Rarity: Common
Number: 075
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: Attack
Card Subtype: Sword
Element: Norm
Class: Warrior
Reserve Cost: 3
Power: 2
Flavor Text: The most s...
Rarity: Common
Number: 103
Description: [Class Bonus] As long as Flamewing Fowl is attacking a champion, it gets +1 power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Animal;Bird
Element: Fire
Class: Tamer
Reserve Cost...
Rarity: Common
Number: 077
Description: [Class Bonus] Ranged 3 (As long as this unit is distant, its attacks get +3 power. Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Ranger
Reserve Cost: 2
...
Rarity: Common
Number: 078
Description: On Enter: You may pay (2). When you do, put a buff counter on target ally you control. (Allies get +1 power and +1 life for each buff counter on them.)
Card Type: Ally
Card Subtype: Animal;Horse
Element: Norm
Class: Tamer
Reserve Cost: 2
P...
Rarity: Common
Number: 114
Description: Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)
Deal 2 damage to target unit. If Planted Explosive was prepared, deal 4 damage to that unit instead.
Card Type: Action
Card Subtype: Skill
Element: Fi...
Rarity: Common
Number: 083
Description: Equestrian — On Enter: If you control a Horse ally, Stolid Vanguard gets +2 power until end of turn.
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Warrior
Reserve Cost: 2
Power: 1
Life: 2
Flavor Text: In the throes and excit...
Rarity: Common
Number: 085
Description: Prevent the next 2 damage that would be dealt to target unit this turn.
[Class Bonus] Put a preparation counter on your champion. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Action
Card Subtype: Reaction...
Rarity: Common
Number: 119
Description: [Class Bonus] This card costs 2 less to activate.
Target ally gets +2 power until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)
Card Type: Action
Card Subtype: Skill
Element: Fire
Class: Ranger...
Rarity: Common
Number: 086
Description: [Class Bonus] Ranged 2 (As long as this unit is distant, its attacks get +2 power. Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Ranger
Reserve Cost: 3
...
Rarity: Common
Number: 088
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: Animal;Horse
Element: Norm
Class: Tamer
Reserve Cost: 4
Power: 1
Life: 2
Flavor Text: A wild, untamed horse i...
Rarity: Common
Number: 123
Description: Target weapon gets +1 power until end of turn. Put a durability counter on it.
Card Type: Action
Card Subtype: Craft;Skill
Element: Fire
Class: Warrior
Reserve Cost: 1
Speed: Slow
Flavor Text: A weapon grows stronger when tempered in the...
Rarity: Common
Number: 089
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: Human
Element: Norm
Class: Warrior
Reserve Cost: 5
Power: 2
Life: 3
Flavor Text: Th...
Rarity: Common
Number: 124
Description: [Level 3+] This card costs 2 less to activate. (Apply this effect only if your champion is level 3 or higher.)
Deal 4 damage to target ally.
Card Type: Action
Card Subtype: Spell
Element: Fire
Class: Mage
Reserve Cost: 4
Speed: Fast
Flav...
Rarity: Common
Number: 125
Description: On Death: Each player draws a card.
Card Type: Ally
Card Subtype: Human
Element: Fire
Class: Warrior
Reserve Cost: 3
Power: 2
Life: 1
Flavor Text: In the midst of chaos, there is also opportunity.
Rarity: Common
Number: 162
Description: The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.
[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: Acti...
Rarity: Common
Number: 131
Description: Hindered (This object enters the field rested.)
On Enter: Each player puts the top card of their deck into their graveyard.
Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)
Card Type: Phantasia
Card...
Rarity: Common
Number: 132
Description: On Enter: Put a preparation counter on your champion.
[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: Ally
Card Subtype: Human
Element: Water
Cl...
Rarity: Common
Number: 134
Description: [REST]: Load Frozen Quill into target unloaded Bow weapon you control.
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: Item
Card Subtype: Arrow
Element: Water
...
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. '