View table: ERA_Card

Table structure:

  1. UID - Integer
  2. Type - List of Page, delimiter: ,
  3. Element - List of Page, delimiter: ,
  4. IsBanned - Boolean
  5. Cost - String
  6. Power - Integer
  7. Stamina - Integer
  8. Hitpoints - Integer
  9. Rules - Text
  10. Rulings - List of Text, delimiter: ;

This table has 89 rows altogether.

Recreate data.

Page UID Type Element IsBanned Cost Power Stamina Hitpoints Rules Rulings
Air Crystal (edit) 2 Crystal
Aquashell Tortoise (edit) 23 Dino Water 2 5 4 Shell Guard (When this dino would suffer a wound, you may discard 2 Water cards. If you do, prevent that wound and ready this dino.)
Aquatic Crest (edit) 55 Equipment Armour Water W Exhaust a crystal: Ready this dino.
Blaze of Revelation (edit) 49 Event Fire Deal damage to each dino equal to the number of cards in their controller's hand.
Blazeback Salamander (edit) 9 Dino Fire 3 2 6 Fury (This dino gets +1 P for each wound it has.) The +1 Power for each wound applies all the time, not only when Blazeback Salamander is attacking.
Blazeheart Gauntlet (edit) 45 Equipment Armour Fire F +1 P If this is a Fire dino, it has an additional +1 P.
Boulder Bash (edit) 67 Action Earth EE Deal 2 damage to target exhausted dino. If this damage inflicts a wound, draw a card.
Boulderback Stegosaurus (edit) 7 Dino Earth 2 5 6 Energize (When this dino attacks, you get 1 energy of any element.) You need to indicate your choice of element for the energy when the ability triggers (i.e. when the dino attacks).
Breeze Weaver (edit) 60 Action Air AA Move all charges on target crystal you control to another target crystal you control.
Chain Lightning (edit) 74 Action Fire F Deal damage to target dino equal to the number of charges on target crystal you control.
Cinder Gauntlets (edit) 77 Equipment Weapon Fire F This dino has +X P where X is the amount of damage dealt to it this turn.
Crystal Rejuvenation (edit) 52 Action Water W Ready target crystal you control.
Crystalforged Plating (edit) 28 Equipment Armour Air A The next time this dino suffers a wound, sacrifice Crystalforged Plating and prevent that wound.
Cyclone Serpent (edit) 14 Dino Air 2 3 4 Tempest Coil (When this dino attacks, you may draw a card for each ready dino defending player controls.)
Deluge's Blessing (edit) 87 Event Water Remove a wound from each dino that has 2 or more wounds. Each player draws a card.
Earth Crystal (edit) 1 Crystal
Earth's Embrace (edit) 40 Event Earth Each player chooses a card in their graveyard and returns it to their hand.
Earthquake Stomp (edit) 34 Action Earth EE Target Earth dino gets +2 S until end of turn.
Earthshaker Destroyer (edit) 35 Action Earth E Destroy target equipment and remove a wound from the dino it was attached to.
Echo Pterosaur (edit) 24 Dino Water 3 3 6 Temporal Dive (When this or another dino you control dies, you may play an action or equipment card from your graveyard without paying its cost.)
Ember Barrage (edit) 75 Action Fire F Deal 1 damage to each of two target dinos.
Ember Battleaxe (edit) 47 Equipment Weapon Fire FF +1 P When damage dealt by this dino inflicts a wound, draw a card.
Emberchain Whip (edit) 78 Equipment Weapon Fire F When damage dealt by this dino inflicts a wound, deal 1 damage to each other dino that player controls.
Emberclaw Velociraptor (edit) 10 Dino Fire 2 3 4 Wildfire (When this dino attacks, it deals 1 damage to each dino defending player controls.) The damage is dealt when Emberclaw Velociraptor attacks, before the defending player can choose whether to intercept, and before any combat damage is dealt. If the damage dealt by Emberclaw Velociraptor’s ability causes a dino to become exhausted (for example, because it suffered a wound), that dino cannot intercept Emberclaw Velociraptor.
Fire Crystal (edit) 3 Crystal
Flame's Wrath (edit) 50 Event Fire Deal 6 damage to each dino.
Flaretail Scorcher (edit) 11 Dino Fire 4 3 5 Menacing Roar (When this dino attacks, each other dino you control gets +1 P until end of turn.) The +1 Power to your other dinos is provided when Flaretail Scorcher attacks. If any of your other dinos had attacked and dealt damage before Flaretail Scorcher attacked, the +1 Power does not affect that damage which has already been dealt.
Floodgate Release (edit) 58 Event Water Each player discards a card, then draws 2 cards.
Forged Helm (edit) 46 Equipment Armour Fire FFF +1 S Sacrifice Forged Helm: Deal 1 damage to target dino.
Frostbite Dagger (edit) 56 Equipment Weapon Water W When damage dealt by this dino inflicts a wound, destroy target equipment attached to that dino.
Furious Rage (edit) 42 Action Fire F Target dino gets +1 P until end of turn for each wound it has.
Fury of the Forge (edit) 79 Event Fire Each player may sacrifice any number of equipment attached to dinos they control, then choose a target dino. Deal damage to each chosen dino equal to the total number of sacrificed equipment.
Gale's Insight (edit) 32 Event Air Each player draws cards equal to the number of dinos they control.
Gale's Whirlwind (edit) 33 Event Air Return a charge from each crystal to its owner's hand.
Galeclaw Albatross (edit) 15 Dino Air 4 3 3 Gale Strike (This dino can't be intercepted when it's attacking an exhausted dino.)
Galeforce Guard (edit) 26 Action Air A Prevent all damage that would be dealt to target dino this turn.
Galeforce Reclaim (edit) 61 Action Air A Return target equipment to its owner's hand. Draw a card.
Galeforce Surge (edit) 65 Event Air For each dino, exhaust that dino unless its controller discards a card.
Glacial Fangs (edit) 57 Equipment Weapon Water WWW When damage dealt by this dino inflicts a wound, exhaust that dino. It doesn't ready during its controller's next turn.
Glacial Goliath (edit) 12 Dino Water 4 6 6 Surge (When this dino attacks, draw a card, then discard a card.) You draw a card, then discard a card immediately. There is no time to play a card (even an action) in between drawing and discarding. You draw a card and discard a card immediately when you attack. This happens before your opponent decides whether to intercept the attack, and before any combat damage is dealt.
Gravelskin Greaves (edit) 71 Equipment Armour Earth E Ready this dino during each upkeep.
Icicle Jab (edit) 82 Action Water W Return any number of charges on crystals you control to their owner's hand. Deal that much damage to target dino.
Inferno Vortex (edit) 43 Action Fire FF Deal 1 damage to each dino. For each wound this damage inflicts, target dino gets +2 P until end of turn.
Ironhide Behemoth (edit) 8 Dino Earth 4 6 4 Endurance (This dino gets +1 HP for each Earth crystal you control.) Ironhide Behemoth’s ability counts face-up Earth crystals you control only. When you start the game, unless your first crystal flip is an Earth Crystal, Ironhide Behemoth has only 4 hitpoints. Charges placed on a crystal do not count as additional crystals. For example, if you have a deck with 3 Earth crystals, Ironhide Behemoth will have 7 hitpoints (after all 3 Earth crystals have been flipped face-up), regardless of the number of charges on any of those crystals.
Lavaforge Hammer (edit) 48 Equipment Weapon Fire FFF +5 P and -2 S
Lavalanche (edit) 80 Event Fire Deal 3 damage to each dino. Each player draws 3 cards.
Maelstrom's Grasp (edit) 88 Event Water Each player chooses a target dino. Put a wound on each dino chosen this way.
Magmasaurus (edit) 21 Dino Fire 2 5 4 Magma Surge (When this dino attacks, you may pay any amount of Fire energy. It gets +1 P for each.)
Molten Onslaught (edit) 44 Action Fire F Deal 2 damage to target dino.
Nebula Nighthawk (edit) 16 Dino Air 3 5 4 Twilight Reclaim (When this dino attacks, sacrifice each equipment attached to it, then draw that many cards.)
Primal Stegosaurus (edit) 18 Dino Earth 1 4 5 Ancient Wisdom (When this dino attacks, for the rest of this turn, crystals you control produce 1 additional energy.)
Pyroclasmic Burst (edit) 76 Action Fire FFF Deal 3 damage divided as you choose among any number of target dinos. For each wound this damage inflicts, draw a card.
Razorwing Pterosaur (edit) 5 Dino Air 1 2 5 Spark (When this dino attacks, you may ready target crystal.)
Riptide Cloak (edit) 84 Equipment Armour Water W When this dino is targeted by an action, you may draw a card.
Rockfall Trap (edit) 68 Action Earth E Deal 2 damage to target attacking or intercepting dino. If the dino is Air, draw a card.
Rockshaper's Gift (edit) 72 Event Earth Until end of turn, crystals produce 1 additional energy.
Rumble Plate Armour (edit) 37 Equipment Armour Earth E This dino has Guardian (This dino can intercept even if its exhausted.).
Searing Coronation (edit) 81 Event Fire Until end of turn, any amount of damage dealt to a dino is enough for it to suffer a wound.
Shadow Oracle Raptor (edit) 22 Dino Fire 2 4 3 Aetheric Insight (At the beginning of your turn, reveal the top card of your deck. If it's an event, resolve it. Otherwise, put it into your hand and this dino is dealt damage equal to its cost.)
Sky's Embrace (edit) 62 Action Air A Target dino gains Soar until end of turn. (it can't be intercepted except by Air dinos) Draw a card.
Skydancer Falcon (edit) 6 Dino Air 3 1 5 Soar (This dino can't be intercepted except by Air dinos.)
Skyward Surge (edit) 30 Equipment Weapon Air AAA +1 P Whenever you play an action card, you may sacrifice Skyward Surge. If you do, return that action card to your hand after it resolves.
Steelplated Brontosaurus (edit) 19 Dino Earth 1 5 4 Steadfast (When damage would be dealt to this dino by an attacking dino, that damage is reduced by 2.)
Stegospike Shield (edit) 38 Equipment Armour Earth EE When this dino intercepts an attack, it gets +2 S until end of turn.
Stoneheart Resilience (edit) 69 Action Earth EE Target dino gets +2 S and gains Guardian until end of turn. (it can intercept even if its exhausted)
Stoneskin Surge (edit) 36 Action Earth E Target dino gets +3 S until end of turn.
Stormwing Amulet (edit) 29 Equipment Armour Air A This dino has Soar. (it can't be intercepted except by Air dinos)
Terra Pulse (edit) 70 Action Earth E Ready target Earth crystal you control. If you control 2 or more Earth crystals, draw a card.
Terraform Tortoise (edit) 20 Dino Earth 4 4 6 Ancient Shell (This dino gets +1 S for each ready crystal you control.)
Thorned Armour (edit) 39 Equipment Armour Earth EEE When this dino is dealt combat damage by an attacker, the attacking dino suffers a wound.
Tidal Barrier (edit) 85 Equipment Armour Water WW If this is a Water dino, it has Misty Veil. (when it suffers a wound, you may put that wound on a non-Water dino you control instead)
Tidal Destruction (edit) 59 Event Water Destroy all equipment.
Tidal Echoes (edit) 53 Action Water W Draw cards equal to the number of Water dinos you control.
Tidal Restrain (edit) 54 Action Water W Target dino can't attack or intercept this turn.
Tidecaller's Chant (edit) 89 Event Water Each player may return any number of equipment attached to dinos they control to their owner's hand. For each, that player gets 1 Water energy.
Tremor's Awakening (edit) 73 Event Earth Each player may use cards from their graveyard to put 1 charge on each of any of number of crystals they control.
Tremor's Call (edit) 41 Event Earth Each player may search their deck for an equipment card, reveal it, and put it into their hand. Each player that searched their deck shuffles it.
Tsunami Triceratops (edit) 13 Dino Water 3 4 2 Misty Veil (When this dino suffers a wound, you may put that wound on a non-Water dino you control instead.) You need to indicate that you’re using Tsunami Triceratops’ ability at the time a wound would be suffered, not before. If you use Tsunami Triceratops’ ability to put a wound on a non-Water dino you control instead, Tsunami Triceratops still suffers that wound (becomes exhausted and can’t suffer another wound this turn). Likewise, the non-Water dino on which you put the wound has not suffered a wound, and can be attacked and/or suffer a wound this turn (for a total of 2 wounds placed on it during 1 turn, only one having been suffered).
Vortex Spear (edit) 31 Equipment Weapon Air AAA When this dino attacks, you may return a target action card from your graveyard to your hand.
Water Crystal (edit) 4 Crystal
Wavecrash Trident (edit) 86 Equipment Weapon Water W When this dino attacks, you may sacrifice Wavecrash Trident. If you do, this dino gets +3 P until end of turn.
Waveform Shift (edit) 83 Action Water W Target dino gets +1 S until end of turn for each Water crystal you control.
Whirlpool Serpent (edit) 25 Dino Water 2 4 3 Spiral Drain (When this dino attacks, you may pay any amount of Water energy. It gets +1 P for each.)
Whirlwind Blade (edit) 64 Equipment Weapon Air AAA When this dino attacks, you may exhaust any number of crystals you control. This dino gets +1 P for each. When damage dealt by this dino inflicts a wound, ready each Air crystal you control.
Whispering Winds (edit) 66 Event Air Until end of turn, whenever a player plays an action, they draw a card.
Wildfire Eruption (edit) 51 Event Fire Deal 2 damage to each dino. Each player gets 2 Fire energy.
Winged Strike (edit) 27 Action Air AAA Ready target Air dino. It gets +2 P until end of turn and can attack an additional time this turn.
Zephyr's Legacy (edit) 63 Equipment Armour Air A When Zephyr's Legacy is destroyed, draw 4 cards.
Zephyrwing Sparrow (edit) 17 Dino Air 4 2 3 Wind Dance (When this dino attacks, you may ready any number of target dinos.)