Rarity: Common
Number: 116
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: 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: 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: 231
Description: [Class Bonus] Wind Cutter gets +1 power. (Apply this effect only if your champion's class matches this card's class.)On Hit: Reveal a card at random from your memory. If that card is wind element, put Wind Cutter into your memory.
Card Type: Attack
...
Rarity: Common
Number: 134
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: F...
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: 234
Description: [Class Bonus] On Enter: Reveal a card at random from your memory. If that card is wind element, choose another ally you control and put a buff counter on it. (Allies get +1 power and +1 life for each buff counter on them. Apply this effect only if you...
Rarity: Common
Number: 136
Description: [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: Fire
Class: Warrior;Mage
Reserve Cost: 3
Power: 2
Life: ...
Rarity: Common
Number: 137
Description: Your champion gets +1 level as long as you control an Animal or Beast ally.[Class Bonus] REST: Deal 2 damage to target ally you control. That ally gets +2 power until end of turn. (Activate this ability only if your champion's class matches this card'...
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: 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: 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: 170
Description: Deal 2 damage to target unit. That unit doesn't wake up during its controller's next wake up phase.
Card Type: Action
Card Subtype: Spell
Element: Water
Class: Mage
Reserve Cost: 2
Speed: Fast
Flavor Text: Sharpened shards carrying a pie...
Rarity: Common
Number: 013
Description: On Enter: Glimpse 2. Put a preparation counter on Zander. (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.)
Card Type: Champion
Card Subtype: Human
Elemen...
Rarity: Common
Number: 236
Description: [Class Bonus] On Enter: Put an enlighten counter on your champion.On Leave: Put an enlighten counter on your champion. (Trigger this effect when Zephyr Assistant leaves the field.)
Card Type: Ally
Card Subtype: Human
Element: Wind
Class: Mage
...
Rarity: Common
Number: 173
Description: Remove all temporary damage from target 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: Action
Card Subtype: Skill
Element: Water
Class: Ta...
Rarity: Common
Number: 174
Description: Rest target ally. If that ally is attacking, end the combat phase.[Class Bonus] Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)
Card Type: Action
Card Subtype: Spell
Element...
Rarity: Common
Number: 167
Description: [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 class.)
Card Type: Attack
Card Subtype: Dagg...
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. '