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Absolving Flames

Absolving Flames

3
Fire

Draw a card.

Class Bonus You may banish four fire element cards from your graveyard. If you do, draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
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Academy Attendant

Academy Attendant

3
Norm

Class Bonus Memory 4+ Academy Attendant gets +1 . (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.)

Capable of cataloging the Academy's vast research.

Power
2
Life
2
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Accelerate

Accelerate

2
Exalted
Norm

The next card you activate this turn can be activated as though it had fast activation.

Draw a card into your memory.

“By oath and breath, may the Gods quicken your hand and carry your motion beyond mortal delay.”

Speed
Fast
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Accepted Contract

Accepted Contract

5
Norm

Put three preparation counters on your champion.

Every job is only taken after detailed planning and consideration. Only the foolish would leave things to chance.

Speed
Slow
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Accompanying Guard

Accompanying Guard

2
Norm

Class Bonus On Enter: Another target ally you control becomes fostered. (Apply this effect only if your champion's class matches this card's class.)

Determined to protect those in need, regardless if they are human or automaton.

Power
1
Life
3
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Adorned Stag

Adorned Stag

2
Norm

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion’s class matches this card’s class.)

Their jeweled antlers are said to be a cure for many ailments but are hard to procure as they are shed only once every decade.

Power
1
Life
3
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Advantageous Perch

Advantageous Perch

2
Exalted
Wind

(Exalted — This element is enabled for you as long as you have another advanced element enabled.)

Your champion becomes distant. Then return up to one target Ranger action card from your graveyard to your hand. Banish Advantageous Perch.

Speed
Fast
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Advent of the Stormcaller

Advent of the Stormcaller

15
Arcane

Class Bonus Efficiency

Reveal the top LV cards of your deck. You may banish any amount of arcane element cards from among them. For each card banished this way, choose a unit and deal 2 damage to it. Put the rest of the revealed cards on the top or on the bottom of your deck in any order.

Speed
Slow
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Aegis of Dawn

Aegis of Dawn

1
Neos

Class Bonus This card costs 1 less to materialize.

Whenever your champion is dealt four or more damage, summon an Automaton Drone Drone token.

The Dawn Vanguard stride into battle, fearless of death or destruction as another will always rise.

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Aesan Protector

Aesan Protector

4
Wind

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

On Enter: Return target ally you control to its owner's hand.

Power
3
Life
4
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Aethercloak Sentinel

Aethercloak Sentinel

2
Astra

Ranged 4, Spellshroud, Taunt

Class Bonus On Enter: You may load an Aethercharge card from your graveyard or hand into an Aetherwing weapon you control. If a card was loaded from your hand this way, draw a card.

Power
1
Life
4
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Aetherial Projection

Aetherial Projection

2
Astra

Diana Bonus Element Bonus Aethercalling

Diana Bonus Element Bonus You may have Aetherial Projection enter as a copy of any Aetherwing weapon you control, except it has "Ranger allies you control can attack using this weapon."

Power
2
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Aetherwing's Ward

Aetherwing's Ward

2
Norm

Target Aetherwing weapon you control gains spellshroud until end of turn. If your champion is distant, draw a card. (Objects with spellshroud can’t be targeted by Spells.)

"Distance really makes the heart fonder."

Speed
Fast
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Airship Cannoneer

Airship Cannoneer

4
Fire

Class Bonus Ranged 4 (As long as this unit is distant, its attacks get +4 . Apply this effect only if your champion's class matches this card's class.)

On Attack: You may banish three fire element cards from your graveyard. If you do, Airship Cannoneer becomes distant.

Power
2
Life
3
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Airship Captain

Airship Captain

2
Fire

Whenever a domain enters the field under your control, deal 2 damage to target champion.

“From the skies, this vast world is ours to explore. Each peak and valley, every kingdom and city, a crown jewel to claim.”

Power
1
Life
3
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Alacritous Huntress

Alacritous Huntress

3
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2.)

On Enter: Reveal up to one Aethercharge card from your hand. You may discard it or load it into an Aetherwing weapon you control. If you do, draw a card.

Power
2
Life
2
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Alchemical Scripture

Alchemical Scripture

1
Neos

At the beginning of your end phase, if you control four or more tokens, draw a card into your memory.

“The theoretics of consumptive alchemy suggest that the energy density of soul matter can be condensed into a hypothetical jewel of limitless potential.”

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Alchemist's Kit

Alchemist's Kit

0
Norm

Whenever you gather, put a refinement counter on Alchemist's Kit.

Banish Alchemist's Kit: For every four refinement counters that was on Alchemist's Kit, draw a card.

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Alice, Distorted Queen

Alice, Distorted Queen

1
Norm

On Enter: You gain the Phantasmagoria mastery. Then put two haunt counters on it.

Lineage Release Recover 2+X, where X is the amount of cards in Alice's lineage.

"Echoes fade and memories die."

Level
Lv. 1
Life
19
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Alice, Trifle's Royalty

Alice, Trifle's Royalty

3
Exalted
Norm

This card costs 1 less to materialize for each Chessman ally you control.

Alice Lineage

At the beginning of your recollection phase, summon a Pawn Piece token. Then if you control three or more Chessman allies, draw a card into your memory.

Level
Lv. 3
Life
25
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Alizarin Longbowman

Alizarin Longbowman

3
Exalted
Fire

(Exalted — This element is enabled for you as long as you have another advanced element enabled.)

Class Bonus Ranged 3

Class Bonus Whenever Alizarin Longbowman becomes distant, you may have each player draw a card.

Power
4
Life
3
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Allen, Beast Beckoner

Allen, Beast Beckoner

2
Norm

On Enter: Glimpse 3, then reveal the top card of your deck. If that card is a Harmony or Melody card, put it into your hand.

As long as you control two or more Animal and/or Beast allies, Allen gets +2 level.

"I'm working on a tune. Care to listen?"

Level
Lv. 2
Life
22
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Alliance Gearshield

Alliance Gearshield

0
Norm

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

Linked ally gets +1 . Class Bonus: That ally also gets +2 as long as they're retaliating. (Apply the additional effect only if your champion's class matches this card's class.)

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Amorphous Strike

Amorphous Strike

3
Neos

Class Bonus On Attack: You may banish an attack card from your graveyard. If you do, Amorphous Strike gets +X where X is the banished card's power.

Renewed power from past experience.

Power
4
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Anathema's End

Anathema's End

3
Umbra

: Load Anathema's End into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Banish all Curse cards in the hit champion's lineage. For each card banished this way, deal 2 unpreventable damage to that champion.

Power
1
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Andronika, Eternal Herald

Andronika, Eternal Herald

3
Wind

Imbue 3

As long as Andronika is imbued, Andronika gets +1 and +1 , and has vigor.

Class Bonus On Enter: Put a buff counter on up to two Automaton allies you control.

Power
1
Life
1
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Anger the Skies

Anger the Skies

3
Arcane

Deal 3 damage to all allies. Class Bonus: Deal 4 damage to those allies instead.

Those beneath darkened clouds can do little once the raucous thundering begins.

Speed
Slow
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Anthem of Vitality

Anthem of Vitality

2
Wind

Target Animal or Beast ally gets +3 and gains spellshroud until end of turn.

Harmonize — If you've activated a Melody card this turn, put two buff counters on an Animal or Beast ally you control.

Gaia's anthem invigorates the woodland.

Speed
Fast
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Apprentice Aeromancer

Apprentice Aeromancer

2
Wind

Class Bonus On Enter: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Class Bonus Whenever you activate a wind element Spell card, Apprentice Aeromancer gets +1 until end of turn.

Power
1
Life
2
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Aquamirage Whisper

Aquamirage Whisper

0
Water

Spellshroud (This object can't be targeted by Spells.)

Class Bonus On Hit: Glimpse 1+X where X is the amount of damage dealt by this hit. Then put the top card of your deck into your graveyard.

The clearest waters can hide the deepest falls.

Power
1
Durability
3
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Aqua Vitae

Aqua Vitae

2
Water

Brew — One Springleaf

Class Bonus At the beginning of your recollection phase, put an age counter on Aqua Vitae.

Sacrifice Aqua Vitae: Draw a card. Then if there were three or more age counters on Aqua Vitae, draw an additional card.

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Aqueous Armor

Aqueous Armor

3
Water

Ally Link (This object enters the field linked to target ally. If the link is broken, sacrifice this object.)

At the beginning of your recollection phase, put the top card of your deck into your graveyard.

Class Bonus Linked ally gets +2 .

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Aqueous Enchanting

Aqueous Enchanting

3
Water

Allies you control get your choice of +1 or +1 until end of turn.

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.)

Speed
Fast
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Aqueous Stallion

Aqueous Stallion

3
Water

As long as you have four or more water element cards in your graveyard, Aqueous Stallion gets +3 .

If a horse's only flaw is its inability to swim, then this beast may be flawless.

Power
0
Life
4
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Aquifer Seneschal

Aquifer Seneschal

3
Water

Hindered (This ally enters the field rested.)

Class Bonus Taunt

On Enter: If you have three or more omens, wake up Aquifer Seneschal. Then if you have six or more omens, put a buff counter on Aquifer Seneschal.

Power
3
Life
4
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Arcane Blast

Arcane Blast

11
Arcane

Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Deal 11 damage to target champion.

Power enough to level entire fortifications, only an arm's length away.

Speed
Slow
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Arcane Disposition

Arcane Disposition

3
Arcane

Draw two cards. At the beginning of the next end phase, discard your hand.

Class Bonus: Draw a card.

Controlling such chaotic mana requires great finesse and some degree of luck.

Speed
Slow
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Arcane Renunciation

Arcane Renunciation

12
Arcane

Banish all cards in your hand and memory. Then return all non-champion non-regalia arcane element cards from your graveyard and banishment to your hand. Empower 10.

Rai Bonus Until end of turn, whenever you activate a Spell card, empower 10.

Speed
Slow
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Arcane Sight

Arcane Sight

0
Arcane

Your champion gets +1 level until end of turn.
Draw a card.

"If only you could see what I see, Lorraine. Even you might abandon the sword."
— Rai Kyouki

Speed
Fast
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Arcanist's Prism

Arcanist's Prism

1
Arcane

At the beginning of your recollection phase, put all cards from your memory on the bottom of your deck in any order, then draw that many cards.

"Such a curious thing. It seems as though it's alive."
— Rai Kyouki

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Ardus, Floodborne Deacon

Ardus, Floodborne Deacon

3
Exalted
Water

On Enter: Put the top three cards of your deck into your graveyard.

Cards you activate, objects you control, and intents you control have an additional instance of each deluge ability and effect they have.

Power
1
Life
4
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Arima, Gaia's Wings

Arima, Gaia's Wings

3
Tera

Pride 5 (This ally won't obey you unless your champion is level 5 or higher.)

At the beginning of your recollection phase, put three buff counters on Arima.

On Death: Put Arima into your its owner's memory.

Power
3
Life
3
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Arisanna, Astral Zenith

Arisanna, Astral Zenith

3
Astra

Arisanna Lineage

Once per turn, you may pay 0 rather than pay a card's starcalling costs.

The chosen luminary of the celestial heavens. Her advent foretells both devastation and salvation.

Level
Lv. 3
Life
25
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Arisanna, Herbalist Prodigy

Arisanna, Herbalist Prodigy

1
Norm

On Enter: Gather twice. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

"Adjuvants, catalysts, and materia abound! This world offers so much potential for research and experimentation. Now, what about this mixture?"

Level
Lv. 1
Life
19
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Arisanna, Lucent Arbiter

Arisanna, Lucent Arbiter

3
Astra

Arisanna Lineage

3, : 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.

"By the moon's call, you will be judged."

Level
Lv. 3
Life
25
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Armed and Dangerous

Armed and Dangerous

3
Norm

Draw a card for each of up to two Gun weapons you control.

"Having guns of this caliber requires a strict maintenance routine. Hm? What do you mean you weren't talking about my muscles!"

Speed
Slow
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Armored Valkyrie

Armored Valkyrie

3
Wind

Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus As long as Armored Valkyrie is retaliating, it gets +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
2
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Arondight, Azure Blade

Arondight, Azure Blade

1
Water

Class Bonus On Enter: You may banish any amount of cards with floating memory from your graveyard. For each card banished this way, put a refinement counter on Arondight.

Arondight gets +2 for each refinement counter on it.

Power
1
Durability
2
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Arrow Trap

Arrow Trap

2
Wind

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

Return target attacking ally to its owner's hand. Class Bonus: If Arrow Trap was prepared, destroy that ally instead.

Speed
Fast
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Arsenal Keeper

Arsenal Keeper

3
Fire

Class Bonus On Enter: You may have Arsenal Keeper deal 2 damage to your champion. If you do, put a durability counter on a weapon you control. (Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
2
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