Rarity: Uncommon
Number: 133
Description: REST: Load Freezing Round into target unloaded Gun weapon you control.
On Champion Hit: That player banishes a card at random from their memory. Return that card to their memory at the beginning of their next end phase.
[Class Bonus] Floating Memory...
Rarity: Uncommon
Number: 085
Description: [Class Bonus] At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Automaton...
Rarity: Uncommon
Number: 131
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Negate target card activation unless its controller pays [LV]. Banish the card that had its activation negated this way.
...
Rarity: Uncommon
Number: 117
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Target unit becomes distant. If that unit is defending, deal 4 damage to its attacker.
Card Type: Action
Card Subtype:...
Rarity: Uncommon
Number: 093
Description: [Class Bonus] Ranged 4 (As long as this unit is distant, its attacks get +4 power. Apply this effect only if your champion's class matches this card's class.)
On Attack: You may banish three fire element cards from your graveyard. If you do, Airship...
Rarity: Uncommon
Number: 064
Description: Glimpse 1+X, where X is the amount of domains you control. (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 order.)
Floating Memory
Card Type: Action
Card Subtyp...
Rarity: Uncommon
Number: 107
Description: Deal 1 damage to all units target player controls. Until end of turn, if a unit that player controls would die, banish it instead.
Card Type: Action
Card Subtype: Skill
Element: Fire
Class: Ranger
Reserve Cost: 3
Speed: Fast
Flavor Tex...
Rarity: Uncommon
Number: 130
Description: On Enter: Draw a card into your memory.
Sacrifice an Automaton ally and a Human ally: Put the top two cards of your deck into your graveyard.
Card Type: Domain
Card Subtype: Crossroads
Element: Water
Class: Cleric
Reserve Cost: 2
Flavor ...
Rarity: Uncommon
Number: 125
Description: Put the top two cards of your deck into your graveyard. Then you may banish a card with floating memory from your graveyard. If you do, you champion gains ranged 3 until end of turn. (Multiple instances of ranged stack.)
Card Type: Action
Card S...
Rarity: Uncommon
Number: 104
Description: Draw a card, then discard a card.
[Class Bonus] You may banish a fire element card from your graveyard. When you do, target ally loses taunt and intercept until end of turn.
Card Type: Action
Card Subtype: Guardian;Skill
Element: Fire
Class:...
Rarity: Uncommon
Number: 126
Description: Until end of turn, whenever a unit attacks, that attack gets -2 power.
[Class Bonus] [Memory 4+] Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in you...
Rarity: Uncommon
Number: 106
Description: As an additional cost to activate this card, discard a fire element card.
[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: Ally
Card Subtype: Guard...
Rarity: Uncommon
Number: 109
Description: Choose a fire or norm element Bullet card from your material deck with memory cost 0 and load it into target Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Card Type: Action...
Rarity: Uncommon
Number: 048
Description: Target Gun weapon you control gains spellshroud until end of turn. (Objects with spellshroud can't be targeted by Spells.)
Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)
Ca...
Rarity: Uncommon
Number: 134
Description: This card costs 2 less to activate If you control a Shield item.
[Class Bonus] On Hit: The hit unit doesn't wake up during its controller's next wake up phase unless that player pays (2). (The optional cost is paid upon the resolution of this trigge...
Rarity: Uncommon
Number: 156
Description: [Vanitas Bonus] You may reveal three wind element cards from your memory rather than pay this card's reserve cost. (Apply this effect only if your champion is Vanitas.)
Weapons can't be used for this attack.
Card Type: Attack
Card Subtype: Cleri...
Rarity: Uncommon
Number: 157
Description: Brew — One Springleaf, Two Herbs (You may sacrifice the listed objects rather than pay this card's reserve cost.)
Sacrifice Draught of Stamina: Wake up target ally you control.
Card Type: Item
Card Subtype: Cleric;Potion
Element: Wind
Class:...
Rarity: Uncommon
Number: 113
Description: Draw a card, then discard a card. If you didn't discard a Potion item card, deal 3 damage to 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.)
Car...
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. '