ERA Card Lists/All - Table: Difference between revisions

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Latest revision as of 12:01, 22 May 2024

  • EXPLORE

    All ERA Cards

  • UID Name Type Element P S HP Cost Rules Text
    UID Name Type Element P S HP Cost Rules Text
    1 Earth Crystal Crystal
    2 Air Crystal Crystal
    3 Fire Crystal Crystal
    4 Water Crystal Crystal
    5 Razorwing Pterosaur Dino Air 1 2 5 Spark (When this dino attacks, you may ready target crystal.)
    6 Skydancer Falcon Dino Air 3 1 5 Soar (This dino can't be intercepted except by Air dinos.)
    7 Boulderback Stegosaurus Dino Earth 2 5 6 Energize (When this dino attacks, you get 1 energy of any element.)
    8 Ironhide Behemoth Dino Earth 4 6 4 Endurance (This dino gets +1 HP for each Earth crystal you control.)
    9 Blazeback Salamander Dino Fire 3 2 6 Fury (This dino gets +1 P for each wound it has.)
    10 Emberclaw Velociraptor Dino Fire 2 3 4 Wildfire (When this dino attacks, it deals 1 damage to each dino defending player controls.)
    11 Flaretail Scorcher Dino Fire 4 3 5 Menacing Roar (When this dino attacks, each other dino you control gets +1 P until end of turn.)
    12 Glacial Goliath Dino Water 4 6 6 Surge (When this dino attacks, draw a card, then discard a card.)
    13 Tsunami Triceratops 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.)
    14 Cyclone Serpent Dino Air 2 3 4 Tempest Coil (When this dino attacks, you may draw a card for each ready dino defending player controls.)
    15 Galeclaw Albatross Dino Air 4 3 3 Gale Strike (This dino can't be intercepted when it's attacking an exhausted dino.)
    16 Nebula Nighthawk Dino Air 3 5 4 Twilight Reclaim (When this dino attacks, sacrifice each equipment attached to it, then draw that many cards.)
    17 Zephyrwing Sparrow Dino Air 4 2 3 Wind Dance (When this dino attacks, you may ready any number of target dinos.)
    18 Primal Stegosaurus Dino Earth 1 4 5 Ancient Wisdom (When this dino attacks, for the rest of this turn, crystals you control produce 1 additional energy.)
    19 Steelplated Brontosaurus Dino Earth 1 5 4 Steadfast (When damage would be dealt to this dino by an attacking dino, that damage is reduced by 2.)
    20 Terraform Tortoise Dino Earth 4 4 6 Ancient Shell (This dino gets +1 S for each ready crystal you control.)
    21 Magmasaurus 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.)
    22 Shadow Oracle Raptor 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.)
    23 Aquashell Tortoise 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.)
    24 Echo Pterosaur 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.)
    25 Whirlpool Serpent 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.)
    26 Galeforce Guard Action Air A Prevent all damage that would be dealt to target dino this turn.
    27 Winged Strike Action Air AAA Ready target Air dino. It gets +2 P until end of turn and can attack an additional time this turn.
    28 Crystalforged Plating Equipment Armour Air A The next time this dino suffers a wound, sacrifice Crystalforged Plating and prevent that wound.
    29 Stormwing Amulet Equipment Armour Air A This dino has Soar. (it can't be intercepted except by Air dinos)
    30 Skyward Surge 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.
    31 Vortex Spear Equipment Weapon Air AAA When this dino attacks, you may return a target action card from your graveyard to your hand.
    32 Gale's Insight Event Air Each player draws cards equal to the number of dinos they control.
    33 Gale's Whirlwind Event Air Return a charge from each crystal to its owner's hand.
    34 Earthquake Stomp Action Earth EE Target Earth dino gets +2 S until end of turn.
    35 Earthshaker Destroyer Action Earth E Destroy target equipment and remove a wound from the dino it was attached to.
    36 Stoneskin Surge Action Earth E Target dino gets +3 S until end of turn.
    37 Rumble Plate Armour Equipment Armour Earth E This dino has Guardian (This dino can intercept even if its exhausted.).
    38 Stegospike Shield Equipment Armour Earth EE When this dino intercepts an attack, it gets +2 S until end of turn.
    39 Thorned Armour Equipment Armour Earth EEE When this dino is dealt combat damage by an attacker, the attacking dino suffers a wound.
    40 Earth's Embrace Event Earth Each player chooses a card in their graveyard and returns it to their hand.
    41 Tremor's Call 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.
    42 Furious Rage Action Fire F Target dino gets +1 P until end of turn for each wound it has.
    43 Inferno Vortex Action Fire FF Deal 1 damage to each dino. For each wound this damage inflicts, target dino gets +2 P until end of turn.
    44 Molten Onslaught Action Fire F Deal 2 damage to target dino.
    45 Blazeheart Gauntlet Equipment Armour Fire F +1 P If this is a Fire dino, it has an additional +1 P.
    46 Forged Helm Equipment Armour Fire FFF +1 S Sacrifice Forged Helm: Deal 1 damage to target dino.
    47 Ember Battleaxe Equipment Weapon Fire FF +1 P When damage dealt by this dino inflicts a wound, draw a card.
    48 Lavaforge Hammer Equipment Weapon Fire FFF +5 P and -2 S
    49 Blaze of Revelation Event Fire Deal damage to each dino equal to the number of cards in their controller's hand.
    50 Flame's Wrath Event Fire Deal 6 damage to each dino.
    51 Wildfire Eruption Event Fire Deal 2 damage to each dino. Each player gets 2 Fire energy.
    52 Crystal Rejuvenation Action Water W Ready target crystal you control.
    53 Tidal Echoes Action Water W Draw cards equal to the number of Water dinos you control.
    54 Tidal Restrain Action Water W Target dino can't attack or intercept this turn.
    55 Aquatic Crest Equipment Armour Water W Exhaust a crystal: Ready this dino.
    56 Frostbite Dagger Equipment Weapon Water W When damage dealt by this dino inflicts a wound, destroy target equipment attached to that dino.
    57 Glacial Fangs 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.
    58 Floodgate Release Event Water Each player discards a card, then draws 2 cards.
    59 Tidal Destruction Event Water Destroy all equipment.
    60 Breeze Weaver Action Air AA Move all charges on target crystal you control to another target crystal you control.
    61 Galeforce Reclaim Action Air A Return target equipment to its owner's hand. Draw a card.
    62 Sky's Embrace Action Air A Target dino gains Soar until end of turn. (it can't be intercepted except by Air dinos) Draw a card.
    63 Zephyr's Legacy Equipment Armour Air A When Zephyr's Legacy is destroyed, draw 4 cards.
    64 Whirlwind Blade 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.
    65 Galeforce Surge Event Air For each dino, exhaust that dino unless its controller discards a card.
    66 Whispering Winds Event Air Until end of turn, whenever a player plays an action, they draw a card.
    67 Boulder Bash Action Earth EE Deal 2 damage to target exhausted dino. If this damage inflicts a wound, draw a card.
    68 Rockfall Trap Action Earth E Deal 2 damage to target attacking or intercepting dino. If the dino is Air, draw a card.
    69 Stoneheart Resilience Action Earth EE Target dino gets +2 S and gains Guardian until end of turn. (it can intercept even if its exhausted)
    70 Terra Pulse Action Earth E Ready target Earth crystal you control. If you control 2 or more Earth crystals, draw a card.
    71 Gravelskin Greaves Equipment Armour Earth E Ready this dino during each upkeep.
    72 Rockshaper's Gift Event Earth Until end of turn, crystals produce 1 additional energy.
    73 Tremor's Awakening Event Earth Each player may use cards from their graveyard to put 1 charge on each of any of number of crystals they control.
    74 Chain Lightning Action Fire F Deal damage to target dino equal to the number of charges on target crystal you control.
    75 Ember Barrage Action Fire F Deal 1 damage to each of two target dinos.
    76 Pyroclasmic Burst 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.
    77 Cinder Gauntlets Equipment Weapon Fire F This dino has +X P where X is the amount of damage dealt to it this turn.
    78 Emberchain Whip Equipment Weapon Fire F When damage dealt by this dino inflicts a wound, deal 1 damage to each other dino that player controls.
    79 Fury of the Forge 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.
    80 Lavalanche Event Fire Deal 3 damage to each dino. Each player draws 3 cards.
    81 Searing Coronation Event Fire Until end of turn, any amount of damage dealt to a dino is enough for it to suffer a wound.
    82 Icicle Jab Action Water W Return any number of charges on crystals you control to their owner's hand. Deal that much damage to target dino.
    83 Waveform Shift Action Water W Target dino gets +1 S until end of turn for each Water crystal you control.
    84 Riptide Cloak Equipment Armour Water W When this dino is targeted by an action, you may draw a card.
    85 Tidal Barrier 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)
    86 Wavecrash Trident 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.
    87 Deluge's Blessing Event Water Remove a wound from each dino that has 2 or more wounds. Each player draws a card.
    88 Maelstrom's Grasp Event Water Each player chooses a target dino. Put a wound on each dino chosen this way.
    89 Tidecaller's Chant 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.