Cards where: released in 2026

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Spirit of Serene Water

Spirit of Serene Water

0
Water

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Overflowing visions immersed within the waves.

Level
Lv. 0
Life
15
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Spirit of Serene Wind

Spirit of Serene Wind

0
Wind

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Cunning intuition trapped within the vortex's eye.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

The leyline buried in Krustal shatters awake again, infusing dauntless souls with freezing clarity.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.

Level
Lv. 0
Life
15
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Spirit's Blessing

Spirit's Blessing

1
Crux

As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Wake up your champion. Draw a card.

Spirits bestow their favor upon those who offer tribute in earnest.

Speed
Fast
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Spirit Shard

Spirit Shard

3
Norm

Level 3+ Sacrifice Spirit Shard: Draw a card.

Sundered from the strain of materialization, this shard of divine energy, once attuned to the roiling leylines of Azoth, can restore a champion’s power.

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Splashing Perch

Splashing Perch

1
Water

If your champion is distant, draw a card. Otherwise, your champion becomes distant. (Units stay distant until the end of their controller's turn.)

"I think I'll keep my distance."

Speed
Fast
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Spring Cleaning

Spring Cleaning

2
Norm

Put one of your omens into your graveyard. If you do, look at the top three cards of your deck. Banish one of them and put an omen counter on it. Put the rest on the bottom of your deck in any order.

Ciel Bonus Floating Memory

Speed
Fast
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Springleaf

Springleaf

1
Norm

Sacrifice Springleaf: Put a card from your hand on the bottom of your deck. If you do, draw a card.

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Spurn to Ash

Spurn to Ash

3
Fire

Destroy target regalia with memory cost 1 or less.

Immolation is far more simple than creation.

Speed
Slow
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Spurred Gallop

Spurred Gallop

2
Wind

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

Draw a card into your memory. The next Horse ally card you activate this turn costs 2 less to activate.

Speed
Fast
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Stalwart Shieldmate

Stalwart Shieldmate

2
Norm

Taunt (While awake, this ally must be targeted before other objects you control during your opponents' attack declarations if able.)

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
0
Life
2
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Starlit Apothecary

Starlit Apothecary

3
Astra

Arisanna Bonus At the beginning of your recollection phase, summon a token copy of target Potion or Herb you control unless an opponent pays 4. If the summoned token is a Potion, it becomes brewed. (Each opponent decides to pay or not to pay the optional cost in turn order until one does.)

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Stellar Bloom

Stellar Bloom

2
Astra

Class Bonus Starcalling β€” 2 (As you're looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you're looking at on the bottom of your deck in any order.)

Gather four times.

Speed
Slow
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Stellar Cosmos

Stellar Cosmos

0
Astra

Class Bonus Spellshroud

Diana Bonus On Charge 3: Stellar Cosmos gains "Aethercharge cards you look at while glimpsing have aethercalling."

A twinkle of resolve, guiding the fight.

Power
1
Durability
3
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Stifling Aethercharge

Stifling Aethercharge

2
Wind

Negate all on enter triggers from target ally.

You may load Stifling Aethercharge into an Aetherwing weapon you control.

"The winds will bind you and guide my arrow!"

Power
1
Speed
Fast
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Stifling Gyre

Stifling Gyre

3
Wind

As Stifling Gyre enters the field, choose an ally card name.

On Enter: Draw a card into your memory.

Whenever an on enter ability of an ally with the chosen name triggers, negate that trigger unless its controller pays 4.

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Stillwater Patrol

Stillwater Patrol

4
Water

True Sight (This ally can attack units with stealth.)

As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .

Specially trained to be ever-vigilant, little bypasses their detection.

Power
2
Life
3
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Stocked Outpost

Stocked Outpost

2
Norm

(Siegeable β€” This domain can be attacked. It takes damage in the form of removing durability counters.)

On Enter: Draw a card into your memory.

On Destroy: If it's an opponent's turn, that opponent draws a card into their memory.

Durability
4
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Stormblade Squire

Stormblade Squire

2
Arcane

On Attack: You may banish a card at random from your memory. If you do, scavenge 2+X for an arcane element card, where X is the reserve cost of the banished card.

"Lightning will always find you."

Power
2
Life
4
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Strike of Singularity

Strike of Singularity

4
Luxem

Class Bonus As long as the attacker is attacking a unit controlled by a player with no cards in their hand, Strike of Singularity has "If this attack would deal damage, it deals double that damage instead."

Power
4
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Sudden Steel

Sudden Steel

6
Norm

Class Bonus Efficiency (This card costs LV less to activate. LV refers to your champion's level. Apply this effect only if your champion's class matches this card's class.)

Her last strike was deadly.

Power
5
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Summon Retinue

Summon Retinue

4
Wind

Summon two Vacuous Servant tokens rested. Then if you have three or more omens, wake them up.

"For Aurefall, we stand."

Speed
Slow
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Sundering Moon

Sundering Moon

0
Wind

Jin Bonus On Enter: If you control two or more wind element allies, Sundering Moon gets +1 until end of turn.

Jin Bonus 2, Return Sundering Moon to your material deck: Prevent the next 1 damage that would be dealt to target unit you control this turn.

Power
1
Durability
2
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Supernova Divination

Supernova Divination

6
Astra

Spellshroud

Arisanna Bonus At the beginning of each player's recollection phase and whenever you starcall a card, put a divination counter on Supernova Divination. Then if there are ten divination counters on Supernova Divination, sacrifice it. If you do, all units you don't control lose all abilities until end of turn. Then deal 25 unpreventable damage to each of them.

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Surging Obstruction

Surging Obstruction

3
Water

As long as you control a Chessman Bishop ally, this card costs 1 less to activate.

Negate target card activation unless its controller pays 1. If that card has an odd reserve cost, negate its activation unless its controller pays 3 instead. (Zero is considered even.)

Speed
Fast
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Surging Search

Surging Search

2
Arcane

Scavenge 6 for an arcane element card. (To scavenge an amount, reveal cards from the top of your deck until you reveal that many cards or until you reveal the specified card. Put the specified card into your hand and the rest on the bottom of your deck in a random order.)

Class Bonus Floating Memory

Speed
Slow
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Surprise Reveal

Surprise Reveal

2
Norm

Target opponent reveals all cards in their hand and memory. You gain the Crowd's Favor status.

Class Bonus Draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

"They'll never see it coming!"

Speed
Fast
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Swerving Spring

Swerving Spring

2
Norm

Prevent the next 2 damage that would be dealt to target unit this turn.

Class Bonus Put a preparation counter on your champion. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
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Swift Recruit

Swift Recruit

2
Wind

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

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword Saint's Vow

Sword Saint's Vow

1
Norm

Class Bonus Sword Saint's Vow gets +1 for each durability counter on it.
Class Bonus Whenever you activate a Craft action card, put two durability counters on Sword Saint's Vow.
On Hit: Remove a durability counter from Sword Saint's Vow.

Power
0
Durability
1
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Table Straight

Table Straight

3
Norm

Reveal any amount of Suited cards from your memory. Depending on the length of the longest consecutive streak of reserve costs among cards revealed this way and Suited allies you controlβ€”
β€’ 2, 3, or 4β€” Draw a card.
β€’ 5 or 6β€” Draw two cards.
β€’ 7 or moreβ€” Draw three cards.

Speed
Slow
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Tabula of Salvage

Tabula of Salvage

0
Norm

Banish Tabula of Salvage: Choose up to five cards from your graveyard and put them on the bottom of your deck in any order.

Waste not, want not.

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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

A ring that commands both fear and respect.

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Tempestuous Seraphim

Tempestuous Seraphim

3
Wind

Fast Activation

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

On Enter: As a Spell, if Tempestuous Seraphim is imbued, deal 4 damage to target attacking ally.

Power
2
Life
2
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Templar of the Eternal

Templar of the Eternal

4
Crux

Class Bonus Prevent all combat damage that would be dealt to Templar of the Eternal.

Class Bonus 2, Return a regalia you control to its owner's material deck: Put a buff counter on Templar of the Eternal, and it gains spellshroud until end of turn.

Power
4
Life
3
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Tenderheart Guard

Tenderheart Guard

2
Fire

On Enter: Each player may discard a card. Each player that does draws a card into their memory. Then you gain the Crowd's Favor status.

"Only through compassion can battles truly be won."

Power
1
Life
3
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Tera Sight

Tera Sight

0
Tera

Preserve (Put this card into its owner's material deck preserved as it resolves. As you materialize, you may instead return a preserved card to your hand.)

Draw a card.

See the heartbeat of life.

Speed
Fast
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The Looking Glass

The Looking Glass

0
Norm

Divine Relic

Omnishroud

If this card is in your starting material deck, you may begin the game with it on the field.

Ignore the elemental requirements of Distortion cards you play.

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The Majestic Spirit

The Majestic Spirit

12
Crux

Intercept, True Sight, Vigor

Champions you control have spellshroud.

If another crux element unit you control would take damage, prevent half of that damage, rounded up.

Power
4
Life
10
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Thieving Cut

Thieving Cut

2
Norm

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

On Hit: If Thieving Cut was prepared, draw a card.

What's yours is mine.

Power
3
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Thousand Refractions

Thousand Refractions

0
Luxem

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

Class Bonus On Hit: If Thousand Refractions was prepared, wake up your champion and return Thousand Refractions to its owner's hand.

Power
1
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Three of Diamonds

Three of Diamonds

3
Water

Retort 3

Cardistry β€” 3: Look at the top three cards of your deck. Put one of them into your graveyard and the rest back on top of your deck in any order. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
3
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Three of Spades

Three of Spades

3
Norm

Cardistry β€” 3: Target Suited ally you control gets +2 until end of turn. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

”I would say three's company!”

Power
2
Life
2
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Three Visits

Three Visits

0
Wind

As an additional cost to activate this card, rest your champion.

Class Bonus You may activate this card from your graveyard. If you do, banish it as it resolves.

Class Bonus You may activate this card from your banishment. If you do, put it on the bottom of your deck as it resolves.

Glimpse 2 and recover 2.

Speed
Fast
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Tidal Sweep

Tidal Sweep

6
Water

Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted.)

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
1
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Titan Mk II

Titan Mk II

3
Neos

Taunt, Vigor

"Operational access restricted to users holding maximum authority credentials."
β€” Gearstride Automatics Handbook

Power
3
Life
3
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Tomb Sweep

Tomb Sweep

2
Norm

Level 1+ This card costs 1 less to activate. (Apply this effect only if your champion is level 1 or higher.)

Banish target card in a graveyard.

β€œMay your soul at last find the peace it has long been denied, and may it journey safely beyond this world!”

Speed
Fast
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