Rarity: Common
Number: 082
Description: Allies you control get +1 power until end of turn.
[Level 2+] Target unit gains true sight until end of turn. (Units with true sight can attack units with stealth.)
Card Type: Action
Card Subtype: Ranger;Skill
Element: Norm
Class: Ranger
Res...
Rarity: Common
Number: 119
Description: Ranged 2 (As long as this unit is distant, its attacks get +2 power.) Whenever Imperial Scout becomes distant, you may put the top two cards of your deck into your graveyard.
Card Type: Ally
Card Subtype: Ranger;Human
Element: Water
Class: Ran...
Rarity: Common
Number: 140
Description: [Class Bonus] True Sight (This ally can attack units with stealth.)
Ranged 4 (As long as this unit is distant, its attacks get +4 power.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: Wind
Class: Ranger
Reserve Cost: 3
Power: 1
Fla...
Rarity: Common
Number: 141
Description: Imbue 1 (You may reserve all cards revealed as you activate this card. If at least one of them is wind element, this card becomes imbued.)
For every three Herb items you control, gather. Then if Cultivate is imbued, gather an additional time.
Card T...
Rarity: Common
Number: 083
Description: Target player reveals six cards from their material deck. Draw a card into your memory.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Norm
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: Perhaps the answer lies within Azot...
Rarity: Common
Number: 084
Description: As long as your champion has twelve or more damage counters on them, Subjugating Lash gets +2 power.
Card Type: Attack
Card Subtype: Guardian;Lash
Element: Norm
Class: Guardian
Reserve Cost: 2
Power: 2
Flavor Text: Savor the pain.
Rarity: Common
Number: 091
Description: Draw two cards, then put two cards from your hand on the bottom of your deck in any order.
Card Type: Action
Card Subtype: Cleric;Skill
Element: Norm
Class: Cleric
Reserve Cost: 1
Speed: Slow
Flavor Text: Ancient relics lie buried undern...
Rarity: Common
Number: 156
Description: [Class Bonus] Taunt (While awake, this unit must be targeted before other units you control during your opponents’ attack declarations if able.)
Card Type: Ally
Card Subtype: Guardian;Human
Element: Wind
Class: Guardian
Reserve Cost: 3
Pow...
Rarity: Common
Number: 144
Description: Allies you control get +1 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: Mage;Spell
Element: Wind
Class: Mage
Reser...
Rarity: Common
Number: 087
Description: Target unit's next attack this turn gets +2 power. Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 power. Apply the additional effect only if your champion's class matches this...
Rarity: Common
Number: 142
Description: On Enter: Look at target opponent's hand and memory.
[Class Bonus] [REST]: Target unit gains ranged 1 and true sight until end of turn. (Units with true sight can attack units with stealth. Multiple instances of ranged stack.)
Card Type: Phantasia
...
Rarity: Common
Number: 014
Description: Tonoris Lineage
If you would summon one or more tokens, you may summon that many Aurousteel Greatsword tokens instead.
Token weapons you control have "Sacrifice this object: Target weapon gets +X power until end of turn where X is this object's power....
Rarity: Common
Number: 148
Description: Rest target Potion. If you do, put LV age counters on it. (LV refers to your champion’s level.)
Card Type: Action
Card Subtype: Cleric;Spell
Element: Wind
Class: Cleric
Reserve Cost: 2
Speed: Slow
Flavor Text: “With similarities to a bea...
Rarity: Common
Number: 015
Description: Tonoris Lineage
At the beginning of your recollection phase, choose one that hasn’t been chosen—
• Summon an Obelisk of Armaments token.
• Summon an Obelisk of Fabrication token.
• Summon an Obelisk of Protection token.
Card Type: Champion
Card Su...
Rarity: Common
Number: 150
Description: [Class Bonus] As long as the attacker is attacking an ally with 5 life or more, Shred to Ribbons gets +3 power. (Apply this effect only if your champion’s class matches this card’s class.)
Card Type: Attack
Card Subtype: Guardian;Sword
Element: ...
Rarity: Common
Number: 090
Description: [Class Bonus] Ranged 2 (As long as this unit is distant, its attacks get +2 power. Apply this effect only if your champion's class matches this card's class.)
Card Type: Ally
Card Subtype: Ranger;Human
Element: Norm
Class: Ranger
Reserve Cos...
Rarity: Common
Number: 182
Description: Unblockable (This unit’s attacks can’t be intercepted and ignores taunt.)
If damage would be dealt to Ominous Shadow, prevent 3 of that damage.
Ominous Shadow may only declare attacks against units your champion has dealt combat damage to this turn.
...
Rarity: Common
Number: 152
Description: [Class Bonus] Taunt (While awake, this ally must be targeted before other units you control during your opponents' attack declarations if able.)
[Class Bonus] Floating Memory (While paying for a memory cost, you may banish this card from your graveyar...
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. '