Showing 1-50 of 115 cards (page 1 of 3)
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."
Aetherwing's Ward
Target Aetherwing weapon you control gains spellshroud until end of turn. If your champion is distant, draw a card. (Objects with spellshroud can’t be targeted by Spells.)
"Distance really makes the heart fonder."
Ameliorating Mantra
Remove two wither counters from each of up to two target objects.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Annul Spell
Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion's level is 2 or higher.)
Negate target Spell card activation unless its controller pays 3.
"A good alchemist always has a back up plan! Though, no guarantees that it'll always work.
Blossoming Denial
Class Bonus As long as an opponent has five or more cards in their memory, this card costs 3 less to activate.
Negate up to one target card activation unless its controller pays 3. Each opponent summons two Flowerbud tokens.
Level 5+ Recover X, where X is the amount of phantasias on the field.
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.
Calamity Cannon
Polkhawk Bonus This card costs 3 less to activate.
Your champion’s first attack using a Gun weapon during your next turn gets +10 .
Calming Breeze
Until end of turn, if 3 or less damage would be dealt to your champion, prevent that damage.
Level 1+Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Ceasing Edict
As long as your Shifting Currents face South, this card costs 2 less to activate.
Kongming Bonus If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)
Chained Charge
Class Bonus This card costs 1 less to activate.
Negate target card activation unless its controller pays 1. Then you may load Chained Charge into an Aetherwing weapon you control.
Only those that can break the chains can take flight.
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.
Cinder Geyser
Class Bonus As long as an opponent has four or more cards in their memory, this card costs 2 less to activate.
Deal 4 damage to target unit.
Collapsing Trap
Class Bonus If it’s not your turn, you may remove a preparation counter from your champion to activate this card from your memory without paying its reserve cost.
The next time one or more allies would enter the field this turn, they enter the field rested instead.
Coriolis Ward
Prevent the next 1+LV damage that would be dealt to target unit this turn. (LV refers to your champion's level.)
If your Shifting Currents face West, draw a card into your memory.
Counter Interference
Negate target trigger or action card activation that targets an Automaton ally you control. Then you may sacrifice a Powercell. If you do, draw a card.
"An electromagnetic cage powered by a static energy field...Hah! I really am a genius!"
Crimson Prescience
Class Bonus Damage 25+ This card costs 1 less to activate. (Apply this effect only if there are twenty-five or more damage counters on your champion.)
Choose a card name. Until end of turn, if damage would be dealt to your champion by a source with that name, prevent that damage.
Critical Recovery
Remove all temporary damage from target ally. If that ally is an Automaton, put a buff counter on it. (Allies get +1 power and +1 life for each buff counter on them.)
With his penultimate act, Claude used up the rest of his strength, willing Rose back from the brink.
Cry for Help
Change the target of an attack that targets your champion to an ally you control. Class Bonus: That ally gets +1 until end of turn.
Loyal and protective, Silvie's new friends were swift to rush to her side whenever she needed help.
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.
Deflecting Edge
This card costs 1 less to activate if you control a Sword weapon.
Prevent the next 3 combat damage that would be dealt to target unit this turn.
When masterfully used, a sword can deflect any attack with minimal force.
Desperate Dive
Class Bonus This card costs 1 less to activate.
Prevent the next X damage that would be dealt to target unit you control this turn where X is the amount of water element cards in your graveyard. That unit becomes distant.
Diablerie
The next time a regalia with divine relic would enter the field this turn, it enters the field under your control instead.
Vanitas Bonus Floating Memory (Apply this effect only if your champion is Vanitas.)
Diffusive Block
This card costs 1 less to activate If you control a Shield item.
Prevent the next 2 damage that would be dealt to target unit this turn.
Class Bonus Floating Memory
Dissuading Aether
Target unit's attacks get -3 until end of turn. Then you may load Dissuading Aether into an Aetherwing weapon you control.
"To the bottom of the treacle-well you go."
Dissuading Halt
Target unit's attacks get -3 until end of turn.
Class Bonus Floating Memory
"I would say ice is a pretty persuasive argument."
Dodge Roll
Prevent the next 3 non-combat damage that would be dealt to target unit you control this turn. That unit becomes distant. (Units stay distant until the end of their controller’s turn.)
Acrobatic. Graceful. Effortless.
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 ally’s reserve cost. If you do, summon a token copy of that ally.
Eminent Lethargy
Until end of turn, players can’t 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.)
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.
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.
"Plenty to see, but I hope you'll only look at me."
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.
“What you call my ignorance is only your own.”
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.)
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 excelled—so long as there was space between her and the target.
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!!!!"
Flash Freeze
Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Negate target card activation unless its controller pays LV. Banish the card that had its activation negated this way.
Fleeting Guard
Until end of turn, if target unit would be dealt damage, prevent X of that damage where X is the amount of ephemeral objects you control plus 1.
"”If seven maids with seven mops swept for half a year,
Do you suppose that they could get it clear?”"
Fortified Mana Shield
Class Bonus This card costs 2 less to activate if it its activation targets a unit with taunt. (Apply this effect only if your champion's class matches this card's class.)
The next time target unit would take non-combat damage this turn, prevent 4 of that damage.
Frostbind
Negate target card activation unless its controller pays 2. Banish the card that had its activation negated this way.
"O'Lumina who shelters us, bind those who seek us harm in frost. Grant us peace under your blessing."
Frostlorn Caress
Diao Chan Bonus This card costs 3 less to activate.
Put four wither counters on target non-champion object. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they pay (1) for each wither counter on it, then remove wither counters.)
Frostnip Pirouette
Diao Chan Bonus This card costs 2 less to activate.
Choose any amount of non-champion objects and put a wither counter on each of them. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they pay (1) for each wither counter on it, then remove wither counters.)
Frozen Dismissal
Class Bonus This card costs 1 less to activate.
Negate target ally card activation unless its controller pays 4. Banish the card that had its activation negated this way.
Gearshift Block
Class Bonus This card costs 1 less to activate.
The next time damage would be dealt to target ally you control this turn, prevent that damage.
Frozen Krusteel shields deflect most errant bolts.
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.
Guarded Dissipation
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.
Hailstorm Guard
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.
Hide in Bush
Brew — 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.)