Rarity: Uncommon
Number: 154
Description: Phantasia allies you control get +2 LIFE until end of turn.
[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: Action
Card Subtype: Cleric;Spell;Reac...
Rarity: Uncommon
Number: 180
Description: [Guo Jia Bonus] Whenever another wind element object enters the field under your control, put a buff counter on Wildgrowth Fatestone. Then if there are six or more buff counters on Wildgrowth Fatestone, you may transform it.
Card Type: Ally;Item
...
Rarity: Uncommon
Number: 182
Description: You may rest two Fatestones you control rather than pay this card's reserve cost.
Suppress target ally, item, or weapon. (To suppress an object, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
...
Rarity: Uncommon
Number: 157
Description: On Enter: You may reveal two Mage cards from your hand and/or memory. If you do, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)
Card Type: Ally
Card Subtype: Mage;Human
E...
Rarity: Uncommon
Number: 161
Description: [Class Bonus] This card costs 1 less to activate for each of up to two phantasias you control. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Phantasia;Ally
Card Subtype: Cleric;Apparition
Element: Wind...
Rarity: Uncommon
Number: 162
Description: Intercept
[Diao Chan Bonus] On Death: Return target wind element Spell action card from your graveyard to your memory. (Trigger this ability only if your champion is Diao Chan.)
Card Type: Phantasia;Ally
Card Subtype: Cleric;Apparition
Element...
Rarity: Uncommon
Number: 032
Description: [Level 1+] Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion is level 1 or higher.)
Retort 3 (As long as this ally is retaliating, it gets +3 power.)
Card Type: Ally
Card Subtype: Human
Eleme...
Rarity: Uncommon
Number: 038
Description: Equestrian — As long as you control a Horse ally, this card costs 1 less to activate.
[Level 1+] Determined Spearman gets +1 life. (Apply this effect only if your champion is level 1 or higher.)
Card Type: Ally
Card Subtype: Human
Element: Nor...
Rarity: Uncommon
Number: 040
Description: True Sight (This attack can target units with stealth.)
[Class Bonus] On Kill: Put a preparation counter on your champion. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Attack
Card Subtype: Dagger
Elem...
Rarity: Uncommon
Number: 060
Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.)
On Enter: Another target unit you control becomes distant. (Units stay distant until the end of their controller's turn.)
[Class Bonus] Floating Memory
Card Type: Ally
Card Su...
Rarity: Uncommon
Number: 064
Description: [Class Bonus] Prevent the next 1+LV damage that would be dealt to your champion this turn.
[Level 3+] Glimpse 3. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any ord...
Rarity: Uncommon
Number: 091
Description: [Class Bonus] This card costs 1 less to activate.
The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)
Card ...
Rarity: Uncommon
Number: 095
Description: [Class Bonus] On Attack: You may banish a fire element card from your graveyard. If you do, this attack gets +2 power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Fi...
Rarity: Uncommon
Number: 097
Description: On Enter: Deal 2 damage to your champion. Draw a card.
Card Type: Ally
Card Subtype: Human
Element: Fire
Class: Mage
Reserve Cost: 2
Power: 1
Life: 1
Flavor Text: An eligible trainee from the Imperial Examination. Even the lowest sco...
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. '