Mythological Force Online

Card Library

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250 cards found · Page 4 of 5 · 50 cards per page
3
Phobos, Face of Fear
151/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. Enemy units with Power 2 or less cannot block Phobos.
3
Phobos, Face of Fear
151/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. Enemy units with Power 2 or less cannot block Phobos.
“Fear made room.”
3
Deimos, Voice of Terror
152/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. When Deimos attacks, target blocking unit gets -1 Power until end of turn.
3
Deimos, Voice of Terror
152/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. When Deimos attacks, target blocking unit gets -1 Power until end of turn.
“Terror spoke first.”
5
Kratos, Divine Strength
153/250 Rare
War
Minor Deity — Minor Deity, Unique
Unique. When Kratos attacks, another attacking unit gets +1 Power until end of turn.
5
Kratos, Divine Strength
153/250 Rare
War
Minor Deity — Minor Deity, Unique
Unique. When Kratos attacks, another attacking unit gets +1 Power until end of turn.
“Power needs no apology.”
4
Bia, Force Unyielding
154/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique, Guard 2.
4
Bia, Force Unyielding
154/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique, Guard 2.
“Force did not bend.”
3
Zelus, Rivalry Incarnate
155/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. When a friendly unit attacks alone, it gets +1 Power until end of turn.
3
Zelus, Rivalry Incarnate
155/250 Uncommon
War
Minor Deity — Minor Deity, Unique
Unique. When a friendly unit attacks alone, it gets +1 Power until end of turn.
4
Harmonia, Peacebound
156/250 Rare
Wisdom
Minor Deity — Minor Deity, Unique
Unique. At the start of your turn, if no units were destroyed last turn, draw a card then discard a card.
4
Harmonia, Peacebound
156/250 Rare
Wisdom
Minor Deity — Minor Deity, Unique
Unique. At the start of your turn, if no units were destroyed last turn, draw a card then discard a card.
“Peace is a difficult music.”
5
Hecate, Torch of Crossroads
157/250 Epic
Underworld
Minor Deity — Minor Deity, Unique
Unique. Whenever you cast a Reaction spell, heal 1 damage from target unit and foresee 1.
5
Hecate, Torch of Crossroads
157/250 Epic
Underworld
Minor Deity — Minor Deity, Unique
Unique. Whenever you cast a Reaction spell, heal 1 damage from target unit and foresee 1.
“Every path had a flame.”
5
Persephone, Queen Below
158/250 Epic
Underworld
Minor Deity — Minor Deity, Unique
Unique. At the start of your turn, choose one: heal 2 damage from a unit, or return a unit card with cost 1 from your discard pil…
5
Persephone, Queen Below
158/250 Epic
Underworld
Minor Deity — Minor Deity, Unique
Unique. At the start of your turn, choose one: heal 2 damage from a unit, or return a unit card with cost 1 from your
discard pile to your hand.
“Spring remembered the dark.”
5
Amphitrite, Queen of the Sea
159/250 Rare
Sea
Minor Deity — Minor Deity, Unique
Unique. Sea units you control get +1 Health while blocking.
5
Amphitrite, Queen of the Sea
159/250 Rare
Sea
Minor Deity — Minor Deity, Unique
Unique. Sea units you control get +1 Health while blocking.
“The ocean had a queen before it had a storm.”
4
Thunderbolt Edict
160/250 Rare
Storm
Spell — Spell
Deal 4 lightning damage to target unit. If that unit is destroyed, deal 1 lightning damage to its controller's Major God.
4
Thunderbolt Edict
160/250 Rare
Storm
Spell — Spell
Deal 4 lightning damage to target unit. If that unit is destroyed, deal 1 lightning damage to its controller's Major God.
“The sky passed sentence.”
2
Lightning Feint
161/250 Common
Storm
Spell — Spell
Reaction - Play when an attacking unit is blocked. Deal 2 lightning damage to that blocking unit.
2
Lightning Feint
161/250 Common
Storm
Spell — Spell
Reaction - Play when an attacking unit is blocked. Deal 2 lightning damage to that blocking unit.
“The flash arrived between shields.”
3
Storm Gathering
162/250 Uncommon
Spell
Spell — Spell
Draw a card. The next Storm card you cast this turn deals +1 damage.
3
Storm Gathering
162/250 Uncommon
Spell
Spell — Spell
Draw a card. The next Storm card you cast this turn deals +1 damage.
“Clouds are an army too.”
1
Omen of the Eagle
163/250 Common
Wisdom
Spell — Spell
Foresee 2.
1
Omen of the Eagle
163/250 Common
Wisdom
Spell — Spell
Foresee 2.
“The wing was a warning.”
2
Strategic Withdrawal
164/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when a friendly unit becomes blocked. Return that unit to your hand before combat damage.
2
Strategic Withdrawal
164/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when a friendly unit becomes blocked. Return that unit to your hand before combat damage.
“A retreat can be a trap.”
2
Shield Wall Order
165/250 Common
War
Spell — Spell
Until end of turn, friendly blocking units get +2 Health.
2
Shield Wall Order
165/250 Common
War
Spell — Spell
Until end of turn, friendly blocking units get +2 Health.
“Bronze became a door.”
3
Battlefield Command
166/250 Rare
Wisdom
Spell — Spell
Ready target friendly unit. It cannot attack this turn. Draw a card.
3
Battlefield Command
166/250 Rare
Wisdom
Spell — Spell
Ready target friendly unit. It cannot attack this turn. Draw a card.
“Orders restored the line.”
2
Sea Surge
167/250 Common
Sea
Spell — Spell
Exhaust target enemy unit.
2
Sea Surge
167/250 Common
Sea
Spell — Spell
Exhaust target enemy unit.
“The wave rangeded the ankles first.”
3
Tidal Recall
168/250 Uncommon
Sea
Spell — Spell
Return target unit with cost 3 or less to its owner's hand.
3
Tidal Recall
168/250 Uncommon
Sea
Spell — Spell
Return target unit with cost 3 or less to its owner's hand.
4
Crashing Wave
169/250 Rare
Sea
Spell — Spell
Deal 2 sea damage to each attacking unit.
4
Crashing Wave
169/250 Rare
Sea
Spell — Spell
Deal 2 sea damage to each attacking unit.
“The shore fought back.”
3
Call from the Deep
170/250 Uncommon
Sea
Spell — Spell
Look at the top 4 cards of your deck. Put a Sea card from among them into your hand and the rest on the bottom.
3
Call from the Deep
170/250 Uncommon
Sea
Spell — Spell
Look at the top 4 cards of your deck. Put a Sea card from among them into your hand and the rest on the bottom.
“The deep answered slowly.”
3
River Styx Bargain
171/250 Rare
Underworld
Spell — Spell
Return target unit card with cost 3 or less from your discard pile to your hand. You lose 1 Health from your Major God.
3
River Styx Bargain
171/250 Rare
Underworld
Spell — Spell
Return target unit card with cost 3 or less from your discard pile to your hand. You lose 1 Health from your Major
God.
“All crossings have a price.”
2
Grave Demand
172/250 Common
Underworld
Spell — Spell
Target player discards a card. If they discard a unit, heal 1 damage from your Major God.
2
Grave Demand
172/250 Common
Underworld
Spell — Spell
Target player discards a card. If they discard a unit, heal 1 damage from your Major God.
“The grave asked politely.”
3
Shadow Snare
173/250 Uncommon
Underworld
Spell — Spell
Reaction - Play when an enemy unit attacks. That unit gets -2 Power until end of turn.
3
Shadow Snare
173/250 Uncommon
Underworld
Spell — Spell
Reaction - Play when an enemy unit attacks. That unit gets -2 Power until end of turn.
“Darkness pulled at its feet.”
5
Gate of Tartarus
174/250 Epic
Underworld
Spell — Spell
Destroy target exhausted unit.
5
Gate of Tartarus
174/250 Epic
Underworld
Spell — Spell
Destroy target exhausted unit.
“Some doors open downward.”
2
Harvest Blessing
175/250 Common
Nature
Spell — Spell
Heal 3 damage divided as you choose among friendly units and your Major God.
2
Harvest Blessing
175/250 Common
Nature
Spell — Spell
Heal 3 damage divided as you choose among friendly units and your Major God.
“The field forgave the blade.”
2
Vine Grasp
176/250 Common
Nature
Spell — Spell
Reaction - Play when an enemy unit attacks. Exhaust that unit unless its controller pays 1 Essence.
2
Vine Grasp
176/250 Common
Nature
Spell — Spell
Reaction - Play when an enemy unit attacks. Exhaust that unit unless its controller pays 1 Essence.
“The ground took hold.”
2
Hunter's Mark
177/250 Uncommon
Nature
Spell — Spell
Target enemy unit gets -1 Health until end of turn. The next damage dealt to it this turn is increased by 1.
2
Hunter's Mark
177/250 Uncommon
Nature
Spell — Spell
Target enemy unit gets -1 Health until end of turn. The next damage dealt to it this turn is increased by 1.
“The mark was already the wound.”
3
Moonlit Ambush
178/250 Rare
Nature
Spell — Spell
Reaction - Play after blockers are declared. Target friendly blocking unit deals combat damage equal to its Power to the unit it …
3
Moonlit Ambush
178/250 Rare
Nature
Spell — Spell
Reaction - Play after blockers are declared. Target friendly blocking unit deals combat damage equal to its Power to
the unit it blocks before combat damage.
“The forest struck first.”
2
Apollo's Radiance
179/250 Common
Storm
Spell — Spell
Target friendly unit gets +1 Power and +1 Health until end of turn. Draw a card.
2
Apollo's Radiance
179/250 Common
Storm
Spell — Spell
Target friendly unit gets +1 Power and +1 Health until end of turn. Draw a card.
“Light made courage visible.”
3
Asclepian Recovery
180/250 Uncommon
Wisdom
Spell — Spell
Heal all damage from target unit.
3
Asclepian Recovery
180/250 Uncommon
Wisdom
Spell — Spell
Heal all damage from target unit.
“The wound remembered wholeness.”
3
Oracle's Warning
181/250 Rare
Wisdom
Spell — Spell
Reaction - Play when an opponent casts a Spell. Foresee 2, then you may cancel that Spell unless its controller pays 2 Essence.
3
Oracle's Warning
181/250 Rare
Wisdom
Spell — Spell
Reaction - Play when an opponent casts a Spell. Foresee 2, then you may cancel that Spell unless its controller pays
2 Essence.
2
Disarm the Champion
182/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when Gear enters play. Cancel that Gear unless its controller pays 2 Essence.
2
Disarm the Champion
182/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when Gear enters play. Cancel that Gear unless its controller pays 2 Essence.
“A buckle failed at the right time.”
3
Hephaestus' Hammerblow
183/250 Common
War
Spell — Spell
Destroy target Gear or Relic.
3
Hephaestus' Hammerblow
183/250 Common
War
Spell — Spell
Destroy target Gear or Relic.
“Nothing sacred survives the right hammer.”
3
Seal the Gate
184/250 Rare
Underworld
Spell — Spell
Reaction - Play when a unit would enter play from a discard pile. Cancel that effect and put that unit on the bottom of its owner…
3
Seal the Gate
184/250 Rare
Underworld
Spell — Spell
Reaction - Play when a unit would enter play from a discard pile. Cancel that effect and put that unit on the bottom of
its owner's deck.
“Not every soul gets passage.”
2
Pythian Denial
185/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when a Location is played. Cancel that Location.
2
Pythian Denial
185/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when a Location is played. Cancel that Location.
“The oracle rejected the place.”
3
Sanctuary Oath
186/250 Rare
Wisdom
Spell — Spell
Reaction - Play when a Location would replace the active Location. The new Location is discarded instead.
3
Sanctuary Oath
186/250 Rare
Wisdom
Spell — Spell
Reaction - Play when a Location would replace the active Location. The new Location is discarded instead.
“The old stones held.”
4
Pandora's Whisper
187/250 Epic
Underworld
Spell — Spell
Each player draws 2 cards, then discards 2 cards. Then each player with 7 or more cards in hand discards a card.
4
Pandora's Whisper
187/250 Epic
Underworld
Spell — Spell
Each player draws 2 cards, then discards 2 cards. Then each player with 7 or more cards in hand discards a card.
“Hope was the smallest voice.”
3
Aphrodite's Glance
188/250 Rare
Wisdom
Spell — Spell
Target enemy unit cannot attack during its controller's next turn.
3
Aphrodite's Glance
188/250 Rare
Wisdom
Spell — Spell
Target enemy unit cannot attack during its controller's next turn.
“The sword lowered itself.”
3
Duel of Champions
189/250 Uncommon
War
Spell — Spell
Choose a friendly unit and an enemy unit. They deal combat damage equal to their Power to each other.
3
Duel of Champions
189/250 Uncommon
War
Spell — Spell
Choose a friendly unit and an enemy unit. They deal combat damage equal to their Power to each other.
“Honor demanded witnesses.”
2
Fury Before Battle
190/250 Common
War
Spell — Spell
Target friendly unit gets +2 Power until end of turn. Cast only during your precombat main phase.
2
Fury Before Battle
190/250 Common
War
Spell — Spell
Target friendly unit gets +2 Power until end of turn. Cast only during your precombat main phase.
“The roar came before the charge.”
2
Hold the Line
191/250 Common
Wisdom
Spell — Spell
Reaction - Play after attackers are chosen. Up to two friendly units can block this turn without becoming exhausted.
2
Hold the Line
191/250 Common
Wisdom
Spell — Spell
Reaction - Play after attackers are chosen. Up to two friendly units can block this turn without becoming exhausted.
“Orders steadied hands.”
2
Sudden Gust
192/250 Common
Storm
Spell — Spell
Reaction - Play when a Flying unit attacks. Exhaust that unit and prevent its combat damage.
2
Sudden Gust
192/250 Common
Storm
Spell — Spell
Reaction - Play when a Flying unit attacks. Exhaust that unit and prevent its combat damage.
“Boreas bent the battle line.”
3
Helios' Revelation
193/250 Uncommon
Storm
Spell — Spell
Draw 2 cards, then discard a card.
3
Helios' Revelation
193/250 Uncommon
Storm
Spell — Spell
Draw 2 cards, then discard a card.
“Truth asked for a witness.”
3
Dionysian Revel
194/250 Uncommon
Nature
Spell — Spell
Each player discards a card at random, then draws a card.
3
Dionysian Revel
194/250 Uncommon
Nature
Spell — Spell
Each player discards a card at random, then draws a card.
“Laughter broke the plan.”
2
Ares' Battle Cry
195/250 Common
War
Spell — Spell
Attacking units you control get +1 Power until end of turn. Cast only during your precombat main phase.
2
Ares' Battle Cry
195/250 Common
War
Spell — Spell
Attacking units you control get +1 Power until end of turn. Cast only during your precombat main phase.
“The line became a wave.”
4
Gorgon's Curse
196/250 Rare
Nature
Spell — Spell
Exhaust target unit. It does not ready during its controller's next Ready Step.
4
Gorgon's Curse
196/250 Rare
Nature
Spell — Spell
Exhaust target unit. It does not ready during its controller's next Ready Step.
“Stone begins with stillness.”
2
Labyrinth Turn
197/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when an enemy unit attacks alone. Remove that unit from combat. It remains exhausted.
2
Labyrinth Turn
197/250 Uncommon
Wisdom
Spell — Spell
Reaction - Play when an enemy unit attacks alone. Remove that unit from combat. It remains exhausted.
“The path changed its mind.”
3
Sacrifice to the Deep
198/250 Rare
Spell
Spell — Spell
As an additional cost, discard a card. Destroy target exhausted unit.
3
Sacrifice to the Deep
198/250 Rare
Spell
Spell — Spell
As an additional cost, discard a card. Destroy target exhausted unit.
“The water wanted more.”
1
Hestia's Hearthfire
199/250 Common
Wisdom
Spell — Spell
Heal 2 damage from your Major God.
1
Hestia's Hearthfire
199/250 Common
Wisdom
Spell — Spell
Heal 2 damage from your Major God.
“Small flames keep homes alive.”
2
Sparks of Hephaestus
200/250 Common
War
Spell — Spell
Deal 1 fire damage to target unit. If you control Gear, draw a card.
2
Sparks of Hephaestus
200/250 Common
War
Spell — Spell
Deal 1 fire damage to target unit. If you control Gear, draw a card.
“Every hammer throws stars.”