Rarity: Common
Number: 007
Description: On Enter: You gain the Shifting Currents mastery. (Players can only have one mastery. The Shifting Currents mastery has four modes: North, South, East, and West. Some cards benefit from certain directions of Shifting Currents. Starts in the North dire...
Rarity: Common
Number: 008
Description: Kongming Lineage (Kongming, Ascetic Vice must be leveled from a previous level "Kongming" champion.)
On Enter: Empower 3.
Inherited Effect — Whenever your Shifting Currents change from facing North to South, draw a card.
Card Type: Champion
Card S...
Rarity: Common
Number: 061
Description: On Enter: Draw a card into your memory.
[Class Bonus] Sacrifice Mnemonic Charm: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. Activate this ability only if your champion's class matches...
Rarity: Common
Number: 009
Description: Kongming Lineage
On Enter: Recover X, where X is the amount of tera element cards in your banishment.
Whenever you activate a Spell card, you may change the direction of your Shifting Currents to an adjacent direction of your choice.
Card Type: Cham...
Rarity: Common
Number: 065
Description: Deal 3 damage to target unit. If Nascent Blast is empowered, put it into your memory.
Card Type: Action
Card Subtype: Spell
Element: Norm
Class: Cleric;Mage
Reserve Cost: 3
Speed: Fast
Flavor Text: "With the Luopan, the Golden Sashes sha...
Rarity: Common
Number: 066
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: Ally
Card Subtype: Animal;Horse
Element: Norm
Class: Tamer
Reserve Cost: 3
Power: 1
Life: 3
Flavor Tex...
Rarity: Common
Number: 092
Description: [Class Bonus] At the beginning of your recollection phase, put a durability counter on target weapon you control. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Norm
Cl...
Rarity: Common
Number: 068
Description: Taunt (While awake, this ally must be targeted before other units you control during your oppent's attack declarations if able.)
[Class Bonus] Retort 2 (As long as this ally is retaliating, it gets +2 power.)
Card Type: Ally
Card Subtype: Human
...
Rarity: Common
Number: 093
Description: 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.)
[Level 3+] Draw a card into your memory. (Apply this effect only if your champion is level 3 or hig...
Rarity: Common
Number: 094
Description: Draw a card.
[Class Bonus] You may banish four fire element cards from your graveyard. If you do, draw a card. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Action
Card Subtype: Spell
Element: Fire
Cla...
Rarity: Common
Number: 072
Description: Draw a card into your memory.
[Class Bonus] [Damage 10+] Recover 2. (To recover, remove that many damage counters from your champion. Apply this effect only if there are ten or more damage counters on your champion.)
Card Type: Action
Card Subtype...
Rarity: Common
Number: 052
Description: On Attack: You may remove a preparation counter from your champion. If you do, this attack gets +2 power.
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Assassin
Reserve Cost: 2
Power: 1
Life: 3
Flavor Text: The dynasty's dar...
Rarity: Common
Number: 073
Description: Pride 2 (This ally won't obey you unless your champion is level 2 or higher. You can't attack with, intercept with, or activate abilities of allies that don't obey you.)
[Class Bonus] Royal Bear gets +1 power and +1 life.
Card Type: Ally
Card Subt...
Rarity: Common
Number: 049
Description: Look at the top four cards of your deck and then put them back in any order.
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: Skill
Element:...
Rarity: Common
Number: 050
Description: [Class Bonus] Stealth (This unit can't be targeted by attacks unless permitted by true sight. Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Assassin
Reser...
Rarity: Common
Number: 074
Description: [REST]: Load Savage Arrow into target unloaded Bow weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)
Floating Memory
Card Type: Item
Card Subtype: Arrow
Element: Norm
Class: Ra...
Rarity: Common
Number: 101
Description: [Class Bonus] This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Deal 1+LV damage to target unit. (LV refers to your champion's level.)
Card Type: Action
Card Subtype: Spell
Element: ...
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. '