Rarity: Rare
Number: 039
Description: [Guo Jia Bonus] You may remove a quest counter from your champion rather than pay this card's reserve cost.
Put a quest counter on target Fatestone or Fatebound object. If that object is a Shenju ally, it gains vigor until end of turn.
Card Type: Acti...
Rarity: Super Rare
Number: 067
Description: As long as Sun Jian is attacking a Beast unit, Sun Jian gets +2 POWER and her attacks can't be retaliated.
On Ally Kill: If the killed ally was a Beast, draw a card into your memory.
Card Type: Unique;Ally
Card Subtype: Ranger;Human
Element:...
Rarity: Rare
Number: 105
Description: Draw a card, then discard a card.
[Kongming Bonus] You may change the direction of your Shifting Currents to a different direction of your choice. When you change it from facing South to North this way, deal 3 damage to target champion.
Card Type: Act...
Rarity: Rare
Number: 106
Description: [Class Bonus] 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.)
As long as Sunglory Sentinel is fostered and is attacking a champion, it gets +2 POWER.
...
Rarity: Rare
Number: 107
Description: Target Beast ally's next attack this turn gains unblockable and gets +2 POWER. If that ally is a Shenju, that attack gets an additional +2 POWER and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercep...
Rarity: Rare
Number: 084
Description: Pride 2
[Class Bonus] On Enter: You may banish a fire element card from your graveyard. If you do, summon a Direwolf token.
[Class Bonus] [Level 2+] Other Wolf objects you control get +1 POWER.
Card Type: Ally
Card Subtype: Tamer;Beast;Wolf
Elemen...
Rarity: Rare
Number: 116
Description: [Class Bonus] Prepare 2
Target opponent puts the top eight cards of their deck into their graveyard. Then if Delusional Vapors was prepared, whenever that opponent draws a card this turn, they put the top four cards of their deck into their graveyard.
...
Rarity: Rare
Number: 120
Description: [Level 2+] On Enter: Each player banishes all non-water element cards from their graveyard.
Deluge 8 — On Death: If you have eight or more water element cards in your graveyard, draw two cards.
Card Type: Ally
Card Subtype: Cleric;Human
Element: W...
Rarity: Rare
Number: 121
Description: Intercept
On Enter: If your Shifting Currents face North, put the top two cards of your deck into your graveyard.
Deluge 3 — On Death: If you have three or more water element cards in your graveyard, draw a card.
Card Type: Ally
Card Subtype: Mage;H...
Rarity: Super Rare
Number: 093
Description: Kindle 3
On Enter: Put an enlighten counter on your champion.
[Class Bonus] Whenever one or more enlighten counters are removed from your champion, you may rest Lu Xun. If you do, empower 3.
Card Type: Unique;Ally
Card Subtype: Mage;Human
El...
Rarity: Rare
Number: 098
Description: Equestrian — On Enter: If you control a Horse ally, you may discard up to two fire element cards. For each card discarded this way, draw a card into your memory.
Horse cards you activate have kindle 3.
Card Type: Ally
Card Subtype: Tamer;Human
Ele...
Rarity: Rare
Number: 126
Description: Target Beast ally gets +3 LIFE until end of turn. If that ally is a Shenju, recover 6. (To recover, remove that many damage counters from your champion.)
Card Type: Action
Card Subtype: Tamer;Skill
Element: Water
Class: Tamer
Reserve Cost: 2
...
Rarity: Rare
Number: 131
Description: [Class Bonus] Ranged 2
(3), REST: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard. If you do, Misteye Archer becomes distant and prevent the next 2 damage that would be dealt to it this turn.
Card Ty...
Rarity: Rare
Number: 163
Description: [Class Bonus] Spellshroud (Units with spellshroud can't be targeted by Spells.)
Whenever you activate a card from your memory, put a buff counter on target phantasia ally you control.
Card Type: Phantasia;Ally
Card Subtype: Cleric;Apparition
Eleme...
Rarity: Rare
Number: 138
Description: Deluge 4 — As long as there are four or more water element cards in your graveyard, this card costs 2 less to activate.
Target Ranger unit becomes distant. If that unit is defending, end the combat phase unless an opponent pays (2).
Card Type: Action
...
Rarity: Rare
Number: 140
Description: Champions you don't control get -1 level.
[Guo Jia Bonus] At the beginning of your recollection phase, you may banish a card with floating memory from your graveyard. If you do, transform Submerged Fatestone.
Commanding Sea Titan
"Champions you don't co...
Rarity: Rare
Number: 142
Description: [Class Bonus] Foster
On Foster: Put the top three cards of your deck into your graveyard.
As long as Tidebreaker Sentinel is fostered, it gets +2 LIFE and has taunt.
Card Type: Ally
Card Subtype: Guardian;Human
Element: Water
Class: Guardian
R...
Rarity: Rare
Number: 171
Description: [Class Bonus] 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.)
As long as Rilewind Sentinel is fostered, allies you control have vigor.
Card Type: All...
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. '