Rarity: Common
Number: 098
Description: Your champion gets +1 level.[Class Bonus] On Death: Draw a card. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Human
Element: Norm
Class: Cleric;Mage
Reserve Cost: 2
Power: 1
L...
Rarity: Common
Number: 215
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: 182
Description: [Class Bonus] At the beginning of your end phase, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card. Apply this effect only if your champion's class matches this card's class.)
Card...
Rarity: Common
Number: 046
Description: [Class Bonus] On Enter: Target ally you control gets +1 power until end of turn. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Weapon;Regalia
Card Subtype: Sword
Element: Norm
Class: Warrior;Guardian
...
Rarity: Common
Number: 101
Description: [Class Bonus] On Enter: Glimpse 2. (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. Apply this effect only if your champion's class matches this card's class.)
...
Rarity: Common
Number: 008
Description: Rai Lineage (Rai, Archmage must be leveled from a previous level "Rai" champion.)Inherited Effect: Whenever you activate your first Mage action card each turn, put an enlighten counter on your champion. (Your champion has this ability as long as this ...
Rarity: Common
Number: 218
Description: [Class Bonus] On Attack: Wake up target ally you control. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Attack
Card Subtype: Sword
Element: Wind
Class: Warrior;Guardian
Reserve Cost: 2
Power: 1
F...
Rarity: Common
Number: 070
Description: [Class Bonus] As long as your champion is attacking a rested unit, Backstab gets +2 power.
Card Type: Attack
Card Subtype: Dagger
Element: Norm
Class: Assassin
Reserve Cost: 2
Power: 2
Flavor Text: Never let an assassin out of your sight.
Rarity: Common
Number: 071
Description: [Class Bonus] [Level 2+] Other allies and weapons you control get +1 power. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)
Card Type: Ally
Card Subtype: Human
Element: ...
Rarity: Common
Number: 072
Description: Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)Remove two enlighten counters from your champion: The next time damage would be dealt to Barrier Servant this turn, prevent that damage....
Rarity: Common
Number: 021
Description: Banish Bauble of Abundance: Each player draws a card.
Card Type: Item;Regalia
Card Subtype: Bauble
Element: Norm
Class: Cleric
Memory Cost: 0
Flavor Text: Glittering trinkets, coins, and treasures. Plenty enough to be shared among friend a...
Rarity: Common
Number: 024
Description: Your champion gets +1 level as long as you control an Animal or Beast ally.
Card Type: Item;Regalia
Card Subtype: Accessory
Element: Norm
Class: Tamer
Memory Cost: 0
Flavor Text: The easiest way to gain a beast's favor is to first look lik...
Rarity: Common
Number: 025
Description: Banish Beastbond Paws: Target Animal or Beast ally you control gets +1 power and gains true sight until end of turn. (Units with true sight can attack units with stealth.)
Card Type: Item;Regalia
Card Subtype: Accessory
Element: Norm
Class: Ta...
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: 079
Description: Crusader of Aesa enters the field rested.[Class Bonus] Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)
Car...
Rarity: Common
Number: 120
Description: As an additional cost to activate this card, sacrifice a weapon you control.Deal 4 damage to target unit.
Card Type: Action
Card Subtype: Skill
Element: Fire
Class: Warrior
Reserve Cost: 1
Speed: Slow
Flavor Text: Tossing away your weapo...
Rarity: Common
Number: 073
Description: Look at the top five cards of your deck. You may reveal an Animal or Beast card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.
Card Type: Action
Card Subtype: Melody;Skill
Element: Norm
Class: ...
Rarity: Common
Number: 030
Description: Banish Crystal of Empowerment: Your champion gets +2 level until end of turn.
Card Type: Item;Regalia
Card Subtype: Crystal
Element: Norm
Class: Mage
Memory Cost: 0
Flavor Text: Mages often store their excess mana into such crystals. If us...
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. '