Rarity: Uncommon
Number: 143
Description: The next time target unit you control would take exactly X damage this turn, prevent that damage, where X is the amount of cards in your memory. Draw a card if damage was prevented this way. (X is calculated only as this card resolves.)
Card Type:...
Rarity: Uncommon
Number: 183
Description: Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)
Linked ally gets +1 Power and +1 Life, and has vigor.
Card Type: Phantasia
Card Subtype: Spell
Element: Wind
Class: Tamer
Reserve...
Rarity: Uncommon
Number: 144
Description: Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Rest: Prevent the next 1 damage that would be dealt to target champion this turn.
Card Type: Phantasia
Card Subtype: Phantasia
Element: Water
C...
Rarity: Uncommon
Number: 184
Description: [Class Bonus] This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Materialize a Polearm card from your material deck. (You still pay its costs.)
Card Type: Action
Card Subtype: Spell
...
Rarity: Uncommon
Number: 186
Description: [Class Bonus] This card costs 1 less to activate for each Human ally you control. (Apply this effect only if your champion's class matches this card's class.)
Other Human allies you control get +1 power as long as they're attacking.
Card Type: All...
Rarity: Uncommon
Number: 187
Description: Hindered (This ally enters the field rested.)
[Class Bonus] Equestrian — On Enter: If you control a Horse ally, wake up Poised Rearguard.
Card Type: Ally
Card Subtype: Human
Element: Wind
Class: Guardian
Reserve Cost: 3
Power: 3
Life: ...
Rarity: Uncommon
Number: 148
Description: [Class Bonus] Spellshroud (This ally can't be targeted by Spells.)
On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.
Card Type: Ally
Card Subtype: Anim...
Rarity: Uncommon
Number: 150
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 Hit: You may load Seafletched Serpent into target unloaded Bow...
Rarity: Uncommon
Number: 154
Description: Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
[Class Bonus] On Champion Hit: If Sudden Deluge was prepared, that opponent puts the top ten cards from their deck into their graveyard.
Card Type: Atta...
Rarity: Uncommon
Number: 193
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] At the beginning of your recollection phase, put a buff counter o...
Rarity: Uncommon
Number: 158
Description: Target Human ally gets +1 life and gains retort 2 until end of turn. (As long as this ally with retort 2 is retaliating, it gets +2 power.)
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard t...
Rarity: Uncommon
Number: 196
Description: Suppress target ally you don't control. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning of the next end phase.)
[Level 3+] The next time that card would enter the field this turn, it enters with ...
Rarity: Uncommon
Number: 161
Description: Efficiency (This card costs LV less to activate. LV refers to your champion's level.)
Deal 2 damage to all rested allies. If your Shifting Currents face South, deal 3 damage to all rested allies you don't control instead.
Card Type: Action
Card ...
Rarity: Uncommon
Number: 198
Description: [Class Bonus] Wind Cutter gets +1 power. (Apply this effect only if your champion's class matches this card's class.)
On Hit: Reveal a card at random from your memory. If that card is wind element, put Wind Cutter into its owner's memory.
Card Typ...
Rarity: Uncommon
Number: 199
Description: [Class Bonus] Ranged 2 (As long as this unit is distant, its attacks get +2 power. Apply this effect only if your champion's class matches this card's class.)
Equestrian — On Enter: If you control a Horse ally, Yunzhou Cavalry becomes distant. (Unit...
Rarity: Uncommon
Number: 202
Description: [Class Bonus] Bloodbond Bladesworn gets +1 power for every ten damage counters on your champion.
Whenever Bloodbond Bladesworn is dealt damage, deal that much damage to your champion.
Card Type: Ally
Card Subtype: Human
Element: Exia
Class: ...
Rarity: Common
Number: 011
Description: Silvie Lineage (Silvie, With the Pack must be leveled from a previous level "Silvie" champion.)On Enter: If you control an Animal ally, draw a card. If you control a Beast ally, draw a card.
Card Type: Champion
Card Subtype: Human
Element: Norm
...
Rarity: Uncommon
Number: 206
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:...
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. '