Rarity: Common
Number: 105
Card Type: Attack
Card Subtype: Sword
Element: Norm
Class: Warrior
Reserve Cost: 2
Power: 3
Flavor Text: Sometimes the simplest tactic is the most effective.
Rarity: Common
Number: 110
Description: Allies you control get +2 life until end of turn. Class Bonus: Those allies also get +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: Melody;Skill
...
Rarity: Common
Number: 223
Description: [Class Bonus] This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)Return up to two target allies you control to their owner's hands.
Card Type: Action
Card Subtype: Melody;Skill
Element...
Rarity: Common
Number: 228
Description: True Sight (This ally can attack units with stealth.)Vigor (This ally wakes up at the beginning of your end phase.)
Card Type: Ally
Card Subtype: Animal;Bird
Element: Wind
Class: Tamer
Reserve Cost: 3
Power: 2
Life: 2
Flavor Text: With...
Rarity: Common
Number: 113
Description: Put a buff counter on target ally you control. (Allies get +1 power and +1 life for each buff counter on them.)
Card Type: Action
Card Subtype: Skill
Element: Norm
Class: Warrior;Tamer
Reserve Cost: 2
Speed: Slow
Flavor Text: With enough...
Rarity: Common
Number: 230
Description: [Class Bonus] Stealth (This unit can't be targeted by attacks unless permitted by true sight.)Whenever you activate a Harmony or Melody card, your champion gets +1 level until end of turn.
Card Type: Ally
Card Subtype: Human
Element: Wind
Clas...
Rarity: Common
Number: 233
Description: [Class Bonus] Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Wind
Class: Warrior;Guardian
Reserve Cost: 3...
Rarity: Common
Number: 014
Description: Zander Lineage (Zander, Always Watching must be leveled from a previous level "Zander" champion.)Inherited Effect: As long as Zander is attacking a rested unit, Zander's attacks get +1 power. (Your champion has this ability as long as this card is par...
Rarity: Common
Number: 069
Description: Put three preparation counters on your champion.
Card Type: Action
Card Subtype: Skill
Element: Norm
Class: Assassin
Reserve Cost: 5
Speed: Slow
Flavor Text: Every job is only taken after detailed planning and consideration. Only the foo...
Rarity: Common
Number: 015
Description: Zander Lineage (Zander, Corhazi's Chosen must be leveled from a previous level "Zander" champion.)On Enter: Zander gains stealth and spellshroud until the beginning of your next turn. Put a preparation counter on Zander. (Units with spellshroud can't ...
Rarity: Common
Number: 078
Description: Your champion gets +1 level 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. Apply this effect only if your champion's class matches this card's cl...
Rarity: Common
Number: 069
Description: Put three preparation counters on your champion.
Card Type: Action
Card Subtype: Skill
Element: Norm
Class: Assassin
Reserve Cost: 5
Speed: Slow
Flavor Text: Every job is only taken after detailed planning and consideration. Only the foo...
Rarity: Common
Number: 165
Description: Your champion gets +1 level as long as you control an Animal or Beast ally.[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
...
Rarity: Common
Number: 213
Description: Allies you control get +1 life until end of turn.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: Spell
Element: Wind
Class: Mage
Reserv...
Rarity: Common
Number: 169
Description: Rest up to two target allies. If either of those allies are attacking, negate their attacks and end the combat phase. Class Bonus: Those allies don't wake up during their controller's next wake up phase. (Apply the additional effect only if your champ...
Rarity: Common
Number: 016
Description: On Enter: Glimpse 3, then reveal the top card of your deck. If that card is a Harmony or Melody card, put it into your hand.As long as you control two or more Animal and/or Beast allies, Allen gets +2 level.
Card Type: Champion
Card Subtype: Human...
Rarity: Common
Number: 141
Description: Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)[Class Bonus] On Attack: If Ignited Stab was prepared, it gets +2 power. (Apply this effect only if your champion's class matches this card's class.)
Card ...
Rarity: Common
Number: 176
Description: Intercept (When your champion is attacked while this ally is awake, you may redirect that attack to this ally.)As long as Intrepid Highwayman is retaliating, it gets +3 power.[Class Bonus] Floating Memory
Card Type: Ally
Card Subtype: Human
Elem...
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. '