Rarity: Super Rare
Number: 174
Description: Stealth
On Enter: You may have another target ally you control become a copy of Jubjub Bird except its name is Drib Bujbuj.
Card Type: Unique;Ally
Card Subtype: Anomaly;Specter;Beast;Bird
Element: Crux
Class: Anomaly
Reserve Cost: 3
Po...
Rarity: Rare
Number: 167
Description: On Enter: Summon an Astral Shard token.
REST: As a Spell, deal X damage to target unit, where X is the amount of objects named Astral Shard you control.
Card Type: Ally
Card Subtype: Mage;Human
Element: Astra
Class: Mage
Reserve Cost: 2
Powe...
Rarity: Rare
Number: 183
Description: As long as Ghastly Slime is ephemeral, it gets +2 POWER.
[Class Bonus] Ephemerate — (2) (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)
Card Type: Ally
Card S...
Rarity: Rare
Number: 186
Description: [Alice Bonus] As long as your champion is defending, you may banish six cards from your graveyard to activate this card from your memory without paying its reserve cost.
[Alice Bonus] Deal 3 damage to target attacking unit, then end the combat phase.
...
Rarity: Rare
Number: 148
Description: The next time target unit would be dealt damage this turn, prevent 3 of that damage.
[Merlin Bonus] [Sheen 6+] Ephemerate — (3)
Card Type: Action
Card Subtype: Assassin;Skill;Reaction
Element: Wind
Class: Assassin
Reserve Cost: 1
Speed: Fast...
Rarity: Rare
Number: 021
Description: As long as Gustmark Gauge is awake, Chessman allies you control get +1 LIFE.
[Level 2+] As long as Gustmark Gauge is rested, Chessman allies you control get +1 POWER.
(2), REST: Glimpse 1.
Card Type: Regalia;Item
Card Subtype: Cleric;Chessman;Device...
Rarity: Rare
Number: 088
Description: As long as your champion is distant, this card costs 2 less to activate.
Look at the top six cards of your deck. Banish up to two Aethercharge cards from among them and put the rest on the bottom of your deck in any order. Until end of turn, you may act...
Rarity: Rare
Number: 117
Description: [Class Bonus] Fast Activation (You may activate this card at fast speed.)
[Class Bonus] On Enter: Target Warrior weapon you control gains spellshroud until end of turn. Put two durability counters on it.
Card Type: Ally
Card Subtype: Warrior;Human
...
Rarity: Super Rare
Number: 049
Description: On Enter: Draw a card into your memory.
Each player's maximum influence is seven. (As each player's end phase resolves, that player discards cards from their hand and/or memory until their influence is equal to their maximum influence.)
Card Typ...
Rarity: Rare
Number: 097
Description: Kindle 7
Cardistry — (7): Deal 2 damage to each unit target opponent controls. This ability costs (1) less to activate for each Suited object you control with different reserve costs. Activate this ability only once.
Card Type: Ally
Card Subtype: Ma...
Rarity: Rare
Number: 188
Description: As long as you have no cards in your graveyard, this card costs 2 less to activate.
Put a haunt counter on your Phantasmagoria. Then put the top X cards from your deck into your graveyard, where X is the amount of haunt counters on your Phantasmagoria.
...
Rarity: Rare
Number: 151
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
[Class Bonus] Stealth
[Class Bonus] On Attack: Put a buff counter on target Animal or Beast ally you control without a buff counter on it.
Card Type: All...
Rarity: Rare
Number: 189
Description: [Class Bonus] Put any amount of Curse cards from your hand and/or memory on the bottom of your champion's lineage in any order. Recover X, where X is three times the amount of cards put this way.
[Class Bonus] If your champion is distant, draw a card.
...
Rarity: Rare
Number: 121
Description: On Enter: Put the top two cards of your deck into your graveyard.
[Class Bonus] Deluge 4 — As long as you have four or more water element cards in your graveyard, Animal and Beast allies you control get +1 LIFE.
Card Type: Unique;Domain
Card Subtype...
Rarity: Rare
Number: 152
Description: Suppress two target allies with the same reserve costs. (To suppress an object, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
Card Type: Action
Card Subtype: Mage;Spell
Element: Wind
Clas...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '