Rarity: Uncommon
Number: 108
Description: [Class Bonus] If it’s not your turn, you may remove a preparation counter from your champion to activate this card from your memory without paying its reserve cost. The next time one or more allies would enter the field this turn, they enter the fie...
Rarity: Uncommon
Number: 111
Description: [Class Bonus] On Attack: Glimpse X, where X is Eternal Dreamer’s power. (Apply this effect only if your champion’s class matches this card’s class.)
Card Type: Ally
Card Subtype: Cleric;Automaton
Element: Water
Class: Cleric
Reserve Cost: ...
Rarity: Uncommon
Number: 136
Description: Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.) [Class Bonus] On Foster: Summon two Powercell tokens rested.
Card Type: Ally
Card Subtype: Guar...
Rarity: Uncommon
Number: 115
Description: [Class Bonus] This card costs 2 less to activate.
The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of cards from the top of your deck into your graveyard equal to the amount of damage prevented this ...
Rarity: Uncommon
Number: 201
Description: [Class Bonus] This costs 1 less to activate for each domain you control.
Summon two Automaton Drone tokens each with a buff counter on them.
Card Type: Action
Card Subtype: Guardian;Skill
Element: Neos
Class: Guardian
Reserve Cost: 4
Spe...
Rarity: Uncommon
Number: 092
Description: Activate this card only during an opponent's recollection phase.
Your champion gains stealth until end of turn.
Card Type: Action
Card Subtype: Assassin;Skill;Reaction
Element: Norm
Class: Assassin
Reserve Cost: 3
Speed: Fast
Flavor Te...
Rarity: Uncommon
Number: 158
Description: At the beginning of your recollection phase, you may reveal three wind element cards from your memory. If you do, summon a Powercell token.
Card Type: Domain
Card Subtype: Guardian;Farm
Element: Wind
Class: Guardian
Reserve Cost: 4
Flavo...
Rarity: Uncommon
Number: 159
Description: On Enter: Another target unit you control becomes distant. If that unit is an Automaton ally, put a buff counter on it.
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that ...
Rarity: Uncommon
Number: 163
Description: Starcalling — (1) (As you’re looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you’re looking at on the bottom of your deck in any order.)
[Class Bonus] [REST]: Glimpse 2.
Card Type: Ally...
Rarity: Uncommon
Number: 146
Description: Brew — One Blightroot
[Class Bonus] At the beginning of your recollection phase, put an age counter on Liquid Amnesia.
Sacrifice Liquid Amnesia: For every three age counters on Liquid Amnesia, banish a card at random from target player’s memory.
C...
Rarity: Uncommon
Number: 166
Description: [Class Bonus] This card costs 1 less to activate. Put the bottom four cards of your deck on top of your deck in a random order. Glimpse 2.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Astra
Class: Cleric
Reserve Cost: 3
Speed: S...
Rarity: Uncommon
Number: 167
Description: Brew — Two Silvershine, Three Herbs
Banish Refracted Twilight: The next time you activate an ability of target Potion this turn, copy that ability twice. You may choose new targets for those copies.
Card Type: Item
Card Subtype: Cleric;Potion
...
Rarity: Uncommon
Number: 168
Description: [Class Bonus] This card costs 1 less to activate.
The next time you starcall a card this turn, copy that activation. You may choose new targets for the copy.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Astra
Class: Cleric
Reserve...
Rarity: Uncommon
Number: 170
Description: [REST]: Load Vanishing Shot into target unloaded Gun weapon you control.
On Ally Hit: You may return the hit ally to its owner's memory.
Card Type: Item
Card Subtype: Ranger;Bullet
Element: Wind
Class: Ranger
Reserve Cost: 1
Power: 2
F...
Rarity: Common
Number: 149
Description: Look at the top four cards of your deck and put them back in any order. Draw a card.
Card Type: Action
Card Subtype: Ranger;Skill
Element: Wind
Class: Ranger
Reserve Cost: 2
Speed: Fast
Flavor Text: “The politics and kingmaking of empire...
Rarity: Uncommon
Number: 151
Description: Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)
Target unit becomes distant. If Skirting Step is imbued, prevent the next 1 damage that would be dealt to tha...
Rarity: Uncommon
Number: 152
Description: [Class Bonus] Fast Activation
[Class Bonus] On Enter: Put a buff counter on up to two target Animal and/or Beast allies.
Card Type: Ally
Card Subtype: Tamer;Human
Element: Wind
Class: Tamer
Reserve Cost: 2
Power: 1
Flavor Text: A secon...
Rarity: Uncommon
Number: 153
Description: [Class Bonus] This card costs 3 less to activate if an ally has been suppressed this turn.
Deal 3 damage to target unit. If that unit is an ally that entered the field this turn, deal an additional 3 damage to it.
Card Type: Action
Card Subtype:...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '