Cards where: set is FTCA
Cards Images Table

Showing 1-26 of 26 cards (page 1 of 1)

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Assassin's Ripper

1
Norm

Class Bonus , Remove a preparation counter from your champion: Assassin's Ripper gets +2 until end of turn.

As menacing as it is sharp, this dagger is most useful in the hands of an assassin.

Power
1
Durability
2
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Bauble of Abundance

0
Norm

Banish Bauble of Abundance: Each player draws a card.

Glittering trinkets, coins, and treasures. Plenty enough to be shared among friend and foe alike.

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Beastbond Boots

0
Norm

Banish Beastbond Boots: Your champion gains spellshroud until end of turn. Activate this ability only if you control an Animal or Beast ally. (Units with spellshroud can't be targeted by Spells.)

A tamer's bond with their beast goes beyond simple empathy.

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Beastbond Ears

0
Norm

Your champion gets +1 level as long as you control an Animal or Beast ally.

The easiest way to gain a beast's favor is to first look like them.

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Beastbond Paws

0
Norm

Banish Beastbond Paws: Target Animal or Beast ally you control gets +1 and gains true sight until end of turn. (Units with true sight can attack units with stealth.)

A beast's ferocity and a tamer's guidance make for a formidable combination.

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Crystal of Empowerment

0
Norm

Banish Crystal of Empowerment: Your champion gets +2 level until end of turn.

Mages often store their excess mana into such crystals. If used by even a novice mage, one might mistake them for far greater.

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Curved Dagger

0
Norm

Class Bonus As long as your champion is attacking an ally, Curved Dagger gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Its curved edge is perfect for slicing through the flesh of both man and monster.

Power
1
Durability
1
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Drawn Blade

1
Norm

Class Bonus On Enter: Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Oiled and sharpened, this sword can be unsheathed faster than a foe can react.

Power
1
Durability
1
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Endura, Scepter of Ignition

0
Norm

, Remove an enlighten counter from your champion: Deal 1 damage to target unit. Activate this ability only at slow speed.

Its spark glows vibrantly in otherworldly color. Some say the staff has an ominous origin, perhaps from a far more sinister world.

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Fire Resonance Bauble

0
Norm

Banish Fire Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a fire element champion.

Captured, perhaps, but never tamed. This spirit's owner must always err on the side of caution.

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Jewel of Enlightenment

0
Norm

Banish Jewel of Enlightenment: Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Recording their thoughts into gems, mages planned keenly for their posterity.

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Mana Limiter

0
Norm

You can't remove enlighten counters from your champion to pay for costs.

Banish Mana Limiter: Draw a card. Activate this ability only if your champion has six or more enlighten counters on them.

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Melodious Flute

1
Norm

Your champion gets +1 level as long as you control an Animal or Beast ally.

Class Bonus Banish Melodious Flute: The next Harmony action card you activate this turn is a Melody in addition to its other types.

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Ornamental Greatsword

0
Norm

Class Bonus On Enter: Target ally you control gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

An ornate and pristine sword used ceremoniously with great effect, though dull of edge.

Power
1
Durability
1
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Poisoned Dagger

0
Norm

Poisoned Dagger enters the field rested.

, Banish Poisoned Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit were to take damage, it takes that much damage plus 1 instead.

A little poison goes a long way.

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Quicksilver Grail

0
Norm

Divine Relic

On Enter: Banish a non-champion card from your material deck face down.

Banish Quicksilver Grail: You may play the banished card.

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Safeguard Amulet

0
Norm

Banish Safeguard Amulet: Whenever If your champion would take non-attack non-combat damage this turn, prevent 4 of that damage.

Hopefully enough to block a fatal spell.

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Seer's Sword

1
Norm

Class Bonus On Attack: Glimpse 2. (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.)

Even a simple enchantment grants great advantage.

Power
1
Durability
3
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Sharpening Stone

1
Norm

Banish Sharpening Stone: Up to one target Dagger or Sword weapon you control gets +1 until end of turn. Draw a card.

Only neglect begets a dulled edge.

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Smoke Bombs

1
Norm

Banish Smoke Bombs: Target ally gains stealth until end of turn. Draw a card. (Units with stealth can't be targeted by attacks unless permitted by true sight.)

"Where'd they go? They were right there!"
— Very Attentive Guard

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Surveillance Stone

0
Norm

Whenever an opponent declares an attack with a unit for the third time each turn, you may banish Surveillance Stone. If you do, draw a card.

A simple tool that offers peace of mind and, with it, a good night's sleep.

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Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Tome of Knowledge

1
Norm

Class Bonus Your champion gets +1 level. (Apply this effect only if your champion's class matches this card's class.)

Banish Tome of Knowledge: Draw a card.

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Warrior's Longsword

1
Norm

Class Bonus Warrior's Longsword gets +1 . (Apply this effect only if your champion's class matches this card's class.)

A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.

Power
1
Durability
2
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Water Resonance Bauble

0
Norm

Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.

Torrents crash and turn along the edges of this orb, waiting for their inevitable release.

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Wind Resonance Bauble

0
Norm

Banish Wind Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a wind element champion.

A spirit of wind sleeps within this bauble. Perhaps it will grant blessings once it wakes.