ERA Card Lists/Events - Table: Difference between revisions

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|where=ERA_Card.Type HOLDS "Event"
|fields=ERA_Card.UID,_pageName=Name,Element,Rules=Rules Text,Rulings
|fields=ERA_Card.UID,_pageName=Name,Element,Rules=Rules Text
|details fields=Rulings
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|format=dynamic table
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Latest revision as of 14:06, 22 May 2024

UID Name Element Rules Text
UID Name Element Rules Text
32 Gale's Insight Air Each player draws cards equal to the number of dinos they control.
33 Gale's Whirlwind Air Return a charge from each crystal to its owner's hand.
40 Earth's Embrace Earth Each player chooses a card in their graveyard and returns it to their hand.
41 Tremor's Call 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.
49 Blaze of Revelation Fire Deal damage to each dino equal to the number of cards in their controller's hand.
50 Flame's Wrath Fire Deal 6 damage to each dino.
51 Wildfire Eruption Fire Deal 2 damage to each dino. Each player gets 2 Fire energy.
58 Floodgate Release Water Each player discards a card, then draws 2 cards.
59 Tidal Destruction Water Destroy all equipment.
65 Galeforce Surge Air For each dino, exhaust that dino unless its controller discards a card.
66 Whispering Winds Air Until end of turn, whenever a player plays an action, they draw a card.
72 Rockshaper's Gift Earth Until end of turn, crystals produce 1 additional energy.
73 Tremor's Awakening Earth Each player may use cards from their graveyard to put 1 charge on each of any of number of crystals they control.
79 Fury of the Forge 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.
80 Lavalanche Fire Deal 3 damage to each dino. Each player draws 3 cards.
81 Searing Coronation Fire Until end of turn, any amount of damage dealt to a dino is enough for it to suffer a wound.
87 Deluge's Blessing Water Remove a wound from each dino that has 2 or more wounds. Each player draws a card.
88 Maelstrom's Grasp Water Each player chooses a target dino. Put a wound on each dino chosen this way.
89 Tidecaller's Chant 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.