Cards where: illustrator contains "gyool"

Showing 1-40 of 40 cards (page 1 of 1)

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Alice, Trifle's Royalty

Alice, Trifle's Royalty

3
Exalted
Norm

This card costs 1 less to materialize for each Chessman ally you control.

Alice Lineage

At the beginning of your recollection phase, summon a Pawn Piece token. Then if you control three or more Chessman allies, draw a card into your memory.

Level
Lv. 3
Life
25
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Ariel, Archangel of Natura

Ariel, Archangel of Natura

3
Norm

Crux & Tera Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are crux and/or tera element, this card becomes imbued.)

On Enter: If Ariel is imbued, reveal the top card of your deck and put it into your material deck preserved. Then you may banish a card from your material deck. If you do, Ariel gets +3 until end of turn.

Power
1
Life
3
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Astromech Attendant

Astromech Attendant

2
Astra

Class Bonus On Enter: Gather three times.

Whenever you brew a Potion, draw a card into your memory.

Some automata, with guided stimuli, can visualize patterns and formulae beyond human understanding.

Power
2
Life
3
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Bathe in Light

Bathe in Light

2
Luxem

Recover 4. (To recover, remove that many damage counters from your champion.)

At the beginning of your next recollection phase, recover 4.

Heavenly light permeates from her iridescent soul.

Speed
Slow
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Blazing Cindercharge

Blazing Cindercharge

3
Fire

Deal 3 damage to target champion.

Class Bonus If your champion has leveled up this turn, you may load Blazing Cindercharge and up to two fire element Aethercharge cards from your graveyard into an Aetherwing weapon you control.

Power
1
Speed
Slow
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Broken Promises

Broken Promises

1
Fire

As an additional cost to activate this card, sacrifice a Fatestone item or a Fatebound ally.

Draw a card into your memory.

Guo Jia Bonus Put a quest counter on your champion.

Speed
Fast
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Byakko's Command

Byakko's Command

2
Wind

Put a buff counter on target Beast ally. If that ally is a Shenju, wake it up.

The wisdom Byakko bestowed upon her was this: that fighting was often a necessary evil to pave the path for peace.

Speed
Fast
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Cauterizing Seraphim

Cauterizing Seraphim

4
Fire
Card Type
Ally β€” Mage Angel

Advanced Imbue X (You may reserve all cards revealed as you activate this card. If at least X of them are advanced element, this card becomes imbued.)

On Enter: If Cauterizing Seraphim was imbued, deal X damage to all other norm and basic element allies.

Power
0
Life
1
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Duchess, Six of Hearts

Duchess, Six of Hearts

6
Fire

Kindle 6

Cardistry β€” 6: Banish a fire element action card with reserve cost 2 or less from your graveyard. If you do, copy it and you may activate that copy without paying its reserve cost. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
4
Life
2
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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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Feed Nourishment

Feed Nourishment

3
Norm

Put a buff counter on target Animal or Beast ally.

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

A moment of peace under the shade.

Speed
Slow
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Fiery Interference

Fiery Interference

2
Fire

Deal 2 damage to target unit. If that unit is a champion, its controller can't recover until end of turn.

”The more there is of mine, the less there is of yours!”

Speed
Fast
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Flame-Rune Swordsman

Flame-Rune Swordsman

3
Fire

Class Bonus Floating Memory

"I-it's because of the fire, okay?!"

Power
2
Life
2
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Found Power

Found Power

1
Fire

Empower 3. If you control an object named Proto Key Crest, discard up to two cards, then draw that many cards.

And in that moment, the Duchess knew she had been right all along: she was, indeed, the heroine of this tale.

Speed
Fast
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Fount Seraphim

Fount Seraphim

3
Water

Advanced Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are advanced element, this card becomes imbued.)

Taunt

On Enter: If Fount Seraphim is imbued, until the beginning of your next turn, allies your opponents control enter the field rested.

Power
1
Life
4
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Genbu's Command

Genbu's Command

2
Water

Target Beast ally gets +3 until end of turn. If that ally is a Shenju, recover 6. (To recover, remove that many damage counters from your champion.)

Through the help of her peers, Guo Jia was able to finally meet Genbu and for the first time, she felt hope.

Speed
Fast
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Glow Forth

Glow Forth

2
Luxem

This card costs 1 less to activate for each Animal you control.

Put a buff counter on each ally you control.

Level 4+ Draw a card into your memory.

Animals can sense that which humans cannot.

Speed
Slow
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Golden Checkmate

Golden Checkmate

15
Exalted
Norm

Command Chessman

Alice Bonus As long as you control a Pawn unit, this card costs 2 less to activate. The same is true for Rook, Knight, Bishop, Queen, and King units.

Alice Bonus On Hit: At the beginning of your next recollection phase, you win the game.

Power
3
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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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Harbinger of Lightning

Harbinger of Lightning

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Class Bonus On Death: Banish Harbinger of Lightning, and a card at random from your memory. When you do, as a Spell, deal X damage to target champion where X is the total reserve cost of the banished cards.

Power
2
Life
2
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Harness Lightning

Harness Lightning

1
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Choose oneβ€”
β€’ Empower 4. Then banish Harness Lightning.
β€’ Target ally gets +4 until end of turn. Then banish Harness Lightning.

Speed
Slow
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Innocuous Disposer

Innocuous Disposer

2
Norm

Innocuous Disposer's attacks can't be retaliated by Human allies.

Class Bonus On Ally Hit: If the hit ally is a Human, you may remove a preparation counter from your champion. If you do, destroy the hit ally.

Power
1
Life
1
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Inzali, Unshackled Blaze

Inzali, Unshackled Blaze

3
Fire

Class Bonus On Attack: You may banish a fire element card from your graveyard. If you do, deal 1 damage to each other unit.

Level 3+ Memory 4+ Inzali gets +2 .

Free from eternal servitude, free to endlessly smite.

Power
1
Life
4
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Kindling Flare

Kindling Flare

2
Fire

As an additional cost to activate this card, sacrifice any amount of Herbs.

Deal 1+X damage split among any amount of target units where X is the amount of Herbs sacrificed.

β€œLet it all go up in flame.”

Speed
Slow
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Manic Zealot

Manic Zealot

2
Fire

On Death: Deal 2 damage to each champion.

For some, awakening was a blessing, a revelation of the potential world before them. For others, awakening was a curse with only one solution.

Power
1
Life
1
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Phantasmagoria

Phantasmagoria

Non-Specter cards in your graveyard lose all abilities.

Alice Bonus Whenever a Specter ally you control dies, put a haunt counter on Phantasmagoria.

Alice Bonus At the beginning of your end phase, you may put all cards from your graveyard on the bottom of your deck in any order. If you do, put the top X cards from your deck into your graveyard, where X is the amount of haunt counters on Phantasmagoria.

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Recruitment Officer

Recruitment Officer

3
Wind

Class Bonus Foster

On Foster: Look at the top five cards of your deck. You may reveal an ally card from among them and put it into your hand. Put the rest of the cards on the bottom of your deck in any order.

Power
1
Life
3
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Rococo, Explosive Maven

Rococo, Explosive Maven

1
Fire

On Enter: If your influence is four or less, deal 2 damage to target champion. (A player's influence is equal to the total amount of cards in their hand and memory.)

Grandpa always said it's best to have a blast!

Power
1
Life
1
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Safeguard Paragon

Safeguard Paragon

3
Norm

Sacrifice Safeguard Paragon: Prevent the next 4 non-combat damage that would be dealt to each unit you control this turn.

β€œDon't worry! Even in this topsy-turvy world, I'll be here to protect you!”

Power
1
Life
2
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Seasprite Diver

Seasprite Diver

4
Water

As long as an opponent has four or more cards in their graveyard, this card costs 1 less to activate.

On Enter: Banish target card in a graveyard.

Some find solace in the ocean among the aquatic.

Power
2
Life
3
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Seiryuu's Command

Seiryuu's Command

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Until end of turn, whenever target Beast attacks, trigger all of its on attack abilities twice.

Speed
Fast
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Seraphic Legion's Descent

Seraphic Legion's Descent

3
Exalted
Norm

On Enter: Search your deck for any amount of Angel ally cards. Banish those cards along with any amount of Angel ally cards from your hand, memory, and/or graveyard. Shuffle your deck. Then draw a card into your memory for each card banished from your hand and memory this way.

Level 3+ 1, β†·: Until end of turn, you may activate target card banished by Seraphic Legion's Descent.

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Shimmercloak Assassin

Shimmercloak Assassin

3
Wind

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

"I need an Auto-Maid, but make it keep out of sight somehow. They are an eyesore for my guests."
β€” Custom Dorumegian Noble Commission

Power
2
Life
2
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Soothing Disillusion

Soothing Disillusion

2
Wind

Choose oneβ€”
β€’ Destroy target phantasia.
β€’ Put a buff counter on target Animal or Beast ally.

Though many spoke of Guo Jia's unbound kindness, she could never admit that it was guilt that drove her.

Speed
Slow
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Suzaku's Command

Suzaku's Command

2
Fire

Target Beast ally's next attack this turn gains unblockable and gets +2 . If that ally is a Shenju, that attack gets an additional +2 and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercepted and ignores taunt.)

Speed
Fast
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Tempestuous Seraphim

Tempestuous Seraphim

3
Wind

Fast Activation

Advanced Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are advanced element, this card becomes imbued.)

On Enter: As a Spell, if Tempestuous Seraphim is imbued, deal 4 damage to target attacking ally.

Power
2
Life
2
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Tweedledee, Contrarian Poet

Tweedledee, Contrarian Poet

3
Water

Class Bonus Taunt

On Hit: Tweedledee gets -3 . (This effect lasts indefinitely.)

"Contrariwise, if it was so, it might be; and if it were so, it would be; but as it isn't, it ain't. That's logic."

Power
3
Life
4
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Tweedledum, Rattled Dancer

Tweedledum, Rattled Dancer

3
Fire

Class Bonus Stealth

Choose an opponent as you declare an attack with Tweedledum rather than a target defender. That opponent chooses a valid unit they control as the target defender.

Power
3
Life
2
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Veteran Soldier

Veteran Soldier

5
Norm

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

The collapse of the reigning dynasty has left a power vacuum, open for any warlord or general to grasp.

Power
2
Life
3
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Weaponsmith

Weaponsmith

2
Norm

Class Bonus At the beginning of your recollection phase, put a durability counter on target weapon you control. (Apply this effect only if your champion's class matches this card's class.)

Iron gleams bright amidst the warring kingdoms.

Power
1
Life
3