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Mistsworn Magister

Mistsworn Magister

2
Water
Card Type
Ally β€” Mage Human

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

Deluge 3 β€” On Death: If you have three or more water element cards in your graveyard, put two enlighten counters on your champion.

Power
1
Life
3
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Misty Whispertail

Misty Whispertail

3
Water

Sacrifice Misty Whispertail: If Misty Whispertail was not ephemeral, draw a card into your memory. Otherwise, recover 3.

"Such a trial, dear Sir, with no jury or judge, would be wasting our breath."

Power
1
Life
3
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Modulating Cadence

Modulating Cadence

4
Wind

Class Bonus This card costs 1 less to activate for each Animal ally you control.

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

Speed
Slow
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Molten Arrow

Molten Arrow

3
Fire

β†·: Load Molten Arrow into target unloaded Bow weapon you control.

Banish three other fire element cards from your graveyard: Load the card from your graveyard into target unloaded Bow weapon you control.

Power
3
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Molten Cinder

Molten Cinder

2
Fire

Brew β€” One Flower, One Herb

On Enter: If Molten Cinder was brewed, deal 2 damage to each champion.

Sacrifice Molten Cinder: Deal 3 damage to target champion that leveled up this turn.

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Moontide Illusionist

Moontide Illusionist

2
Water

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

Intercept

On Death: If Moontide Illusionist was imbued, put the top two cards of your deck into your graveyard.

Power
0
Life
2
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Moonveil Android

Moonveil Android

2
Astra

Class Bonus Whenever you glimpse, Moonveil Android gains stealth until end of turn.

Class Bonus Whenever you negate a card activation an opponent controls, put two buff counters on Moonveil Android.

Power
1
Life
3
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Mordred, Flawless Blade

Mordred, Flawless Blade

2
Norm

Attack cards in your graveyard have floating memory. (While paying for a memory cost, you may banish a card with floating memory from your graveyard to pay for 1 of that cost.)

"Do try to keep up, won't you?"

Level
Lv. 2
Life
24
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Myopic Lens

Myopic Lens

0
Norm

β†·: The next time target player would glimpse any amount this turn, that player glimpses 2 instead.

Through a lens misaligned with one’s sight, the world bends and warps; through the right lens, it comes into clarity.

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Mystic Purifier

Mystic Purifier

2
Norm

On Enter: You may pay 2. When you do, destroy target phantasia.

"Let's deep clean the temple! We're cleaning everything, from dust to evil spirits!"

Power
1
Life
2
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Naia, Diviner of Fortunes

Naia, Diviner of Fortunes

3
Water

Class Bonus On Enter: Reveal the top three cards from your deck. Banish one of those cards and put the rest into your graveyard. If the banished card is a Spell card, you may activate it as long as you control Naia.

Power
2
Life
2
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Nanyue Portsman

Nanyue Portsman

3
Water

Equestrian β€” As long as you control a Horse ally, Nanyue Portsman gets +1 .

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
Life
3
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Nascent Barrier

Nascent Barrier

2
Norm

Class Bonus Prevent the next 1+LV damage that would be dealt to your champion this turn.

Level 3+ Glimpse 3. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

Speed
Fast
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Natural Order

Natural Order

10
Tera

Class Bonus Efficiency

Put all cards from your hand and memory on the bottom of your deck in any order. Then put all preserved cards from your material deck into your memory.

Speed
Slow
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Nature's Appeal

Nature's Appeal

2
Tera

Reveal the top LV cards of your deck. Put one of those cards into your hand and another into your material deck preserved. Put the rest on the bottom of your deck in any order. (As you materialize, you may instead return a preserved card to your hand.)

Speed
Fast
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Navigation Compass

Navigation Compass

1
Norm

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

β†·, Discard a domain card: Draw a card into your memory.

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Necklace of Foresight

Necklace of Foresight

1
Norm

Class Bonus This card costs 1 less to materialize.

Banish Necklace of Foresight: Glimpse 4. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order.)

Prediction is easy. Interpretation determines fate.

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Nefarious Timepiece

Nefarious Timepiece

0
Norm

As Nefarious Timepiece enters the field, choose a regalia card name.

Cards with the chosen name cost 1 more to play.

5, Banish Nefarious Timepiece: Draw a card into your memory.

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Neos Sight

Neos Sight

0
Neos

Draw a card. If you control eight or more objects, draw a card into your memory.

Strength in numbers.

Speed
Fast
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Nether Dodobird

Nether Dodobird

3
Fire

Sacrifice Nether Dodobird: If Nether Dodobird was not ephemeral, draw a card into your memory. Otherwise, deal 2 damage to each champion you don't control.

"What I was going to say was, that the best thing to get us dry would be a Caucus-race."

Power
1
Life
3
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Nia, Mistveiled Scout

Nia, Mistveiled Scout

3
Water

Class Bonus Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

On Enter: Look at target opponent's memory, then choose any card name.

Cards with the chosen name cost 1 more to play.

Power
1
Life
3
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Nico, Rapture's Embrace

Nico, Rapture's Embrace

1
Water

Nico can only level up into another "Nico" champion.

On Enter: If there's another water element card in Nico's lineage, look at the top two cards of your deck. Put one of those cards into your graveyard and the other on the bottom of your deck.

Level
Lv. 1
Life
20
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Nightmare Coil

Nightmare Coil

2
Umbra

Activate this card only if your champion is distant, and only during your recollection phase.

Class Bonus This card's activation can't be negated.

Draw a card. Until end of turn, whenever an opponent activates a card or ability, that opponent's champion deals 8 unpreventable damage to itself.

Speed
Fast
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Noble Dissolution

Noble Dissolution

2
Exalted
Wind

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

Destroy up to three target phantasias.

Speed
Fast
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Nullifying Lantern

Nullifying Lantern

0
Norm

Cards in graveyards are norm element. (They are not any other element.)

Cleansing impurities of the soul, these lanterns are indispensable for those seeking enlightenment.

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Oath of the Sakura

Oath of the Sakura

3
Wind

Put a buff counter on each ally you control.

If you control exactly three unique allies allies that are all unique, they each get +2 until end of turn.

"Though of different heritage, we come together as sisters, sworn to protect in danger and aid in crisis."

Speed
Slow
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Obelisk of Armaments

Obelisk of Armaments

3
Neos

5, β†·: Summon an Aurousteel Greatsword token. This ability costs 1 less to activate for each domain you control.

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Obelisk of Fabrication

Obelisk of Fabrication

3
Neos

6, β†·: Summon an Automaton Drone token with a buff counter on it. This ability costs 1 less to activate for each domain you control.

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Obelisk of Protection

Obelisk of Protection

3
Neos

4, β†·: Prevent the next 2 damage that would be dealt to target unit this turn. This ability costs 1 less to activate for each domain you control.

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Obscured Offering

Obscured Offering

2
Norm

As an additional cost to activate this card, banish two cards from your material deck.

Target regalia gains spellshroud until end of turn. (Objects with spellshroud can’t be targeted by Spells.)

Speed
Fast
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Obsequious Blow

Obsequious Blow

10
Water

Ciel Bonus This card costs 1 less to activate for each omen you have.

On Champion Hit: The first card that opponent activates during their next turn costs 2 more to activate.

Power
7
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Ocean's Blessing

Ocean's Blessing

2
Water

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

Linked ally gets +1 and has taunt.

Class Bonus Floating Memory

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Oneiric Key

Oneiric Key

0
Norm

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

4, Banish Oneiric Key: Draw a card into your memory.

Most see a key as something that opens, yet it is also the only thing that can truly lock something away.

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Opening Cut

Opening Cut

1
Norm

Class Bonus As long as you have exactly one card in your memory, Opening Cut gets +2 οΏ°. (Apply this effect only if your champion's class matches this card's class.)

Fair fights only exist within honorable duels. In true battle, the quickest to act is usually the victor.

Power
1
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Oppressive Presence

Oppressive Presence

2
Fire

Activate this card only during an opponent's recollection phase.

Until end of turn, players can't declare attacks with allies unless they pay X for each attack declaration, where X is the highest among fire element allies you control.

Speed
Fast
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Orbiting Cosmos

Orbiting Cosmos

0
Astra

If you would glimpse an amount, glimpse X instead, where X is that amount plus 1.

3, Banish Orbiting Cosmos: Draw a card into your memory.

The future shows itself, yet yields nothing.

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Orb of Glitter

Orb of Glitter

1
Norm

At the beginning of your recollection phase, glimpse 1.

Banish Orb of Glitter: Draw a card.

These orbs adorn many studies of fortune-tellers. In the hands of a diviner, it is truly a tool of great power.

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Orb of Hubris

Orb of Hubris

1
Norm

Banish Orb of Hubris: Draw up to three cards, then shuffle that amount of cards from your hand into your deck.

Granted to many imperial alchemists upon induction, this relic symbolizes the relentless pursuit of the truth for the ascension of mankind.

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Orb of Regret

Orb of Regret

0
Norm

Banish Orb of Regret: Shuffle up to three cards from your hand into your deck, then draw that many cards.

No being is truly bound to their fate, at least not when the will of the divine can be swayed.

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Orchestrated Seizure

Orchestrated Seizure

3
Wind

Activate this card only during an opponent’s end phase.

During your next materialize phase, you may banish cards with floating memory from your opponents’ graveyards to pay for memory costs.

Speed
Fast
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Ordinary Bear

Ordinary Bear

3
Norm

Pride 2 (This ally won't obey you unless your champion is level 2 or higher.)

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
3
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Ordinary Horse

Ordinary Horse

3
Norm

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

There's nothing that special about it. It's just a horse.

Power
1
Life
3
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Organize the Alliance

Organize the Alliance

3
Norm

Target ally becomes fostered.

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.)

A united front to face down the Automaton horde.

Speed
Slow
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Ornamental Greatsword

Ornamental Greatsword

0
Norm

Class Bonus On Enter: Target ally you control gets +1 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

An ornate and pristine sword used ceremoniously with great effect, though dull of edge.

Power
1
Durability
1
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Overflow the Barrow

Overflow the Barrow

3
Umbra

As long as you have no cards in your graveyard, this card costs 2 less to activate.

Put a haunt counter on your Phantasmagoria. Then put the top X cards from your deck into your graveyard, where X is the amount of haunt counters on your Phantasmagoria.

Speed
Slow
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Overlord Mk III

Overlord Mk III

4
Norm

As an additional cost to activate this card, sacrifice four Powercells.

Intercept, Spellshroud, Steadfast, True Sight

At the beginning of your end phase, you may banish an Automaton card from your graveyard. If you do, put a buff counter on Overlord Mk III and draw a card.

Power
5
Life
5
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Overwhelming Swing

Overwhelming Swing

6
Fire

Class Bonus Level 2+ Combat damage dealt by this attack is unpreventable. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Shields become shrapnel under explosive force.

Power
5
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Owl Familiar

Owl Familiar

1
Norm

Class Bonus On Enter: Glimpse 2. (To glimpse, look at that many cards from the top of your deck. Put those cards back on the top or on the bottom of your deck in any order. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
1
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Paired Minds, Kindred Souls

Paired Minds, Kindred Souls

3
Norm

Look at the top ten cards of your deck. Reveal a Horse ally card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.

Class Bonus If you control a unique ally, the next Horse ally card you activate this turn costs 2 less to activate.

Speed
Slow
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Palace Guard

Palace Guard

3
Norm

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

Class Bonus Retort 2 (As long as this ally is retaliating, it gets +2 .)

Power
1
Life
3
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