Rarity: Rare
Number: 190
Description: Return target card from your graveyard to your memory. Then put Reflected Blight on the bottom of your champion's lineage. When you do, deal 1 unpreventable damage to your champion for each Curse card in your champion's lineage.
Card Type: Action
Ca...
Rarity: Super Rare
Number: 113
Description: Kindle 6
Cardistry — (6): Banish a fire element action card with reserve cost 2 or less from your graveyard. If you do, copy it and you may activate that copy without paying its reserve cost. This ability costs (1) less to activate for each Suited...
Rarity: Uncommon
Number: 017
Description: Level Locked 1 (Play this card only if your champion's base level is 1 or higher.)
Your champion is a Ranger class in addition to their other types.
Card Type: Lesser Boon
Card Subtype: Ranger;Spell
Element: Norm
Class: Ranger
Reserve Cost...
Rarity: Rare
Number: 408
Description: Target attacking ally gets -5 Power until end of turn. If Visceral Inversion is ephemeral, that ally gets -5 Life instead.
Ephemerate — (3) (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemera...
Rarity: Rare
Number: 239
Description: Draw a card into your memory. If you activated this card during your main phase, recover 7. Otherwise, recover 4.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Exalted
Class: Cleric
Reserve Cost: 2
Speed: Fast
Flavor Text: “Sparkly...
Rarity: Super Rare
Number: 050
Description: As an additional cost to activate this card, bansih an astra or umbra element card from your material deck.
On Enter: If the banished card was astra element, destroy up to one target phantasia. If the banished card was umbra element, Dusklight Com...
Rarity: Super Rare
Number: 040
Description: Fast Activation, Ranged 2
[Class Bonus] [Level 2+] On Enter: Look at the top five cards of your deck. You may activate a Ranger action card with reserve cost 2 or less from among them without paying its costs. Put the rest on the bottom of your de...
Rarity: Rare
Number: 203
Description: Banish any amount of fire element cards from your graveyard. Em Power 3+X, where X is the amount of cards banished this way.
Harmonize — If you've activated a Melody card this turn, deal X damage to each champion.
Card Type: Action
Card Subtype: Mag...
Rarity: Super Rare
Number: 230
Description: You may banish a card with floating memory from your graveyard rather than pay this card's reserve cost.
Negate target card activation unless its controller pays (3). Banish the card that had its activation negated this way.
Card Type: Action
...
Rarity: Super Rare
Number: 120
Description: Omnishroud
Whenever a unit source you control deals 4 or more damage, put a training counter on Radiant Origin of Guardian.
[Class Bonus] (3), Sacrifice Radiant Origin of Guardian: Level up your champion. Activate this ability only if there are fi...
Rarity: Uncommon
Number: 057
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.)
On Enter: If Benediction Angel is imbued, draw a card into your memory and recover 2.
Card Typ...
Rarity: Super Rare
Number: 150
Description: Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 POWER.)
[Alice Bonus] On Ally Kill: If the killed unit had intercept or taunt, wake up Rowland. Trigger this ability only once per turn.
Card Type: Unique;Ally
...
Rarity: Super Rare
Number: 156
Description: Whenever Turm attacks with a Command card, put a buff counter on Turm.
[Alice Bonus] On Leave: Put the buff counters that were on Turm on a Pawn ally you control.
Card Type: Unique;Ally
Card Subtype: Guardian;Chessman;Rook;Human
Element: Win...
Rarity: Rare
Number: 120
Description: Cardistry — (4): Draw a card into your memory, then put a fire or norm element Suited ally card with reserve cost 3 or less from your memory onto the field. This ability costs (1) less to activate for each Suited object you control with different reserv...
Rarity: Rare
Number: 192
Description: [Diana Bonus] This card costs 1 less to activate.
Draw 3+X cards, where X is the amount of Curse cards in your champion's lineage minus your influence. (If the amount of cards you would draw is negative, don't draw any cards.)
Card Type: Action
Card...
Rarity: Rare
Number: 316
Description: Shuffle any amount of cards from your hand and/or memory into your deck. Then draw that many cards into your memory.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Astra
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: "You ca...
Rarity: Rare
Number: 378
Description: Whenever your Shifting Currents change from facing any direction to North while this card's activation is on the effects stack, put four charge counters on that activation.
Deal LV+X damage to target unit, where X is the amount of charge counters on thi...
Rarity: Common
Number: 210
Description: [Level 2+] This card costs 2 less to activate.
Deal 1 damage to target unit.
Card Type: Action
Card Subtype: Mage;Suited;Spell
Element: Water
Class: Mage
Reserve Cost: 2
Speed: Fast
Flavor Text: "They're painting the roses red? Why, if y...
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. '