Grand Archive Foils
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Mercurial Heart Bandage Wound [MRC - 039]
Rarity: Common Number: 039 Description: Recover 4. (To recover, remove that many damage counters from your champion.) Card Type: Action Card Subtype: Cleric;Skill Element: Norm Class: Cleric Reserve Cost: 2 Speed: Fast Flavor Text: “I have to save her. I can’t lose Rose again!” — Claude, Fated Visionary
$0.25 - $1.50
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Mercurial Heart Retold Fortune [MRC - 068]
Rarity: Common Number: 068 Description: Discard up to one Spell card. If you do, draw a card. [Class Bonus] [Level 2+] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.) Card Type: Action Card Subtype: Mage;Skill Element: Norm Class: Mage Reserve Cost: 2 Speed: Fast
$0.50 - $8.25
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Mercurial Heart Charged Mannequin [MRC - 045]
Rarity: Common Number: 045 Description: As long as you control a Powercell, Charged Mannequin gets +1 power. Card Type: Ally Card Subtype: Warrior;Automaton Element: Norm Class: Warrior Reserve Cost: 2 Power: 1 Flavor Text: “Silken Street, say hello to your new fashion model! Made to engage with the most exclusive of clientele.” — Gearstride Automatics Advertisement
$0.50 - $2.25
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Mercurial Heart Gearshift Block [MRC - 051]
Rarity: Common Number: 051 Description: [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. Card Type: Action Card Subtype: Guardian;Skill;Reaction Element: Norm Class: Guardian Reserve Cost: 3 Speed: Fast Flavor Text: Frozen Krusteel shields deflect most errant bolts.
$0.25 - $1.50
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Mercurial Heart Turbo Charge [MRC - 077]
Rarity: Common Number: 077 Description: As an additional cost to activate this card, sacrifice a Powercell. Draw two cards. Card Type: Action Card Subtype: Cleric;Skill Element: Norm Class: Cleric Reserve Cost: 3 Speed: Slow Flavor Text: “Warning! Overcharging powercells can lead to catastrophic failure. Call a technician for support!” — Gearstride Automatics Manual
$0.50 - $17.25
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Mercurial Heart Novice Healer [MRC - 061]
Rarity: Common Number: 061 Description: [Class Bonus] On Enter: Recover 3. (To recover, remove that many damage counters from your champion. Apply this effect only if your champion’s class matches this card’s class.) Card Type: Ally Card Subtype: Cleric;Human Element: Norm Class: Cleric Reserve Cost: 3 Power: 2 Flavor Text: Though fresh from training, her passion for service mends even the most garish of wounds.
$0.50 - $2.00
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Mercurial Heart Machined Monstrosity [MRC - 057]
Rarity: Common Number: 057 Description: Pride 4 (This ally won’t obey you unless your champion is level 4 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.) [Class Bonus] On Death: Summon a Powercell token rested. Card Type: Ally Card Subtype: Tamer;Automaton;Beast Element: Norm Class: Tamer Reserve Cost: 3 Power: 4
$0.25 - $1.50
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Mercurial Heart Savage Smash [MRC - 070]
Rarity: Common Number: 070 Description: [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.) Card Type: Attack Card Subtype: Guardian;Sword Element: Norm Class: Guardian Reserve Cost: 4 Power: 4 Flavor Text: An impact that leaves your brain rattling.
$0.50 - $2.75
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Mercurial Heart Surge Protector [MRC - 099]
Rarity: Uncommon Number: 099 Description: Until end of turn, target Shield item you control gains “If damage would be dealt to your champion, prevent that damage and sacrifice this object instead.” Card Type: Action Card Subtype: Guardian;Skill Element: Fire Class: Guardian Reserve Cost: 2 Speed: Fast Flavor Text: A broken shield is much cheaper to replace than a broken body.
$0.50 - $1.50
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Mercurial Heart Charged Alchemist [MRC - 085]
Rarity: Common Number: 085 Description: [Class Bonus] As long as you control a Powercell, Charged Alchemist gets +1 power and your champion gets +1 level. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Ally Card Subtype: Mage;Automaton Element: Fire Class: Mage Reserve Cost: 2 Power: 2 Flavor Text: “A tutor designed specifically for you!” — Gearstride Automatics Advert
$0.25 - $1.50
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Mercurial Heart Priestess of Flame [MRC - 094]
Rarity: Uncommon Number: 094 Description: [Class Bonus] On Enter: You may have Priestess of Flame deal 3 damage to your champion. If you do, gather twice. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.) Card Type: Ally Card Subtype: Cleric;Human Element: Fire Class: Cleric Reserve Cost: 2 Power: 1
$0.50 - $3.00
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Mercurial Heart Airship Captain [MRC - 079]
Rarity: Common Number: 079 Description: Whenever a domain enters the field under your control, deal 2 damage to target champion. Card Type: Ally Card Subtype: Warrior;Human Element: Fire Class: Warrior Reserve Cost: 2 Power: 1 Flavor Text: “From the skies, this vast world is ours to explore. Each peak and valley, every kingdom and city, a crown jewel to claim.”
$0.25 - $2.25
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Mercurial Heart Volatile Fusilier [MRC - 103]
Rarity: Uncommon Number: 103 Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.) [Class Bonus] On Enter: You may have Volatile Fusilier deal 4 damage to your champion. If you do, Volatile Fusilier becomes distant. Card Type: Ally Card Subtype: Ranger;Human Element: Fire Class: Ranger Reserve Cost: 1 Power: 1
$0.50 - $2.00
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Mercurial Heart Powered Sentinel [MRC - 093]
Rarity: Common Number: 093 Description: [Class Bonus] On Enter: Deal 3 damage to your champion and summon a Powercell token rested. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Ally Card Subtype: Guardian;Automaton Element: Fire Class: Guardian Reserve Cost: 3 Power: 2 Flavor Text: “Ideal for protection! Just keep away from farmland.” — Gearstride Automatics Advertisement
$0.25 - $2.50
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Mercurial Heart Powered Bishop [MRC - 092]
Rarity: Common Number: 092 Description: [Memory 4+] Powered Bishop gets +1 power. On Death: Summon a Powercell token. Card Type: Ally Card Subtype: Cleric;Automaton Element: Fire Class: Cleric Reserve Cost: 3 Power: 1 Flavor Text: “Need a spokesperson? Our orator model contains self-modulating power for a crowd of any size!” — Gearstride Automatics Advertisement
$0.25 - $1.50
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Mercurial Heart Charged Gunslinger [MRC - 086]
Rarity: Uncommon Number: 086 Description: Ranged 2 [Class Bonus] Whenever you sacrifice a Powercell, draw a card, then discard a card. If a fire element card was discarded, Charged Gunslinger becomes distant. Card Type: Ally Card Subtype: Ranger;Automaton Element: Fire Class: Ranger Reserve Cost: 3 Power: 1
$0.50 - $1.50
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Mercurial Heart Cell Forging [MRC - 083]
Rarity: Common Number: 083 Description: Choose one — • Put two durability counters on target weapon. • Summon a Powercell token. Card Type: Action Card Subtype: Guardian;Craft Element: Fire Class: Guardian Reserve Cost: 3 Speed: Fast Flavor Text: “Here in our public factory tour, our engineers are hard at work designing brand new delights for you!” — Gearstride Automatics Advertisement
$0.25 - $1.50
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Mercurial Heart Under Fire [MRC - 101]
Rarity: Uncommon Number: 101 Description: [Class Bonus] This card costs 1 less to activate. Your champion becomes distant. Then you may have Under Fire deal 4 damage to your champion. If you do, your champion gains stealth until end of turn. Card Type: Action Card Subtype: Ranger;Skill;Reaction Element: Fire Class: Ranger Reserve Cost: 3 Speed: Fast
$0.50 - $13.75
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Mercurial Heart Smashing Force [MRC - 098]
Rarity: Uncommon Number: 098 Description: [Class Bonus] On Attack: You may banish two fire element cards from your graveyard. When you do, destroy target item or weapon with memory cost 0 or reserve cost 4 or less. Card Type: Attack Card Subtype: Guardian;Hammer Element: Fire Class: Guardian Reserve Cost: 4 Power: 4 Flavor Text: An immense swing over-calibrated into a shattering impact.
$0.50 - $2.50
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Mercurial Heart Embershield Keeper [MRC - 088]
Rarity: Common Number: 088 Description: 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 Embershield Keeper is fostered, it gets +2 life. Card Type: Ally Card Subtype: Guardian;Human Element: Fire Class: Guardian Reserve Cost: 5 Power: 4
$0.25 - $1.50
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Mercurial Heart Contraband Revolver [MRC - 017]
Rarity: Rare Number: 017 Description: (Gun — Must be loaded to use for an attack and can’t be used with an attack card.) [Class Bonus] On Attack: If the attacker is attacking a champion, Contraband Revolver gets +2 power for this attack. Card Type: Regalia;Weapon Card Subtype: Ranger;Gun Element: Fire Class: Ranger Memory Cost: 0 Power: 1 Durability: 1
$0.75 - $1.50
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Mercurial Heart Impact Hammer [MRC - 019]
Rarity: Rare Number: 019 Description: [Class Bonus] Impact Hammer gets +1 power. (Apply this effect only if your champion’s class matches this card’s class.) Whenever a unit uses this weapon for an attack, deal 3 damage to it. Card Type: Regalia;Weapon Card Subtype: Guardian;Hammer Element: Fire Class: Guardian Memory Cost: 0 Power: 2 Durability: 2
$3.75 - $19.25
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Mercurial Heart Krustallan Patrol [MRC - 120]
Rarity: Rare Number: 120 Description: Foster On Foster: Put a buff counter on Krustallan Patrol. As long as Krustallan Patrol is fostered, it has steadfast. (An ally with steadfast can retaliate while rested and doesn’t rest to do so.) Card Type: Ally Card Subtype: Guardian;Human Element: Water Class: Guardian Reserve Cost: 5 Power: 1
$0.50 - $1.25
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Mercurial Heart Hailstorm Guard [MRC - 115]
Rarity: Uncommon Number: 115 Description: [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. Card Type: Action Card Subtype: Guardian;Skill;Reaction Element: Water Class: Guardian Reserve Cost: 6 Speed: Fast
$0.50 - $0.75
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Mercurial Heart Krustallan Longsword [MRC - 020]
Rarity: Rare Number: 020 Description: [Class Bonus] As long as you have four or more water element cards in your graveyard, Kustallan Longsword gets +1 power. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Regalia;Weapon Card Subtype: Warrior;Sword Element: Water Class: Warrior Memory Cost: 0 Power: 1 Durability: 2 Flavor Text: Forged from ancestral Krusteel and sheathed in frost.
$1.00 - $7.50
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Mercurial Heart Powered Swordsman [MRC - 127]
Rarity: Common Number: 127 Description: [Class Bonus] On Death: Summon a Powercell token. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Ally Card Subtype: Warrior;Automaton Element: Water Class: Warrior Reserve Cost: 4 Power: 2 Flavor Text: “Tired of pesky pirates? These portside units run on self-powered fuel cells that are fully waterproof!” — Gearstride Automatics Advertisement
$0.25 - $1.25
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Mercurial Heart Waterveil Apostle [MRC - 133]
Rarity: Common Number: 133 Description: [Class Bonus] [Memory 4+] At the beginning of your recollection phase, gather. (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.) Card Type: Ally Card Subtype: Cleric;Human Element: Water Class: Cleric Reserve Cost: 3 Power: 1 Flavor Text: A torrent of flora with every thought.
$0.25 - $1.50
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Mercurial Heart Cell Converter [MRC - 105]
Rarity: Uncommon Number: 105 Description: 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.) Card Type: Ally Card Subtype: Cleric;Automaton Element: Water Class: Cleric Reserve Cost: 3 Power: 0
$0.50 - $9.75
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Mercurial Heart Eternal Dreamer [MRC - 111]
Rarity: Uncommon Number: 111 Description: [Class Bonus] On Attack: Glimpse X, where X is Eternal Dreamer’s power. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Ally Card Subtype: Cleric;Automaton Element: Water Class: Cleric Reserve Cost: 3 Power: 2 Flavor Text: For awakened automata, each step toward self-actualization brings a deeper understanding of Azoth’s impending crisis.
$0.50 - $1.50
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Mercurial Heart Portside Pirate [MRC - 124]
Rarity: Uncommon Number: 124 Description: [Class Bonus] Banish a card with floating memory from your graveyard: Put a buff counter on Portside Pirate and it gains stealth until end of turn. (This unit can’t be targeted by attacks unless permitted by true sight.) Card Type: Ally Card Subtype: Assassin;Human Element: Water Class: Assassin Reserve Cost: 3 Power: 1
$0.50 - $2.75
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Mercurial Heart Krustallan Ruins [MRC - 121]
Rarity: Uncommon Number: 121 Description: Whenever an ally enters the field under a player’s control, rest that ally unless that player pays (1). Card Type: Domain Card Subtype: Cleric;Ruins Element: Water Class: Cleric Reserve Cost: 3 Flavor Text: Long buried under decades of sleet and snow, a proud civilization fell during the Krustal Froststorm.
$0.50 - $2.25
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Mercurial Heart Enthralling Visage [MRC - 110]
Rarity: Common Number: 110 Description: 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. Card Type: Action Card Subtype: Guardian;Skill;Reaction Element: Water Class: Guardian Reserve Cost: 2 Speed: Fast Flavor Text: “Don’t take your eyes off me.”
$0.25 - $3.50
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Mercurial Heart Hidden Enclave [MRC - 116]
Rarity: Common Number: 116 Description: At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard. Card Type: Domain Card Subtype: Guardian;Kingdom Element: Water Class: Guardian Reserve Cost: 2 Flavor Text: A reclusive society, secluded from modernity. Ignorant and oblivious to the greater machinations.
$1.50
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Mercurial Heart Imperial Scout [MRC - 119]
Rarity: Common Number: 119 Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.) Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard. Card Type: Ally Card Subtype: Ranger;Human Element: Water Class: Ranger Reserve Cost: 2 Power: 1
$0.25 - $1.50
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Mercurial Heart Potion Infusion: Seal [MRC - 125]
Rarity: Uncommon Number: 125 Description: Rest target Potion. If you do, it gains “On Sacrifice: Negate target card activation unless its controller pays (2)” until end of turn. Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.) Card Type: Action Card Subtype: Cleric;Spell Element: Water Class: Cleric Reserve Cost: 2 Speed: Fast
$0.50 - $4.25
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Mercurial Heart Freezing Steel [MRC - 113]
Rarity: Common Number: 113 Description: The next time one or more items would enter the field this turn, those items enter the field rested instead. Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.) Card Type: Action Card Subtype: Mage;Spell Element: Water Class: Mage Reserve Cost: 1 Speed: Fast
$0.50 - $2.75
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Mercurial Heart Lost in Thought [MRC - 122]
Rarity: Rare Number: 122 Description: You may banish up to X cards with floating memory from your graveyard. Draw a card for each card banished this way. Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.) Card Type: Action Card Subtype: Mage;Skill Element: Water Class: Mage Speed: Fast
$4.00 - $26.50
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Mercurial Heart Windmill Engineer [MRC - 160]
Rarity: Uncommon Number: 160 Description: 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.) On Enter: If Windmill Engineer is imbued, draw a card into your memory. Card Type: Ally Card Subtype: Ranger;Human Element: Wind Class: Ranger Reserve Cost: 2 Power: 1
$2.25 - $29.00
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Mercurial Heart Scout the Land [MRC - 149]
Rarity: Common Number: 149 Description: Look at the top four cards of your deck and put them back in any order. Draw a card. Card Type: Action Card Subtype: Ranger;Skill Element: Wind Class: Ranger Reserve Cost: 2 Speed: Fast Flavor Text: “The politics and kingmaking of empires matter little to me as long as there’s a bounty to be found.” — Perse, Relentless Raptor
$0.50 - $7.25
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Mercurial Heart Liquid Amnesia [MRC - 146]
Rarity: Uncommon Number: 146 Description: Brew — One Blightroot [Class Bonus] At the beginning of your recollection phase, put an age counter on Liquid Amnesia. Sacrifice Liquid Amnesia: For every three age counters on Liquid Amnesia, banish a card at random from target player’s memory. Card Type: Item Card Subtype: Cleric;Potion Element: Wind Class: Cleric Reserve Cost: 2
$0.50 - $2.00
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Mercurial Heart Potion Infusion: Growth [MRC - 148]
Rarity: Common Number: 148 Description: Rest target Potion. If you do, put LV age counters on it. (LV refers to your champion’s level.) Card Type: Action Card Subtype: Cleric;Spell Element: Wind Class: Cleric Reserve Cost: 2 Speed: Slow Flavor Text: “With similarities to a beaker of consumable ethanol, different decoctions can be enhanced or strengthened by chronological movement!”
$0.25 - $1.50
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Mercurial Heart Cell Vanguard [MRC - 137]
Rarity: Common Number: 137 Description: [Class Bonus] On Enter: 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.) Card Type: Ally Card Subtype: Warrior;Automaton Element: Wind Class: Warrior Reserve Cost: 2 Power: 1
$0.50 - $1.50
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Mercurial Heart Cleansing Reunion [MRC - 139]
Rarity: Rare Number: 139 Description: 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.) Target player banishes three cards from their graveyard. If Cleansing Reunion is imbued, that player banishes six cards from their graveyard instead. Card Type: Action Card Subtype: Cleric;Skill Element: Wind Class: Cleric Reserve Cost: 2 Speed: Fast
$0.50 - $11.00
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Mercurial Heart Mechanized Smasher [MRC - 026]
Rarity: Super Rare Number: 026 Description: [Class Bonus] This card costs 1 less to materialize. Mechanized Smasher can’t be used with attack cards. As an additional cost to use Mechanized Smasher for an attack, reveal four wind element cards from your memory. Card Type: Regalia;Weapon Card Subtype: Guardian;Fist Element: Wind Class: Guardian Memory Cost: 2 Power: 4 Durability: 2
$1.75 - $4.25
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Mercurial Heart Charged Assailant [MRC - 138]
Rarity: Common Number: 138 Description: [Class Bonus] On Enter: If you control a Powercell, you gain agility 3 for this turn. (Agility 3 — Return three cards from your memory to your hand at the beginning of the end phase.) Card Type: Ally Card Subtype: Assassin;Automaton Element: Wind Class: Assassin Reserve Cost: 3 Power: 2 Flavor Text: Optimized for speed and agility.
$0.25 - $1.50
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Mercurial Heart Shred to Ribbons [MRC - 150]
Rarity: Common Number: 150 Description: [Class Bonus] As long as the attacker is attacking an ally with 5 life or more, Shred to Ribbons gets +3 power. (Apply this effect only if your champion’s class matches this card’s class.) Card Type: Attack Card Subtype: Guardian;Sword Element: Wind Class: Guardian Reserve Cost: 3 Power: 2 Flavor Text: The bigger they are, the harder they fall.
$0.25 - $0.75
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Mercurial Heart Gearstride Academy [MRC - 145]
Rarity: Rare Number: 145 Description: Wind ally cards you activate have imbue 2. Wind allies you control have “On Enter: If this ally is imbued, it gets +1 power until end of turn.” Upkeep — At the beginning of your recollection phase, you may pay (1). If you don’t, sacrifice Gearstride Academy. Card Type: Domain Card Subtype: Guardian;Castle Element: Wind Class: Guardian Reserve Cost: 3
$0.50 - $2.75
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Mercurial Heart Tempest Downfall [MRC - 153]
Rarity: Uncommon Number: 153 Description: [Class Bonus] This card costs 3 less to activate if an ally has been suppressed this turn. Deal 3 damage to target unit. If that unit is an ally that entered the field this turn, deal an additional 3 damage to it. Card Type: Action Card Subtype: Mage;Spell Element: Wind Class: Mage Reserve Cost: 3 Speed: Fast
$0.50 - $18.75