Rarity: Rare
Number: 176
Description: [Class Bonus] On Enter: Until end of turn, you may activate target Warrior attack card in your banishment. (You still pay its costs.)
Card Type: Ally
Card Subtype: Warrior;Human
Element: Crux
Class: Warrior
Reserve Cost: 2
Power: 2
Life: 3...
Rarity: Rare
Number: 169
Description: Aethercharge cards you look at while glimpsing the next three times this turn have aethercalling.
If your champion is distant, glimpse 4.
Card Type: Action
Card Subtype: Ranger;Spell
Element: Astra
Class: Ranger
Reserve Cost: 2
Speed: Fast
...
Rarity: Rare
Number: 126
Description: Prepare 1
On Attack: If Stillshard Strike was prepared, recover 1+X, where X is the total amount of sheen counters on each defending unit.
Card Type: Attack
Card Subtype: Assassin;Sword
Element: Water
Class: Assassin
Reserve Cost: 2
Power: 3...
Rarity: Rare
Number: 191
Description: Put two haunt counters on your Phantasmagoria and recover 4.
[Alice Bonus] Ephemerate — (1) (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)
Card Type: Action
C...
Rarity: Rare
Number: 124
Description: The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.
[Ciel Bonus] When 3 or more damage is prevented this way, you may banish a card from your graveyard and put an omen counter on it.
Card Type: Action
Ca...
Rarity: Rare
Number: 094
Description: [Class Bonus] This card costs 2 less to activate.
The next time damage would be dealt to your champion this turn, prevent 5 of that damage. Your champion's first attack during your next turn gets +X POWER, where X is the amount of damage prevented this ...
Rarity: Rare
Number: 012
Description: On Enter: Draw a card.
On Charge 2: Candlelight Hourglass gains "Activated abilities of allies you don't control cost (2) more to activate." (At the beginning of your recollection phase, put a charge counter on each object you control with an untriggere...
Rarity: Rare
Number: 013
Description: (3), Banish Condemned Trinket: Banish a card from your graveyard and put an omen counter on it.
Card Type: Regalia;Item
Card Subtype: Guardian;Bauble
Element: Norm
Class: Guardian
Memory Cost: 0
Flavor Text: Every fiber of his being, across ...
Rarity: Rare
Number: 014
Description: [Alice Bonus] This card costs 1 less to materialize.
[Ciel Bonus] This card costs 1 less to materialize.
On Charge 3: Banish Memento Pocketwatch and draw a card. The next attack you declare with a unit this turn gets +3 power. (At the beginning of your ...
Rarity: Rare
Number: 161
Description: [Ciel Bonus] On Hit: If you have two or less omens, banish Visage's Strike and put an omen counter on it.
Card Type: Attack
Card Subtype: Guardian;Sword
Element: Wind
Class: Guardian
Reserve Cost: 2
Power: 2
Flavor Text: To respect Alice’s...
Rarity: Rare
Number: 075
Description: On Enter: You may reveal three advanced element cards from your material deck. If you do, Waited Accord gains The first advanced element card each player activates each turn costs 2 more to activate."
[Level 2+] Sacrifice Waited Accord: Draw a card."
...
Rarity: Rare
Number: 018
Description: On Enter: Choose a player. That player gains control of Poisonous Apple.
Whenever a card with floating memory is banished from your graveyard, deal 2 unpreventable damage to your champion.
Card Type: Regalia;Item
Card Subtype: Cleric;Artifact
Elem...
Rarity: Rare
Number: 019
Description: Hindered (This object enters the field rested.)
REST, Banish Spellward Scepter: The activation of the next card you activate this turn can't be negated.
Card Type: Regalia;Item
Card Subtype: Cleric;Scepter
Element: Norm
Class: Cleric
Memory Co...
Rarity: Rare
Number: 020
Description: Whenever your champion levels up, you may sacrifice Suspicious Concoction. If you do, draw a card into your memory and recover 2.
Card Type: Regalia;Item
Card Subtype: Cleric;Potion
Element: Norm
Class: Cleric
Memory Cost: 0
Flavor Text: “If...
Rarity: Rare
Number: 025
Description: [Ciel Bonus] On Attack: If there are no cards in the attacker's intent, you may pay (X). X can't be more than the amount of omens you have. If you do, Lacuna's Grasp gets +X power until end of turn.
Card Type: Regalia;Weapon
Card Subtype: Guardian;S...
Rarity: Super Rare
Number: 028
Description: [Diana Bonus] On Attack: If there are two or more water element Aethercharge cards in the attacker's intent, this attack gets +1 power and gains "On Champion Hit: That opponent banishes a card at random from their memory."
Card Type: Weapon;Rega...
Rarity: Super Rare
Number: 029
Description: [Diana Bonus] On Attack: For each wind element card in the attacker's intent, choose an ally you control. That ally gets +1 power until end of turn.
Card Type: Regalia;Weapon
Card Subtype: Ranger;Aetherwing
Element: Wind
Class: Ranger
Me...
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. '