Rarity: Rare
Number: 118
Description: Whenever you activate a Spell card, you may banish a card with floating memory from your graveyard. If you do, draw a card.
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that ...
Rarity: Rare
Number: 120
Description: Foster
On Foster: Put a buff counter on Krustallan Patrol.
As long as Krustallan Patrol is fostered, it has steadfast. (An ally with steadfast can retaliate while rested and doesn’t rest to do so.)
Card Type: Ally
Card Subtype: Guardian;Human
Elem...
Rarity: Super Rare
Number: 154
Description: [Vanitas Bonus] [Level 2+] This card costs 2 less to activate.
The next time your champion would take 4 or less combat damage this turn, prevent it. Your champion’s first attack without a weapon during your next turn gets +X power, where X is the ...
Rarity: Super Rare
Number: 142
Description: The next time a regalia with divine relic would enter the field this turn, it enters the field under your control instead.
[Vanitas Bonus] Floating Memory (Apply this effect only if your champion is Vanitas.)
Card Type: Action
Card Subtype: Cl...
Rarity: Rare
Number: 157
Description: If one or more enlighten counters would be put on your champion, that many plus one enlighten counters are put on your champion instead.
Card Type: Ally
Card Subtype: Mage;Human
Element: Wind
Class: Mage
Reserve Cost: 4
Power: 1
Flavor Tex...
Rarity: Rare
Number: 145
Description: Wind ally cards you activate have imbue 2.
Wind allies you control have “On Enter: If this ally is imbued, it gets +1 power until end of turn.”
Upkeep — At the beginning of your recollection phase, you may pay (1). If you don’t, sacrifice Gearstride Aca...
Rarity: Super Rare
Number: 161
Description: [Class Bonus] On Enter: Gather three times.
Whenever you brew a Potion, draw a card into your memory.
Card Type: Ally
Card Subtype: Cleric;Automaton
Element: Astra
Class: Cleric
Reserve Cost: 2
Power: 2
Flavor Text: Some automata, wi...
Rarity: Rare
Number: 088
Description: [Class Bonus] This card costs 1 less to activate.
Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their ...
Rarity: Super Rare
Number: 162
Description: Until end of turn, Herbs you control gain “On Sacrifice: Glimpse 2.”
Card Type: Action
Card Subtype: Cleric;Spell
Element: Astra
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: Under the Tearlight Cascade, Silvershine fields b...
Rarity: Super Rare
Number: 188
Description: [Class Bonus] This card costs 2 less to activate.
On Enter: Draw a card.
Whenever you negate a card activation, you may rest The Constellatory Spire. When you do, deal 2 damage to target unit.
Card Type: Domain
Card Subtype: Cleric;Spire
Ele...
Rarity: Super Rare
Number: 164
Description: Starcalling — (3) As long as Meteor Strike is being starcalled, it has “Deal 3 damage to all units except for your champion.” Otherwise, it has “Destroy target non-champion object.”
Card Type: Action
Card Subtype: Cleric;Spell
Element: Astra...
Rarity: Rare
Number: 147
Description: Activate this card only during an opponent’s end phase. During your next materialize phase, you may banish cards with floating memory from your opponents’ graveyards to pay for memory costs.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Wi...
Rarity: Rare
Number: 172
Description: [Class Bonus] This card costs 1 less to activate for each token you control.
Cleave (Attack all units a chosen opponent controls. This attack can’t be intercepted.)
Card Type: Attack
Card Subtype: Guardian;Warrior;Sword
Element: Neos
Class: Guar...
Rarity: Rare
Number: 173
Description: [Class Bonus] This card costs 1 less to activate.
Choose one—
• Summon an Automaton Drone token with a buff counter on it. • Put a buff counter on each ally you control.
Card Type: Action
Card Subtype: Guardian;Spell
Element: Neos
Class: Guardia...
Rarity: Rare
Number: 174
Description: Pride 3
[Class Bonus] At the beginning of your recollection phase, summon a copy of Convoking Slime rested. (Counters on this ally are not copied.)
Card Type: Ally
Card Subtype: Tamer;Beast;Slime
Element: Neos
Class: Tamer
Reserve Cost: 3
Po...
Rarity: Rare
Number: 176
Description: [Class Bonus] This card costs 1 less to activate.
Prevent the next 2 damage that would be dealt to target ally this turn. Then you may pay (X) where X is that ally’s reserve cost. If you do, summon a token copy of that ally.
Card Type: Action
Card S...
Rarity: Super Rare
Number: 177
Description: [Diana Bonus] This card costs 3 less to activate.
If your champion has twenty or more damage counters on them, recover 4.
For the rest of the game, Curse cards in lineages have “Inherited Effect: At the beginning of your recollection phase, deal 1...
Rarity: Rare
Number: 178
Description: [Class Bonus] On Champion Hit: Put Debilitating Grasp on the bottom of the hit champion’s lineage.
Inherited Effect: The first card you activate each turn costs 1 more to activate.
Card Type: Attack
Card Subtype: Assassin;Curse;Dagger
Element: Umb...
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. '