Rarity: Common
Number: 041
Description: [Class Bonus] [Memory 4+] Academy Attendant gets +1 power. (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)
Card Type: Ally
Card Subtype: Cleric;Automaton
Elemen...
Rarity: Common
Number: 013
Description: Tonoris Lineage (Tonoris, Might of Humanity must be leveled from a previous level "Tonoris" champion.)
On Enter: Tonoris' next attack this turn gets +3 power.
Card Type: Champion
Card Subtype: Human
Element: Norm
Class: Guardian
Memory Cost:...
Rarity: Common
Number: 121
Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.)
[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: Ranger;Huma...
Rarity: Common
Number: 012
Description: On Enter: Tonoris gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)
Card Type: Champion
Card Subtype: Human
Element: No...
Rarity: Common
Number: 009
Description: Diana Lineage (Diana, Deadly Duelist must be leveled from a previous level "Diana" champion.)
On Enter: Materialize a Bullet card from your material deck. (You still pay its costs.)
Inherited Effect: Ranged 2
Card Type: Champion
Card Subtype: Huma...
Rarity: Common
Number: 008
Description: Lineage Release — Materialize a Gun card from your material deck. (Activate this ability by banishing this card from your champion's inner lineage.)
Card Type: Champion
Card Subtype: Human
Element: Norm
Class: Ranger
Memory Cost: 1
Level: ...
Rarity: Common
Number: 005
Description: Arisanna Lineage (Arisanna, Master Alchemist must be leveled from a previous level "Arisanna" champion.)
On Enter: Gather twice.
Inherited Effect: At the beginning of your end phase, you may sacrifice two Herbs with the same name. If you do, draw a ca...
Rarity: Common
Number: 079
Description: [Level 2+] This card costs 1 less to activate. (Apply this effect only if your champion is level 2 or higher.)
Target ally gains stealth until end of turn. (This unit can't be targeted by attacks unless permitted by true sight.)
Card Type: Action
...
Rarity: Common
Number: 006
Description: Arisanna Lineage
Once per turn, you may pay (0) rather than pay a card's starcalling costs.
Card Type: Champion
Card Subtype: Cleric;Human
Element: Astra
Class: Cleric
Memory Cost: 3
Level: 3
Life: 25
Rarity: Common
Number: 007
Description: Arisanna Lineage
(3), [REST]: Reveal the top card of your deck. Negate target card activation if its reserve cost is equal to the reserve cost of the revealed card.
Card Type: Champion
Card Subtype: Cleric;Human
Element: Astra
Class: Cleric
...
Rarity: Common
Number: 060
Description: Up to one target ally you control gets +1power until end of turn for each other ally you control.[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: Actio...
Rarity: Common
Number: 044
Card Type: Token;Ally
Card Subtype: Guardian;Automaton
Element: Norm
Class: Guardian
Reserve Cost: 1
Power: 1
Life: 1
Flavor Text: Schedule routine maintenance examinations every two years. Do not expose to temperatures in excess of 500 degrees for p...
Rarity: Common
Number: 123
Description: As long as you control two or more phantasias, Awakened Deacon has intercept. (Whenever your champion is attacked while this ally with intercept is awake, you may redirect that attack to this ally.)
[Class Bonus] Floating Memory
Card Type: Ally
Ca...
Rarity: Common
Number: 053
Description: Return target ally you control to your memory. If you do, draw a card into your memory.
Card Type: Action
Card Subtype: Skill
Element: Norm
Class: Ranger
Reserve Cost: 3
Speed: Fast
Flavor Text: A sudden and dangerous rescue in enemy lan...
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. '