Rarity: Super Rare
Number: 086
Description: [Class Bonus] At the beginning of your recollection phase, deal 1 damage to target champion.
[Diao Chan Bonus] At the beginning of your end phase, if your influence is four or less, draw a card into your memory and put a glimmer counter on your ch...
Rarity: Ultra Rare
Number: 382
Description: Destroy all regalia you don't control. Until end of turn, Animal and/or Beast allies you control gain cleave.
[Silvie Bonus] Put five buff counters on each Animal and/or Beast ally you control.
Card Type: Action
Card Subtype: Tamer;Ultimate;Sp...
Rarity: Super Rare
Number: 092
Description: Kindle 6
[Class Bonus] Fire element allies you control have On Death: If your influence is six or less, draw a card. (A player's influence is equal to the total amount of cards in their hand and memory.)
Card Type: Unique;Domain
Card Subtype: ...
Rarity: Super Rare
Number: 169
Description: On Enter: You may rest Arthur. If you do, Arthur gains immortality until the beginning of your next turn. (A unit with immortality can't die.)
As long as Arthur is rested, other allies you control get +1 Power.
Card Type: Unique;Ally
Card Subt...
Rarity: Super Rare
Number: 036
Description: (3): Activate this ability only twice. Depending on D6+D6–
• 2– Each player discards a card.
• 3 to 5– Nothing happens.
• 6 to 8–Each player draws a card.
• 9 to 11– You draw a card.
• 12– You draw two cards.
Card Type: Lesser Boon
Card Subtyp...
Rarity: Ultra Rare
Number: 148
Description: On Enter: You may discard all cards in your hand and memory. If you do, generate an Arcane Sight, Astra Sight, Crux Sight, Exia Sight, Luxem Sight, Neos Sight, Tera Sight, and Umbra Sight card and put them into your memory. For the rest the game, ...
Rarity: Super Rare
Number: 184
Description: On Enter: You may level up your champion. If you do, deal 6+X unpreventable damage to it, where X is four times that champion's base level. (Your champion levels up into a compatible champion card from your material deck, ignoring materialization ...
Rarity: Ultra Rare
Number: 299
Description: Banish all cards in your hand and memory. Then return all non-champion non-regalia arcane element cards from your graveyard and banishment to your hand. Empower 10.
[Rai Bonus] Until end of turn, whenever you activate a Spell card, empower 10.
C...
Rarity: Super Rare
Number: 023
Description: On Enter: For the rest of the game, ignore the elemental requirements of non-advanced element Horse cards you activate.
Banish Legendary Saddle: Draw a card into your memory. Activate this ability only if you control three or more Horse allies.
...
Rarity: Super Rare
Number: 255
Description: [Guo Jia Bonus] As long as you control a Beast, Avatar of Byakko's base Power is X, where X is the highest base Power stat among Beast allies you control.
[Guo Jia Bonus] (2), Sacrifice Avatar of Byakko: Put two quest counters on your champion. Th...
Rarity: Super Rare
Number: 143
Description: Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)
As long as Eternal Magistrate is imbued, cards can’t leave your opponents’ material decks unless it’s their...
Rarity: Rare
Number: 015
Description: Fire element is enabled for you.
Card Type: Lesser Boon
Card Subtype: Spirit;Spell
Element: Norm
Class: Spirit
Reserve Cost: 0
Speed: Slow
Flavor Text: All are made equal in Agni’s flames. Should they ever turn toward you, know that fire n...
Rarity: Ultra Rare
Number: 139A
Description: On Enter: Search your deck for any amount of Angel ally cards. Banish those cards along with any amount of Angel ally cards from your hand, memory, and/or graveyard. Shuffle your deck. Then draw a card into your memory for each card banished from...
Rarity: Ultra Rare
Number: 402
Description: This card costs 2 less to activate for each Curse card in your champion's lineage.
On Enter: Load Nox into an unloaded Gun weapon you control.
[Diana Bonus ] On Champion Hit: That opponent discards four cards. Then if that opponent's influence is ...
Rarity: Super Rare
Number: 083
Description: Interdiction (As long as this card's activation is on the effects stack, players can't gain opportunity.)
[Ciel Bonus] Discard all cards from your hand and memory. Then banish up to two cards from your graveyard. Put an omen counter on each card b...
Rarity: Super Rare
Number: 078
Description: As long as you control another Suited ally, Noire has stealth.
On Enter: Depending on the total reserve cost of Suited objects you control—
• 6— Put a buff counter on Noire.
• 10— Put two buff counters on Noire.
• 21— Put four buff counters on Noi...
Rarity: Rare
Number: 034
Description: If a card with floating memory would be put into a player's graveyard, that player banishes it instead.
Card Type: Ally
Card Subtype: Tamer;Human;Melody
Element: Norm
Class: Tamer
Reserve Cost: 3
Power: 1
Life: 3
Flavor Text: "Allow this...
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. '