Rarity: Uncommon
Number: 117
Description: Proto Archive Scout has stealth as long as it's awake.
As long as you control an object named Proto Key Crest, Proto Archive Scout gets +1 Power.
Card Type: Ally
Card Subtype: Assassin;Human
Element: Norm
Class: Assassin
Reserve Cost: 3
...
Rarity: Uncommon
Number: 116
Description: Fast Activation (You may activate this card at fast speed.)
REST: Prevent the next 2 damage that would be dealt to target Animal ally this turn.
REST: Target opponent banishes a card from their graveyard.
Card Type: Ally
Card Subtype: Tamer;Anim...
Rarity: Uncommon
Number: 188
Description: Em Power 3. If you control an object named Proto Key Crest, discard up to two cards, then draw that many cards.
Card Type: Action
Card Subtype: Mage;Skill
Element: Fire
Class: Mage
Reserve Cost: 1
Speed: Fast
Flavor Text: And in that m...
Rarity: Uncommon
Number: 089
Description: As long as Haunting Apparition is ephemeral, it has stealth.
Ephemerate — (5) (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)
Card Type: Ally
Card Subtype...
Rarity: Uncommon
Number: 104
Description: Fast Activation, Ranged 1
[Class Bonus] Nimble Longbowman enters the field distant.
On Enter: Your champion becomes distant. (Units stay distant until the end of their controller's turn.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: Nor...
Rarity: Uncommon
Number: 341
Description: Draw a card.
[Damage 20+] The next card you activate this turn costs 1 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)
Card Type: Action
Card Subtype: Cleric;Spell
Element: Exia
Class:...
Rarity: Uncommon
Number: 377
Description: Put two debuff counters on target ally. If your Shifting Currents face East or West, put 2+LV debuff counters on it instead.
[Kongming Bonus] If Everlonging Thorns is em Powered, put it into its owner's material deck preserved.
Card Type: Action
...
Rarity: Uncommon
Number: 379
Description: [Diao Chan Bonus] You may ignore this card's elemental requirements as you activate it. If you do, it costs 2 more to activate.
Recover 3. Then for each of up to two allies you don't control, recover 3 again.
Card Type: Action
Card Subtype: Cler...
Rarity: Uncommon
Number: 401
Description: All allies get -1 Life.
Card Type: Phantasia
Card Subtype: Cleric;Spell
Element: Umbra
Class: Cleric
Reserve Cost: 2
Flavor Text: The air became dense as a looming dread washed over the battlefield, burdened by a future where victory nev...
Rarity: Uncommon
Number: 015
Description: Banish Equinox Hour: Draw a card. Then target opponent may materialize a card from their material deck. (That opponent still pays for its costs.)
Card Type: Regalia;Item
Card Subtype: Cleric;Artifact
Element: Norm
Class: Cleric
Memory Cost...
Rarity: Uncommon
Number: 192
Description: Pride 2 (This ally won't obey you unless your champion is level 2 or higher. You can't attack with, intercept with, or activate abilities of allies that don't obey you.)
[Class Bonus] On Death: You may banish two fire element cards from your graveya...
Rarity: Uncommon
Number: 356
Description: [Element Bonus] Whenever you reveal this card from your memory, recover 3. (To recover, remove that many damage counters from your champion. Apply this effect only if your champion's element matches this card's element.)
Draw a card.
Card Type: Ac...
Rarity: Uncommon
Number: 399
Description: Elusive Headhunter's attacks can't be retaliated.
[Class Bonus] On Kill: You gain agility 3 for this turn. (Agility 3 — Return three cards from your memory to your hand at the beginning of the end phase.)
Card Type: Ally
Card Subtype: Assassin;H...
Rarity: Uncommon
Number: 264
Description: At the beginning of your recollection phase, summon a token copy of an Herb item you control.
Card Type: Phantasia
Card Subtype: Cleric;Spell
Element: Wind
Class: Cleric
Reserve Cost: 3
Flavor Text: Rapid advancements in botanical resear...
Rarity: Uncommon
Number: 181
Description: While paying for this card's reserve cost, you may sacrifice up to two Suited allies with reserve cost 4 or less. Each ally sacrificed this way pays for 3 of that cost.
Cardistry — (8): Draw two cards. This ability costs (1) less to activate for eac...
Rarity: Uncommon
Number: 087
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Materialize a Bullet or Gun card from your material deck. (You still pay its costs.)
Card Type: Action
Card Subtype: R...
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. '