Rarity: Super Rare
Number: 147
Description: [Class Bonus] On Enter: Another target ally you control gains stealth for as long as you control Zhang He.
Card Type: Unique;Ally
Card Subtype: Assassin;Human
Element: Water
Class: Assassin
Reserve Cost: 3
Power: 2
Life: 2
Flavor T...
Rarity: Rare
Number: 175
Description: [Class Bonus] On Enter: If Sword Saint of Eveswind entered from a banishment, put two buff counters on it.
Card Type: Ally
Card Subtype: Warrior;Human
Element: Wind
Class: Warrior
Reserve Cost: 2
Power: 1
Life: 2
Flavor Text: When you fe...
Rarity: Super Rare
Number: 148
Description: (Siegeable — This domain can be attacked. It takes damage in the form of removing durability counters.)
Ranger units you control have ranged 1.
Card Type: Unique;Domain
Card Subtype: Ranger;Siegeable;Castle
Element: Wind
Class: Ranger
Re...
Rarity: Rare
Number: 151
Description: Imbue 4
[Class Bonus] On Enter: If Captain Archer is imbued, look at the top six cards of your deck. You may put a wind element ally card with reserve cost 3 or less from among them onto the field distant. Put the rest on the bottom of your deck in any ...
Rarity: Rare
Number: 159
Description: As long as your Shifting Currents face South, allies you control have steadfast and retort 1. (An ally with steadfast can retaliate while rested and doesn't rest to do so. As long as an ally with retort 1 is retaliating, it gets +1 power.)
Card Type: ...
Rarity: Rare
Number: 189
Description: Put any amount of cards from your memory on the bottom of your deck in any order. Then draw that many cards into your memory.
[Class Bonus] [Level 7+] Draw a card.
Card Type: Action
Card Subtype: Mage;Spell
Element: Arcane
Class: Mage
Reserve ...
Rarity: Super Rare
Number: 160
Description: [Class Bonus] [Level 2+] Ma Chao gets +1 POWER and has vigor.
On Enter: Target opponent banishes two cards from their graveyard. If you control an Animal or Beast ally, that player banishes four cards from their graveyard instead.
Card Type: Uni...
Rarity: Rare
Number: 191
Description: Target weapon gains omnishroud until end of turn. (An object with omnishroud can't be targeted by activations, materializations, or triggers.)
[Damage 20+] Put two durability counters on that weapon. (Apply this effect only if there are twenty or more d...
Rarity: Rare
Number: 193
Description: Pride 4
[Class Bonus] On Enter: For every five damage counters on your champion, put a damage counter on WrathfulSlime.
As long as WrathfulSlime has six or more damage counters on it, it has immortality.
Card Type: Ally
Card Subtype: Beast;Slime;Tam...
Rarity: Rare
Number: 195
Description: Intercept
[Element Bonus] [Class Bonus] Whenever you reveal Felicitous Flock from your memory, summon a Fledgling token with a buff counter on it. It gains intercept until end of turn.
Card Type: Ally
Card Subtype: Tamer;Animal;Bird
Element: Luxem...
Rarity: Super Rare
Number: 198
Description: Balance — If damage would be dealt to a unit you control while the amount of cards in your hand and memory are equal, prevent all but 3 of that damage.
Card Type: Unique;Ally
Card Subtype: Cleric;Human
Element: Luxem
Class: Cleric
Reserv...
Rarity: Rare
Number: 199
Description: Prepare 2
Whenever you reveal a luxem element card from your memory, Striking Illuminance gets +1 POWER. (This ability triggers and resolves while this card is in an intent.)
On Attack: If Striking Illuminance was prepared, reveal all cards in your memo...
Rarity: Rare
Number: 205
Description: [Class Bonus] [Level 5+] This card costs 2 less to activate.
Destroy target attacking ally. If you do, recover X, where X is that ally's life stat.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element: Tera
Class: Cleric
Reserve Cost:...
Rarity: Rare
Number: 210
Description: Maiden of Primal Virtue gets +1 POWER and +1 LIFE for each phantasia you control.
Card Type: Phantasia;Ally
Card Subtype: Cleric;Apparition
Element: Tera
Class: Cleric
Reserve Cost: 3
Power: 0
Life: 0
Flavor Text: Relying on your senses ...
Rarity: Rare
Number: 036
Description: Target Warrior ally's next attack this turn gets +2 power. If that ally is unique, their next attack this turn gets +3 power instead.
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for ...
Rarity: Rare
Number: 037
Description: Remove all temporary damage from target ally. Draw a card into your memory.
Card Type: Action
Card Subtype: Skill
Element: Norm
Class: Cleric
Reserve Cost: 3
Speed: Fast
Flavor Text: For their indiscriminate altruism, the Golden Sashes qui...
Rarity: Rare
Number: 069
Description: [Level 2+] At the beginning of your end phase, put a buff counter on Promising Recruit. (Allies get +1 power and +1 life for each buff counter on them. Apply this effect only if your champion is level 2 or higher.)
Card Type: Ally
Card Subtype: Huma...
Rarity: Rare
Number: 099
Description: Polearm Weapon Link (This object enters the field linked to target Polearm weapon. If the link is broken, sacrifice this object.)
Linked weapon gets +2 power.
[Jin Bonus] Linked object has "[REST], Remove a durability counter from this object: Deal 2 da...
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. '