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# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Angelic Investigator White Common 2{1}{w} Creature – Angel Detective 2 1 Flying
When Angelic Investigator enters the battlefield, gain life equal to the number of cards in your run. (Your run is the greatest number of nonland permanents you control with consecutive mana costs.)
0
2 Clover Faerie White Rare 3{2}{w} Creature – Faerie 2 2 Flying

Straight — Whenever Clover Faerie attacks, if your run has five or more cards, you gain a luck counter for each creature you control.
0
3 Elara's Lieutenant White Common 1{w} Creature – Angel Rogue 1 1 Straight — As long as your run contains three or more cards, Elara's Lieutenant gets +2/+2 and has flying. 0
4 Inspiring Watched White Uncommon 3{2}{w} Creature – Faerie Wizard 2 1 Flying

Straight — Whenever Inspiring Watched attacks, if you have five or more cards in your run, put a +1/+1 counter on each creature in your run.
0
5 Card Counter Blue Rare 3{2}{u} Creature – Faerie Wizard 1 3 Flying

At the beginning of your upkeep, scry X, where X is the stake.
0
6 Chip Feeder Blue Uncommon 4{3}{u} Creature – Crab 1 5 Whenever you cast a noncreature spell, you get a luck counter. 0
7 Read Em And Weep Blue Rare 5{3}{u}{u} Rare Reveal 4 or more nonland permanent cards from your hand. If they have consecutive mana values, you may cast them for free this turn. 0
8 Cheat Black Uncommon 1{b} Sorcery Target player reveals their hand. You choose a nonland card from it with mana value less than or equal to the stake. That player discards that card. 0
9 Invested Player Black Uncommon 2{1}{b} Creature – Human Citizen 2 2 Whenever you win a coin flip, create a 1/1 black Rogue creature token.

Whenever you lose a coin flip, you may discard a card. If you don't, sacrifice a creature you control.
0
10 Theatric Spectator Black Common 4{3}{b} Creature – Elf Rogue 3 3 Whenever you win a coin flip, Theatric Spectator gets +1/+0 until end of turn.
{3}{b}, Flip a coin: If you win the flip, you draw a card and lose 1 life.
0
11 Underhanded Gangster Black Common 2{1}{b} Creature – Human Pirate 1 1 When Underhanded Gangster dies, flip a coin. If you win, create two Treasure tokens. If you lose, you lose 1 life. 0
12 All In Red Rare 6{4}{r}{r} Sorcery For each nonland permanent you control, flip a coin. If you win, create a copy of that permanent. If you lose, sacrifice that permanent. 0
13 Burning Cards Red Common 1{r} Instant Raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)

Burning Cards deals damage to any target equal to the stake.
0
14 Loose Cannon Red Rare 6{4}{r}{r} Creature – Ogre Rogue 4 4 Whenever you sacrifice a permanent, Loose Cannon deals damage to any target equal to the number of permanents you've sacrificed this turn. 0
15 Rageful Loss Red Uncommon 3{2}{r} Sorcery Raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)
Rageful Loss deals damage to each creature equal to the stake.
0
16 Rakish Gambler Red Common 1{r} Creature – Devil Rogue 1 1 When Rakish Gambler enters the battlefield, you get a luck counter. (Whenever you flip a coin or roll a die, you may pay a luck counter. If you do, you may choose the result of that coin or die.) 0
17 Risky Thrills Red Common 1{r} Sorcery Raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)
Draw cards equal to the stake, then discard that many cards.
2 1713783724 on 22 Apr 2024 by SecretInfiltrator
18 Wealthy Chiphoarder Red Uncommon 3{2}{r} Createure – Lizard Noble 2 3 When Wealthy Chiphoarder enters the battlefield, raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)

High Roller — While the stake is 5 or greater, at the beginning of your upkeep, create two Treasure tokens.
0
19 Die Enchanter Green Common 1{g} Creature – Faerie Druid 1 1 Whenever you pay a luck counter, you gain 1 life.

{2}{g}: You gain a luck counter.
0
20 Excite Fate Green Uncommon 2{1}{g} Sorcery Raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)

You get luck counters equal to the stake.
0
21 Gardens Renegade Green Common 3{2}{g} Creature – Beast * 3 Gardens Renegade's power is equal to the stake.
Whenever Gardens Renegade attacks, raise the stake. (The stake starts at zero. Whenever you raise the stake, increase it by one.)
0
22 Overconfident Plutocrat Green Uncommon 4{3}{g} Creature – Human Warrior 2 2 When Overconfident Plutocrat enters the battlefield, raise the stake.

High Roller — Whenever a creature enters the battlefield under your control, if the stake is 5 or greater, draw a card.
0
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Mechanics