Rarity: Common
Number: 007
Description: On Enter: If you don't control a Fatestone regalia, reveal all cards in your material deck. Then put a Fatestone regalia card with the lowest memory cost from among them onto the field.
Card Type: Champion
Card Subtype: Tamer;Human
Element: Norm...
Rarity: Common
Number: 008
Description: Guo Jia Lineage
On Enter: You may put two quest counters on Guo Jia. If you don't, draw a card.
Lineage Release — Negate target activation or trigger that targets a Fatestone or Fatebound object you control.
Card Type: Champion
Card Subtype: Tamer...
Rarity: Common
Number: 009
Description: As long as you control a Shenju ally, this card costs 3 less to materialize.
Guo Jia Lineage
On Enter: You may put three quest counters on Guo Jia. If you don't, recover 3.
Card Type: Champion
Card Subtype: Tamer;Human
Element: Luxem
Class: Ta...
Rarity: Common
Number: 056
Description: 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: Phantasia;Ally
Card Subtype: Cleric;Apparition
Element: Norm
Class: Cleric
Reserve Cost: 2
Power: 1
Life...
Rarity: Common
Number: 030
Description: Remove two wither counters from each of up to two target objects.
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: Cleric;Spell;Reaction
Ele...
Rarity: Common
Number: 059
Description: [Level 1+] As long as you control a unique ally, this card costs 1 less to activate.
Return target ally you control to its owner's memory.
Card Type: Action
Card Subtype: Guardian;Skill
Element: Norm
Class: Guardian
Reserve Cost: 1
Speed: ...
Rarity: Common
Number: 032
Description: [Diao Chan Bonus] Efficiency
Put four wither counters on target non-champion object. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they...
Rarity: Common
Number: 033
Description: Each player recovers 4.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Norm
Class: Cleric
Reserve Cost: 1
Speed: Slow
Flavor Text: A meal is most delicious when enjoyed in good company.
Rarity: Common
Number: 061
Description: Hindered (This ally enters the field rested.)
Card Type: Ally
Card Subtype: Tamer;Animal;Squirrel
Element: Norm
Class: Tamer
Reserve Cost: 2
Power: 2
Life: 3
Flavor Text: Some creatures really know how to just enjoy life to its fullest.
Rarity: Common
Number: 035
Description: This card costs 2 more to activate if it targets a regalia.
Destroy target item or weapon.
Card Type: Action
Card Subtype: Mage;Spell
Element: Norm
Class: Mage
Reserve Cost: 3
Speed: Slow
Flavor Text: Let me help you tidy up!
Rarity: Common
Number: 064
Description: Activate this card only during your end phase.
Wake up target ally you control. It gains taunt and gets +1 LIFE until the beginning of your next turn. (An awake ally with taunt must be targeted before other units you control during your opponents' att...
Rarity: Common
Number: 040
Description: Equestrian — If you control a Horse ally, glimpse 3. (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.)
Draw a card into your memory.
Card Type: Action
Card ...
Rarity: Common
Number: 068
Description: Remove a level counter from target champion. If level counter was removed this way, draw a card.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Norm
Class: Cleric
Reserve Cost: 1
Speed: Fast
Flavor Text: To win one hundred victori...
Rarity: Common
Number: 043
Description: Destroy target phantasia.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Norm
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: Magic can be as strong as the most hardened iron or as fleeting as a dandelion in a breeze.
Rarity: Common
Number: 070
Description: Put a wither counter on target non-champion object. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they pay (1) for each wither counter ...
Rarity: Common
Number: 102
Description: [Class Bonus] Kindle 2 (You may banish up to two fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)
Card Type: Ally
Card Subtype: Assassin;Human
Element: Fire
Class: Assassin
Reserve...
Rarity: Common
Number: 075
Description: Blazing Bowman's attacks can't be retaliated.
On Enter: You may banish a fire element card from your graveyard. If you do, Blazing Bowman gets +2 POWER until end of turn.
Card Type: Ally
Card Subtype: Ranger;Human
Element: Fire
Class: Ranger
...
Rarity: Common
Number: 104
Description: Deal 1 damage to target unit. If that unit has stealth, deal 4 damage to it instead.
Card Type: Action
Card Subtype: Assassin;Skill
Element: Fire
Class: Assassin
Reserve Cost: 1
Speed: Fast
Flavor Text: I know exactly where you're hiding.
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. '