Rarity: Common
Number: 071
Description: Target Dagger weapon gets +2 power until end of turn.
[Class Bonus] Put a preparation counter on your champion. (Apply this effect only if your champion’s class matches this card’s class.)
Card Type: Action
Card Subtype: Assassin;Skill
Element: ...
Rarity: Common
Number: 078
Description: Brew — Three Herbs (You may sacrifice the listed objects rather than pay this card's reserve cost.)
Sacrifice Serum of Wisdom: Glimpse 3. Draw a card into your memory.
Card Type: Item
Card Subtype: Cleric;Potion
Element: Norm
Class: Cleric
R...
Rarity: Common
Number: 100
Description: Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are fire element, this card becomes imbued.)
Deal 3 damage to target champion. If Surging Bolt is imbued, deal 4 damage to that champion instead.
Card T...
Rarity: Common
Number: 127
Description: [Class Bonus] On Death: Summon a Powercell token. (Apply this effect only if your champion’s class matches this card’s class.)
Card Type: Ally
Card Subtype: Warrior;Automaton
Element: Water
Class: Warrior
Reserve Cost: 4
Power: 2
Flavor ...
Rarity: Common
Number: 129
Description: [REST]: Load Purified Shot into target unloaded Gun weapon you control.
[Class Bonus] On Champion Hit: Banish up to X cards from that opponent’s graveyard, where X is the amount of damage dealt by this hit.
Card Type: Item
Card Subtype: Ranger;Bul...
Rarity: Common
Number: 109
Description: [Class Bonus] This card costs 1 less to activate.
Prevent the next X damage that would be dealt to target unit you control where X is the amount of water element cards in your graveyard. That unit becomes distant.
Card Type: Action
Card Subtype: R...
Rarity: Common
Number: 110
Description: The next time damage would be dealt to target unit this turn, prevent 2 of that damage. When damage is prevented this way, banish target card in a graveyard.
Card Type: Action
Card Subtype: Guardian;Skill;Reaction
Element: Water
Class: Guardia...
Rarity: Common
Number: 001
Description: On Enter: Draw seven cards.
Card Type: Champion
Card Subtype: Spirit
Element: Fire
Class: Spirit
Memory Cost: 0
Level: 0
Life: 15
Flavor Text: The leyline within Flagma flares to life once more, bathing intrepid souls in a fiery vortex...
Rarity: Common
Number: 132
Description: Target player puts the top two cards of your deck into their graveyard. [Class Bonus] Gather. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)
Card Type: Action
Card Subtype: Cleri...
Rarity: Common
Number: 133
Description: [Class Bonus] [Memory 4+] At the beginning of your recollection phase, gather. (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: Cleri...
Rarity: Common
Number: 113
Description: The next time one or more items would enter the field this turn, those items enter the field rested instead. 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
...
Rarity: Common
Number: 168
Description: Stealth (This unit can't be targeted by attacks unless permitted by true sight.)
Card Type: Ally
Card Subtype: Assassin;Automaton
Element: Wind
Class: Assassin
Reserve Cost: 3
Power: 2
Life: 2
Flavor Text: "I need an Auto-Maid, but mak...
Rarity: Common
Number: 137
Description: [Class Bonus] On Enter: Summon a Powercell token rested.
[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: Warrior;Automaton
Elem...
Rarity: Common
Number: 116
Description: At the beginning of each player’s recollection phase, that player puts the top card of their deck into their graveyard.
Card Type: Domain
Card Subtype: Guardian;Kingdom
Element: Water
Class: Guardian
Reserve Cost: 2
Flavor Text: A reclusiv...
Rarity: Common
Number: 138
Description: [Class Bonus] On Enter: If you control a Powercell, you gain agility 3 for this turn. (Agility 3 — Return three cards from your memory to your hand at the beginning of the end phase.)
Card Type: Ally
Card Subtype: Assassin;Automaton
Element: Win...
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. '