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Renascent Sharpshooter

Renascent Sharpshooter

3
Norm

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

Class Bonus Whenever Renascent Sharpshooter becomes distant, draw a card into your memory.

Sharp of eye, sharper in mind.

Power
2
Life
2
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Repelling Palmblast

Repelling Palmblast

5
Wind

Return all allies with 2 or less to their owner's memories.

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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Reposition

Reposition

1
Norm

Target unit becomes distant. (Units stay distant until the end of their controller's turn.)

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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Reprogram

Reprogram

2
Norm

Up to one target ally gets -1 until end of turn. If that ally is an Automaton, put two debuff counters on it instead. (Allies get -1 power and -1 life for each debuff counter on them.)

Floating Memory

Speed
Fast
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Rescue the Heir

Rescue the Heir

1
Norm

Level 1+ As long as you control a unique ally, this card costs 1 less to activate.

Return target ally you control to its owner's memory.

Speed
Fast
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Resolute Stand

Resolute Stand

3
Norm

Level 2+ You may activate this card without paying its reserve cost. If you do, skip your next draw phase.

If target unit would be dealt attack combat damage this turn, prevent 3 of that damage.

"...with boundless resolve and forsakenness."

Speed
Fast
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Resonant Aether

Resonant Aether

1
Norm

Level 2+ Resonant Aether gets +1.

Load Resonant Aether into an Aetherwing weapon you control.

There is much magic in the unknown.

Power
1
Speed
Fast
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Resonating Fugue

Resonating Fugue

4
Water

Class Bonus This card costs 2 less to activate.
Switch the power and life stat of target Animal or Beast ally you control until end of turn. (Apply this effect after all other stat modifying effects.)

Speed
Fast
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Resplendent Kite Shield

Resplendent Kite Shield

0
Norm

On Enter: Put a refinement counter on Resplendent Kite Shield. Class Bonus: Put two refinement counters on it instead.

β†·, Remove a refinement counter from Resplendent Kite Shield: Prevent the next 1 damage that would be dealt to your champion this turn.

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Restorative Flame

Restorative Flame

2
Fire

Banish up to three fire element cards from your graveyard. For each card banished this way, recover 2. (To recover, remove that many damage counters from your champion.)

Speed
Fast
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Restorative Slash

Restorative Slash

4
Water

On Attack: Recover 3. (To recover, remove that many damage counters from your champion.)

A strike as revitalizing as it is devastating.

Power
3
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Retold Fortune

Retold Fortune

2
Norm

Discard up to one Spell card. If you do, draw a card.

Class Bonus Level 2+ 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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Return to the Depths

Return to the Depths

3
Water

The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage.

Ciel Bonus When 3 or more damage is prevented this way, you may banish a card from your graveyard and put an omen counter on it.

Speed
Fast
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Revealing Mesmer

Revealing Mesmer

3
Norm

2, β†·: Each champion loses spellshroud until end of turn.

2, β†·: Change the target of an activation or trigger that targets a phantasia you control to Revealing Mesmer.

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Reveal the Hidden

Reveal the Hidden

2
Norm

Each unit loses stealth until end of turn. Those units can't gain stealth this turn.

Level 1+ Draw a card.

"Found you."

Speed
Fast
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Revenant’s Scourge

Revenant’s Scourge

1
Umbra

Class Bonus On Champion Hit: If there are one or more Curse cards in the hit champion’s lineage, wake up the attacker and draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

Power
4
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Revitalizing Cleanse

Revitalizing Cleanse

5
Water

Reveal all cards in your memory. Recover X where X is the amount of water element cards revealed this way. Draw a card. (To recover, remove that many damage counters from your champion.)

A healing prayer for the pure of soul.

Speed
Fast
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Rictus Tiding

Rictus Tiding

2
Norm

Reveal the top two cards of your deck. If the total reserve cost of the revealed cards is 8, put both of them into your memory. Otherwise put one of them into your memory and the other on the bottom of your deck.

β€œWe're all mad here.”

Speed
Fast
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Righteous Retribution

Righteous Retribution

4
Exalted
Fire

Class Bonus This card costs 2 less to activate.

The next time damage would be dealt to your champion this turn, prevent 5 of that damage. Your champion’s first attack during your next turn gets +X , where X is the amount of damage prevented this way.

Speed
Fast
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Rile the Abyss

Rile the Abyss

3
Fire

Draw a card. Then discard up to two Specter cards. For each card discarded this way, draw an additional card.

The moon was shining sulkily because he thought the sun had no business to be there.

Speed
Fast
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Rilewind Sentinel

Rilewind Sentinel

3
Wind

Class Bonus 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.)

As long as Rilewind Sentinel is fostered, allies you control have vigor.

Power
2
Life
2
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Rimesoul Bishop

Rimesoul Bishop

3
Water

On Enter: You may banish a card with floating memory from your graveyard. If you do, draw a card.

Class Bonus Floating Memory

After the first disaster, some found solace in faith.

Power
2
Life
2
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Rippleback Terrapin

Rippleback Terrapin

4
Water

Class Bonus Spellshroud (This ally can't be targeted by Spells.)

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Rippleback Terrapin and draw a card.

Power
1
Life
4
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Riptide Slash

Riptide Slash

2
Water

Class Bonus On Attack: 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.)

On Kill: You may put the top card of your deck into your graveyard.

Power
2
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Rising Tides

Rising Tides

2
Water

Class Bonus Level 3+ Draw a card into your memory. (Apply this effect only if your champion is level 3 or higher.)

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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Ritai Berserker

Ritai Berserker

2
Fire

As long as your Shifting Currents face North, Ritai Berserker gets +1 .

While some may seek refuge from war, others embrace its flames.

Power
2
Life
1
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Ritai Guard

Ritai Guard

4
Fire

Class Bonus Equestrian β€” As long as you control a Horse ally, Ritai Guard has taunt and vigor. (While awake, this ally with taunt must be targeted before other units you control during your opponent's attack declarations if able. This ally with vigor wakes up at the beginning of your end phase.)

Power
2
Life
4
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Ritai Stablemaster

Ritai Stablemaster

2
Fire
Card Type
Ally β€” Tamer Human

Equestrian β€” On Enter: If you control a Horse ally, you may discard up to two fire element cards. For each card discarded this way, draw a card into your memory.

Horse cards you activate have kindle 3.

Power
1
Life
2
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Rivulet Adjutant

Rivulet Adjutant

2
Water

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

On Death: Banish Rivulet Adjutant and put an omen counter on it.

Power
0
Life
1
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Rocket Jump

Rocket Jump

5
Fire

Class Bonus This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Target unit becomes distant. If that unit is defending, deal 4 damage to its attacker.

Speed
Fast
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Rococo, Explosive Maven

Rococo, Explosive Maven

1
Fire

On Enter: If your influence is four or less, deal 2 damage to target champion. (A player's influence is equal to the total amount of cards in their hand and memory.)

Grandpa always said it's best to have a blast!

Power
1
Life
1
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Rosewinged Hollow

Rosewinged Hollow

3
Fire

Alice Bonus Element Bonus 2, Banish this card from your graveyard: Put a haunt counter on your Phantasmagoria. Then if there are six or more haunt counters on it, choose a Specter ally you control and it gets +2 until end of turn. (Activate this ability only if your champion’s element matches this card’s element.)

Power
2
Life
2
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Rotund Squirrel

Rotund Squirrel

2
Norm

Hindered (This ally enters the field rested.)

Some creatures really know how to just enjoy life to its fullest.

Power
2
Life
3
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Rouge, Ace of Hearts

Rouge, Ace of Hearts

1
Fire

On Enter: Depending on the total reserve cost of Suited objects you controlβ€”
β€’ 6β€” Choose a unit and deal 2 damage to it.
β€’ 10β€” Choose a unit and deal 4 damage to it.
β€’ 21β€” Choose a unit and deal 8 damage to it.

Power
1
Life
1
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Rousing Rattle Drum

Rousing Rattle Drum

0
Norm

Banish Rousing Rattle Drum: Wake up target defending Animal or Beast ally.

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Rousing Slam

Rousing Slam

4
Wind

Class Bonus Level 2+ On Attack: The attacker gains vigor and taunt until the beginning of your next turn. (Units with vigor wake up at the beginning of your end phase.)

A goading and invigorating challenge to fight.

Power
4
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Rowland, Schwartz Knight

Rowland, Schwartz Knight

3
Wind

Commanded Will 1 (As long as this unit is attacking using a Command card, it gets +1 .)

Alice Bonus On Ally Kill: If the killed unit had intercept or taunt, wake up Rowland. Trigger this ability only once per turn.

Power
2
Life
3
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Royal Bear

Royal Bear

4
Norm

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 Royal Bear gets +1 and +1 .

Power
2
Life
3
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Royal Oathguard

Royal Oathguard

3
Exalted
Norm

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

Intercept, Vigor

Clashing swords echo across the black and white tiles of the Tricastles, soldiers always at the ready.

Power
3
Life
4
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Royal Ordinance

Royal Ordinance

2
Exalted
Norm

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

Recover 3. Draw a card.

No matter how far she ran, the crown still found her.

Speed
Slow
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Ruinous Pillars of Qidao

Ruinous Pillars of Qidao

3
Tera

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

Whenever your Shifting Currents change from facing West to East, sacrifice Ruinous Pillars of Qidao. When you do, destroy target non-champion object you don't control.

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Rusted Warshield

Rusted Warshield

1
Norm

Banish Rusted Warshield: Prevent the next 2 damage that would be dealt to your champion this turn. Draw a card into your memory.

A relic of a previous age, this iron shield still has enough structural integrity to block a fatal strike.

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Sable Remnant

Sable Remnant

2
Norm

Class Bonus Sable Remnant gets +1 .

Floating Memory

Act first, think later.

Power
1
Life
1
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Sacrifice Play

Sacrifice Play

3
Norm

As an additional cost to activate this card, sacrifice up to two awake Chessman allies.

Command Chessman

Sacrifice Play enters the intent with +2 for each ally sacrificed this way.

Power
2
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Safeguard Amulet

Safeguard Amulet

0
Norm

Banish Safeguard Amulet: If your champion would take non-combat damage this turn, prevent 4 of that damage.

Hopefully enough to block a fatal spell.

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Safeguard Paladin

Safeguard Paladin

3
Norm

Class Bonus If non-combat damage would be dealt to Safeguard Paladin, prevent 2 of that damage. (Apply this effect only if your champion's class matches this card's class.)

The emperor's gates are well-watched with these soldiers' dutiful eyes and faithful hearts.

Power
2
Life
2
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Safeguard Paragon

Safeguard Paragon

3
Norm

Sacrifice Safeguard Paragon: Prevent the next 4 non-combat damage that would be dealt to each unit you control this turn.

β€œDon't worry! Even in this topsy-turvy world, I'll be here to protect you!”

Power
1
Life
2
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Sage Protection

Sage Protection

2
Wind

Up to three target allies get +1 until end of turn.

Class Bonus Put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card.)

Speed
Fast
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Salamander's Breath

Salamander's Breath

0
Fire

Diana Bonus On Attack: You may banish up to X fire element cards from your graveyard where X is the amount of Aethercharge cards in the attacker's intent. This attack gets +1 for each card banished this way.

Flames bloom from the rose's forge.

Power
1
Durability
3
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Sanctum of Esoteric Truth

Sanctum of Esoteric Truth

2
Norm

Whenever your champion levels up, you may put two cards from your hand and/or memory on the bottom of your deck. If you do, draw two cards.

The sanctum sanctorum of an imperial alchemist. Incredible and horrific secrets can be found within.

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