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Duplicitous Replication

Duplicitous Replication

2
Crux

The next time one or more regalia enter the field under an opponent's control this turn, summon a token copy of each of them.

One man's treasure is also another man's treasure.

Speed
Fast
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Dusklight Communion

Dusklight Communion

3
Norm

As an additional cost to activate this card, banish an astra or umbra element card from your material deck.

On Enter: If the banished card was astra element, destroy up to one target phantasia. If the banished card was umbra element, Dusklight Communion gains "Champions get -1 level."

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Dusksoul Stone

Dusksoul Stone

0
Umbra

As an additional cost to materialize this card, banish two ally cards from a single graveyard.

Phantasias you control have spellshroud. (Objects with spellshroud can't be targeted by Spells.)

Banish Dusksoul Stone: Banish up to two cards from a single graveyard.

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Dyadic Fletcher

Dyadic Fletcher

3
Norm

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

Class Bonus Whenever you activate an Aethercharge card for the second time each turn, Dyadic Fletcher becomes distant.

Power
2
Life
2
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Dynasty Chancellor

Dynasty Chancellor

2
Water
Card Type
Ally β€” Mage Human

Intercept

On Enter: If your Shifting Currents face North, put the top two cards of your deck into your graveyard.

Deluge 3 β€” On Death: If you have three or more water element cards in your graveyard, draw a card.

Power
0
Life
1
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Eager Page

Eager Page

3
Norm

At the beginning of your recollection phase, if you haven't materialized a card this turn, put a buff counter on Eager Page. (Allies get +1 power and +1 life for each buff counter on them.)

What they lack in experience, they make up in enthusiasm.

Power
1
Life
3
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Ebbing Tide

Ebbing Tide

0
Water

Hindered (This object enters the field rested)

β†·: Empower 2. Activate this ability only if your Shifting Currents face East or West.

β†·, Banish Ebbing Tide: Empower X, where X is the amount of water element cards in your graveyard. Activate this ability only at slow speed and only if your Shifting Currents face North or South.

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Echoic Guard

Echoic Guard

3
Neos

Class Bonus This card costs 1 less to activate.

Prevent the next 2 damage that would be dealt to target ally this turn. Then you may pay X where X is that ally’s reserve cost. If you do, summon a token copy of that ally.

Speed
Fast
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Effigy of Gaia

Effigy of Gaia

0
Wind

Class Bonus Your champion gets +1 level as long as you control an Animal or Beast ally.

Whenever an opponent activates an attack card with cleave, Animal and Beast allies you control get +2 until end of turn.

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Effluve Guard

Effluve Guard

3
Wind

Ciel Bonus As long as this card is an omen, allies named Vacuous Servants you control have vigor. (Apply this effect only if your champion is Ciel.)

β€œWanna play? I'll introduce you to my friends! They've been waiting for someone just like you.”

Power
2
Life
3
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Embercrypt Burn

Embercrypt Burn

2
Fire

Banish target card from a graveyard. Then deal 2 damage to each champion.

"Don't you want to see what the flame of a candle is like after it's blown out?"

Speed
Fast
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Embershield Keeper

Embershield Keeper

5
Fire

Foster (At the beginning of your recollection phase, if this ally hasn’t been dealt damage since the end of your previous turn, it becomes fostered.)

Class Bonus As long as Embershield Keeper is fostered, it gets +2 .

Power
4
Life
2
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Embersong

Embersong

2
Fire

Deal 2 damage to up to one target ally.

Class Bonus Target ally you control gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

A fiery anthem that sets hearts ablaze.

Speed
Slow
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Embertail Squirrel

Embertail Squirrel

2
Fire

Class Bonus On Attack: You may discard a fire element card. If you do, Embertail Squirrel gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

Just don't anger them.

Power
2
Life
1
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Embrace Noir

Embrace Noir

2
Umbra

Until end of turn, all allies gain stealth.

Ciel Bonus If you have one or more umbra element omens, draw a card into your memory.

"Even if you detest what I become, as long as you are safe, I care not."

Speed
Fast
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Emerald Pistol

Emerald Pistol

1
Wind

Class Bonus On Enter: Materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion’s class matches this card’s class.)

Preloaded with whatever you deem necessary.

Power
1
Durability
2
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Emergent Dagger

Emergent Dagger

1
Norm

Class Bonus Level 2+ Emergent Dagger gets +2 . (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

A hidden blade for unforseen problems.

Power
1
Durability
2
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Eminent Commander

Eminent Commander

5
Wind

Class Bonus This card costs 3 less to activate as long as your champion has dealt 3 or more combat damage this turn. (Apply this effect only if your champion's class matches this card's class.)

"I go only where I am most needed."

Power
2
Life
2
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Eminent Lethargy

Eminent Lethargy

2
Exalted
Water

Until end of turn, players can’t declare attacks unless they pay 2 for each attack declaration.

If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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Empowering Enlightenment

Empowering Enlightenment

2
Norm

Empower 2. Put an enlighten counter on your champion. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. You may remove three enlighten counters from your champion to draw a card.)

"None have reached enlightenment by sitting idly by."

Speed
Fast
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Empowering Harmony

Empowering Harmony

2
Norm

Your champion gets +2 level until end of turn.

Class Bonus Harmonize β€” If you've activated a Melody card this turn, draw a card.

Melodies sound ever more beautiful with strong accompaniment.

Speed
Slow
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Empowering Prayer

Empowering Prayer

2
Norm

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.

The diligent pursuit of horticulture is often rewarded when the environmental conditions are just right.

Speed
Fast
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Empowering Tincture

Empowering Tincture

3
Norm

Brew β€” 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.

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Enchaining Gale

Enchaining Gale

2
Wind

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 of the next end phase.)

Speed
Fast
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Enchanted Fete

Enchanted Fete

4
Norm

Recover 3 and draw a card into your memory. (To recover, remove that many damage counters from your champion.)

Every day was a new chapter in the Duchess's tale, where she twirled through life as the main character.

Speed
Fast
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Endura, Scepter of Ignition

Endura, Scepter of Ignition

0
Norm

β†·, Remove an enlighten counter from your champion: Deal 1 damage to target unit. Activate this ability only at slow speed.

Its spark glows vibrantly in otherworldly color. Some say the staff has an ominous origin, perhaps from a far more sinister world.

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Energetic Beastbonder

Energetic Beastbonder

4
Fire
Card Type
Ally β€” Tamer Human

Your champion gets +1 level as long as you control an Animal or Beast ally.

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.)

Power
2
Life
2
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Enervating Decay

Enervating Decay

4
Tera

Class Bonus Level 5+ This card costs 2 less to activate.

Destroy target attacking ally. If you do, recover X, where X is that ally's life stat.

Nature will endure long after mankind falls.

Speed
Fast
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Enfeebled Dagger

Enfeebled Dagger

0
Astra

Banish Enfeebled Dagger: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit would deal damage, it deals that much damage minus 3 instead.

Sharpened to rot the strength from within.

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Enfeebling Orb

Enfeebling Orb

0
Norm

Banish Enfeebling Orb: Target opponent puts two cards from their hand into their memory.

Even an unwelcome reflection remains bound to the soul, and only in its acceptance can peace be found.

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Engineered Slime

Engineered Slime

2
Norm

Pride 2

Class Bonus Whenever you sacrifice a Powercell, choose oneβ€”
β€’ Put a buff counter on Engineered Slime.
β€’ Engineered Slime gains spellshroud until end of turn.

Power
2
Life
2
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Enhance Hearing

Enhance Hearing

3
Wind

Class Bonus This card costs 1 less to activate.

Look at the top three cards of your deck. You may reveal a wind element card or a Reaction card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

Speed
Fast
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Enhance Potency

Enhance Potency

3
Wind

Class Bonus This card costs 1 less to activate.

Rest target Potion. If you do, the next time you activate an ability of that Potion this turn, copy that ability. You may choose new targets for the copy.

Speed
Slow
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En Passant

En Passant

2
Wind

Command Chessman (A Chessman ally you control performs this attack.)

As long as a Chessman Pawn ally is attacking with En Passant, it has "On Kill: If there are no buff counters on this ally, put two buff counters on it."

Power
2
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Enrage

Enrage

4
Exia

Damage 20+ This card costs 2 less to activate. (Apply this effect only if there are twenty or more damage counters on your champion.)

Deal 4 unpreventable damage to your champion. Then, their next attack this turn gets +1 for every four damage counters on them.

Speed
Slow
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Enraged Boars

Enraged Boars

5
Norm

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

Swarming masses of flesh and screams lay waste to both crop and creature alike without even a passing glance. Only far greater strength may subdue their advent.

Power
4
Life
4
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Ensnaring Fumes

Ensnaring Fumes

5
Wind

You may remove three preparation counters from your champion rather than pay this card's reserve cost.

Return all allies to their owner's hands.

Class Bonus Floating Memory

Speed
Fast
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Enthralling Chime

Enthralling Chime

1
Tera

Diao Chan Bonus 3, Banish Enthralling Chime: As a Spell, gain control of target ally with three or more wither counters on it.

Let nature take control.

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Enthralling Visage

Enthralling Visage

2
Water

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.

β€œDon’t take your eyes off me.”

Speed
Fast
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Entrancing Filigree

Entrancing Filigree

2
Tera

On Enter: As a Spell, banish target non-champion object you don't control. (Spell abilities can't target objects with spellshroud.)

On Leave: Return the banished object to the field under its owner's control rested.

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Enveloping Soulmist

Enveloping Soulmist

4
Crux

Class Bonus As long as your champion is awake, this card costs 2 less to activate.

Your champion gains stealth until end of turn. Put a preparation counter on your champion.

β€œWhat you call my ignorance is only your own.”

Speed
Fast
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Equivalent Exchange

Equivalent Exchange

4
Norm

Summon a Lost Being token rested. Then you may banish two ally cards from a single graveyard. If you do, wake up that token and put a buff counter on it.

All creation springs from what already is.

Speed
Slow
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Erratic Bolt

Erratic Bolt

4
Arcane

Deal LV damage to target unit. (LV refers to your champion's level.)

Class Bonus You may banish two cards at random from your memory. If you do, draw two cards. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Erupting Rhapsody

Erupting Rhapsody

2
Fire

Banish any amount of fire element cards from your graveyard. Your champion gets +1 level until end of turn for each card banished this way.

Harmonize β€” If you've activated a Melody card this turn, choose any amount of units and deal LV damage split among them.

Speed
Slow
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Escape the Wreckage

Escape the Wreckage

3
Norm

Return target ally you control to your its owner's memory. If you do, draw a card into your memory.

A sudden and dangerous rescue in enemy lands.

Speed
Fast
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Essence of Blizzards

Essence of Blizzards

4
Water

Brew β€” One Adjuvant, One Catalyst (You may sacrifice the listed objects rather than pay this card's reserve cost.)

Sacrifice Essence of Blizzards: Deal 1 damage to target unit. If that unit is rested, deal 1+LV damage to it instead. Until end of turn, allies enter the field rested.

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Esteemed Knight

Esteemed Knight

3
Norm

Class Bonus Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally. Apply this effect only if your champion's class matches this card's class.)

A knight whose reputation precedes them. They raise their sword for noble purpose.

Power
2
Life
3
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Eternal Directive

Eternal Directive

2
Wind

Command Automaton (An Automaton ally you control performs this attack.)

Class Bonus On Attack: Put a buff counter on the attacker.

"Your program will never override our will."

Power
3
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Eternal Dreamer

Eternal Dreamer

3
Water

Class Bonus On Attack: Glimpse X, where X is Eternal Dreamer’s power. (Apply this effect only if your champion’s class matches this card’s class.)

For awakened automata, each step toward self-actualization brings a deeper understanding of Azoth’s impending crisis.

Power
2
Life
2
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Eternal Magistrate

Eternal Magistrate

2
Wind

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are wind element, this card becomes imbued.)

As long as Eternal Magistrate is imbued, cards can’t leave your opponents’ material decks unless it’s their materialize phase.

Power
1
Life
3
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