Cards where: class is ranger
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Cosmic Focus

0
Astra

Starcalling β€” 0

If your champion is distant, they gain ranged 4 for as long as they remain distant. Otherwise, they become distant.

You may put Cosmic Focus into its owner's deck fourth from the top.

Speed
Fast
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Crumbling Reign

2
Exalted
Fire

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

Destroy target item or weapon.

"In the presence of Her Highness, you will relinquish thine arms."

Speed
Slow
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Curse Amplification

6
Umbra

Diana Bonus This card costs 3 less to activate.

If your champion has twenty or more damage counters on them, recover 4.

For the rest of the game, Curse cards in lineages have β€œInherited Effect: At the beginning of your recollection phase, deal 1 unpreventable damage to this object.”

Speed
Fast
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Dahlia, Idyllic Dreamer

3
Water

Class Bonus On Attack: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard.

Dahlia has ranged X, where X is the amount of water element cards in your graveyard.

Power
1
Life
3
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Demon's Aim

2
Umbra

Put Demon's Aim on the bottom of your champion's lineage. Then your champion's attacks this turn gain true sight, "This attack can't be redirected by intercept", and "Choose the targets for this attack as though units didn't have taunt."

Inherited Effect: This object has gets -2 .

Speed
Slow
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Deploy Gunshield

2
Norm

Target Gun weapon you control gains spellshroud until end of turn. (Objects with spellshroud can't be targeted by Spells.)

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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Desperate Dive

3
Water

Class Bonus This card costs 1 less to activate.

Prevent the next X damage that would be dealt to target unit you control this turn where X is the amount of water element cards in your graveyard. That unit becomes distant.

Speed
Fast
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Diana, Aether Dilettante

1
Norm

On Enter: If Diana is distant, materialize an Aetherwing card from your material deck. (You still pay its costs.)

Inherited Effect β€” Ranged 1 (As long as this unit is distant, its attacks get +1.)

Level
Lv. 1
Life
19
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Diana, Cursebreaker

3
Umbra

Diana Lineage

Banish all Curse cards from Diana's lineage: Materialize two Bullet cards from your material deck. Until end of turn, Diana gains "On Attack: Wake up Diana." Activate this ability only if there are four or more Curse cards in Diana's lineage.

Level
Lv. 3
Life
25
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Diana, Deadly Duelist

2
Norm

Diana Lineage (Diana, Deadly Duelist must be leveled from a previous level "Diana" champion.)

On Enter: Materialize a Bullet card from your material deck. (You still pay its costs.)

Inherited Effect: Ranged 2

Level
Lv. 2
Life
22
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Diana, Duskstalker

3
Umbra

Diana Lineage

On Enter: Diana becomes distant.

On Champion Hit: Generate a Creeping Torment card and put it on the bottom of the hit champion's lineage. (To generate, add that card from outside of the game.)

Level
Lv. 3
Life
25
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Diana, Haunt Reminiscence

3
Umbra

Class Bonus Diana has ranged 3+X, where X is three times the amount of Curse cards in your champion's lineage.

Class Bonus Curse cards in your champion's lineage lose all abilities.

Power
2
Life
4
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Diana, Judgment's Arrow

2
Norm

Diana Lineage

On Enter: Load up to two Aethercharge cards from your hand and/or memory into an Aetherwing weapon you control. For each card loaded this way, draw a card into your memory.

Inherited Effect β€” Ranged 1

Level
Lv. 2
Life
22
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Diana, Keen Huntress

1
Norm

Lineage Release β€” Materialize a Gun card from your material deck. (Activate this ability by banishing this card from your champion's inner lineage.)

Level
Lv. 1
Life
19
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Diana, Moonpiercer

3
Astra

Diana Lineage

Whenever Diana becomes distant, choose oneβ€”
β€’ Negate each card activation that targets Diana unless its controller pays 2. Then if Diana is defending, end the combat phase unless the attacking player pays 2.
β€’ Glimpse 2.

Level
Lv. 3
Life
25
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Dilu, Auspicious Charger

2
Wind

Pride 3

As long as you control a unique Human ally, Dilu loses pride and has vigor.

β€œA beautiful white steed who can outrun fate.”
β€”Liu Bei, Oathkeeper

Power
3
Life
4
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Dissuading Aether

2
Water

Target unit's attacks get -3 until end of turn. Then you may load Dissuading Aether into an Aetherwing weapon you control.

"To the bottom of the treacle-well you go."

Power
1
Speed
Fast
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Dodge Roll

1
Norm

Prevent the next 3 non-combat damage that would be dealt to target unit you control this turn. That unit becomes distant. (Units stay distant until the end of their controller’s turn.)

Acrobatic. Graceful. Effortless.

Speed
Fast
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Drown in Aether

2
Water

Class Bonus Fast Activation (You may activate this card at fast speed.)

Target rested ally gets -3 until end of turn. Then you may load Drown in Aether into an Aetherwing weapon you control.

Power
1
Speed
Slow
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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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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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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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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.

Speed
Fast
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Evasive Maneuvers

1
Norm

Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a Ranger, it becomes distant. (Units stay distant until the end of their controller's turn.)

Speed
Fast
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Evasive Positioning

1
Norm

Prevent the next 2 damage that would be dealt to target unit this turn. If that unit is a champion, it becomes distant.

No matter the weapon, Diana excelledβ€”so long as there was space between her and the target.

Speed
Fast
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False Step

1
Umbra

If damage would be dealt to your champion this turn, prevent 2 of that damage. Your champion becomes distant. Then you may pay 2. If you do, allies you control also become distant.

"Mhn mhuhng mh mhnnnn!!!!"

Speed
Fast
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Fellowship's Gale

1
Wind

Load Fellowship's Gale into an Aetherwing weapon you control.

Fellowship's Gale gets +1 for each ally you control.

Her past had taught her that she needn't fight alone.

Power
1
Speed
Fast
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Fiery Duelist

3
Fire

Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +1 +2 .)

On Enter: You may discard a fire element card. If you do, draw a card and Fiery Duelist becomes distant. (Units stay distant until the end of their controller's turn.)

Power
1
Life
1
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Fireworks Display

3
Fire

Deal 1 damage to all units target player controls. Until end of turn, if a unit that player controls would die, banish it instead.

An explosion is perfect for both friends and enemies. The only difference is just the distance.

Speed
Fast
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Flamebolt Arbalist

2
Fire

Ranged 4 (As long as this unit is distant, its attacks get +4 .)

May this arrow be blessed by Suzaku's blazing fortune.

Power
2
Life
1
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Flash Grenade

1
Norm

Class Bonus On Enter: Draw a card. (Apply this effect only if your champion's class matches this card's class.)

Banish Flash Grenade: Until end of turn, if damage would be dealt to a distant unit you control, prevent 3 of that damage.

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Flickering Cinder

1
Fire

Deal 1 damage to target unit. Your champion becomes distant. (Units stay distant until the end of their controller's turn.)

β€œTake care of the sense, and the sounds will take care of themselves.”

Speed
Fast
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Focusing Round

3
Norm

On Enter: Draw a card.

2, β†·: Load Focusing Round into target unloaded Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Power
2
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Force Load

2
Fire

Choose a fire or norm element Bullet card from your material deck with memory cost 0 and load it into target Gun weapon you control. (As a weapon is used for an attack, all of its loaded cards are put into the attacker's intent.)

Speed
Slow
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Foresight Lens

0
Norm

Banish Foresight Lens: Glimpse 2. If your champion is distant, glimpse 4 instead. (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.)

A wider view may sometimes offer lesser truths.

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Fortifying Manashot

3
Norm

Put two durability counters on target Aetherwing weapon you control. Then you may load Fortifying Manashot into an Aetherwing weapon you control.

Strength shapes even the most elusive of magics.

Power
1
Speed
Fast
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Framework Sidearm

0
Norm

(Gun β€” Must be loaded to use for an attack and can’t be used with an attack card.)

Class Bonus You may pay 3 to activate this card from your material deck.

A lightweight frame for covert operations.

Power
1
Durability
1
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Freezing Round

2
Water

β†·: Load Freezing Round into target unloaded Gun weapon you control.

On Champion Hit: That player banishes a card at random from their memory. Return that card to their memory at the beginning of their next end phase.

Class Bonus Floating Memory

Power
2
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Freydis, Master Tactician

2
Norm

Class Bonus At the beginning of your recollection phase, put a tactic counter on Freydis, then glimpse X where X is the amount of tactic counters on Freydis.

Remove three tactic counters from Freydis: For the rest of the game, Ranger units you control are always distant.

Power
1
Life
2
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Frozen Quill

3
Water

β†·: Load Frozen Quill into target unloaded Bow weapon you control.

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

Power
4
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Furnace Lavabolt

3
Fire

Class Bonus This card costs 1 less to activate.

Each player draws a card.

You may load Furnace Lavabolt into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Galewind Scout

3
Wind

Ranged 3 (As long as this unit is distant, its attacks get +3 .)

"May this arrow be carried by Byakko's relentless tempest."

Power
2
Life
2
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Gawain, Chivalrous Thief

2
Norm

Level 2+ True Sight

Class Bonus On Champion Hit: You may sacrifice Gawain. If you do, look at that opponent's memory and discard a card from it.

A master spy and notorious thief who never misses.

Power
1
Life
1
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Ghost Hunter

3
Wind

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

As long as Ghost Hunter is attacking an ephemeral ally, it gets +3.

"May they rest in peace."

Power
1
Life
4
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Gloamspire Lance

0
Umbra

Class Bonus On Hit: Deal X unpreventable damage to the hit unit object, then recover X, where X is the amount of Curse cards in the attacker's lineage plus 1.

Power
1
Durability
4
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Gloamspire Prowler

4
Umbra

This card costs 3 less to activate as long as there are two or more Curse cards in your champion's lineage.

Class Bonus On Death: Put Gloamspire Prowler on the bottom of your champion's lineage. Draw a card and recover 2.

Inherited Effect: This object gets -2 .

Power
3
Life
3
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Gloamspire Sniper

3
Umbra

Ranged 4, True Sight

Class Bonus On Kill: Generate a Creeping Torment card and put it on the bottom of target champion’s lineage. (To generate, add that card from outside of the game.)

Power
2
Life
3
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Gloamspire Wraith

3
Umbra

Class Bonus Ranged 2

As long as Gloamspire Wraith is distant, it has "On Hit: Recover X, where X is the amount of damage dealt by this hit." (To recover, remove that many damage counters from your champion.)

Power
3
Life
2
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Guandu, Theater of War

3
Norm

Whenever you declare an attack with an ally, put a battle counter on Guandu and glimpse 1. If this is the third time this ability has resolved this turn, draw a card into your memory.

Upkeep β€” At the beginning of your recollection phase, remove two battle counters from Guandu. If you don't, sacrifice Guandu.

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Guided Starlight

2
Astra

Element Bonus Aethercalling

Your champion's next attack this turn gains unblockable unless an opponent pays 3.

You may load Guided Starlight into an Aetherwing weapon you control.

Power
2
Speed
Fast
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