Cards where: rarity is less than R

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Golden Bishop

Golden Bishop

3
Norm

On Hit: If the hit unit has an odd life stat and if there are no charge counters on Golden Bishop, put a charge counter on Golden Bishop.

Remove a charge counter from Golden Bishop: Prevent the next 2 damage that would be dealt to target Chessman unit you control this turn.

Power
1
Life
3
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Golden Gambit

Golden Gambit

3
Norm

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

As an additional cost to activate this card, sacrifice a Chessman ally.

Draw two cards.

Speed
Slow
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Golden Knight

Golden Knight

3
Norm

Alice Bonus As long as Golden Knight is attacking a unit with intercept or taunt, Golden Knight gets +1 .

A knight's rigidity may be tricky to deal with, but it comes from a deep sense of servitude for its queen.

Power
2
Life
3
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Golden Pawn

Golden Pawn

2
Norm

As long as you control another Chessman unit, Golden Pawn has taunt.

On Death: Draw a card.

Alice Bonus On Hit: If 7 or more damage was dealt, you may sacrifice Golden Pawn. If you do, summon a Queen Piece token.

Power
0
Life
1
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Golden Rook

Golden Rook

3
Norm

As long as Golden Rook is attacking a unit with an even life stat, Golden Rook gets +1.

Even without its king, the rook is one of the most powerful pieces in chess.

Power
1
Life
4
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Gossamer Staff

Gossamer Staff

0
Norm

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

They say the Exarch of Light drew crowds during Revelfest, but the goddess hasn't appeared since, leaving many more curious to see for themselves.

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Grave Gateau

Grave Gateau

2
Norm

Hindered (This object enters the field rested.)

β†·, Sacrifice Grave Gateau: Put a buff counter on target Specter ally.

Alice Bonus Ephemerate β€” 1

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Gray Wolf

Gray Wolf

2
Norm

Pride 2 (This ally won't obey you unless your champion is level 2 or higher.)

A common predator that roams the temperate woodlands of Aesa. One would do well to not adventure there alone.

Power
2
Life
2
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Green Slime

Green Slime

3
Wind

Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)

On Enter: Put two buff counters on Green Slime.

Class Bonus On Leave: Put the buff counters that were on Green Slime on target ally you control.

Power
0
Life
1
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Guarded Dissipation

Guarded Dissipation

2
Water

Prevent the next X damage that would be dealt to target unit this turn where X is the greatest power among Sword weapons you control.

Level 1+ Draw a card.

An impeccible parry to nullify any assault.

Speed
Fast
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Guo Jia, Blessed Scion

Guo Jia, Blessed Scion

2
Norm

Guo Jia Lineage

On Enter: You may put two quest counters on Guo Jia. If you don't, draw a card.

Lineage Release β€” Negate target activation or trigger that targets a Fatestone or Fatebound object you control.

Level
Lv. 2
Life
22
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Guo Jia, Chosen Disciple

Guo Jia, Chosen Disciple

1
Norm

On Enter: If you don't control a Fatestone regalia, reveal all cards in your material deck. Then put a Fatestone regalia card with the lowest memory cost from among them onto the field.

"Despite what others may believe, the lily pad provides relief for many beneath its gentle shade, away from the sun's relentless blaze."

Level
Lv. 1
Life
19
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Guo Jia, Heaven's Favored

Guo Jia, Heaven's Favored

3
Luxem

As long as you control a Shenju ally, this card costs 3 less to materialize.

Guo Jia Lineage

On Enter: You may put three quest counters on Guo Jia. If you don't, recover 3.

Level
Lv. 3
Life
25
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Gustguard Bastion

Gustguard Bastion

3
Wind

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

Class Bonus On Enter: Prevent the next 2 damage that would be dealt to another target unit you control this turn.

Power
2
Life
3
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Hailstorm Guard

Hailstorm Guard

6
Water

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this way.

Speed
Fast
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Halcyon Prism

Halcyon Prism

0
Norm

Banish Halcyon Prism: Glimpse 3. (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.)

Many seek to see the future, yet are unprepared for the truths they'll uncover.

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Harmonious Mantra

Harmonious Mantra

2
Norm

Recover 3. If your Shifting Currents face North, recover 3+LV instead. (To recover, remove that many damage counters from your champion.)

Healing flesh wounds is simple, but corruption can run deeper still.

Speed
Fast
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Harness Mana

Harness Mana

0
Norm

Put any amount of cards from your hand into your memory.

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
Slow
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Harvest Herbs

Harvest Herbs

1
Norm

Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

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
Slow
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Hasty Messenger

Hasty Messenger

2
Fire

On Attack: You may discard a card. If you do, draw a card.

β€œWar is upon us. Spread the word!”

Power
1
Life
2
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Healing Aura

Healing Aura

4
Norm

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

At the beginning of your recollection phase, recover 1. (To recover, remove that many damage counters from your champion.)

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Heavy Swing

Heavy Swing

6
Norm

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

Long-dormant power, fused into a single blow.

Power
6
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Heighten Spellcraft

Heighten Spellcraft

1
Norm

Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +3 level.)

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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Hemorrhaging Rend

Hemorrhaging Rend

4
Exia

Damage 20+ Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted. Apply this effect only if there are twenty or more damage counters on your champion.)

As much as he clung to life, without his humanity, he wondered if he was living at all.

Power
4
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Hidden Enclave

Hidden Enclave

2
Water

At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard.

A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.

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Hidden Longbowman

Hidden Longbowman

2
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Hidden Longbowman has stealth as long as it's distant. (This unit with stealth can't be targeted by attacks unless permitted by true sight.)

Power
1
Life
2
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Hide in Bush

Hide in Bush

5
Norm

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

Your champion gains stealth until end of turn. (This champion can’t be targeted by attacks unless permitted by true sight.)

Speed
Fast
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Hoarfrost Spine

Hoarfrost Spine

2
Water

(Bow β€” Must be loaded to use for an attack and can't be used with an attack card.)

On Enter: Look at the top card of your deck. You may put that card into your graveyard.

Beware of frostbite.

Power
1
Durability
3
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Hone by Fire

Hone by Fire

2
Fire

Target Sword weapon you control gets +2 until end of turn. Class Bonus: Put a durability counter on it.

Enwreathed and tempered in flame.

Speed
Fast
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Honorable Vanguard

Honorable Vanguard

2
Norm

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

β€œAdvance! Keep them away from the gates until reinforcements arrive!”

Power
1
Life
2
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Horned Knight

Horned Knight

3
Norm

As long as Horned Knight is attacking an ally, Horned Knight gets +1.

”If you'll believe in me, I'll believe in you. Is that a bargain?”

Power
2
Life
2
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Horse Archer

Horse Archer

2
Norm

Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Equestrian β€” As long as you control a Horse ally, Horse Archer has ranged 3. (Multiple instances of ranged stack.)

"Who needs horsepower when you have firepower?"

Power
1
Life
3
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Hub of Innovation

Hub of Innovation

3
Norm

On Enter: Draw a card into your memory.

At the crossroads of commerce, settlements rapidly expand and the exchange of thoughts flourishes.

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Hydroguard Retainer

Hydroguard Retainer

3
Water

Taunt (While awake, this ally must be targeted before other units you control during your opponent's attack declarations if able.)

Whenever your Shifting Currents change from facing North to West, draw a card.

Power
1
Life
4
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Hypothermia

Hypothermia

2
Water

Target rested ally gets -4 until end of turn.

Rest once, and you may never rise again.

Speed
Slow
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Idle Thoughts

Idle Thoughts

1
Norm

Look at the top four cards of your deck and then put them back in any order.

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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Ignited Stab

Ignited Stab

1
Fire

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

Class Bonus On Attack: If Ignited Stab was prepared, it gets +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
2
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Ignite Fate

Ignite Fate

3
Fire

Deal 2 damage to each champion.

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

The clash of two sisters that would alter fate.

Speed
Slow
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Ignite the Soul

Ignite the Soul

1
Fire

Deal 1 damage to target unit.

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. Apply this effect only if your champion's class matches this card's class.)

Speed
Fast
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Imbue in Frost

Imbue in Frost

3
Water

Target Sword weapon you control gets +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
Slow
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Immaterial Dissolution

Immaterial Dissolution

4
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)

Destroy up to three target non-regalia token objects with total reserve cost 4 or less.

Speed
Slow
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Impassioned Tutor

Impassioned Tutor

2
Fire
Card Type
Ally β€” Mage Human

On Attack: Your champion gets +1 level until end of turn.

"Let me show you how it's done!"

Power
1
Life
3
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Imperial Alchemist

Imperial Alchemist

2
Wind

Class Bonus On Enter: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Whenever you brew a Potion, put a buff counter on Imperial Alchemist.

Power
1
Life
3
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Imperial Assassin

Imperial Assassin

3
Norm

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion’s class matches this card’s class.)

Loyal to whoever bears the Imperial Seal.

Power
2
Life
1
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Imperial Panzer

Imperial Panzer

3
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Imperial Panzer is fostered, it gets +1 and +2 , and has vigor.

Power
2
Life
2
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Imperial Recruit

Imperial Recruit

2
Norm

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Imperial Recruit gets +1 as long as it's fostered.

Power
1
Life
3
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Imperial Rifleman

Imperial Rifleman

3
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Class Bonus On Enter: Imperial Rifleman becomes distant. (Units stay distant until the end of their controller's turn. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Imperial Scout

Imperial Scout

2
Water

Ranged 2 (As long as this unit is distant, its attacks get +2 .)

Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.

Power
1
Life
3
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Imperial Sentry

Imperial Sentry

4
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.)

Level 2+ Imperial Security Imperial Sentry gets +1 .

Power
2
Life
3
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Imperial Spy

Imperial Spy

3
Norm

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

On Kill: Put a preparation counter on your champion.

β€œObserve first. If necessary, terminate.”
β€” Imperial Missive

Power
2
Life
1
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