Mythological Force Online

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250 cards found · Page 5 of 5 · 50 cards per page
2
Prophetic Revision
201/250 Uncommon
Wisdom
Spell — Spell
Foresee 3, then draw a card and discard a card.
2
Prophetic Revision
201/250 Uncommon
Wisdom
Spell — Spell
Foresee 3, then draw a card and discard a card.
“The future accepted edits.”
2
Dreadful Toll
202/250 Common
Underworld
Spell — Spell
Each player loses 1 Health from their Major God and discards a card.
2
Dreadful Toll
202/250 Common
Underworld
Spell — Spell
Each player loses 1 Health from their Major God and discards a card.
“The dead do not bargain for free.”
3
Call of the Wildwood
203/250 Uncommon
Nature
Spell — Spell
Search the top 5 cards of your deck for a Nature creature, reveal it, and put it into your hand. Put the rest on the bottom.
3
Call of the Wildwood
203/250 Uncommon
Nature
Spell — Spell
Search the top 5 cards of your deck for a Nature creature, reveal it, and put it into your hand. Put the rest on the
bottom.
“The trees answered names.”
6
Olympian Intervention
204/250 Mythic
Storm
Spell — Spell
Reaction - Play when your Major God would take 5 or more damage from combat. Prevent that damage and draw 2 cards.
6
Olympian Intervention
204/250 Mythic
Storm
Spell — Spell
Reaction - Play when your Major God would take 5 or more damage from combat. Prevent that damage and draw 2 cards.
“Sometimes Olympus answers.”
2
Dory Spear
205/250 Common
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power. If the attached unit leaves play, discard this Gear.
2
Dory Spear
205/250 Common
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power. If the attached unit leaves play, discard this Gear.
“A simple point ends many arguments.”
2
Hoplon Shield
206/250 Common
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +2 Health. If the attached unit leaves play, discard this Gear.
2
Hoplon Shield
206/250 Common
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +2 Health. If the attached unit leaves play, discard this Gear.
“A circle of bronze can be a wall.”
3
Winged Sandals of Hermes
207/250 Rare
Storm
Gear — Gear
Attach to a friendly unit. Attached unit has Swift and Flying. If the attached unit leaves play, discard this Gear.
3
Winged Sandals of Hermes
207/250 Rare
Storm
Gear — Gear
Attach to a friendly unit. Attached unit has Swift and Flying. If the attached unit leaves play, discard this Gear.
4
Aegis Shard
208/250 Epic
Wisdom
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power and +3 Health and cannot be targeted by enemy spells that cost 2 or less. …
4
Aegis Shard
208/250 Epic
Wisdom
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power and +3 Health and cannot be targeted by enemy spells that cost
2 or less. If the attached unit leaves play, discard this Gear.
“A fragment of fear still shines.”
3
Gorgon Mirror Shield
209/250 Rare
Wisdom
Gear — Gear
Attach to a friendly unit. Whenever attached unit blocks a Gorgon or Monster, that enemy unit gets -2 Power until end of turn. If…
3
Gorgon Mirror Shield
209/250 Rare
Wisdom
Gear — Gear
Attach to a friendly unit. Whenever attached unit blocks a Gorgon or Monster, that enemy unit gets -2 Power until end
of turn. If the attached unit leaves play, discard this Gear.
“The safest eyes looked away.”
2
Lyre of Apollo
210/250 Uncommon
Wisdom
Gear — Gear
Attach to a friendly unit. When you cast a spell that targets attached unit, draw a card then discard a card. If the attached uni…
2
Lyre of Apollo
210/250 Uncommon
Wisdom
Gear — Gear
Attach to a friendly unit. When you cast a spell that targets attached unit, draw a card then discard a card. If the
attached unit leaves play, discard this Gear.
“Music caught the light.”
3
Bow of Artemis
211/250 Rare
Nature
Gear — Gear
Attach to a friendly unit. Attached unit has Ranged. When it attacks, deal 1 arrow damage to target enemy unit. If the attached u…
3
Bow of Artemis
211/250 Rare
Nature
Gear — Gear
Attach to a friendly unit. Attached unit has Ranged. When it attacks, deal 1 arrow damage to target enemy unit. If the
attached unit leaves play, discard this Gear.
“The moon pulled the string.”
3
Helm of Hades
212/250 Rare
Underworld
Gear — Gear
Attach to a friendly unit. Attached unit cannot be blocked by units with Power 2 or less. If the attached unit leaves play, disca…
3
Helm of Hades
212/250 Rare
Underworld
Gear — Gear
Attach to a friendly unit. Attached unit cannot be blocked by units with Power 2 or less. If the attached unit leaves
play, discard this Gear.
“The helmet did not hide the wearer. It hid consequence.”
2
Hook of Poseidon's Trident
213/250 Uncommon
Sea
Gear — Gear
Attach to a friendly unit. When attached unit attacks, you may exhaust target enemy unit with cost 2 or less. If the attached uni…
2
Hook of Poseidon's Trident
213/250 Uncommon
Sea
Gear — Gear
Attach to a friendly unit. When attached unit attacks, you may exhaust target enemy unit with cost 2 or less. If the
attached unit leaves play, discard this Gear.
“The tide learned to pull.”
3
Armor of Hephaestus
214/250 Uncommon
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power and +2 Health. If the attached unit leaves play, discard this Gear.
3
Armor of Hephaestus
214/250 Uncommon
War
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Power and +2 Health. If the attached unit leaves play, discard this
Gear.
“Hammered to fit a war.”
1
Pythian Laurel Crown
215/250 Common
Wisdom
Gear — Gear
Attach to a friendly unit. When attached unit survives combat, Foresee 1. If the attached unit leaves play, discard this Gear.
1
Pythian Laurel Crown
215/250 Common
Wisdom
Gear — Gear
Attach to a friendly unit. When attached unit survives combat, Foresee 1. If the attached unit leaves play, discard this
Gear.
“Victory sat lightly.”
2
Delphic Oracle Tablet
216/250 Uncommon
Wisdom
Gear — Gear
Attach to a friendly unit. Activated - Exhaust attached unit: Foresee 2. If the attached unit leaves play, discard this Gear.
2
Delphic Oracle Tablet
216/250 Uncommon
Wisdom
Gear — Gear
Attach to a friendly unit. Activated - Exhaust attached unit: Foresee 2. If the attached unit leaves play, discard this
Gear.
“The answer was carved before the question.”
1
Sea-Glass Charm
217/250 Common
Gear
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Health. If it is Sea, it gets +2 Health instead. If the attached unit leaves pla…
1
Sea-Glass Charm
217/250 Common
Gear
Gear — Gear
Attach to a friendly unit. Attached unit gets +1 Health. If it is Sea, it gets +2 Health instead. If the attached unit leaves
play, discard this Gear.
“The ocean kept a memory.”
2
Chains of Tartarus
218/250 Uncommon
Underworld
Gear — Gear
Attach to a friendly unit. When attached unit damages another unit, that unit does not ready during its controller's next Ready S…
2
Chains of Tartarus
218/250 Uncommon
Underworld
Gear — Gear
Attach to a friendly unit. When attached unit damages another unit, that unit does not ready during its controller's next
Ready Step. If the attached unit leaves play, discard this Gear.
“Some links are promises.”
2
Dionysian Ivy Mantle
219/250 Common
Nature
Gear — Gear
Attach to a friendly unit. During Recovery, heal 1 additional damage from attached unit. If the attached unit leaves play, discar…
2
Dionysian Ivy Mantle
219/250 Common
Nature
Gear — Gear
Attach to a friendly unit. During Recovery, heal 1 additional damage from attached unit. If the attached unit leaves
play, discard this Gear.
“Leaves closed the wound.”
3
Banner of Ares
220/250 Uncommon
War
Gear — Gear
Attach to a friendly unit. Other attacking units you control get +1 Health until end of turn. If the attached unit leaves play, d…
3
Banner of Ares
220/250 Uncommon
War
Gear — Gear
Attach to a friendly unit. Other attacking units you control get +1 Health until end of turn. If the attached unit leaves
play, discard this Gear.
“A symbol can lift a line.”
3
Bridle of Pegasus
221/250 Rare
Storm
Gear — Gear
Attach to a Beast or Pegasus. Attached unit gets +2 Power and Swift. If the attached unit leaves play, discard this Gear.
3
Bridle of Pegasus
221/250 Rare
Storm
Gear — Gear
Attach to a Beast or Pegasus. Attached unit gets +2 Power and Swift. If the attached unit leaves play, discard this
Gear.
“Even the wild can choose a rider.”
1
Labyrinth Thread
222/250 Common
Wisdom
Gear — Gear
Attach to a friendly unit. When attached unit becomes blocked, you may return this Gear to your hand. If the attached unit leaves…
1
Labyrinth Thread
222/250 Common
Wisdom
Gear — Gear
Attach to a friendly unit. When attached unit becomes blocked, you may return this Gear to your hand. If the attached
unit leaves play, discard this Gear.
“The way back mattered.”
2
Black Sail Cloak
223/250 Common
Sea
Gear
Attach to a friendly unit. Attached unit gets +1 Power while attacking. If the attached unit leaves play, discard this Gear.
2
Black Sail Cloak
223/250 Common
Sea
Gear
Attach to a friendly unit. Attached unit gets +1 Power while attacking. If the attached unit leaves play, discard this
Gear.
“The sail hid the blade.”
2
Spartoi Bone Plate
224/250 Common
Underworld
Gear — Gear
Attach to a friendly unit. Attached unit gets +2 Health. When it is destroyed, each player discards a card. If the attached unit …
2
Spartoi Bone Plate
224/250 Common
Underworld
Gear — Gear
Attach to a friendly unit. Attached unit gets +2 Health. When it is destroyed, each player discards a card. If the
attached unit leaves play, discard this Gear.
“Armor made from dragon-tooth dead.”
3
Aphrodite's Veil
225/250 Rare
Wisdom
Gear — Gear
Attach to a friendly unit. Enemy units blocking attached unit get -1 Power until end of turn. If the attached unit leaves play, d…
3
Aphrodite's Veil
225/250 Rare
Wisdom
Gear — Gear
Attach to a friendly unit. Enemy units blocking attached unit get -1 Power until end of turn. If the attached unit leaves
play, discard this Gear.
“Beauty became defense.”
5
Pandora's Box
226/250 Mythic
Underworld
Relic
When Pandora's Box enters play, each player draws 2 cards, discards 2 cards, then destroys a unit they control if able. At the st…
5
Pandora's Box
226/250 Mythic
Underworld
Relic
When Pandora's Box enters play, each player draws 2 cards, discards 2 cards, then destroys a unit they control if
able. At the start of each player's turn, that player may draw a card and lose 1 Health from their Major God.
“Hope remained after everything else escaped.”
4
Golden Fleece
227/250 Epic
Nature
Relic — Relic
At the start of your turn, heal 1 damage from each friendly unit.
4
Golden Fleece
227/250 Epic
Nature
Relic — Relic
At the start of your turn, heal 1 damage from each friendly unit.
“The fleece shone like a promise.”
3
Pomegranate Seeds
228/250 Rare
Underworld
Relic — Relic
Whenever a unit enters your discard pile from play, you may heal 1 damage from your Major God.
3
Pomegranate Seeds
228/250 Rare
Underworld
Relic — Relic
Whenever a unit enters your discard pile from play, you may heal 1 damage from your Major God.
“Six seeds can divide a year.”
3
Oracle Tripod
229/250 Rare
Wisdom
Relic — Relic
Once per turn during your main phase, you may Foresee 1.
3
Oracle Tripod
229/250 Rare
Wisdom
Relic — Relic
Once per turn during your main phase, you may Foresee 1.
“The smoke rose in answers.”
4
Anvil of Hephaestus
230/250 Rare
War
Relic — Relic
Whenever you play Gear, draw a card then discard a card.
4
Anvil of Hephaestus
230/250 Rare
War
Relic — Relic
Whenever you play Gear, draw a card then discard a card.
“The hammer sang in sparks.”
3
Delphic Treasury
231/250 Uncommon
Wisdom
Relic — Relic
At the start of your turn, if your Major God has no damage, draw a card then discard a card.
3
Delphic Treasury
231/250 Uncommon
Wisdom
Relic — Relic
At the start of your turn, if your Major God has no damage, draw a card then discard a card.
“Peace pays interest.”
3
Tears of Helios
232/250 Uncommon
Storm
Relic — Relic
Whenever you cast your second spell in a turn, heal 2 damage from target unit.
3
Tears of Helios
232/250 Uncommon
Storm
Relic — Relic
Whenever you cast your second spell in a turn, heal 2 damage from target unit.
“Sunlight collected in a bowl.”
2
Styx Coin
233/250 Uncommon
Underworld
Relic — Relic
When a friendly unit is destroyed, you may discard this Relic. If you do, return that unit to your hand.
2
Styx Coin
233/250 Uncommon
Underworld
Relic — Relic
When a friendly unit is destroyed, you may discard this Relic. If you do, return that unit to your hand.
“Every passage had payment.”
2
Labyrinth Map
234/250 Uncommon
Wisdom
Relic — Relic
Enemy units attacking alone get -1 Power until end of turn.
2
Labyrinth Map
234/250 Uncommon
Wisdom
Relic — Relic
Enemy units attacking alone get -1 Power until end of turn.
“The maze was less frightening on parchment.”
3
Triton's Conch
235/250 Rare
Sea
Relic — Relic
Activated - Spend 1 Sea Essence: Exhaust target enemy unit with cost 2 or less. Use only during your turn.
3
Triton's Conch
235/250 Rare
Sea
Relic — Relic
Activated - Spend 1 Sea Essence: Exhaust target enemy unit with cost 2 or less. Use only during your turn.
“The shell remembered command.”
3
Laurel of Victory
236/250 Uncommon
Relic
Relic — Relic
Whenever a friendly unit survives combat, you may heal 1 damage from it.
3
Laurel of Victory
236/250 Uncommon
Relic
Relic — Relic
Whenever a friendly unit survives combat, you may heal 1 damage from it.
“The wreath weighed more than gold.”
4
Mirror of Themis
237/250 Rare
Wisdom
Relic — Relic
Players play with the top card of their decks revealed. Once per turn, you may play a revealed Spell from the top of your deck.
4
Mirror of Themis
237/250 Rare
Wisdom
Relic — Relic
Players play with the top card of their decks revealed. Once per turn, you may play a revealed Spell from the top of
your deck.
“Truth cut both ways.”
2
Ember of Hestia
238/250 Common
Wisdom
Relic — Relic
At the start of your turn, heal 1 damage from your Major God.
2
Ember of Hestia
238/250 Common
Wisdom
Relic — Relic
At the start of your turn, heal 1 damage from your Major God.
“A home carried in ash.”
2
War Drum of Sparta
239/250 Common
War
Relic
During your precombat main phase, you may exhaust a friendly unit. If you do, another target friendly unit gets +1 Power until en…
2
War Drum of Sparta
239/250 Common
War
Relic
During your precombat main phase, you may exhaust a friendly unit. If you do, another target friendly unit gets +1
Power until end of turn.
“The drum chose the pace.”
4
Mount Olympus
240/250 Mythic
Storm
Location — Global Location
Global. At the start of each player's turn, that player may Foresee 1. Only one Location can be active globally; playing a new Lo…
4
Mount Olympus
240/250 Mythic
Storm
Location — Global Location
Global. At the start of each player's turn, that player may Foresee 1. Only one Location can be active globally; playing
a new Location discards the old one. Locations never become exhausted.
“The gods watched from marble heights.”
4
The Underworld
241/250 Mythic
Underworld
Location — Global Location
Global. Whenever a unit is destroyed, its controller may put the top card of their deck into their discard pile. Only one Locatio…
4
The Underworld
241/250 Mythic
Underworld
Location — Global Location
Global. Whenever a unit is destroyed, its controller may put the top card of their deck into their discard pile. Only one
Location can be active globally; playing a new Location discards the old one. Locations never become exhausted.
“Every road eventually descends.”
3
Oracle of Delphi
242/250 Rare
Wisdom
Location
Global. The first time each player would draw during their turn, that player may first Foresee 1. Only one Location can be active…
3
Oracle of Delphi
242/250 Rare
Wisdom
Location
Global. The first time each player would draw during their turn, that player may first Foresee 1. Only one Location can
be active globally; playing a new Location discards the old one. Locations never become exhausted.
“The future spoke in smoke.”
3
Labyrinth of Crete
243/250 Rare
Wisdom
Location — Global Location
Global. Units attacking alone get -1 Power until end of turn. Only one Location can be active globally; playing a new Location di…
3
Labyrinth of Crete
243/250 Rare
Wisdom
Location — Global Location
Global. Units attacking alone get -1 Power until end of turn. Only one Location can be active globally; playing a new
Location discards the old one. Locations never become exhausted.
“The path punished confidence.”
3
Aegean Sea
244/250 Rare
Sea
Location — Global Location
Global. Sea units have +1 Health. Only one Location can be active globally; playing a new Location discards the old one. Location…
3
Aegean Sea
244/250 Rare
Sea
Location — Global Location
Global. Sea units have +1 Health. Only one Location can be active globally; playing a new Location discards the old
one. Locations never become exhausted.
“The horizon moved with purpose.”
3
Fields of Ares
245/250 Rare
War
Location — Global Location
Global. Attacking units get +1 Power during combat. Only one Location can be active globally; playing a new Location discards the…
3
Fields of Ares
245/250 Rare
War
Location — Global Location
Global. Attacking units get +1 Power during combat. Only one Location can be active globally; playing a new Location
discards the old one. Locations never become exhausted.
“The ground remembered war.”
2
Sacred Grove of Dodona
246/250 Uncommon
Nature
Location — Global Location
Global. During Recovery, each player heals 1 additional damage from one unit they control. Only one Location can be active global…
2
Sacred Grove of Dodona
246/250 Uncommon
Nature
Location — Global Location
Global. During Recovery, each player heals 1 additional damage from one unit they control. Only one Location can
be active globally; playing a new Location discards the old one. Locations never become exhausted.
“The oaks treated every wound the same.”
3
Forge of Hephaestus
247/250 Uncommon
War
Location — Global Location
Global. The first Gear each player plays on their turn costs 1 less Essence, to a minimum of 1. Only one Location can be active g…
3
Forge of Hephaestus
247/250 Uncommon
War
Location — Global Location
Global. The first Gear each player plays on their turn costs 1 less Essence, to a minimum of 1. Only one Location can
be active globally; playing a new Location discards the old one. Locations never become exhausted.
“Every hammer echoed.”
3
Garden of Aphrodite
248/250 Uncommon
Nature
Location — Global Location
Global. The first unit that attacks each turn gets -1 Power until end of turn. Only one Location can be active globally; playing …
3
Garden of Aphrodite
248/250 Uncommon
Nature
Location — Global Location
Global. The first unit that attacks each turn gets -1 Power until end of turn. Only one Location can be active globally;
playing a new Location discards the old one. Locations never become exhausted.
“Even violence paused to admire beauty.”
3
Elysian Fields
249/250 Uncommon
Underworld
Location — Global Location
Global. At the start of each player's turn, if they control no damaged units, they draw a card then discard a card. Only one Loca…
3
Elysian Fields
249/250 Uncommon
Underworld
Location — Global Location
Global. At the start of each player's turn, if they control no damaged units, they draw a card then discard a card. Only
one Location can be active globally; playing a new Location discards the old one. Locations never become exhausted.
“Peace had a price: memory.”
4
Tartarus Pit
250/250 Rare
Underworld
Location — Global Location
Global. Units with cost 2 or less enter play exhausted and do not ready during their controller's next Ready Step unless they hav…
4
Tartarus Pit
250/250 Rare
Underworld
Location — Global Location
Global. Units with cost 2 or less enter play exhausted and do not ready during their controller's next Ready Step
unless they have Swift. Only one Location can be active globally; playing a new Location discards the old one. Locations
never become exhausted.
“The pit pulled hardest on the weak.”