Rarity: Common
Number: 045
Description: As you gain this boon, scavenge 10 for a Slime card. (To scavenge an amount, reveal cards from the top of your deck until you reveal that many cards or until you reveal the specified card. Put the specified card into your hand and the rest on the bott...
Rarity: Super Rare
Number: 370
Description: Tor can attack as though it were an ally.
Tor gets +1 Power for every four durability counters on it.
[Class Bonus] On Enter: Sacrifice up to three domains. For each domain sacrificed this way, put 2+X durability counters on Tor where X is that do...
Rarity: Super Rare
Number: 392
Description: [Kongming Bonus] Whenever your Shifting Currents change to facing the next clockwise direction, reveal the top card of your deck and put it into your material deck preserved.
(3), Sacrifice Verdure of Preservation: Em Power X, where X is twice the...
Rarity: Rare
Number: 285
Description: Brew — Two Herbs
On Enter: If Speed Potion was brewed, draw a card.
Sacrifice Speed Potion: You gain agility 3 for this turn. (Agility 3 — Return three cards from your memory to your hand at the beginning of the end phase.)
Card Type: Item
Card Subt...
Rarity: Rare
Number: 016
Description: As Nefarious Timepiece enters the field, choose a regalia card name.
Cards with the chosen name cost 1 more to play.
(5), Banish Nefarious Timepiece: Draw a card into your memory.
Card Type: Regalia;Item
Card Subtype: Cleric;Artifact
Element: Norm...
Rarity: Common
Number: 042
Description: As you gain this boon, scavenge 10 for a domain card. (To scavenge an amount, reveal cards from the top of your deck until you reveal that many cards or until you reveal the specified card. Put the specified card into your hand and the rest on the bot...
Rarity: Super Rare
Number: 317
Description: [Arisanna Bonus] At the beginning of your recollection phase, summon a token copy of target Potion or Herb you control unless an opponent pays (4). If the summoned token is a Potion, it becomes brewed. (Each opponent decides to pay or not to pay t...
Rarity: Rare
Number: 222
Description: Advanced Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are advanced element, this card becomes imbued.)
Taunt
On Enter: If Fount Seraphim is imbued, until the beginning of your next turn, allies your oppo...
Rarity: Ultra Rare
Number: 179
Description: As an additional cost to activate this card, pay (X+X).
[Ciel Bonus] Put up to X target ally omens you have onto the field rested. For each ally put onto the field this way, wake up that ally if one of its non-norm elements matches one of your cha...
Rarity: Rare
Number: 029
Description: You have spellshroud. (A player with spellshroud can't be targeted by Spells.)
Card Type: Regalia;Item
Card Subtype: Cleric;Accessory
Element: Exalted
Class: Cleric
Memory Cost: 0
Flavor Text: Even the most faithful of the Proto Archive coul...
Rarity: Rare
Number: 147
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
Suppress up to three target allies, items, or weapons. (To suppress an object, banish it and return it to the field under its owner's control at the beginn...
Rarity: Super Rare
Number: 175
Description: On Enter: Summon two Automaton Drone tokens. [Class Bonus] Token objects you control have reservable. (While paying for a reserve cost, you may rest objects with reservable to pay for 1 of that cost.)
Card Type: Ally
Card Subtype: Guardian;Hum...
Rarity: Rare
Number: 027
Description: On Enter: Draw a card.
[Class Bonus] As long as your champion is distant and it's your turn, cards your opponents activate cost (2) more to activate.
Card Type: Regalia;Item
Card Subtype: Ranger;Accessory
Element: Norm
Class: Ranger
Memory Cos...
Rarity: Super Rare
Number: 304
Description: [Rai Bonus] Efficiency
Banish all cards from your hand and memory, then draw seven cards. Until the beginning of your next turn, your champion gets -10 level.
Card Type: Action
Card Subtype: Mage;Spell
Element: Arcane
Class: Mage
Reserve...
Rarity: Rare
Number: 022
Description: Banish Heirloom of Spectra: Choose one—
• Until end of turn, cards in each opponent's memory are norm element and lose all abilities.
• Choose a Curse card in a champion's lineage and banish it.
(3), Banish Heirloom of Spectra: Draw a card into your mem...
Rarity: Super Rare
Number: 084
Description: (Unique — You can control only one object with this card's name.)
Balance — Gildas gets +3 Power as long as the amount of cards in your hand and memory are equal.
Card Type: Unique;Ally
Card Subtype: Cleric;Human
Element: Norm
Class: Cleri...
Rarity: Super Rare
Number: 201
Description: Imbue 3
[Class Bonus] On Enter: If Hector is imbued, summon two Automaton Drone tokens.
[Class Bonus] If damage would be dealt to one or more non-token neos element units you control, prevent X of that damage where X is the amount of tokens you co...
Rarity: Super Rare
Number: 099
Description: [Level 1+] Prevent all non-combat damage that would be dealt to Morgan.
[Level 2+] Your opponents can't recover.
[Class Bonus] At the beginning of your recollection phase, you may glimpse 1. If you don't, recover 1.
Card Type: Unique;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. '