Rarity: Rare
Number: 243
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Units you control gain stealth until end of turn. (Units with stealth can't be targeted by attacks unless permitted by true si...
Rarity: Rare
Number: 305
Description: Whenever an arcane element card activation you control is negated, deal X damage to target champion, where X is that card's reserve cost.
Card Type: Phantasia
Card Subtype: Mage;Spell
Element: Arcane
Class: Mage
Reserve Cost: 2
Flavor Text: ...
Rarity: Rare
Number: 347
Description: On Enter: Draw a card into your memory.
[Damage 20+] If you would recover an amount, recover 2+X instead, where X is that amount.
Card Type: Phantasia
Card Subtype: Cleric;Spell
Element: Exia
Class: Cleric
Reserve Cost: 2
Flavor Text: “In da...
Rarity: Rare
Number: 130
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.)
As long as Reverent Seraphim is imbued, other allies get -1 Power.
Card Type: Ally
Card Subtype:...
Rarity: Rare
Number: 198
Description: [Class Bonus] On Attack: You may banish three fire element cards from your graveyard. If you do, Rending Flames gains "If this attack would deal damage, it deals double that damage instead."
Card Type: Attack
Card Subtype: Assassin;Warrior;Sword
E...
Rarity: Super Rare
Number: 360
Description: Intercept, Vigor
On Enter: You may rest Uther. When you do, banish another target non-champion object.
On Leave: Return the banished object to the field under its owner's control rested.
Card Type: Unique;Ally
Card Subtype: Warrior;Human
Ele...
Rarity: Super Rare
Number: 321
Description: [Arisanna Bonus] Brew — Two Blightroot, Two Silvershine, Two Razorvine
Sacrifice Twinstar Tonic: For the rest of the game, whenever you starcall a card, you may copy that activation. If you do, you may choose new targets for that copy.
Card Type...
Rarity: Super Rare
Number: 358
Description: [Class Bonus] As long as the attacker is attacking a unit controlled by a player with no cards in their hand, Strike of Singularity has "If this attack would deal damage, it deals double that damage instead."
Card Type: Attack
Card Subtype: As...
Rarity: Rare
Number: 367
Description: (Siegeable — This domain can be attacked. It takes damage in the form of removing durability counters.)
[Class Bonus] REST, Remove three durability counters from Rapid Deployment Nexus: Wake up another target domain.
Card Type: Domain
Card Subtype: ...
Rarity: Rare
Number: 307
Description: On Attack: You may banish a card at random from your memory. If you do, scavenge 2+X for an arcane element card, where X is the reserve cost of the banished card.
Card Type: Ally
Card Subtype: Warrior;Human
Element: Arcane
Class: Warrior
Reser...
Rarity: Super Rare
Number: 131
Description: Whenever you activate a domain card, you may sacrifice Right of Realm. If you do, that domain enters the field without any of its upkeep abilities.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pa...
Rarity: Rare
Number: 405
Description: Stealth
Shaded Doppelganger gets +X Power, where X is the highest base Power stat among other allies you control.
Card Type: Ally
Card Subtype: Assassin;Human
Element: Umbra
Class: Assassin
Reserve Cost: 2
Power: 1
Life: 3
Flavor Text: “...
Rarity: Rare
Number: 115
Description: Upkeep — At the beginning of your recollection phase, reveal a card at random from your memory. If that card is not fire, water, nor wind element, sacrifice Prismatic Sanctuary.
Fire, water, and wind elements are enabled for you.
Card Type: Unique;Dom...
Rarity: Rare
Number: 344
Description: Intercept
[Damage 25+] Vigor
[Class Bonus] On Enter: If your champion has ten or less damage counters on them, put three buff counters on Plasma Vanguard.
Card Type: Ally
Card Subtype: Warrior;Human
Element: Exia
Class: Warrior
Reserve Cost: 3...
Rarity: Rare
Number: 276
Description: Foster (At the beginning of your recollection phase, if this ally hasn't been dealt damage since the end of your previous turn, it becomes fostered.)
On Foster: Banish all cards in all graveyards.
If one or more cards would enter a player's graveyard wh...
Rarity: Super Rare
Number: 012
Description: Merlin Lineage
At the beginning of your recollection phase, put a level counter on Merlin. Then, if there's an even amount of level counters on Merlin, draw a card and Merlin's attacks get +2 Power until end of turn.
Card Type: Champion
Card S...
Rarity: Rare
Number: 390
Description: On Enter: Recover 2+X, where X is the amount of tera element cards in your banishment.
[Diao Chan Bonus] Objects your opponents control enter the field with an additional wither counter on them.
Card Type: Phantasia
Card Subtype: Cleric;Spell
Elem...
Rarity: Super Rare
Number: 333
Description: Choose any amount of Sword weapon cards with memory cost 1 or less from your banishment and/or material deck and put them onto the field. Until end of turn, Sword weapons you control can attack as though they were allies. At the beginning of your ...
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. '