Rarity: Uncommon
Number: 080
Description: [Sheen 6+] This card costs 2 less to activate.
Destroy target item or weapon with memory cost 0 or reserve cost 4 or less. Then its controller puts a sheen counter on a unit they control.
Card Type: Action
Card Subtype: Assassin;Spell
Element:...
Rarity: Uncommon
Number: 028
Description: Target Aetherwing weapon you control gains spellshroud until end of turn. If your champion is distant, draw a card. (Objects with spellshroud can't be targeted by Spells.)
Card Type: Action
Card Subtype: Ranger;Skill;Reaction
Element: Norm
C...
Rarity: Uncommon
Number: 077
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
[Class Bonus] Ranged 3
[Class Bonus] Whenever Alizarin Longbowman becomes distant, you may have each player draw a card.
Card Type: Ally
Card Subty...
Rarity: Uncommon
Number: 171
Description: As an additional cost to activate this card, you may pay (2). If you do, banish this card as it resolves and it gains "Return a crux element card from your graveyard to your hand."
Draw a card.
Card Type: Action
Card Subtype: Mage;Spell
Elemen...
Rarity: Uncommon
Number: 109
Description: Put a sheen counter on each unit with a sheen counter on it.
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Card Type: Action
Card Subtype: Assassin;Spell
Element: Wate...
Rarity: Uncommon
Number: 134
Description: On Attack: You may pay (2). If you do, put a preparation counter on your champion.
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Card Type: Attack
Card Sub...
Rarity: Uncommon
Number: 135
Description: Command Chessman (A Chessman ally you control performs this attack.)
On Kill: If the killed unit had an odd life stat, draw a card.
Card Type: Attack
Card Subtype: Cleric;Chessman;Command
Element: Wind
Class: Cleric
Reserve Cost: 2
Power...
Rarity: Uncommon
Number: 110
Description: Summon two Pawn Piece tokens.
[Alice Bonus] If Doubled Pawns was activated during an opponent's recollection phase, those tokens also gain taunt until end of turn.
Card Type: Action
Card Subtype: Guardian;Chessman;Skill
Element: Water
Class:...
Rarity: Uncommon
Number: 104
Description: Deluge 3 — On Enter: If you have three or more water element cards in your graveyard, you may load an Aethercharge card from your graveyard into an Aetherwing weapon you control.
Floating Memory
Card Type: Ally
Card Subtype: Ranger;Human
Eleme...
Rarity: Uncommon
Number: 136
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
[Class Bonus] On Enter: Draw a card into your memory.
[Class Bonus] Whenever you suppress an object, deal 2 damage to target champion.
Card Type: Pha...
Rarity: Uncommon
Number: 010
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
Banish Ducal Seal: Until end of turn, players can't declare attacks unless they pay (3) for each attack declaration. Activate this ability only during ...
Rarity: Uncommon
Number: 182
Description: Until end of turn, all allies gain stealth.
[Ciel Bonus] If you have one or more umbra element omens, draw a card into your memory.
Card Type: Action
Card Subtype: Guardian;Spell
Element: Umbra
Class: Guardian
Reserve Cost: 2
Speed: Fast...
Rarity: Uncommon
Number: 105
Description: [Sheen 8+] Taunt
[Merlin Bonus] On Enter: Put two sheen counters on target unit you don't control. If that unit is a champion, the next card its controller activates this turn costs (2) more to activate.
Card Type: Ally
Card Subtype: Guardian;Me...
Rarity: Uncommon
Number: 106
Description: (Exalted — This element is enabled for you as long as you have another advanced element enabled.)
[Class Bonus] (2): Wake up Chamberlain Toad and it gains taunt until end of turn. Activate this ability only during an opponent's recollection phase.
[...
Rarity: Uncommon
Number: 011
Description: Banish Enfeebling Orb: Target opponent puts two cards from their hand into their memory.
Card Type: Regalia;Item
Card Subtype: Cleric;Bauble
Element: Norm
Class: Cleric
Memory Cost: 0
Flavor Text: Even an unwelcome reflection remains bou...
Rarity: Uncommon
Number: 032
Description: Summon a Lost Being token rested. Then you may banish two ally cards from a single graveyard. If you do, wake up that token and put a buff counter on it.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Norm
Class: Cleric
Reserve Cost...
Rarity: Uncommon
Number: 138
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.)
Target player banishes three cards from their graveyard. If Cleansing Reunion is imbued, that player banishes...
Rarity: Uncommon
Number: 173
Description: As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Draw a card, then put two preparation counters on your champion.
Card Type: Action
Card Subtype: Assassin;Spell
Element: Crux
Class: Assa...
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. '