Showing 1-50 of 87 cards (page 1 of 2)
Academy Attendant
Class Bonus Memory 4+ Academy Attendant gets +1 . (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)
Capable of cataloging the Academy's vast research.
Acquiescing Rejection
Class Bonus This card costs 1 less to activate.
Negate target card activation you don't control unless its controller has you draw two cards. Banish the card that had its activation negated this way.
"The frost grants me what it takes from you."
Airship Engineer
Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion's class matches this card's class.)
On Enter: If you control a distant unit, draw a card into your memory.
Automated Gardener
Class Bonus On Enter: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
With such vast technological advances, not even drought can threaten a bountiful harvest.
Automaton Drone
Schedule routine maintenance examinations every two years. Do not expose to temperatures in excess of 500 degrees for prolonged periods.
— Manufacturer's Recommendations
Bombastic Sprint
Your champion becomes distant.
Polkhawk Bonus The next Ranger action card you activate this turn can be activated as though it had fast activation.
You can't outmatch or outgun the Hawk!
Burst Asunder
Class Bonus This card costs 2 less to activate.
Deal 2 damage to target unit. Then you may sacrifice any amount of Fractals. For each Fractal sacrificed this way, deal an additional 2 damage to that unit.
Castling Boon
Allies you control get +1 until end of turn. If you control a Chessman Rook ally, allies you control get +3 until end of turn instead.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Cell Converter
At the beginning of your end phase, summon a Powercell token rested.
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.)
Cemetery Sentry
On Enter: You may discard a fire element card. If you do, draw a card.
Bathed in moonlight, the sentries ward off would-be looters and keep the dead at rest. For all eternity.
Censer of Restful Peace
Cards in graveyards lose all abilities.
Restless souls roam mortal soil, let the Shenju's breath cease their toil.
Chill to the Bone
Target attacking ally gets -2 and -2 until end of turn. If you control two or more phantasias, that ally gets -4 and -4 until end of turn instead.
There's freezing, and then there's frostbite.
Clarent, Reimagined
Lorraine Bonus While paying for this card's memory cost, you may banish a card named Clarent, Sword of Peace and up to one other Sword Regalia card from your material deck. Each card banished this way pays for 1 of that cost.
Lorraine Bonus Remove a durability counter from Clarent: If target unit would be dealt non-combat damage this turn, prevent 2 of that damage. Clarent gains spellshroud until end of turn.
Cleric Robes
Class Bonus On Enter: Draw a card. (Apply this effect only if your champion’s class matches this card’s class.)
1, ↷: Prevent the next 1 damage that would be dealt to your champion this turn.
Cone of Frost
Class Bonus This card costs 1 less to activate.
Level 1+ Deal 2 damage to up to one target unit.
Level 3+ Deal 2 damage to up to one target unit.
Level 5+ Deal 2 damage to up to one target unit.
Crimson Tear
Level 1+ As long as Crimson Tear is attacking or retaliating against a Human, Crimson Tear gets +1 .
Level 2+ Whenever you activate a Reaction card that targets Crimson Tear, draw a card into your memory. Then if it's not your turn, wake up Crimson Tear.
Crystallized Destiny
As long as you control two or more Fatestone and/or Fatebound objects, this card costs 2 less to activate.
The next time damage would be dealt to your champion this turn, prevent that damage. When 7 or more damage is prevented this way, cards your opponents activate this turn cost 2 more to activate.
Dawn's Reversal
Class Bonus As long as a card activation has been negated this turn, this card costs 4 less to activate.
Glimpse LV. Deal LV damage to target unit.
The magnetic pull of the moon continues even when the sun breaks the horizon.
Deep Sea Beastbonder
Your champion gets +1 level as long as you control an Animal or Beast ally.
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.)
Devastating Blow
Class Bonus Level 3+ Devastating Blow gets +4 and can't be retaliated.
My burdens are nothing compared to hers.
Dragon's Dawn
As an additional cost to materialize this card, banish three fire element cards from your graveyard.
Class Bonus On Attack: You may discard a fire element card and have Dragon's Dawn deal 2 unpreventable damage to your champion. If you do, this attack gets +2 and gains "On Champion Hit: Draw a card."
Dungeon Guide
On Enter: You may banish two cards at random from your memory. If you do, level up your champion. (Your champion levels up into a compatible champion card from your material deck, ignoring materialization costs.)
"These walls may hold secrets but don't we all?"
Ebbing Tide
Hindered (This object enters the field rested)
↷: Empower 2. Activate this ability only if your Shifting Currents face East or West.
↷, 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.
Energetic Beastbonder
Your champion gets +1 level as long as you control an Animal or Beast ally.
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.)
Esteemed Knight
Class Bonus Intercept
Fearsome in battle and resolute in defense, these knights serve faithfully as Camelot's elite bastion.
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 can’t leave your opponents’ material decks unless it’s their materialize phase.
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."
Expeditious Opening
The next ally card you activate this turn can be activated as though it had fast activation.
Draw a card into your memory.
“If you want to get somewhere else, you must run at least twice as fast!”
False Step
If damage would be dealt to your champion this turn, prevent 2 of that damage. Your champion becomes distant. Then you may pay 2. If you do, allies you control also become distant.
"Mhn mhuhng mh mhnnnn!!!!"
Fireball
Class Bonus This card costs 2 less to activate.
Deal 1+LV damage to target unit.
"It doesn't matter how fast or how far you run. I'll just burn down the entire forest as well."
Fire Resonance Bauble
Banish Fire Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a fire element champion.
"Let ambition light the way!"
Fishing Accident
Prepare 2
Rest target ally. If Fishing Accident was prepared, put that ally on the bottom of its owner's deck instead.
Only the frogs' croaking could be heard.
Flamebolt Arbalist
Ranged 4 (As long as this unit is distant, its attacks get +4 .)
May this arrow be blessed by Suzaku's blazing fortune.
Flickering Cinder
Deal 1 damage to target unit. Your champion becomes distant. (Units stay distant until the end of their controller's turn.)
“Take care of the sense, and the sounds will take care of themselves.”
Foraging Servant
On Enter: 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.)
Freezing Hail
Deal 2 damage to target unit. That unit doesn't wake up during its controller's next wake up phase.
Conjured ice cold enough to chill to the bone. Or sharp enough to pierce the heart.
Fumant Shieldmaiden
As long as your influence is less than the amount of omens you have, Fumant Shieldmaiden gets +2. (A player's influence is equal to the total amount of cards in their hand and memory.)
On Death: Each player with influence four or less draws a card.
Galewind Scout
Ranged 3 (As long as this unit is distant, its attacks get +3 .)
"May this arrow be carried by Byakko's relentless tempest."
Glacial Evocation
Deal 2 damage to target ally. If that unit is rested, deal 3 damage to it instead.
"Timely snow promises a bountiful harvest."
– Cao Cao, Aspirant of Chaos
Glimmering Refusal
Negate target card activation unless its controller pays X, where X is the amount of phantasias you control. Banish the card that had its activation negated this way.
The truth often arrives as a harsh frost, unforgiving to those unprepared for its icy grasp.
Hasty Messenger
On Attack: You may discard a card. If you do, draw a card.
“War is upon us. Spread the word!”
Hone by Fire
Target Sword weapon you control gets +2 until end of turn. Class Bonus: Put a durability counter on it.
"I prefer my steak well done. What? Did I say something wrong?"
Honorable Vanguard
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
The emperor's gates are well-watched with these soldiers' dutiful eyes and faithful hearts.
Horticounter
As an additional cost to activate this card, sacrifice Y Herbs.
Negate target card activation unless its controller pays X+Y. Banish the card that had its activation negated this way. When an activation is negated this way, glimpse 3.
Imperial Seal
Divine Relic (You can only have one card with this keyword in your material deck.)
Banish Imperial Seal: All basic elements are enabled for you until end of turn. (Fire, water, and wind are basic elements.)
Imperial Spy
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.
“Observe first. If necessary, terminate.”
— Imperial Missive
Inner Court Schemer
On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 .
The dynasty's darkest secrets are often kept in the innermost walls of the palace.
Juggle Knives
Deal 1 damage to target champion.
Class Bonus Draw a card. (Apply this effect only if your champion's class matches this card's class.)
Practiced enough, a skill becomes just as honed as a sharpened blade.
Lightweaver's Assault
Reveal all cards in your memory. Choose any amount of units and deal damage equal to the amount of cards revealed this way split among them.
Class Bonus Element Bonus Whenever you reveal Lightweaver's Assault from your memory, choose a unit and deal 2 damage to it.