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Synthetic Strike

Synthetic Strike

2
Norm

As long as the attacker is attacking an Automaton unit, Synthetic Strike gets +1 .

Malice cuts true.

Power
3
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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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Tailwind's Blessing

Tailwind's Blessing

1
Wind

Whenever your Shifting Currents change from facing North to West, allies you control get +1 until end of turn.

"Ride the winds and charge forth to battle! No foe stands before our blessed strength."

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Take Cover

Take Cover

5
Norm

Class Bonus This card costs 1 less to activate.

Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)

Speed
Fast
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Teardrop Diadem

Teardrop Diadem

3
Exalted
Water

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

Pay only using floating memory for this card’s memory cost.

Banish Teardrop Diadem: Draw three cards into your memory.

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Teasing Aerocharge

Teasing Aerocharge

2
Wind

Suppress target ally. (To suppress an object, banish it and return it to the field under its owner’s control at the beginning of the next end phase.)

Then you may load Teasing Aerocharge into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Tempered Steel

Tempered Steel

1
Fire

Put a durability counter on target 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.)

Speed
Slow
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Temper in Flames

Temper in Flames

1
Fire

Target weapon gets +1 until end of turn. Put a durability counter on it.

A weapon grows stronger when tempered in the fiery passions of its bearer.

Speed
Slow
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Tempest Silverback

Tempest Silverback

4
Wind

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

Class Bonus Tempest Silverback gets +2 and +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
4
Life
4
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Tempestuous Conviction

Tempestuous Conviction

4
Exalted
Wind

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

Class Bonus This card costs 2 less to activate.

Target unit gains spellshroud until end of turn. Then if your influence is five or less, draw a card into your memory.

Speed
Fast
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Temporal Spectrometer

Temporal Spectrometer

0
Norm

Divine Relic

β†·: Put a time counter on Temporal Spectrometer.

While paying for a memory cost, you may sacrifice Temporal Spectrometer to pay for X of that cost, where X is the amount of time counters on Temporal Spectrometer.

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Temptation's Facade

Temptation's Facade

1
Water

On Enter: Draw a card.

Nico Bonus β†·: Change the target of an activation that targets another non-champion object you control to Temptation's Facade.

Can't help being drawn in.

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Tempus Stalker

Tempus Stalker

3
Wind

Pride 2 (This ally won’t obey you unless your champion is level 2 or higher. You can’t attack with, intercept with, or activate abilities of allies that don’t obey you.)

Class Bonus At the beginning of your recollection phase, put a buff counter on Tempus Stalker. (Allies get +1 and +1 for each buff counter on them.)

Power
1
Life
3
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Tend the Land

Tend the Land

3
Norm

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

Gather, then draw a card. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

Speed
Slow
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Tera Sight

Tera Sight

0
Tera

Preserve (Put this card into your 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 Constellatory Spire

The Constellatory Spire

3
Astra

Class Bonus This card costs 2 less to activate.

On Enter: Draw a card.

Whenever you negate a card activation, you may rest The Constellatory Spire. When you do, deal 2 damage to target unit.

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The Eternal Kingdom

The Eternal Kingdom

4
Norm

Class Bonus Domains you control have reservable. (While paying for a reserve cost, you may rest an object with reservable to pay for 1 of that cost.)

Upkeep β€” At the beginning of your recollection phase, you may pay 2. If you don't, sacrifice The Eternal Kingdom.

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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 your its owner's hand.

Power
1
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Throne Sentinel

Throne Sentinel

2
Neos

Hindered, Taunt

On Enter: Token allies you control get +1 until end of turn. If you control three or more tokens, wake up Throne Sentinel.

2, β†·: Your champion gains spellshroud until end of turn.

Power
0
Life
4
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Thunderclap

Thunderclap

4
Fire

Level 3+ This card costs 2 less to activate. (Apply this effect only if your champion is level 3 or higher.)

Deal 4 damage to target ally.

Don't underestimate the thunder when there is no rain.

Speed
Fast
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Ticket to the Afterlife

Ticket to the Afterlife

0
Umbra

Activated abilities of Specter cards in your graveyard cost 1 less to activate.

Specter cards you activate from your graveyard cost 1 less to activate.

Alice Bonus2, β†·, Banish a Specter card from your graveyard: Recover 2.

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Tidal Lock

Tidal Lock

3
Water

As long as you have three or more water element cards in your graveyard, this card costs 2 less to activate.

Negate target card activation unless its controller pays 2. Banish the card that had its activation negated this way.

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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Tidal Tirade

Tidal Tirade

2
Water

Target Human ally gets +1 and gains retort 2 until end of turn. (As long as this ally with retort 2 is retaliating, it gets +2 .)

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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Tidebreaker Sentinel

Tidebreaker Sentinel

3
Water

Class Bonus Foster

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

As long as Tidebreaker Sentinel is fostered, it gets +2 and has taunt.

Power
0
Life
3
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Tide Diviner

Tide Diviner

4
Water
Card Type
Ally β€” Mage Human

On Enter: Look at the top 1+LV cards of your deck. Put one of those cards into your hand and the rest into your graveyard. (LV refers to your champion's level.)

Reading the ebb and flow of the moon's sway grants insight into the currents of fate.

Power
1
Life
1
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Tidefate Brooch

Tidefate Brooch

0
Water

At the beginning of your end phase, put X refinement counters on Tidefate Brooch, where X is the amount of Fatestone and/or Fatebound objects you control.
3, Banish Tidefate Brooch: Put the top ten cards of your deck into your graveyard. Activate this ability only if there are ten or more refinement counters on Tidefate Brooch.

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Tideholder Claymore

Tideholder Claymore

2
Water

Class Bonus This card costs 1 less to materialize.

As an additional cost to use this weapon for an attack, pay 10, reduced by 1 for each water element card in your graveyard.

A tidal wave of unrelenting force.

Power
5
Durability
3
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Tinderflare Pivot

Tinderflare Pivot

2
Fire

Kindle 2 (You may banish up to two fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)

Target Ranger unit becomes distant and gains ranged 1 until end of turn. (Units stay distant until the end of their controller's turn.)

Speed
Fast
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Tome of Ignorance

Tome of Ignorance

1
Umbra

Class Bonus Champions you don't control get -1 level. (Apply this effect only if your champion's class matches this card's class.)

Banish Tome of Ignorance: Draw a card.

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Tome of Knowledge

Tome of Knowledge

1
Norm

Class Bonus Your champion gets +1 level. (Apply this effect only if your champion's class matches this card's class.)

Banish Tome of Knowledge: Draw a card.

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Tome of Sacred Lightning

Tome of Sacred Lightning

0
Arcane

Element Bonus You may banish a Book regalia you control to activate this card from your material deck. If you do, Tome of Sacred Lightning enters the field with all abilities of the banished card.

Class Bonus β†·: Banish a card at random from your memory. If a card was banished this way, draw a card.

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Tome of Sorcery

Tome of Sorcery

1
Norm

Class Bonus Level 2+ On Enter: Draw a card into your memory. (Apply this effect only if your champion's class matches this card's class.)

β†·: Empower 1. (The next Spell card you activate this turn activates and resolves as if your champion got +1 level.)

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Tonic of Remembrance

Tonic of Remembrance

3
Norm

Brew β€” One Catalyst, One Adjuvant

Class Bonus Banish Tonic of Remembrance: Return up to three cards from your memory to your hand.

An ancient tincture that conjures up warm nostalgia.

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Tonoris, Creation's Will

Tonoris, Creation's Will

3
Neos

Tonoris Lineage

If you would summon one or more tokens, you may summon that many Aurousteel Greatsword tokens instead.

Token weapons you control have "Sacrifice this object: Target weapon gets +X until end of turn where X is this object's power."

Level
Lv. 3
Life
30
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Tonoris, Genesis Aegis

Tonoris, Genesis Aegis

3
Neos

Tonoris Lineage

At the beginning of your recollection phase, choose one that hasn’t been chosenβ€”
β€’ Summon an Obelisk of Armaments token.
β€’ Summon an Obelisk of Fabrication token.
β€’ Summon an Obelisk of Protection token.

Level
Lv. 3
Life
30
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Tonoris, Lone Mercenary

Tonoris, Lone Mercenary

1
Norm

On Enter: Tonoris gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Exiled and purged, he searches for his own truth.

Level
Lv. 1
Life
20
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Tonoris, Might of Humanity

Tonoris, Might of Humanity

2
Norm

Tonoris Lineage (Tonoris, Might of Humanity must be leveled from a previous level "Tonoris" champion.)

On Enter: Tonoris' next attack this turn gets +3 .

With replenished strength, Tonoris serves as a beacon of hope for humanity's salvation.

Level
Lv. 2
Life
25
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Torpid Fractal

Torpid Fractal

4
Water

On Enter: Rest target ally with 2 or less. That ally doesn't wake up during its controller's wake up phase as long as you control Torpid Fractal.

Reservable (While paying for a reserve cost, you may rest this object to pay for 1 of that cost.)

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Trained Hawk

Trained Hawk

3
Wind

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

Vigor (This ally wakes up at the beginning of your end phase.)

With eyes honed to spot the subtlest of movements, these animals are indispensible as hunting partners.

Power
2
Life
2
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Trained Sharpshooter

Trained Sharpshooter

3
Norm

Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion's class matches this card's class.)

"May the western winds guide my arrows!"

Power
2
Life
3
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Training Session

Training Session

2
Norm

Put a buff counter on target ally you control. (Allies get +1 power and +1 life for each buff counter on them.)

With enough practice, even a shabby recruit can turn into a capable fighter.

Speed
Slow
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Treacle, Drowned Mouse

Treacle, Drowned Mouse

3
Water

As long as Treacle is ephemeral, it has stealth.

Alice Bonus At the beginning of your recollection phase, recover X, where X is the amount of Specter allies you control.

Alice Bonus Ephemerate β€” 2, Discard a card. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
1
Life
4
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Tricastles of Lucenia

Tricastles of Lucenia

3
Exalted
Norm

Players can't activate non-advanced element cards.

Banish a norm or advanced element card from your hand: Tricastles of Lucenia loses all abilities until end of turn. Any player may activate this ability. Activate this ability only once per turn.

Durability
8
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Tricky Chimps

Tricky Chimps

2
Norm

Class Bonus On Enter: If an opponent controls two or more allies, Tricky Chimps gets +2 until end of turn.

Known for pickpocketing and pranking travelers, these monkeys may seem like fun, but they are territorial and should not be underestimated.

Power
1
Life
1
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Triskit, Guidance Angel

Triskit, Guidance Angel

5
Luxem

(Unique β€” You can control only one object with this card's name.)

Fire, water and wind elements are enabled for you.

On Enter: You may banish your champion. If you do, Triskit becomes a unique champion with base level 3.

Power
2
Life
12
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Tristan, Grim Stalker

Tristan, Grim Stalker

2
Norm

On Ally Hit: You may remove three preparation counters from Tristan. If you do, destroy the hit ally.

At the beginning of your end phase, if Tristan is awake, put a preparation counter on Tristan.

"Life is cheap. Just tell me how many."

Level
Lv. 2
Life
22
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Trivariate Dream

Trivariate Dream

0
Norm

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

Class Bonus On Attack: If there are exactly three Aethercharge cards in the attacker's intent, this attack gets +3.

Power
1
Durability
3
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