Rarity: Common
Number: 242
Description: Stealth
Whenever your champion is dealt damage from a source you don't control, you may recover 1.
Floating Memory
Card Type: Ally
Card Subtype: Assassin;Cleric;Human
Element: Water
Class: Assassin;Cleric
Reserve Cost: 2
Power: 0
Life: 1
Rarity: Common
Number: 293
Description: Reveal any amount of wind element cards from your memory. Until end of turn, if damage would be dealt to your champion, prevent an amount of that damage equal to the amount of cards revealed this way.
Card Type: Action
Card Subtype: Assassin;Spell...
Rarity: Common
Number: 164
Description: [Class Bonus] Bulwark (This ally enters the field with a bulwark counter on it. If combat damage would be dealt to an ally with any bulwark counters on it, remove one and prevent that damage instead.)
Card Type: Ally
Card Subtype: Guardian;Human
...
Rarity: Common
Number: 279
Description: Wake up target ally. Class Bonus: That ally gets +1 Power until end of turn. (Apply the additional effect only if your champion's class matches this card's class.)
Card Type: Action
Card Subtype: Warrior;Spell
Element: Wind
Class: Warrior
Re...
Rarity: Common
Number: 138
Description: Glimpse LV. Draw a card into your memory. (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.)
Card Type: Action
Card Subtype: Mage;Skill
Element: Norm
Cla...
Rarity: Common
Number: 137
Description: Glimpse 3. Then you may remove two enlighten counters from your champion. If you do, draw a card into your memory.
Card Type: Action
Card Subtype: Mage;Skill
Element: Norm
Class: Mage
Reserve Cost: 1
Speed: Slow
Flavor Text: "These resul...
Rarity: Common
Number: 240
Description: Deal damage to target unit equal to the amount of Fractal objects 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: Mage;Sp...
Rarity: Common
Number: 162
Description: On Enter: Destroy up to one target item or weapon with memory cost 0 or reserve cost 3 or less.
Card Type: Ally
Card Subtype: Tamer;Animal;Horse
Element: Norm
Class: Tamer
Reserve Cost: 4
Power: 1
Life: 2
Flavor Text: A wild, untamed h...
Rarity: Common
Number: 128
Description: You may load Recurring Aethercharge into an Aetherwing weapon you control.
[Class Bonus] (3): Load this card from your graveyard into an Aetherwing weapon you control.
Card Type: Action
Card Subtype: Ranger;Aethercharge;Spell
Element: Norm
Cla...
Rarity: Common
Number: 278
Description: Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 Power.)
[Alice Bonus] On Enter: If an opponent controls a unit with an even Life stat, summon a Pawn Piece token.
Card Type: Ally
Card Subtype: Guardian;Chessman;...
Rarity: Common
Number: 274
Description: Return target ally you control to its owner's hand.
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: Mage;Spell
Element: Wind
Class: Mage
...
Rarity: Common
Number: 136
Description: On Enter: Banish up to two target cards from a single graveyard.
Card Type: Ally
Card Subtype: Tamer;Animal;Raccoon
Element: Norm
Class: Tamer
Reserve Cost: 2
Power: 1
Life: 1
Flavor Text: With their acute senses, racoons are able to d...
Rarity: Common
Number: 291
Description: Prevent the next 2 combat damage that would be dealt to target unit this turn.
[Class Bonus] Ephemerate — (2). Activate this card this way only if you control a Sword weapon.
Card Type: Action
Card Subtype: Warrior;Sword;Reaction
Element: Wind
...
Rarity: Common
Number: 273
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Whenever you activate a wind element card, deal 1 damage to target champion.
Card Type: Phantasia
Card Subtype: Cleric;S...
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. '