Rarity: Common
Number: 077
Description: [Class Bonus] As long as an opponent has four or more cards in their memory, this card costs 2 less to activate.
Deal 4 damage to target unit.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element: Fire
Class: Cleric
Reserve Cost: 4
...
Rarity: Common
Number: 080
Description: Kindle 3 (You may banish up to three 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: Mage;Human
Element: Fire
Class: Mage
Reserve Cost: 3
Power: 2
...
Rarity: Common
Number: 083
Description: At the beginning of your end phase, sacrifice Direwolf.
Card Type: Token;Ally
Card Subtype: Tamer;Beast;Wolf
Element: Fire
Class: Tamer
Reserve Cost: 0
Power: 2
Life: 1
Flavor Text: Their blazing coats periodically cause fires that are...
Rarity: Common
Number: 085
Description: Brew — One Leaf, One Herb (You may sacrifice the listed objects rather than pay this card's reserve cost.)
Hindered (This object enters the field rested.)
REST, Sacrifice Explosive Concoction: Deal 4 damage to target champion. Draw a card.
Card Type...
Rarity: Common
Number: 087
Description: Ranged 4 (As long as this unit is distant, its attacks get +4 power.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: Fire
Class: Ranger
Reserve Cost: 2
Power: 2
Life: 1
Flavor Text: May this arrow be blessed by Suzaku's blazing fo...
Rarity: Common
Number: 118
Description: Deluge 3 — As long as you have three or more water element cards in your graveyard, this card costs 1 less to activate.
Card Type: Ally
Card Subtype: Mage;Human
Element: Water
Class: Mage
Reserve Cost: 3
Power: 2
Life: 2
Flavor Text: T...
Rarity: Common
Number: 091
Description: Draw a card. Each player draws a card into their memory.
Card Type: Action
Card Subtype: Mage;Spell
Element: Fire
Class: Mage
Reserve Cost: 2
Speed: Slow
Flavor Text: First, an ember. Then, a blaze.
Rarity: Common
Number: 096
Description: Banish up to three fire element cards from your graveyard. For each card banished this way, recover 2. (To recover, remove that many damage counters from your champion.)
Card Type: Action
Card Subtype: Cleric;Spell
Element: Fire
Class: Cleric
...
Rarity: Common
Number: 097
Description: As long as your Shifting Currents face North, Ritai Berserker gets +1 power.
Card Type: Ally
Card Subtype: Warrior;Human
Element: Fire
Class: Warrior
Reserve Cost: 2
Power: 2
Life: 1
Flavor Text: While some may seek refuge from war, ot...
Rarity: Common
Number: 125
Description: Brew — One Root, One Herb
Hindered (This object enters the field rested.)
REST, Sacrifice Forgetful Concoction: Banish two cards at random from target opponent's memory. Return those cards to their memory at the beginning of their next end phase. Draw...
Rarity: Common
Number: 128
Description: Sacrifice Keeper of the Wild: Up to one target Animal or Beast ally you control gets +2 LIFE until end of turn.
[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.)
C...
Rarity: Common
Number: 129
Description: Target Animal or Beast ally you control gets +3 LIFE until end of turn.
[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: Action
Card Subtype: Tamer;S...
Rarity: Common
Number: 134
Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: Water
Class: Ranger
Reserve Cost: 3
Power: 1
Life: 4
Flavor Text: May this arrow be guided by Genbu's flowing wis...
Rarity: Common
Number: 166
Description: Ranged 3 (As long as this unit is distant, its attacks get +3 POWER.)
On Enter: Poised Bowman gains vigor until end of turn. (At the beginning of the end phase, wake up this ally with vigor.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: W...
Rarity: Common
Number: 139
Description: Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are water element, this card becomes imbued.)
On Enter: If Splashing Spearguard is imbued, target player puts the top two cards of their deck into their g...
Rarity: Common
Number: 168
Description: Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are wind element, this card becomes imbued.)
[Class Bonus] On Kill: If Razorblade Execution is imbued, put a preparation counter on your champion.
Card ...
Rarity: Common
Number: 141
Description: This card costs 2 less to activate as long as you control a Fatestone or a Fatebound object.
Glimpse 2, then put up to two cards from the top of your deck into your graveyard.
Card Type: Action
Card Subtype: Tamer;Spell
Element: Water
Class: T...
Rarity: Common
Number: 170
Description: This card costs 2 less to activate as long as it's targeting an attacking ally.
Return target ally to its owner's memory.
Card Type: Action
Card Subtype: Cleric;Spell;Reaction
Element: Wind
Class: Cleric
Reserve Cost: 3
Speed: Fast
Flavo...
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. '