EvN

Card Database

60 cards across 6 types. Search, filter, and study the full pool.

Card Database Results

60 Results/ 60 total
Ambush frame
4
Shadowhook Retaliation

Play when a Dark Soul falls. Destroy the Soul that damaged it if that Soul has 4 HP or less.

Some hooks stay in after death.

Ambush frame
3
Hollow Counter

Cancel an Event unless its controller discards a card.

The answer is an empty hand.

Ambush frame
2
Gravetide Drag

Play when an enemy Soul readies. Exhaust it and deal 1 damage to it.

The grave pulls hardest on those who rise.

Ambush frame
1
Knife in the Eclipse

Play when a Dark Soul attacks. It has +2 ATK this combat.

No moon. No witness.

Ambush frame
5
Final Beacon

Play when a Light Soul would fall. It survives with 1 HP, then ready it.

The last signal is the hardest to silence.

Ambush frame
3
Sunshard Reprisal

Play after a Light Soul takes damage. Deal that much damage to the attacker, up to 4.

Dawn remembers every insult.

Ambush frame
3
Mirrorstep Feint

Play when a Soul you control is targeted. Change the target to another legal Soul.

The strike lands on a reflection with a pulse.

Ambush frame
2
Halo Snare

Play when an enemy Soul enters combat. Exhaust it unless its controller pays 2.

Light can bind as surely as chain.

Ambush frame
1
Flashguard Intercept

Play when a Light Soul would take damage. Prevent 2 of that damage.

The shield arrives as a burst of white.

Ambush frame
2
Veilstrike

Play when an enemy Soul attacks. That Soul deals no damage this turn.

The blade was always there.

Event frame
3
Feed the Rift

Deal 2 damage to a Soul. If it falls this turn, draw a card.

The wound is an opening. The opening is hungry.

Event frame
4
Nightfall Edict

Destroy a Soul with DEF 2 or less.

Weakness is not forgiven in the dark.

Event frame
1
Grave Bargain

Discard a card. Draw two cards.

The dead accept almost any currency.

Event frame
2
Extinguish Hope

Target Soul gets -3 ATK this turn. If it is Light, it also takes 1 damage.

Every flame has a throat.

Event frame
6
Second Sunrise

Ready all Light Souls you control. They have +1 DEF until end of turn.

The dark planned for one dawn.

Event frame
3
Call the Standard

Search your deck for an Equipment, reveal it, and put it into your hand.

A banner is a map for the brave.

Event frame
4
Dawn Verdict

Banish a damaged Dark Soul.

Judgment arrives without a shadow.

Event frame
1
Mercy at Bladepoint

Restore 3 HP to a Soul. If it is Light, draw a card.

Kindness is still a tactical choice.

Event frame
2
Blinding Charge

Light Souls you control have +2 ATK this turn while attacking.

The first line breaks when the second sun rises.

Event frame
5
Total Eclipse

Return all Souls to their owners' hands. Draw a card for each Dark Soul returned.

For one breath, neither side held the sky.

Equipment frame
5
Blackstar Reliquary

When equipped Dark Soul destroys a Soul, draw a card.

It stores triumphs like preserved organs.

223
Equipment frame
2
Voidglass Mask

Equipped Soul cannot be targeted by Events that cost 2 or less.

The face you forget is the one that kills you.

020
Equipment frame
3
Graveiron Cleaver

Equipped Soul has +4 ATK. When it attacks, it takes 1 damage.

Heavy enough to split a memorial stone.

400
Equipment frame
1
Nighthook Chain

When equipped Dark Soul attacks, exhaust the defending Soul.

It catches more than flesh.

100
Equipment frame
4
Vowbrand Standard

Other Light Souls you control have +1 HP.

No one retreats while the cloth still shines.

122
Equipment frame
2
Dawnrunner Boots

Equipped Soul can attack the turn it enters.

Speed is faith made practical.

110
Equipment frame
2
Prismatic Lens

When equipped Soul deals damage, scry 2.

The right angle turns light into prophecy.

010
Equipment frame
3
Sunplate Harness

Equipped Soul has +4 DEF and +2 HP.

It burns brightest where the blade lands.

042
Equipment frame
1
Halo Pike

Equipped Light Soul has +2 ATK while attacking.

A straight line from dawn to the enemy heart.

200
Equipment frame
2
Aegis of Dawn

Equipped Soul has +1 ATK / +3 DEF and cannot be banished by Dark cards.

Forged from a fallen star.

130
Domain frame
3
Rift Market

Whenever a player discards a card, they may deal 1 damage to a Soul.

Every bargain costs a pulse.

047
Domain frame
5
Null Cathedral

Players cannot restore HP to Souls here.

Prayer enters. Nothing leaves.

0712
Domain frame
4
Mire of Unmaking

At the end of each turn, deal 1 damage to each exhausted Soul here.

Armor sinks first. Hope follows.

0411
Domain frame
2
Obsidian Pit

Dark Souls attacking here have +1 ATK.

The floor is lower than fear.

038
Domain frame
5
Radiant Archive

Once each turn, when you play an Equipment, draw a card.

The shelves glow with victories not yet won.

0610
Domain frame
1
Skyline Watch

When a Soul attacks here, reveal the top card of your deck. If it is Light, draw it.

Nothing crosses the horizon unseen.

036
Domain frame
3
Prism Gate

The first Event you play each turn costs 1 less.

A door of light is still a weapon.

049
Domain frame
4
Chapel of Last Dawn

At the start of your turn, restore 1 HP to each Light Soul you control.

Every bell is rung by survivors.

0512
Domain frame
2
Sunforge Bastion

Light Souls you control have +1 DEF while defending here.

Its walls remember the shape of morning.

078
Domain frame
3
Shattered Coliseum

Souls that attack here gain +1 ATK. At end of turn, deal 1 to each Soul.

Old glory, new graves.

0610
Dark Soul frame
6
Ebon Choir Revenant

Whenever a card leaves an opponent's discard pile, this gains +2 ATK this turn.

Its song makes memory rot.

557
Dark Soul frame
3
Hollow Warden

While this is in play, your opponent draws one fewer card.

The gate remembers every name.

345
Dark Soul frame
4
Riftbone Berserker

When this attacks, it deals 1 damage to itself.

Pain is only proof that the body remains.

715
Dark Soul frame
3
Blacklamp Seer

Enter: look at the top three cards of your deck. Put one into your discard pile.

The future burns cold in her hands.

234
Dark Soul frame
7
Void-Crowned Regent

At the start of your turn, each opponent discards a card unless they control a Light Soul.

A throne is just a shadow everyone agrees to fear.

759
Dark Soul frame
2
Ashen Fang Initiate

This cannot block. When it falls, deal 1 damage to an enemy Soul.

The first bite is a promise.

403
Dark Soul frame
5
Cryptveil Matron

When a Dark Soul enters under your control, enemy Souls get -1 ATK this turn.

Her lullabies teach graves to listen.

368
Dark Soul frame
1
Nocturne Leech

When this damages a Soul, restore 1 HP to a Dark Soul you control.

A small hunger is still hunger.

202
Dark Soul frame
2
Graveglass Stalker

Ambush cards in your hand cost 1 less during combat.

You see your end in its eyes a breath too late.

312
Dark Soul frame
4
Duskmaw Reaver

Each time a Light Soul falls, this gains +1 ATK.

It feeds on the fading.

625
Light Soul frame
6
Seraph of First Light

Other Light Souls you control have +1 DEF.

Where she stands, the dark cannot.

658
Light Soul frame
7
Solaris Gatebreaker

When this attacks, destroy an enemy Domain with DEF 4 or less.

No gate survives the second sunrise.

849
Light Soul frame
2
Dawnmender Cleric

Enter: restore 2 HP divided among Light Souls you control.

The wound closes before despair can enter.

134
Light Soul frame
3
Prismheart Adept

Whenever you play an Equipment, draw a card, then discard a card.

Every reflection shows another possible victory.

324
Light Soul frame
4
Aurelian Skyguard

Flying. Event cards you play cost 1 less while this is in play.

Gold wings mark the safest road through war.

445
Light Soul frame
5
Radiant Oathkeeper

When another Light Soul falls, ready this and restore 2 HP to it.

Every vow becomes a blade when the dawn is threatened.

467
Light Soul frame
3
Gleamcourt Sentinel

Guard. The first time this would take damage each turn, prevent 1 of it.

The court doors open only for the worthy.

255
Light Soul frame
1
Lantern-Bound Squire

When this enters, another Light card you control has +1 DEF this turn.

Small flames still split the night.

123
Light Soul frame
2
Sunspire Duelist

When this attacks a Dark Soul, it has +1 ATK this combat.

She learned to strike before shadows could gather.

313
Light Soul frame
4
Dawnblade Vanguard

When this Soul enters, banish a Dark card in play.

First light over the broken wall.

536