Cards where: rarity is at least R
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Striking Illuminance

Striking Illuminance

2
Luxem

Prepare 2

Whenever you reveal a luxem element card from your memory, Striking Illuminance gets +1 . (This ability triggers and resolves while this card is in an intent.)

On Attack: If Striking Illuminance was prepared, reveal all cards in your memory.

Power
4
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Study the Fables

Study the Fables

2
Norm

็›ฎๆจ™็Žฉๅฎถๅฑ•็คบๅ…ถ็ด ๆๅบซ็š„ๅ…ญๅผต็‰Œใ€‚ๆŠฝไธ€ๅผต็‰Œๅˆฐไป–็š„ๅ›žๆ†ถๅ€ใ€‚

ๅ‘ตๅ‘ต...้‚ฃไปฃ่กจไฝ ้‡้Ž็š„้ญ”็ธ้‚„ไธๅค ๅคšใ€‚

Speed
Slow
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Submerged Fatestone

Submerged Fatestone // Commanding Sea Titan

2
Water

Champions you don't control get -1 level.

Guo Jia Bonus At the beginning of your recollection phase, you may banish a card with floating memory from your graveyard. If you do, transform Submerged Fatestone.

Back Face:

Commanding Sea Titan

Champions you don't control get -1 level.

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

Power
1
Life
5
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Sudden Steel

Sudden Steel

6
Norm

Class Bonus Efficiency

"Eek! I'll need to formulate a bad luck dispelling potion next..."

Power
5
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Suffocating Miasma

Suffocating Miasma

2
Umbra

Imbue 2

On Enter: If Suffocating Miasma is imbued, you may put three debuff counters on target ally.

At the beginning of each opponentโ€™s recollection phase, that player puts a debuff counter on an ally they control. If they donโ€™t, deal 2 unpreventable damage to their champion.

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Summon Sentinels

Summon Sentinels

4
Neos

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

Summon two Automaton Drone tokens each with a buff counter on them.

โ€œI won't let tragedy befall Azoth again.โ€

Speed
Slow
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Sunblessed Gazelle

Sunblessed Gazelle

2
Luxem

Taunt

On Enter: If your influence is three or less, draw a card and recover 3.

Sunblessed Gazelle gets +X where X is the highest influence among your opponents.

Power
1
Life
1
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Sun Ce, Weaponsmaster

Sun Ce, Weaponsmaster

3
Norm

Class Bonus On Enter: Put a durability counter on target Warrior weapon you control.

Class Bonus Warrior weapons you control get +1 .

Even if the sun goes down, another shall always rise to greet the dawn.

Power
1
Life
4
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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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Sunglory Sentinel

Sunglory Sentinel

2
Fire

Class Bonus Foster (At the beginning of your recollection phase, if this ally hasnโ€™t been dealt damage since the end of your previous turn, it becomes fostered.)

As long as Sunglory Sentinel is fostered and is attacking a champion, it gets +2 .

Power
1
Life
3
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Sun Jian, Wolvesbane

Sun Jian, Wolvesbane

3
Norm

As long as Sun Jian is attacking a Beast unit, Sun Jian gets +2 and her attacks can't be retaliated.

On Ally Kill: If the killed ally was a Beast, draw a card into your memory.

Power
2
Life
2
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Sunken Battle Priest

Sunken Battle Priest

3
Water

Class Bonus Other ephemeral allies you control get +1.

Ephemerate โ€” 3, Banish a card with floating memory from your graveyard. (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
3
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Sun Quan, Sealbearer

Sun Quan, Sealbearer

4
Norm

Level 1+ On Enter: Put a buff counter on another target ally you control.

Level 2+ Allies you control with a buff counter on them lose pride.

"The Wu demands obedience."

Power
2
Life
3
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Surging Undertow

Surging Undertow

4
Water

Class Bonus This card costs 2 less to activate.

Put the top three cards of your deck into your graveyard. Then if there are three or more water element cards in your graveyard, choose a unit and it becomes distant.

Speed
Fast
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Surveillance Stone

Surveillance Stone

0
Norm

Whenever an opponent declares an attack with a unit for the third time each turn, you may banish Surveillance Stone. If you do, draw a card.

A simple tool that offers peace of mind and, with it, a good night's sleep.

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Surveil the Winds

Surveil the Winds

2
Wind

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

Draw a card, then put a preparation counter on your champion.

The winds tell more than just which direction it blows.

Speed
Slow
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Suspicious Concoction

Suspicious Concoction

0
Norm

Whenever your champion levels up, you may banish Suspicious Concoction. If you do, draw a card into your memory and recover 2.

โ€œIf you drink much from a bottle marked 'poison', it is almost certain to disagree with you, sooner or later.โ€

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Suzaku's Command

Suzaku's Command

2
Fire

Target Beast ally's next attack this turn gains unblockable and gets +2 . If that ally is a Shenju, that attack gets an additional +2 and gains Combat damage dealt by this attack is unpreventable. (An attack with unblockable can't be intercepted and ignores taunt.)

Speed
Fast
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Sweet Ambrosia

Sweet Ambrosia

0
Water

Banish Sweet Ambrosia: Recover 3. (To recover, remove that many damage counters from your champion.)

On the night of the Yuetai Festival, under the moon's guiding light, a drop is gifted to the greatest archer.

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Swooping Talons

Swooping Talons

3
Norm

Choose one โ€”
โ€ข Deal 2 damage to target ally.
โ€ข Level 2+ Destroy target item with memory cost 0 or reserve cost 4 or less.

Speed
Slow
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Sword of Adversity

Sword of Adversity

0
Norm

Class Bonus Sword of Adversity gets +1 as long as you control no allies. (Apply this effect only if your champion's class matches this card's class.)

When pushed to the edge, this sword grows even sharper.

Power
1
Durability
1
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Sword of Avarice

Sword of Avarice

2
Crux

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

An enspirited sword bound by greed and desire.

Power
1
Durability
1
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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 of Eventide

Sword Saint of Eventide

2
Water

On Enter: Look at the top card of your deck. You may put it into your graveyard.

Class Bonus As long as you have four or more water element cards in your graveyard, Sword Saint of Eventide gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Sword Saint of Everflame

Sword Saint of Everflame

4
Fire

Class Bonus 2, Banish this card from your graveyard: Target fire element weapon or ally gets +2 until end of turn.

"Though my kindling may one day burn up, the flame of my sword will pass on."

Power
3
Life
2
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Sword Saint of Eveswind

Sword Saint of Eveswind

2
Wind

Class Bonus On Enter: If Sword Saint of Eveswind entered from a banishment, put two buff counters on it.

"When you feel the cool autumn breeze, I hope you will remember me."

Power
1
Life
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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Synth Disrupter

Synth Disrupter

0
Norm

Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.

Repurposed in haste to jam and scramble electrical signals characteristic to automatons.

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Synthetic Core

Synthetic Core

0
Norm

Whenever a non-token Automaton ally you control dies, you may banish Synthetic Core. If you do, return that ally to your memory.

Once, Claude's crowning achievement. Now, his constant reminder of failure and humiliation.

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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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Taiji of Crystal Strategems

Taiji of Crystal Strategems

3
Water

Whenever your Shifting Currents change from facing South to East while Taiji of Crystal Strategems is awake, you may rest it. When you do, as a Spell, deal 3 damage to target champion you don't control.

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

Xia Hou Dun's masterful control of the flow of battle lets her string lethal strikes into crafted opportunities.

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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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Take Point

Take Point

2
Norm

Your champion 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.)

Class Bonus Floating Memory

Speed
Slow
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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.

If profits are to be made, bring enough to share.

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Tasershot

Tasershot

0
Norm

Renewable

โ†ท: Load Tasershot into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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Teardrop Diadem

Teardrop Diadem

3
Exalted
Water

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

Pay only using floating memory for this cardโ€™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 ownerโ€™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

"Let the blazing furnace refine your blade."

Speed
Slow
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Temporal Spectrometer

Temporal Spectrometer

0
Norm

Divine Relic

โ†ท: 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 โ†ท: 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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Tera Sight

Tera Sight

0
Tera
Card Type
Action โ€” Mage Spell

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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Tether in Flames

Tether in Flames

3
Fire

Class Bonus This card costs 2 less to activate.

Negate target card activation unless its controller has Tether in Flames deal 1+LV unpreventable damage to their champion. (LV refers to your champion's level.)

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 Elysian Astrolabe

The Elysian Astrolabe

2
Astra

Hindered (This object enters the field rested.)

Materialize this card only if it's the last card in your material deck, and only if your starting material deck size was twelve.

โ†ท: Until end of turn, you may pay 0 rather than pay a card's starcalling costs. When you do, glimpse 5.

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

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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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