New Loot
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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 - $14.00
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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 - $2.25
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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 Forgelight Blade [MRC - 018]
Rarity: Rare Number: 018 Description: [Class Bonus] Forgelight Blade gets +1 power. (Apply this effect only if your champion’s class matches this card’s class.) On Enter: Deal 4 damage to your champion. Card Type: Regalia;Weapon Card Subtype: Warrior;Sword Element: Fire Class: Warrior Memory Cost: 0 Power: 1 Durability: 2 Flavor Text: Molten power radiates from within.
$0.75 - $4.25
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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 - $12.50
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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 - $4.00
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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 - $3.00
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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 Winbless Rangefinder [MRC - 159]
Rarity: Uncommon Number: 159 Description: On Enter: Another target unit you control becomes distant. If that unit is an Automaton ally, put a buff counter on it. [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: Ranger;Automaton Element: Wind Class: Ranger Reserve Cost: 2 Power: 1
$0.50 - $5.50
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Mercurial Heart Skirting Step [MRC - 151]
Rarity: Uncommon Number: 151 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 unit becomes distant. If Skirting Step is imbued, prevent the next 1 damage that would be dealt to that unit this turn and draw a card. Card Type: Action Card Subtype: Ranger;Skill Element: Wind Class: Ranger Reserve Cost: 2 Speed: Fast
$0.50 - $19.00
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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 - $28.75
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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 - $7.50
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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 Spirited Falconer [MRC - 152]
Rarity: Uncommon Number: 152 Description: [Class Bonus] Fast Activation [Class Bonus] On Enter: Put a buff counter on up to two target Animal and/or Beast allies. Card Type: Ally Card Subtype: Tamer;Human Element: Wind Class: Tamer Reserve Cost: 2 Power: 1 Flavor Text: A second wind revitalizes the spirits of both animals and beasts alike.
$0.50 - $2.25
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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
$0.75 - $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
$2.00 - $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 Concealed Marksman [MRC - 140]
Rarity: Common Number: 140 Description: [Class Bonus] True Sight (This ally can attack units with stealth.) Ranged 4 (As long as this unit is distant, its attacks get +4 power.) Card Type: Ally Card Subtype: Ranger;Human Element: Wind Class: Ranger Reserve Cost: 3 Power: 1 Flavor Text: Keen eyes spot prey from the perfect vantage.
$0.25 - $1.50
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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 - $3.00
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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
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Mercurial Heart Favorable Winds [MRC - 144]
Rarity: Common Number: 144 Description: Allies you control get +1 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: Mage;Spell Element: Wind Class: Mage Reserve Cost: 1 Speed: Fast Flavor Text: A surge of lifeforce in a desperate time of need.
$0.50 - $3.75
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Mercurial Heart Atmos Shield [MRC - 171]
Rarity: Common Number: 171 Description: [REST]: The next time target neos element unit would take non-combat damage this turn, prevent 2 of that damage. Whenever another neos element unit you control is targeted for an attack, you may change the target of that attack to this ally. Card Type: Token;Ally Card Subtype: Guardian;Automaton Element: Neos Class: Guardian Reserve Cost: 1 Power: 0
$0.50 - $4.00
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Mercurial Heart Spirit Fragment [MRC - 073]
Rarity: Common Number: 073 Description: [Level 3+] Sacrifice Spirit Fragment: Draw a card. Card Type: Token;Phantasia Card Subtype: Spirit;Shard Element: Norm Class: Spirit Reserve Cost: 3 Flavor Text: Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a champion’s power.
$0.50 - $11.25
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Mercurial Heart Automaton Drone [MRC - 038]
Rarity: Common Number: 038 Card Type: Token;Ally Card Subtype: Guardian;Automaton Element: Norm Class: Guardian Reserve Cost: 1 Power: 1 Flavor Text: “Our ServDrone Mk II model is top of the line! You won’t find a better attendant this side of Azoth!” — Gearstride Automatics Advertisement
$0.50 - $3.75
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Mercurial Heart Powercell (64A) [MRC - 064]
Rarity: Common Number: 64A Description: (1), [REST], Sacrifice Powercell: Target Automaton ally gets +2 power until end of turn. Card Type: Token;Item Card Subtype: Cleric;Powercell Element: Norm Class: Cleric Reserve Cost: 1 Flavor Text: “Recharge your Gearstride Automatons with our proprietary powercell! Only the best on the market.” — Gearstride Automatics Advertisement
$1.50 - $13.25
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Mercurial Heart Powered Armsmaster [MRC - 185]
Rarity: Uncommon Number: 185 Description: Ranged 3 [Class Bonus] Whenever you sacrifice a Powercell, Powered Armsmaster becomes distant. On Death: Summon a Powercell token. Card Type: Ally Card Subtype: Ranger;Automaton Element: Umbra Class: Ranger Reserve Cost: 2 Power: 1 Flavor Text: Your own personal arsenal. Just add power.
$0.50 - $2.25
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Mercurial Heart Slip Away [MRC - 189]
Rarity: Uncommon Number: 189 Description: Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are umbra element, this card becomes imbued.) Target unit becomes distant. If Slip Away is imbued, that unit also gains stealth and spellshroud until end of turn. Card Type: Action Card Subtype: Ranger;Skill;Reaction Element: Umbra Class: Ranger Reserve Cost: 2 Speed: Fast
$0.50 - $2.75
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Mercurial Heart Debilitating Grasp [MRC - 178]
Rarity: Rare Number: 178 Description: [Class Bonus] On Champion Hit: Put Debilitating Grasp on the bottom of the hit champion’s lineage. Inherited Effect: The first card you activate each turn costs 1 more to activate. Card Type: Attack Card Subtype: Assassin;Curse;Dagger Element: Umbra Class: Assassin Reserve Cost: 2 Power: 2
$0.50 - $3.00
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Mercurial Heart Gloamspire Sniper [MRC - 181]
Rarity: Uncommon Number: 181 Description: Ranged 4, True Sight [Class Bonus] On Kill: Generate a Creeping Torment card and put it on the bottom of target champion’s lineage. (To generate, add that card from outside of the game.) Card Type: Ally Card Subtype: Ranger;Human Element: Umbra Class: Ranger Reserve Cost: 3 Power: 2
$0.50 - $2.75