Cards where: released on or after 2024-06

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Dynasty Chancellor

Dynasty Chancellor

2
Water
Card Type
Ally β€” Mage Human

Intercept

On Enter: If your Shifting Currents face North, put the top two cards of your deck into your graveyard.

Deluge 3 β€” On Death: If you have three or more water element cards in your graveyard, draw a card.

Power
0
Life
1
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Ebbing Tide

Ebbing Tide

0
Water

Hindered (This object enters the field rested)

β†·: Empower 2. Activate this ability only if your Shifting Currents face East or West.

β†·, Banish Ebbing Tide: Empower X, where X is the amount of water element cards in your graveyard. Activate this ability only at slow speed and only if your Shifting Currents face North or South.

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Edelstein, Queen of Diamonds

Edelstein, Queen of Diamonds

10
Water

You may banish three or more Suited Spell cards with total reserve cost 10 from your graveyard rather than pay this card’s reserve cost.

On Enter: Recover 4 and empower 4.

Whenever you empower an amount, Edelstein gets +X until end of turn, where X is that amount.

Power
1
Life
4
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Effluve Guard

Effluve Guard

3
Wind

Ciel Bonus As long as this card is an omen, allies named Vacuous Servants you control have vigor. (Apply this effect only if your champion is Ciel.)

β€œWanna play? I'll introduce you to my friends! They've been waiting for someone just like you.”

Power
2
Life
3
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Eight of Hearts

Eight of Hearts

8
Fire

While paying for this card's reserve cost, you may sacrifice up to two Suited allies with reserve cost 4 or less. Each ally sacrificed this way pays for 3 of that cost.

Cardistry β€” 8: Draw two cards. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
3
Life
2
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Eight of Spades

Eight of Spades

8
Norm

Level 1+ This card costs 4 less to activate.

Cardistry β€” 8: Wake up Eight 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
3
Life
4
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Elucidate Plans

Elucidate Plans

2
Luxem

Put two preparation counters on your champion.

Class Bonus Element Bonus Whenever you reveal this card from your memory, put a preparation counter on your champion.

β€œMerely knowing my plans won’t suffice to beat me.”

Speed
Fast
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Elusive Headhunter

Elusive Headhunter

3
Umbra

Elusive Headhunter's attacks can't be retaliated.

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
4
Life
3
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Elyan, Lustre Loyalty

Elyan, Lustre Loyalty

4
Luxem

Class Bonus Stealth

Class Bonus Whenever you recover an amount, Elyan gets +X until end of turn, where X is that amount. Then if X is 4 or more, Elyan gains unblockable until end of turn.

Power
2
Life
2
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Embercrypt Burn

Embercrypt Burn

2
Fire

Banish target card from a graveyard. Then deal 2 damage to each champion.

"Don't you want to see what the flame of a candle is like after it's blown out?"

Speed
Fast
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Emberwrath Witch

Emberwrath Witch

2
Fire

At the beginning of your end phase, sacrifice Emberwrath Witch.

Ephemerate β€” 2 (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
2
Life
1
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Embrace Noir

Embrace Noir

2
Umbra

Until end of turn, all allies gain stealth.

Ciel Bonus If you have one or more umbra element omens, draw a card into your memory.

"Even if you detest what I become, as long as you are safe, I care not."

Speed
Fast
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Emergent Dagger

Emergent Dagger

1
Norm

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

A hidden blade for unforseen problems.

Power
1
Durability
2
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Eminent Commander

Eminent Commander

5
Wind

Class Bonus This card costs 3 less to activate as long as your champion has dealt 3 or more combat damage this turn. (Apply this effect only if your champion's class matches this card's class.)

"I go only where I am most needed."

Power
2
Life
2
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Eminent Lethargy

Eminent Lethargy

2
Exalted
Water

Until end of turn, players can’t declare attacks unless they pay 2 for each attack declaration.

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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Empowering Enlightenment

Empowering Enlightenment

2
Norm

Empower 2. Put an enlighten counter on your champion. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. You may remove three enlighten counters from your champion to draw a card.)

"None have reached enlightenment by sitting idly by."

Speed
Fast
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Empowering Prayer

Empowering Prayer

2
Norm

Your champion gets +2 level until end of turn. Then if your champion's level is equal to the amount of cards in your memory, draw a card.

The diligent pursuit of horticulture is often rewarded when the environmental conditions are just right.

Speed
Fast
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Empowering Tincture

Empowering Tincture

3
Norm

Brew β€” One Manaroot, One Herb

On Enter: If Empowering Tincture was brewed, draw a card into your memory.

Sacrifice Empowering Tincture: Your champion gets +2 level until end of turn.

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Enchanted Fete

Enchanted Fete

4
Norm

Recover 3 and draw a card into your memory. (To recover, remove that many damage counters from your champion.)

Every day was a new chapter in the Duchess's tale, where she twirled through life as the main character.

Speed
Fast
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Enervating Decay

Enervating Decay

4
Tera

Class Bonus Level 5+ This card costs 2 less to activate.

Destroy target attacking ally. If you do, recover X, where X is that ally's life stat.

Nature will endure long after mankind falls.

Speed
Fast
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Enfeebled Dagger

Enfeebled Dagger

0
Astra

Banish Enfeebled Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit would deal damage, it deals that much damage minus 3 instead.

Sharpened to rot the strength from within.

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Enfeebling Orb

Enfeebling Orb

0
Norm

Banish Enfeebling Orb: Target opponent puts two cards from their hand into their memory.

Even an unwelcome reflection remains bound to the soul, and only in its acceptance can peace be found.

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Engulf

Engulf

6
Water

Level 2+ This card costs 3 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Negate target non-attack card activation.

β€œFlow with the waters, and the light of truth shall find you; resist, and the depths will consume you.”

Speed
Fast
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En Passant

En Passant

2
Wind

Command Chessman (A Chessman ally you control performs this attack.)

As long as a Chessman Pawn ally is attacking with En Passant, it has "On Kill: If there are no buff counters on this ally, put two buff counters on it."

Power
2
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Enrage

Enrage

4
Exia

Damage 20+ This card costs 2 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)

Deal 4 unpreventable damage to your champion. Then, their next attack this turn gets +1 for every four damage counters on them.

Speed
Slow
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Ensnaring Fumes

Ensnaring Fumes

5
Wind

You may remove three preparation counters from your champion rather than pay this card's reserve cost.

Return all allies to their owner's hands.

Class Bonus Floating Memory

Speed
Fast
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Enthralling Chime

Enthralling Chime

1
Tera

Diao Chan Bonus 3, Banish Enthralling Chime: As a Spell, gain control of target ally with three or more wither counters on it.

Let nature take control.

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Entrancing Filigree

Entrancing Filigree

2
Tera

On Enter: As a Spell, banish target non-champion object you don't control. (Spell abilities can't target objects with spellshroud.)

On Leave: Return the banished object to the field under its owner's control rested.

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Entrenched Fortress

Entrenched Fortress

3
Tera

Taunt (While awake, this domain must be targeted before other objects you control during your opponent’s attack declarations if able.)

On Enter: Deal 3 damage to target unit.

Durability
6
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Enveloping Soulmist

Enveloping Soulmist

4
Crux

Class Bonus As long as your champion is awake, this card costs 2 less to activate.

Your champion gains stealth until end of turn. Put a preparation counter on your champion.

β€œWhat you call my ignorance is only your own.”

Speed
Fast
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Epochal Conqueror

Epochal Conqueror

3
Norm

As long as Epochal Conqueror is attacking a domain, it gets +3.

Power
1
Life
4
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Equanimity's Ashes

Equanimity's Ashes

5
Fire

Level 3+ This card costs 3 less to activate.

Deal 3 damage to target champion.

Class Bonus Then if that champion has five or less damage counters on them, deal an additional 4 damage to them.

Speed
Slow
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Equinox Hour

Equinox Hour

0
Norm

Banish Equinox Hour: Draw a card. Then target opponent may materialize a card from their material deck. (That opponent still pays for its costs.)

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Equivalent Exchange

Equivalent Exchange

4
Norm

Summon a Lost Being token rested. Then you may banish two ally cards from a single graveyard. If you do, wake up that token and put a buff counter on it.

All creation springs from what already is.

Speed
Slow
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Erratic Bolt

Erratic Bolt

4
Arcane

Deal LV damage to target unit. (LV refers to your champion's level.)

Class Bonus You may banish two cards at random from your memory. If you do, draw two cards. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Escape the Wreckage

Escape the Wreckage

3
Norm

Return target ally you control to its owner's memory. If you do, draw a card into your memory.

A sudden and dangerous rescue in enemy lands.

Speed
Fast
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Essence Crucible

Essence Crucible

1
Norm

On Enter: Draw a card.

Arisanna Bonus Whenever you brew a card, put a refinement counter on Essence Crucible.

If a Spell source you control would deal damage to one or more units, it deals that much damage plus X instead, where X is the amount of refinement counters on Essence Crucible.

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Essence of Blizzards

Essence of Blizzards

4
Water

Brew β€” One Adjuvant, One Catalyst (You may sacrifice the listed objects rather than pay this card's reserve cost.)

Sacrifice Essence of Blizzards: Deal 1 damage to target unit. If that unit is rested, deal 1+LV damage to it instead. Until end of turn, allies enter the field rested.

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Esteemed Knight

Esteemed Knight

3
Norm

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

A knight whose reputation precedes them. They raise their sword for noble purpose.

Power
2
Life
3
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Eternal Directive

Eternal Directive

2
Wind

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

Class Bonus On Attack: Put a buff counter on the attacker.

"Your program will never override our will."

Power
3
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Eternal Magistrate

Eternal Magistrate

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.)

As long as Eternal Magistrate is imbued, cards can’t leave your opponents’ material decks unless it’s their materialize phase.

"You abide by my rules."

Power
1
Life
3
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Ethereal Absorption

Ethereal Absorption

1
Crux

As an additional cost to activate this card, return a regalia you control to its owner's material deck.

Draw a card, then put two preparation counters on your champion.

"Why see the future when you can use the past?"

Speed
Fast
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Ethereal Slime

Ethereal Slime

2
Crux

Pride 3, Stealth, True Sight

Class Bonus On Enter: You may banish a Tamer card from your material deck. If you do, draw a card and put a buff counter on Ethereal Slime.

Level 5+ Prevent all non-combat damage that would be dealt to Ethereal Slime.

Power
2
Life
2
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Evanescent Winds

Evanescent Winds

2
Wind

Phantasia allies you control get +2 until end of turn.

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
Fast
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Evasive Maneuvers

Evasive Maneuvers

1
Norm

Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a Ranger, it becomes distant. (Units stay distant until the end of their controller's turn.)

The key to survival is how fast you can duck and dodge when you are outmatched and outgunned.

Speed
Fast
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Evasive Positioning

Evasive Positioning

1
Norm

Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a champion, it becomes distant.

No matter the weapon, Diana excelledβ€”so long as there was space between her and the target.

Speed
Fast
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Eventide Lure

Eventide Lure

2
Water

On Enter: Look at the top five cards of your deck. You may reveal a phantasia card from among them and put it into your memory. Put the rest on the bottom of your deck in any order.

"The tides will always favor the patient."

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Eventide Spear

Eventide Spear

0
Water

Class Bonus As long as an opponent controls two or more rested units, you may activate this card from your material deck. (Apply this effect only if your champion's class matches this card's class.)

The enemy is numerous, but the tide is immeasurable.

Power
1
Durability
1
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Evercurrent Raider

Evercurrent Raider

2
Water

Floating Memory

Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

"Back again to this twisted land?"

Power
1
Life
2
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Everflame Staff

Everflame Staff

0
Fire

Whenever a fire element Spell source you control deals damage, put a refinement counter on Everflame Staff.

Class Bonus Banish Everflame Staff: As a Spell, deal 4 damage to target champion. Activate this ability only if there are three or more refinement counters on Everflame Staff.

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