Rarity: Common
Number: 045
Description: Sacrifice up to two Herbs. For each Herb sacrificed this way, summon your choice of Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token.
[Class Bonus] Floating Memory
Card Type: Action
Card Subtype: Cleric;Skill
Element: N...
Rarity: Common
Number: 097
Description: [Class Bonus] Blazing Charge gets +2 power.
On Attack: Until the beginning of your next turn, if damage would be dealt to your champion, they take that much damage plus 1 instead.
Card Type: Attack
Card Subtype: Guardian;Sword
Element: Fire
Cl...
Rarity: Common
Number: 098
Description: Brew — One Razorvine, One Herb
On Enter: If Bottled Forgelight was brewed, deal 2 damage to target unit.
Sacrifice Bottled Forgelight: Deal 2 damage to target unit.
Card Type: Item
Card Subtype: Cleric;Potion
Element: Fire
Class: Cleric
Rese...
Rarity: Common
Number: 047
Description: Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)
[Class Bonus] On Death: Glimpse 4.
Card Type: Ally
Card Subtype: Cleric;Automaton
Element: Norm
Class: Cleric
Reserve Cost: 2...
Rarity: Common
Number: 103
Description: [Class Bonus] Ranged 2 (As long as this unit is distant, its attacks get +2 power.)
On Enter: You may discard a fire element card. If you do, draw a card and Fiery Duelist becomes distant. (Units stay distant until the end of their controller's turn.)...
Rarity: Common
Number: 127
Description: Brew — One Fraysia (You may sacrifice the listed objects rather than pay this card's reserve cost.)
Sacrifice Convalescent Tonic: Put up to two cards from your hand on the bottom of your deck then draw that many cards. Recover 3.
Card Type: Item
C...
Rarity: Common
Number: 108
Description: [Class Bonus] On Attack: If Flameblessed Trainee is attacking an ally, you may discard a fire element card. If you do, this attack gets +3 power. (Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Sub...
Rarity: Common
Number: 204
Description: On Enter: Put Creeping Torment on the bottom of target champion's lineage.
Inherited Effect: Whenever you draw your second card each turn, deal 2 unpreventable damage to this object. (Champions have this ability as long as this card is part of its lin...
Rarity: Common
Number: 010
Description: Diana Lineage
Banish all Curse cards from Diana's lineage: Materialize two Bullet cards from your material deck. Until end of turn, Diana gains "On Attack: Wake up Diana." Activate this ability only if there are four or more Curse cards in Diana's lin...
Rarity: Common
Number: 011
Description: Diana Lineage
On Enter: Diana becomes distant.
On Champion Hit: Generate a Creeping Torment card and put it on the bottom of the hit champion's lineage. (To generate, add that card from outside of the game.)
Card Type: Champion
Card Subtype: Range...
Rarity: Common
Number: 129
Description: This card costs 1 less to activate If you control a Shield item.
Prevent the next 2 damage that would be dealt to target unit this turn.
[Class Bonus] Floating Memory
Card Type: Action
Card Subtype: Guardian;Skill;Reaction
Element: Water
Class...
Rarity: Common
Number: 058
Description: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of tha...
Rarity: Common
Number: 059
Description: [Class Bonus] This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
At the beginning of your recollection phase, recover 1. (To recover, remove that many damage counters from your champion.)
...
Rarity: Common
Number: 051
Description: Your champion gets +2 level until end of turn. Then if your champion's level is equal to the amount of cards in your memory, draw a card.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Norm
Class: Cleric
Reserve Cost: 2
Speed: Fast
...
Rarity: Common
Number: 136
Description: Target rested ally gets -4 life until end of turn.
Card Type: Action
Card Subtype: Cleric;Spell
Element: Water
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: Rest once, and you may never rise again.
Rarity: Common
Number: 052
Description: Brew — One Manaroot, One Herb
On Enter: If Empowering Tincture was brewed, draw a card into your memory.
Sacrifice Empowering Tincture: Your champion gets +2 level until end of turn.
Card Type: Item
Card Subtype: Cleric;Potion
Element: Norm
Cl...
Rarity: Common
Number: 162
Description: [Class Bonus] On Enter: Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
Whenever you brew a Potion, put a buff counter on Imperial Alchemist.
Card Type: Ally
Card Subtype:...
Rarity: Common
Number: 158
Description: [Class Bonus] This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)
Suppress target ally. (To suppress an ally, banish it and return it to the field under its owner's control at the beginning ...
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. '