Showing 401-450 of 1616 cards (page 9 of 33)
Ebbing Tide
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.
Echoic Guard
Class Bonus This card costs 1 less to activate.
Prevent the next 2 damage that would be dealt to target ally this turn. Then you may pay X where X is that allyβs reserve cost. If you do, summon a token copy of that ally.
Effluve Guard
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.)
βWanna play? I'll introduce you to my friends! They've been waiting for someone just like you.β
Embercrypt Burn
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?"
Embershield Keeper
Foster (At the beginning of your recollection phase, if this ally hasnβt been dealt damage since the end of your previous turn, it becomes fostered.)
Class Bonus As long as Embershield Keeper is fostered, it gets +2 .
Embrace Noir
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."
Emerald Pistol
Class Bonus On Enter: Materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your championβs class matches this cardβs class.)
Preloaded with whatever you deem necessary.
Emergent Dagger
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.
Eminent Commander
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."
Eminent Lethargy
Until end of turn, players canβt 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.)
Empowering Enlightenment
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."
Empowering Prayer
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.
Empowering Tincture
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.
Enchaining Gale
Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Suppress target ally. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Enchanted Fete
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.
Enervating Decay
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.
Enfeebled Dagger
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.
Enfeebling Orb
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.
Enhance Hearing
Class Bonus This card costs 1 less to activate.
Look at the top three cards of your deck. You may reveal a wind element card or a Reaction card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.
Enhance Potency
Class Bonus This card costs 1 less to activate.
Rest target Potion. If you do, the next time you activate an ability of that Potion this turn, copy that ability. You may choose new targets for the copy.
En Passant
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."
Enrage
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.
Ensnaring Fumes
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
Enthralling Chime
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.
Enthralling Visage
The next time damage would be dealt to target unit this turn, prevent 2 of that damage. When damage is prevented this way, banish target card in a graveyard.
βDonβt take your eyes off me.β
Entrancing Filigree
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.
Enveloping Soulmist
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.
βWhat you call my ignorance is only your own.β
Equanimity's Ashes
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.
Equivalent Exchange
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.
Erratic Bolt
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.)
Escape the Wreckage
Return target ally you control to your its owner's memory. If you do, draw a card into your memory.
A sudden and dangerous rescue in enemy lands.
Essence of Blizzards
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.
Eternal Directive
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."
Eternal Dreamer
Class Bonus On Attack: Glimpse X, where X is Eternal Dreamerβs power. (Apply this effect only if your championβs class matches this cardβs class.)
For awakened automata, each step toward self-actualization brings a deeper understanding of Azothβs impending crisis.
Eternal Magistrate
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 canβt leave your opponentsβ material decks unless itβs their materialize phase.
Ethereal Absorption
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?"
Ethereal Slime
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.
Etherealys' Promise
Whenever an ally you control dies, put a refinement counter on Etherealys' Promise. Then if there are three or more refinement counters on Etherealys' Promise, you may banish it. If you do, draw a card.
Evanescent Winds
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.)
Evasive Maneuvers
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.
Evasive Positioning
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 excelledβso long as there was space between her and the target.
Eventide Lure
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."
Eventide Spear
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.
Evercurrent Raider
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?"
Everflame Staff
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.
Exalted Dorumegian Throne
Allies you control get +1 and +1 .
Upkeep β At the beginning of your recollection phase, if you control four or fewer other domains, sacrifice Exalted Dorumegian Throne.
Humanity's ascension gilded in iron, onyx, and gold.
Excalibur, Cleansing Light
Destroy target non-champion object.
Class Bonus Choose up to two non-norm elements. Players can't materialize or activate cards of those elements until the beginning of your next turn. (Apply this effect only if your champion's class matches this card's class.)
"Strike those who dwell in shadows, by Aesa's light!"
Excoriate
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Destroy target ally with reserve cost 4 or less.
"Filth must be cleansed from our kingdom."