Rarity: Uncommon
Number: 100
Description: [Class Bonus] On Attack: You may banish up to six fire element cards from your graveyard. For each card banished this way, Fiery Swing gets +1 power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Attack
...
Rarity: Uncommon
Number: 104
Description: Fast Activation (You may activate this card at fast speed.)
Card Type: Ally
Card Subtype: Animal;Horse
Element: Fire
Class: Tamer
Reserve Cost: 3
Power: 2
Life: 2
Flavor Text: Hailing from southern Sanguo, this breed is famous for it...
Rarity: Uncommon
Number: 105
Description: Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
[Class Bonus] [REST]: Deal 1 damage to target champion. (Activate this ability only if your champion's class matches this card's class.)
Card Type: P...
Rarity: Uncommon
Number: 079
Description: [Level 2+] This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Target ally gains stealth until end of turn. (This unit can't be targeted by attacks unless permitted by true sight.)
Card Type: Action
...
Rarity: Uncommon
Number: 112
Description: [REST]: Load Molten Arrow into target unloaded Bow weapon you control.
Banish three other fire element cards from your graveyard: Load the card from your graveyard into target unloaded Bow weapon you control.
Card Type: Item
Card Subtype: Arrow
...
Rarity: Uncommon
Number: 080
Description: [Class Bonus] Equestrian — On Enter: If you control a Horse ally, put a buff counter on Skilled Plainsman. (Allies get +1 power and +1 life for each buff counter on them. Apply this effect only if your champion's class matches this card's class.)
...
Rarity: Uncommon
Number: 117
Description: [Class Bonus] Equestrian — As long as you control a Horse ally, Ritai Guard has taunt and vigor. (While awake, this ally with taunt must be targeted before other units you control during your opponent's attack declarations if able. This ally with vi...
Rarity: Uncommon
Number: 118
Description: [Class Bonus] On Attack: You may remove up to three preparation counters from your champion. For each counter removed this way, this attack gets +2 power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally...
Rarity: Uncommon
Number: 087
Description: [Class Bonus] On Enter: If an opponent controls two or more allies, Tricky Chimps gets +2 power until end of turn.
Card Type: Ally
Card Subtype: Animal;Monkey
Element: Norm
Class: Tamer
Reserve Cost: 2
Power: 1
Life: 1
Flavor Text: K...
Rarity: Uncommon
Number: 090
Description: [Class Bonus] Steadfast (This ally can retaliate while rested and doesn't rest to do so.)
[Class Bonus] Equestrian — As long as you control a Horse ally, War Marshal gets +1 power and +1 life.
Card Type: Ally
Card Subtype: Human
Element: Norm
...
Rarity: Uncommon
Number: 127
Description: As long as you have four or more water element cards in your graveyard, Aqueous Stallion gets +3 power.
Card Type: Ally
Card Subtype: Animal;Horse
Element: Water
Class: Tamer
Reserve Cost: 3
Power: 0
Life: 4
Flavor Text: If a horse's...
Rarity: Uncommon
Number: 130
Description: [Class Bonus] This card costs 1 less to activate.
[Level 1+] Deal 2 damage to up to one target unit.
[Level 3+] Deal 2 damage to up to one target unit.
[Level 5+] Deal 2 damage to up to one target unit.
Card Type: Action
Card Subtype: Spell
El...
Rarity: Uncommon
Number: 166
Description: [Class Bonus] On Enter: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)
[Class Bonus] Whenever you activate a wind element Spell card, Apprentice Aeromancer gets +1 power until end of ...
Rarity: Uncommon
Number: 167
Description: Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
Return target attacking ally to its owner's hand. Class Bonus: If Arrow Trap was prepared, destroy that ally instead.
Card Type: Action
Card Subtype: ...
Rarity: Uncommon
Number: 137
Description: (Bow — Must be loaded to use for an attack and can't be used with an attack card.)
On Enter: Look at the top card of your deck. You may put that card into your graveyard.
Card Type: Weapon
Card Subtype: Bow
Element: Water
Class: Ranger
Res...
Rarity: Uncommon
Number: 138
Description: Taunt (While awake, this ally must be targeted before other units you control during your opponent's attack declarations if able.)
Whenever your Shifting Currents change from facing North to West, draw a card.
Card Type: Ally
Card Subtype: Human...
Rarity: Uncommon
Number: 054
Description: Target ally gets +3 power until end of turn.
[Class Bonus] If you control a non-Human ally, draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Action
Card Subtype: Skill
Elemen...
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. '