantasias, you may activate this card from your material deck.

2, β†·: Target phantasia you control becomes an ally in addition to its other types with base power and life equal to its reserve cost until end of turn. Put a buff counter on it.

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Scry the Stars

Scry the Stars

3
Astra

Class Bonus You may banish a card named Scry the Skies from your graveyard rather than pay this card's reserve cost.

Until end of turn, cards you look at while glimpsing have "Starcalling β€” X", where X is that card's reserve cost. Glimpse 3.

Speed
Slow
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Sealed Blade

Sealed Blade

3
Norm

Pay only using floating memory for this card's memory cost.

Class Bonus Sealed Blade gets +1 .

An ephemeral sword that can be wielded only when bound.

Power
2
Durability
3
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Seal the Past

Seal the Past

2
Norm

Target player banishes three preserved cards from their material deck.

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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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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Seiryuu's Command

Seiryuu's Command

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Until end of turn, whenever target Beast attacks, trigger all of its on attack abilities twice.

Speed
Fast
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Seize Fate

Seize Fate

6
Exia

Jin Bonus This card costs 2 less to activate.

For the rest of the game, if your champion would take damage, remove that many damage counters from them instead and then if there are zero damage counters on your champion, banish your champion.

Speed
Slow
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Serum of Wisdom

Serum of Wisdom

3
Norm

Brew β€” Three Herbs (You may sacrifice the listed objects rather than pay this card's reserve cost.)

Sacrifice Serum of Wisdom: Glimpse 3. Draw a card into your memory.

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Servant's Obligation

Servant's Obligation

0
Wind

Hindered

Ciel Bonus As long as your champion hasn't been attacked dealt combat damage this turn, your champion has taunt.

Ciel Bonus 3, β†·, Banish Servant's Obligation: Summon a Vacuous Servant token.

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Seven of Hearts

Seven of Hearts

7
Fire

Kindle 7

Cardistry β€” 7: Deal 2 damage to each unit target opponent controls. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
2
Life
4
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Shadecursed Hunter

Shadecursed Hunter

2
Umbra

Ranged 5, Stealth

On Death: Put Shadecursed Hunter on the bottom of your champion's lineage.

Inherited Effect: This object has gets -2 .

A soul bargained for the thrill of the hunt.

Power
2
Life
1
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Shadow's Claw

Shadow's Claw

0
Umbra

As long as you have four or more preparation counters on your champion, you may activate this card from your material deck.

Tristan Bonus Phantasia allies you control can attack using Shadow's Claw. When they do, put a durability counter on Shadow's Claw.

Power
1
Durability
3
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Shardforged Blade

Shardforged Blade

1
Norm

You may sacrifice a Memorite object while paying for this card's memory cost to pay for 1 of that cost.

Merlin Bonus Shardforged Blade gets +2 as long as the attacker is attacking an ally with one or more sheen counters on it.

Power
1
Durability
3
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Shattering Discharge

Shattering Discharge

1
Arcane

You may activate this card from your banishment as long as there's a charge counter on it.

Class Bonus Whenever this card is banished from your memory, put a charge counter on it.

Deal 2 unpreventable damage to target champion. Banish Shattering Discharge.

Speed
Fast
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Shriveling Vines

Shriveling Vines

5
Tera

Class Bonus This card costs 2 less to activate.

At the beginning of your end phase, put two wither counters on target non-champion non-token object you don't control.

"The blight always lies under the surface."

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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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Sigil of Budding Embers

Sigil of Budding Embers

0
Fire

Hindered (This object enters the field rested.)

Diao Chan Bonus β†·, Remove X glimmer counters from your champion, Banish Sigil of Budding Embers: As a Spell, deal X damage to target champion.

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Silvie, With the Pack

Silvie, With the Pack

2
Norm

Silvie Lineage (Silvie, With the Pack must be leveled from a previous level "Silvie" champion.)

On Enter: If you control an Animal ally, draw a card. If you control a Beast ally, draw a card.

"Let's see if we can find your family!"

Level
Lv. 2
Life
22
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Sinistre Stab

Sinistre Stab

3
Umbra

On Hit: If you have five or more omens, you may put Sinistre Stab on the bottom of the hit champion's lineage. Otherwise, put Sinistre Stab on the bottom of your champion's lineage.

Inherited Effect β€” This object gets -3. (Champions have this ability as long as this card is part of its lineage.)

Power
4
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Six of Spades

Six of Spades

6
Norm

Stealth

Cardistry β€” 6: Six of Spades loses stealth and gets +2 until end of turn. You may change the target of an attack to Six of Spades. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
2
Life
3
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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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Slay the King

Slay the King

2
Crux

Class Bonus On Attack: You may banish a card from your material deck. If you do, Slay the King gains "On Kill: You may play the banished card."

Treachery strikes deadliest in the heart.

Power
4
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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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Slip Away

Slip Away

2
Umbra

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

Target unit becomes distant. If Slip Away is imbued, that unit also gains stealth and spellshroud until end of turn.

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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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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Soutirer Vortex

Soutirer Vortex

6
Umbra

As long as you have three or more omens with different reserve costs, this card costs 3 less to activate.

Your omens have ”Whenever an opponent activates a card with the same reserve cost as this omen, recover 1 and deal 1 damage to their champion.”

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Spellshield: Arcane

Spellshield: Arcane

3
Arcane

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of enlighten counters on your champion equal to the amount of damage prevented this way.

Speed
Fast
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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: 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 Blade: Infusion

Spirit Blade: Infusion

2
Crux

This card costs 2 less to activate if your champion has dealt combat damage this turn.

Until end of turn, target Sword weapon gets +3 and "On Champion Hit: Draw a card."

A blade empowered with spiritual might.

Speed
Fast
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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 Serene Wind

Spirit of Serene Wind

0
Wind

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.)

Cunning intuition trapped within the vortex's eye.

Level
Lv. 0
Life
15
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Spirit Shard

Spirit Shard

3
Norm

Level 3+ Sacrifice Spirit Fragment Spirit Shard: Draw a card.

Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a champion’s power.

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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 Slime

Storm Slime

2
Arcane

Pride 3

On Enter: As a Spell, deal damage to target unit equal to the number of Slime cards in your banishment.

Class Bonus On Death: You may banish two cards at random from your memory. If you do, draw two cards.

Power
3
Life
1
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Study the Fables

Study the Fables

2
Norm

Target player reveals six cards from their material deck. Draw a card into your memory.

Perhaps the answer lies within Azoth's many myths.

Speed
Slow
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Suffocating Miasma

Suffocating Miasma

2
Umbra

Imbue 2

On Enter: If Suffocating Miasma is imbued, you may put three debuff counters on target ally.

At the beginning of each opponent’s recollection phase, that player puts a debuff counter on an ally they control. If they don’t, deal 2 unpreventable damage to their champion.

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Summon Sentinels

Summon Sentinels

4
Neos

Class Bonus This card costs 1 less to activate for each domain you control.

Summon two Automaton Drone tokens each with a buff counter on them.

Speed
Slow
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Sunken Battle Priest

Sunken Battle Priest

3
Water

Class Bonus Other ephemeral allies you control get +1.

Ephemerate β€” 3, Banish a card with floating memory from your graveyard. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
1
Life
3
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Supply Drone

Supply Drone

3
Norm

Class Bonus At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)

Armor-plated and heat-resistant to prevent the sympathetic detonation of critical munitions.

Power
0
Life
4
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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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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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Tasershot

Tasershot

0
Norm

Renewable

β†·: Load Tasershot into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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