Rarity: Uncommon
Number: 043
Description: Your champion gets +1 level as long as you control an Animal or Beast ally.[Class Bonus] Banish Melodious Flute: The next Harmony action card you activate this turn is a Melody in addition to its other types.
Card Type: Item;Regalia
Card Subtype...
Rarity: Uncommon
Number: 179
Description: Banish LV cards at random from target opponent's memory. Return those cards to their memory at the beginning of their next end phase. (LV refers to your champion's level.)[Class Bonus] Floating Memory
Card Type: Action
Card Subtype: Spell
Elem...
Rarity: Uncommon
Number: 150
Description: [Class Bonus] On Enter: You may banish a fire element card from your graveyard. If you do, choose a unit and deal 2 damage to it. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
...
Rarity: Common
Number: 033
Description: On Enter: You may rest Fractal of Insight. If you do, glimpse 2.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Card Type: Phantasia
Card Subtype: Fractal
Element: Norm
Class: Mage
Reserve C...
Rarity: Uncommon
Number: 051
Description: Remove a preparation counter from your champion: Corhazi Arsonist gains stealth until end of turn.
If a unit hit by Corhazi Arsonist this turn would die, banish it instead.
Card Type: Ally
Card Subtype: Human
Element: Fire
Class: Assassin
...
Rarity: Uncommon
Number: 066
Description: Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)
Linked ally gets +1 Life and has taunt.
[Class Bonus] Floating Memory
Card Type: Phantasia
Card Subtype: Spell
Element: Water
Class...
Rarity: Uncommon
Number: 056
Description: Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)
[Class Bonus] On Death: Deal damage to all allies equal to Red Slime's power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: All...
Rarity: Uncommon
Number: 063
Description: Intercept
[Level 2+] On Enter: Target rested ally you don't control gets -4[life] until end of turn.
Card Type: Ally
Card Subtype: Human
Element: Water
Class: Cleric
Memory Cost: 3
Power: 0
Life: 2
Rarity: Uncommon
Number: 064
Description: Prevent the next X damage that would be dealt to target unit this turn where X is the greatest power among Sword weapons you control.
[Level 1+] Draw a card.
Card Type: Action
Card Subtype: Reaction;Skill
Element: Water
Class: Warrior
Memo...
Rarity: Uncommon
Number: 068
Description: Deal damage to target unit equal to the amount of Fractals you control plus 1.
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: Spell
Elem...
Rarity: Uncommon
Number: 005
Description: Banish Azure Protective Trinket: Banish up to three target fire element cards from a single graveyard.
Card Type: Item;Regalia
Card Subtype: Accessory;Cleric
Element: Norm
Class: Cleric
Memory Cost: 0
Flavor Text: An enchanted pendant th...
Rarity: Uncommon
Number: 072
Description: On Enter: Put a preparation counter on your champion.
[Class Bonus] Remove a preparation counter from your champion: Opponents can't activate cards this turn. Glimpse 1. Activate this ability only during your turn.
Card Type: Ally
Card Subtype: ...
Rarity: Uncommon
Number: 006
Description: Banish Crimson Protective Trinket: Target opponent reveals two cards at random from their memory. Banish each wind element card revealed this way.
Card Type: Item;Regalia
Card Subtype: Accessory;Cleric
Element: Norm
Class: Cleric
Memory Co...
Rarity: Uncommon
Number: 075
Description: Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)
On Enter: Put two buff counters on Green Slime.
[Class Bonus] On Leave: Put the buff counters that were on Green Slime on target ally you control.
Card Type: Ally
Card...
Rarity: Uncommon
Number: 080
Description: [Class Bonus] This card costs 3 less to activate if an opponent controls three or more allies.
Look at the top six cards of your deck. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your deck in ...
Rarity: Uncommon
Number: 082
Description: On Enter: You may remove two enlighten counters from your champion. If you do, draw a card and Windrider Invoker gets +3 Power until end of turn.
Card Type: Ally
Card Subtype: Human
Element: Wind
Class: Mage
Memory Cost: 3
Power: 1
Lif...
Rarity: Uncommon
Number: 173
Description: Brew — Two Herbs
At the beginning of your recollection phase, put an age counter on Wildgrowth Elixir.
Sacrifice Wildgrowth Elixir: Put X buff counters on target ally, where X is the amount of age counters on Wildgrowth Elixir.
Card Type: Item
C...
Rarity: Uncommon
Number: 164
Description: [Class Bonus] Efficiency (This card costs LV less to activate. LV refers to your champion's level. Apply this effect only if your champion's class matches this card's class.)
Materialize a Bullet card from your material deck.
Card Type: Action
C...
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. '