Rarity: Super Rare
Number: 133
Description: On Enter: Depending on the total reserve cost of Suited objects you control—
• 6— Choose a unit and deal 2 damage to it.
• 10— Choose a unit and deal 4 damage to it.
• 21— Choose a unit and deal 8 damage to it.
Card Type: Unique;Ally
Card Subt...
Rarity: Super Rare
Number: 100
Description: Prevent the next 3 damage that would be dealt to your champion this turn.
[Class Bonus] Whenever damage is prevented this way, deal 3 damage to target champion you don't control.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element:...
Rarity: Super Rare
Number: 005
Description: Banish Eye of Argus: Target ally you control gains true sight until end of turn. Draw a card. (Units with true sight can attack units with stealth.)
Card Type: Regalia;Item
Card Subtype: Warrior;Bauble
Element: Norm
Class: Warrior
Memory...
Rarity: Ultra Rare
Number: 175
Description: [Merlin Bonus] On Attack: Put a sheen counter on target unit.
[Element Bonus] [Sheen 24+] Sacrifice Merlin: Put two sheen counters on target unit. Then wake up your champion.
Card Type: Unique;Ally
Card Subtype: Assassin;Distortion;Human
Ele...
Rarity: Super Rare
Number: 048
Description: On Enter: Target opponent may materialize a champion card from their material deck. If they do, you draw a card and gain the Crowd's Favor status.
Card Type: Ally
Card Subtype: Mage;Human
Element: Norm
Class: Mage
Reserve Cost: 3
Power...
Rarity: Super Rare
Number: 345
Description: Banish the top three cards of your deck. For as long as they're banished, you may activate them. As an additional cost to activate each of those cards, deal 2 unpreventable damage to your champion.
[Jin Bonus] If your influence is four or less, th...
Rarity: Ultra Rare
Number: 123
Description: Activate this card only if your champion is a Spirit.
Materialize a champion card with base level 1 from your material deck. If you do, for the rest of the game, non-Spirit champions you control can't level up.
Card Type: Action
Card Subtype: ...
Rarity: Ultra Rare
Number: 009
Description: Class Locked, Level Locked 2
As you gain this boon, put any amount of Horse ally cards with total reserve cost 10 or less from your memory onto the field. They each enter the field with an additional buff counter on them. Then draw a card into you...
Rarity: Ultra Rare
Number: 381
Description: [Diao Chan Bonus] On Enter: Target opponent summons four Flowerbud tokens.
[Diao Chan Bonus] Whenever an opponent summons a Flowerbud token, deal 2 damage to each champion that opponent controls and you recover 2.
Card Type: Unique;Phantasia
C...
Rarity: Rare
Number: 137
Description: Until end of turn, if 3 or less damage would be dealt to your champion, prevent that damage.
[Level 1+]Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Card Type: Action
Card S...
Rarity: Super Rare
Number: 325
Description: On Enter: You may return a regalia you control to its owner's material deck. If you do, draw two cards.
Card Type: Ally
Card Subtype: Warrior;Human;Spirit
Element: Crux
Class: Warrior
Reserve Cost: 2
Power: 3
Life: 4
Flavor Text: T...
Rarity: Super Rare
Number: 168
Description: Your champion becomes distant.
[Class Bonus] Floating Memory
[Diana Bonus] [Element Bonus] Whenever this card is banished from your graveyard to pay for a memory cost, you may load it into an Aetherwing weapon you control.
Card Type: Action
Ca...
Rarity: Promo
Number: 124
Description: [Class Bonus] [Level 2+] Other allies and weapons you control get +1 power. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Card Type: Ally
Card Subtype: Human;Warrior
El...
Rarity: Rare
Number: 217
Description: [Level 2+] This card costs 3 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Negate target non-attack card activation.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element: Water
Class: Cleric
Reserve...
Rarity: Rare
Number: 225
Description: Whenever your champion levels up into a champion with base level 3, you may sacrifice Fractal of Waves. If you do, draw two cards into your memory.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Card ...
Rarity: Ultra Rare
Number: 48
Description: Crux & Tera Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are crux and/or tera element, this card becomes imbued.)
On Enter: If Ariel is imbued, reveal the top card of your deck and put it into...
Rarity: Common
Number: 098
Description: Draw two cards, then discard a card. Class Bonus: If a fire element card was discarded, you may choose a unit and deal 2 damage to it. (Apply the additional effect only if your champion's class matches this card's class.)
Card Type: Action
Card Su...
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. '