Cards where: memory cost is at most 2
Cards Images Table

Showing 351-400 of 401 cards (page 8 of 9)

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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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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

: 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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Temporal Spectrometer

Temporal Spectrometer

0
Norm

Divine Relic

: Put a time counter on Temporal Spectrometer.

While paying for a memory cost, you may sacrifice Temporal Spectrometer to pay for X of that cost, where X is the amount of time counters on Temporal Spectrometer.

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Temptation's Facade

Temptation's Facade

1
Water

On Enter: Draw a card.

Nico Bonus : 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 Elysian Astrolabe

The Elysian Astrolabe

2
Astra

Hindered (This object enters the field rested.)

Materialize this card only if it's the last card in your material deck, and only if your starting material deck size was twelve.

: Until end of turn, you may pay 0 rather than pay a card's starcalling costs. When you do, glimpse 5.

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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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Ticket to the Afterlife

Ticket to the Afterlife

0
Umbra

Activated abilities of Specter cards in your graveyard cost 1 less to activate.

Specter cards you activate from your graveyard cost 1 less to activate.

Alice Bonus2, , Banish a Specter card from your graveyard: Recover 2.

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Tidefate Brooch

Tidefate Brooch

0
Water

At the beginning of your end phase, put X refinement counters on Tidefate Brooch, where X is the amount of Fatestone and/or Fatebound objects you control.
3, Banish Tidefate Brooch: Put the top ten cards of your deck into your graveyard. Activate this ability only if there are ten or more refinement counters on Tidefate Brooch.

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Tideholder Claymore

Tideholder Claymore

2
Water

Class Bonus This card costs 1 less to materialize.

As an additional cost to use this weapon for an attack, pay 10, reduced by 1 for each water element card in your graveyard.

A tidal wave of unrelenting force.

Power
5
Durability
3
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Tithe Proclamation

Tithe Proclamation

1
Norm

On Enter: Draw a card.

Players Each player can't draw more than three cards each turn unless it's their first turn of the game.

Wealth can only be amassed up to a certain point before the church of Aesa takes an interest.

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Tome of Ignorance

Tome of Ignorance

1
Umbra

Class Bonus Champions you don't control get -1 level. (Apply this effect only if your champion's class matches this card's class.)

Banish Tome of Ignorance: Draw a card.

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Tome of Knowledge

Tome of Knowledge

1
Norm

Class Bonus Your champion gets +1 level. (Apply this effect only if your champion's class matches this card's class.)

Banish Tome of Knowledge: Draw a card.

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Tome of Sacred Lightning

Tome of Sacred Lightning

0
Arcane

Element Bonus You may banish a Book regalia you control to activate this card from your material deck. If you do, Tome of Sacred Lightning enters the field with all abilities of the banished card.

Class Bonus : Banish a card at random from your memory. If a card was banished this way, draw a card.

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Tome of Sorcery

Tome of Sorcery

1
Norm

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

: Empower 1. (The next Spell card you activate this turn activates and resolves as if your champion got +1 level.)

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Tonoris, Lone Mercenary

Tonoris, Lone Mercenary

1
Norm

On Enter: Tonoris gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Exiled and purged, he searches for his own truth.

Level
Lv. 1
Life
20
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Tonoris, Might of Humanity

Tonoris, Might of Humanity

2
Norm

Tonoris Lineage (Tonoris, Might of Humanity must be leveled from a previous level "Tonoris" champion.)

On Enter: Tonoris' next attack this turn gets +3 .

With replenished strength, Tonoris serves as a beacon of hope for humanity's salvation.

Level
Lv. 2
Life
25
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Training Sword

Training Sword

0
Norm

When one begins their journey, they must first master the fundamentals of combat, stripped of ornament or flourish.

Power
1
Durability
2
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Tristan, Grim Stalker

Tristan, Grim Stalker

2
Norm

On Ally Hit: You may remove three preparation counters from Tristan. If you do, destroy the hit ally.

At the beginning of your end phase, if Tristan is awake, put a preparation counter on Tristan.

"Life is cheap. Just tell me how many."

Level
Lv. 2
Life
22
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Tristan, Hired Blade

Tristan, Hired Blade

2
Norm

Tristan Lineage

On Enter: If Tristan has two or more preparation counters on her, draw a card. Then if Tristan has four or more preparation counters on her, draw an additional card.

Level
Lv. 2
Life
22
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Tristan, Underhanded

Tristan, Underhanded

1
Norm

On Enter: You may put a preparation counter on Tristan. If you don’t, you gain agility 3 for this turn. (Agility 3 — Return three cards from your memory to your hand at the beginning of the end phase.)

“Consider it done. Just worry about my payment.”

Level
Lv. 1
Life
19
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Trivariate Dream

Trivariate Dream

0
Norm

(Aetherwing — Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus On Attack: If there are exactly three Aethercharge cards in the attacker's intent, this attack gets +3.

Power
1
Durability
3
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Turbulent Bullet

Turbulent Bullet

0
Wind

Renewable

: Load Turbulent Bullet into target unloaded Gun weapon you control.

Class Bonus On Hit: Up to two target allies you control get +1 until end of turn.

Power
1
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Vanitas, Convergent Ruin

Vanitas, Convergent Ruin

2
Wind

Vanitas Lineage

Whenever you activate a Spell card, Vanitas' next attack without a weapon this turn gets +1 .

On Champion Hit: If 7 or more damage was dealt, cards that opponent materializes cost 1 more to materialize until the beginning of your next turn.

Level
Lv. 2
Power
1
Life
22
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Vanitas, Obliviate Schemer

Vanitas, Obliviate Schemer

1
Wind

Vanitas can only level up into another "Vanitas" champion.

On Enter: If there's another wind element card in Vanitas' lineage, glimpse 4.

"With just a nudge, this seed will be ripe for harvest."

Level
Lv. 1
Life
19
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Vaporjet Shield

Vaporjet Shield

2
Water

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, prevent 1 of that damage.

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Varuckan Soulknife

Varuckan Soulknife

0
Fire

Class Bonus Element Bonus You may banish three fire element cards from your graveyard to activate this card from your material deck.

Class Bonus On Kill: Return Varuckan Soulknife to Put a card named Varuckan Soulknife from your banishment into your material deck.

Power
1
Durability
1
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Veilara's Promise

Veilara's Promise

0
Norm

Whenever you activate a Spell card, put a refinement counter on Veilara's Promise. Then if there are three or more refinement counters on Veilara's Promise, you may banish it. If you do, draw a card.

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Ventus, Staff of Zephyrs

Ventus, Staff of Zephyrs

0
Wind

Whenever you activate a wind element Mage Spell, put a refinement counter on Ventus.

, Remove a refinement counter from Ventus: Put an enlighten counter on your champion.

, Remove three refinement counters from Ventus: Suppress target ally.

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Verdant Scepter

Verdant Scepter

1
Tera

Class Bonus On Enter: You may banish a Slime ally you control. If you do, put an amount of refinement counters on Verdant Scepter equal to the banished ally's power plus 1.

, Remove a refinement counter from Verdant Scepter: Put a buff counter on each of up to two Slime allies you control then draw a card.

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Viridian Protective Trinket

Viridian Protective Trinket

0
Norm

Banish Viridian Protective Trinket: During your turn, water element cards your opponents activate cost 2 more to activate.

A charmed ring that funnels and tapers torrential downpours into a revitalizing mist.

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Vorpal Sword

Vorpal Sword

1
Crux

Specter allies can't retaliate.

Merlin Bonus , Banish a card from your material deck: Vorpal Sword gains spellshroud until end of turn.

Merlin Bonus On Ally Hit: You may remove a preparation counter from your champion. If you do, wake up the attacker. Trigger this ability only once per turn.

Power
3
Durability
3
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Votive Runeblade

Votive Runeblade

1
Crux

Class Bonus On Attack: You may sacrifice another Sword regalia. If you do, wake up the attacker.

In a world of reflections, there can only be one.

Power
1
Durability
2
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Vyra, Spirit of Fire

Vyra, Spirit of Fire

0
Fire

On Enter: Draw seven cards.

"A bloom of flame to ignite the heart."

Level
Lv. 0
Life
15
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Wand of Frost

Wand of Frost

1
Water

Class Bonus On Enter: Draw a card.

Banish Wand of Frost: Target unit's attacks get -3 until end of turn.

Wielded by the apostles of the Lumina Sanctuary, this wand chills even the most heated of threats.

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Warrior's Longsword

Warrior's Longsword

1
Norm

Class Bonus Warrior's Longsword gets +1 . (Apply this effect only if your champion's class matches this card's class.)

A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.

Power
1
Durability
2
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Water Resonance Bauble

Water Resonance Bauble

0
Norm

Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.

Torrents crash and turn along the edges of this orb, waiting for their inevitable release.

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Wayfinder's Map

Wayfinder's Map

0
Norm

Domain cards you activate cost 1 less to activate.

Banish Wayfinder's Map: Draw a card. Activate this ability only if you control three or more domains.

Critical landmarks and strategic bastions dot the battlefield. Strategic control is the key to success.

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Wildheart Lyre

Wildheart Lyre

1
Water

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

Class Bonus Whenever you rest Wildheart Lyre to pay for the reserve cost of a Harmony or Melody activation, put a buff counter on an Animal or Beast ally you control.

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Winbless Kiteshield

Winbless Kiteshield

1
Wind

Class Bonus This card costs 1 less to materialize.

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)

Linked unit has vigor.

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Windpiercer

Windpiercer

0
Wind

Renewable

: Load Windpiercer into target unloaded Gun weapon you control.

On Attack: Glimpse 1, then reveal the top card of your deck. If that card is wind element, Windpiercer gets +2 .

Power
1
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Wind Resonance Bauble

Wind Resonance Bauble

0
Norm

Banish Wind Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a wind element champion.

A spirit of wind sleeps within this bauble. Perhaps it will grant blessings once it wakes.

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Windspire Crest

Windspire Crest

0
Wind

Diao Chan Bonus 2, , Remove two glimmer counters from your champion: Put a buff counter on an ally you control.

4, Banish Windspire Crest: Draw a card.

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Windwalker Boots

Windwalker Boots

0
Wind

Class Bonus At the beginning of your end phase, if your champion is awake, put a preparation counter on them.

Banish Windwalker Boots: Draw a card. Activate this ability only if your champion has five or more preparation counters on them.

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Winged Talaria

Winged Talaria

0
Norm

2, Banish Winged Talaria: Target unit becomes distant. (Units stay distant until the end of their controller's turn.)

These enchanted sandals are said to carry their wearer to wherever their destiny calls.

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Worn Diary

Worn Diary

0
Norm

: Put a page counter on Worn Diary for each card in your memory.

, Banish Worn Diary: Draw a card. Activate this ability only if there are ten or more page counters on Worn Diary.

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Worn Gearblade

Worn Gearblade

1
Norm

Class Bonus , Remove a durability counter from Worn Gearblade: Prevent the next 1 damage that would be dealt to target unit this turn.

Whenever an Automaton ally you control dies, put a durability counter on Worn Gearblade.

Power
1
Durability
3
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Zander, Always Watching

Zander, Always Watching

2
Norm

Zander Lineage (Zander, Always Watching must be leveled from a previous level "Zander" champion.)

Inherited Effect: As long as Zander is attacking a rested unit, Zander's attacks get +1 . (Your champion has this ability as long as this card is part of its lineage.)

Level
Lv. 2
Life
22
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Zander, Deft Executor

Zander, Deft Executor

2
Norm

Zander Lineage

On Enter: Put two preparation counters on Zander. Then you may remove a preparation counter from him. If you do, return an Assassin action or an Assassin attack card from your graveyard to your hand.

Level
Lv. 2
Life
22
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Zander, Prepared Scout

Zander, Prepared Scout

1
Norm

On Enter: Glimpse 2. Put a preparation counter on Zander. (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.)

"In this new dawn, I embark with clear purpose and conviction."

Level
Lv. 1
Life
19
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