Rarity: Common
Number: 071
Description: Target Animal or Beast ally gets +3 life and gains spellshroud until end of turn.
Harmonize — If you've activated a Melody card this turn, put two buff counters on an Animal or Beast ally you control.
Card Type: Action
Card Subtype: Harmony;Skill
...
Rarity: Uncommon
Number: 005
Description: Banish Azure Protective Trinket: Banish up to three target fire element cards from a single graveyard.
Card Type: Item;Regalia
Card Subtype: Accessory;Cleric
Element: Norm
Class: Cleric
Memory Cost: 0
Flavor Text: An enchanted pendant th...
Rarity: Rare
Number: 011
Description: Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)
Linked ally gets +2power?, has pride 3, and is a Beast in addition to its other types.
Card Type: Item;Regalia
Card Subtype: Accessory;Tame...
Rarity: Common
Number: 050
Description: Blazing Bowman's attacks can't be retaliated.
On Enter: You may banish a fire element card from your graveyard. If you do, Blazing Bowman gets +2 power end of turn.
Card Type: Ally
Card Subtype: Human
Element: Fire
Class: Ranger
Memory Cost:...
Rarity: Common
Number: 028
Description: Pride 4 (This ally won't obey you unless your champion is level 4 or higher.)
[Class Bonus] On Enter: Capricious Lynx loses all abilities until end of turn.
Card Type: Ally
Card Subtype: Beast;Tamer
Element: Norm
Class: Tamer
Reserve Cost: 3...
Rarity: Rare
Number: 016
Description: [Class Bonus] On Enter: Draw a card.
REST, Banish a card with floating memory from your graveyard: Prevent the next 3 damage that would be dealt to your champion this turn.
Card Type: Item;Regalia
Card Subtype: Accessory;Assassin
Element: Water
...
Rarity: Uncommon
Number: 051
Description: Remove a preparation counter from your champion: Corhazi Arsonist gains stealth until end of turn.
If a unit hit by Corhazi Arsonist this turn would die, banish it instead.
Card Type: Ally
Card Subtype: Human
Element: Fire
Class: Assassin
...
Rarity: Uncommon
Number: 072
Description: On Enter: Put a preparation counter on your champion.
[Class Bonus] Remove a preparation counter from your champion: Opponents can't activate cards this turn. Glimpse 1. Activate this ability only during your turn.
Card Type: Ally
Card Subtype: ...
Rarity: Uncommon
Number: 006
Description: Banish Crimson Protective Trinket: Target opponent reveals two cards at random from their memory. Banish each wind element card revealed this way.
Card Type: Item;Regalia
Card Subtype: Accessory;Cleric
Element: Norm
Class: Cleric
Memory Co...
Rarity: Common
Number: 029
Description: Stealth (This unit can't be targeted by attacks unless permitted by true sight.)
REST, Remove two preparation counters from your champion: Draw a card.
Card Type: Ally
Card Subtype: Assassin;Human
Element: Norm
Class: Assassin
Reserve Cost: ...
Rarity: Common
Number: 059
Description: Hindered (This object enters the field rested.)
On Enter: Each player puts the top card of their deck into their graveyard.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Card Type: Phantasia
Card...
Rarity: Common
Number: 073
Description: Return target regalia to its owner's material deck.
Card Type: Action
Card Subtype: Spell
Element: Wind
Class: Cleric
Memory Cost: 3
Speed: Slow
Flavor Text: Things worn and torn need not be spurned
to ash and dust. They'll be returned
w...
Rarity: Common
Number: 031
Description: Put a level counter on your champion. (Champions get +1 level for each level counter on them.)
Card Type: Action
Card Subtype: Mage;Spell
Element: Norm
Class: Mage
Reserve Cost: 3
Speed: Slow
Flavor Text: From enlightenment comes transce...
Rarity: Common
Number: 052
Description: [Class Bonus] Fast Activation (You may activate this card at fast speed.)
Target ally gets +2 power until end of turn. If it's defending, wake it up, and it gets an additional +LV power until end of turn.
Card Type: Action
Card Subtype: Melody;Ski...
Rarity: Common
Number: 033
Description: On Enter: You may rest Fractal of Insight. If you do, glimpse 2.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Card Type: Phantasia
Card Subtype: Fractal
Element: Norm
Class: Mage
Reserve C...
Rarity: Ultra Rare
Number: 024
Description: Champion Link (This object enters the field linked to target champion. If the link is broken, sacrifice this object.)
Linked champion's first attack each turn gets +2 power. Class Bonus: That champion also gets +2 life for each unique ally card in...
Rarity: Uncommon
Number: 063
Description: Intercept
[Level 2+] On Enter: Target rested ally you don't control gets -4[life] until end of turn.
Card Type: Ally
Card Subtype: Human
Element: Water
Class: Cleric
Memory Cost: 3
Power: 0
Life: 2
Rarity: Uncommon
Number: 075
Description: Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)
On Enter: Put two buff counters on Green Slime.
[Class Bonus] On Leave: Put the buff counters that were on Green Slime on target ally you control.
Card Type: Ally
Card...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '