Rarity: Rare
Number: 195
Description: Ranged 4, Spellshroud, Taunt
[Class Bonus] On Enter: You may load an Aethercharge card from your graveyard or hand into an Aetherwing weapon you control. If a card was loaded from your hand this way, draw a card.
Card Type: Ally
Card Subtype: Guardi...
Rarity: Rare
Number: 198
Description: Imbue 2
On Enter: Rest target ally. That ally can't wake up for as long as you control Cataleptic Constellation. If Cataleptic Constellation is imbued, summon two Astra Shard tokens.
Card Type: Phantasia
Card Subtype: Cleric;Spell
Element: Astra
...
Rarity: Rare
Number: 202
Description: The next time you would glimpse an amount this turn, draw that many cards instead.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Astra
Class: Cleric
Reserve Cost: 6
Flavor Text: Foresight means little when fear keeps the future untou...
Rarity: Super Rare
Number: 203
Description: REST: Put a buff counter on Humpty Dumpty. Then glimpse X, where X is the amount of buff counters on Humpty Dumpty.
(2): Until end of turn, Humpty Dumpty becomes an ally in addition to its other types with base power and life 0.
Card Type: Uniqu...
Rarity: Rare
Number: 174
Description: Fast Activation
[Ciel Bonus] On Enter: As a Spell, if you have two or more wind element omens, suppress another target ally, item, or weapon.
Card Type: Unique;Ally
Card Subtype: Guardian;Human
Element: Wind
Class: Guardian
Reserve Cost: 2
P...
Rarity: Super Rare
Number: 205
Description: Target unit becomes distant. Draw a card.
[Class Bonus] [Element Bonus] (2), Banish this card from your graveyard: Your champion gains stealth until end of turn. Prevent the next 4 non-combat damage that would be dealt to them this turn. Activate ...
Rarity: Rare
Number: 175
Description: [Ciel Bonus] As long as this card is an omen, allies named Vacuous Servants you control have vigor. (Apply this effect only if your champion is Ciel.)
Card Type: Ally
Card Subtype: Guardian;Human
Element: Wind
Class: Guardian
Reserve Cost: 3
...
Rarity: Rare
Number: 206
Description: [Element Bonus] Aethercalling (As you're looking at this card while glimpsing, you may load it into an Aetherwing weapon you control.)
Return target ally to the top of its owner's deck. Your champion becomes distant.
Card Type: Action
Card Subtype: ...
Rarity: Rare
Number: 208
Description: The next time one or more regalia enter the field under an opponent's control this turn, summon a token copy of each of them.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Crux
Class: Cleric
Reserve Cost: 2
Flavor Text: One man's tre...
Rarity: Rare
Number: 203
Description: Hindered, Taunt
On Enter: Token allies you control get +1POWER until end of turn. If you control three or more tokens, wake up Throne Sentinel.
(2), REST: Your champion gains spellshroud until end of turn.
Card Type: Ally
Card Subtype: Guardian;Auto...
Rarity: Rare
Number: 212
Description: As long as the total reserve cost among your omens is exactly 21, Extorting Blackjack gets +10 power.
[Class Bonus] On Attack: Recover X, where X is the amount of omens you have with different costs.
Card Type: Attack
Card Subtype: Guardian;Sword
...
Rarity: Super Rare
Number: 204
Description: Renewable
[Class Bonus] REST: Load Punishing Cartridge into target unloaded Gun weapon you control.
On Attack: Discard up to two cards, then choose that many—
• Change the target of this attack to another unit.
• Punishing Cartridge gains "On Cham...
Rarity: Rare
Number: 213
Description: Copy target non-Skill action omen you have with reserve cost 5 or less. If you do, you may activate that copy without paying its reserve cost. (If you don't activate it, the copy ceases to exist.)
Card Type: Action
Card Subtype: Guardian;Skill
Ele...
Rarity: Rare
Number: 214
Description: Discard up to three cards. Recover 3+X, where X is three times amount of cards discarded this way. Put Malevolent Vow on the bottom of your champion's lineage.
Inherited Effect — This object gets -2 life. (Champions have this ability as long as this car...
Rarity: Rare
Number: 206
Description: Negate target card activation if that card was activated from a material deck.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element: Water
Class: Cleric
Reserve Cost: 2
Speed: Fast
Flavor Text: Looks like today's fortune isn't in ...
Rarity: Super Rare
Number: 215
Description: Mary Ann gets +1 power for each omen you have with different reserve costs.
Mary Ann has vigor as long as one of your omens has vigor. The same is true for ambush, intercept, steadfast, stealth, spellshroud, taunt, and true sight.
Card Type: Uni...
Rarity: Rare
Number: 023
Description: On Hit: You may banish Cheetah of Bound Fury, then return it to the field under its owner's control. (It enters the field as Fatestone of Unrelenting.)
Card Type: Ally
Card Subtype: Tamer;Beast;Fatebound;Cat
Element: Fire
Class: Tamer
Reserve ...
Rarity: Ultra Rare
Number: 028
Description: [Guo Jia Bonus] Put target Fatestone card from your banishment onto the field. If that card is a regalia, put five quest counters on your champion.
[Class Bonus] [Element Bonus] Whenever you reveal this card from your memory, you may banish all ca...
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. '