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Rainweaver Mage

Rainweaver Mage

3
Water
Card Type
Ally β€” Mage Human

Class Bonus On Enter: You may banish a card with floating memory from your graveyard. If you do, empower 4. (The next Spell card you activate this turn activates and resolves as if your champion got +4 level.)

Power
2
Life
3
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Rainwoven Crysalis

Rainwoven Crysalis

2
Water

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

Merlin Bonus Put two sheen counters on your Fractured Memories.

Speed
Fast
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Raised Slash

Raised Slash

3
Norm

Class Bonus On Attack: Put a buff counter on up to two target Suited allies you control. (Apply this effect only if your champion's class matches this card's class.)

”Your gamble has been found wanting. Surely you are capable of more?”

Power
3
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Rai, Spellcrafter

Rai, Spellcrafter

1
Norm

On Enter: Put two enlighten counters on Rai. (You may remove three enlighten counters from your champion to draw a card.)

"Mana runs richly through this world's leylines. I will make use of its abundance."

Level
Lv. 1
Life
19
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Rai, Storm Seer

Rai, Storm Seer

3
Arcane

Rai Lineage (Rai, Storm Seer must be leveled from a previous level "Rai" champion.)

Rai gets +1 level for each arcane element Mage Spell card in your banishment.

"Ready yourself, otherwise it won't be a fair fight."

Level
Lv. 3
Life
25
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Rallied Advance

Rallied Advance

2
Wind

Class Bonus On Attack: Wake up target ally you control. (Apply this effect only if your champion's class matches this card's class.)

The mighty shoulder the biggest burdens so others may advance.

Power
1
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Rally the Peasants

Rally the Peasants

3
Wind

Class Bonus This card costs 3 less to activate if an opponent controls three or more allies.

Look at the top six cards of your deck. You may reveal a Human 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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Ranger Strides

Ranger Strides

1
Astra

On Enter: Draw a card.

Banish Ranger Strides: Target Ranger unit gains ranged 4 until end of turn. (As long as that unit is distant, its attacks get +4.)

Essential for long-ranged combat.

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Rapid Combustion

Rapid Combustion

4
Fire

Kindle 4 (You may banish up to four fire element cards from your graveyard as you activate this card. Each one pays for (1) of this card's cost.)

Destroy target item or weapon with memory cost 0 or reserve cost 3 or less that entered the field this turn.

Speed
Fast
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Rapid Reload

Rapid Reload

3
Wind

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

Materialize a Bullet card from your material deck.

Speed
Fast
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Ravaging Tempest

Ravaging Tempest

8
Wind

Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Banish all allies. For each ally banished this way, its controller draws a card.

Speed
Fast
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Ravenous Pyre

Ravenous Pyre

2
Fire

Class Bonus On Enter: Draw a card and discard a card.
Whenever a champion you don't control levels up, deal 2 damage to it.

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Ravishing Finale

Ravishing Finale

3
Water

As an additional cost to activate this card, banish two cards with floating memory from your graveyard.

Nico Bonus On Champion Hit: For each damage counter on the hit champion, their controller puts the top two cards from their deck into their graveyard.

Power
6
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Raze the Land

Raze the Land

3
Norm

Destroy target domain.

Floating Memory

Fires raged unchecked and smoke blotted out the sky. Nothing but rumble remained in the aftermath.

Speed
Slow
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Razorblade Execution

Razorblade Execution

3
Wind

Imbue 3 (You may reserve all cards revealed as you activate this card. If at least three of them are wind element, this card becomes imbued.)

Class Bonus On Kill: If Razorblade Execution is imbued, put a preparation counter on your champion.

Power
4
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Razor Broadhead

Razor Broadhead

3
Norm

β†·: Load Razor Broadhead into target unloaded Bow weapon you control.

On Attack: If the attacker is distant, Razor Broadhead gets +3 .

First crafted for beasts, then adapted for armor.

Power
3
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Razorgale Calling

Razorgale Calling

4
Wind

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

Whenever you activate a wind element card, deal 1 damage to target champion.

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Razorvine

Razorvine

1
Norm

Sacrifice Razorvine: Put a card from your hand on the bottom of your deck. If you do, draw a card.

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Rearing Rebound

Rearing Rebound

3
Wind

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

Equestrian β€” If you control a Horse ally, draw a card into your memory.

Speed
Fast
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Rebellious Bull

Rebellious Bull

5
Norm

Rebellious Bull enters the field rested.

Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)

Though strong and resilient, these prideful beasts are difficult to make submit.

Power
3
Life
4
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Rebounding Gust

Rebounding Gust

3
Wind

This card costs 2 less to activate as long as it's targeting an attacking ally.
Return target ally to its owner's memory.

"The winds call for you to come home."

Speed
Fast
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Reckless Conversion

Reckless Conversion

0
Arcane

Draw two cards into your memory then banish four cards at random from it.

Class Bonus Return all cards from your memory to your hand. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Reckless Researcher

Reckless Researcher

3
Fire
Card Type
Ally β€” Mage Human

Class Bonus On Enter: You may banish a fire element card from your graveyard. If you do, choose a unit and deal 2 damage to it. (Apply this effect only if your champion's class matches this card's class.)

"Oh no! not again!"

Power
1
Life
1
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Reckless Slash

Reckless Slash

2
Norm

Sometimes the simplest tactic is the most effective.

Power
3
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Reckoning's Wake

Reckoning's Wake

2
Umbra

Look at the top 3+X cards of your deck, where X is the amount of Distortion objects you control. Put those cards back on top of your deck in any order.

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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Reconnaissance Field

Reconnaissance Field

3
Water

On Enter: Look at target opponent's hand and memory.

Class Bonus β†·: Target unit gains ranged 1 and true sight until end of turn. (Units with true sight can attack units with stealth. Multiple instances of ranged stack.)

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Reconnaissance Scout

Reconnaissance Scout

2
Wind

Fast Activation

Ranged 2

Class Bonus On Enter: Another target unit you control becomes distant. Prevent the next 1 damage that would be dealt to that unit this turn.

Power
1
Life
2
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Reconstructive Surgery

Reconstructive Surgery

2
Norm

Choose one β€”
β€’ Put a buff counter on target Automaton ally.
β€’ Level 2+ Return an Automaton ally card from your graveyard to your memory. (Choose this option only if your champion is level 2 or higher.)

Speed
Slow
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Recruitment Officer

Recruitment Officer

3
Wind

Class Bonus Foster

On Foster: Look at the top five cards of your deck. You may reveal an ally card from among them and put it into your hand. Put the rest of the cards on the bottom of your deck in any order.

Power
1
Life
3
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Recurring Invocation

Recurring Invocation

2
Norm

Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level.)

Class Bonus Whenever your champion levels up, you may banish this card from your graveyard and pay 1. If you do, empower 2.

Speed
Fast
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Recursive Confidant

Recursive Confidant

2
Crux

Class Bonus On Enter: Until end of turn, you may activate target Warrior attack card in your banishment. (You still pay its costs.)

"Ghosts around the castle grounds? Don't be ridiculous. There are no such things as ghosts."

Power
2
Life
3
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Red Hare, Unrivaled Stallion

Red Hare, Unrivaled Stallion

2
Fire

Pride 3 (This ally won't obey you unless your champion is level 3 or higher. You can't attack with, intercept with, or activate abilities of allies that don't obey you.)

As long as you control a fire or tera element unique Human ally, Red Hare loses pride, and has "On Attack: You may discard a card. If you do, draw a card."

Power
3
Life
3
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Redirect Flow

Redirect Flow

4
Water

Class Bonus This card costs 2 less to activate.

You may choose new targets for target trigger.

Even as the throne remains empty, the inner court remains untouched, guarded by powerful consorts and their devoted ladies-in-waiting.

Speed
Fast
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Red Slime

Red Slime

3
Fire

Pride 3 (This ally won't obey you unless your champion is level 3 or higher.)

Class Bonus On Death: Deal damage to all allies equal to Red Slime's power. (Apply this effect only if your champion's class matches this card's class.)

Power
3
Life
2
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Reduce to Ash

Reduce to Ash

3
Fire

Destroy target item or weapon with memory cost 0 or reserve cost 4 or less.

Ashes to ashes. Dust to dust.

Speed
Fast
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Refabrication

Refabrication

3
Neos

You may sacrifice two tokens rather than pay this card's reserve cost.

If your influence is five or less, draw two cards. (A player's influence is equal to the total amount of cards in their hand and memory.)

Speed
Fast
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Reflected Blight

Reflected Blight

1
Umbra

Return target card from your graveyard to your memory. Then put Reflected Blight on the bottom of your champion's lineage. When you do, deal 1 unpreventable damage to your champion for each Curse card in your champion’s lineage.

Speed
Fast
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Reflect the Skies

Reflect the Skies

3
Astra

Class Bonus This card costs 1 less to activate.

Put the bottom four cards of your deck on top of your deck in a random order. Glimpse 2.

Look down and past your reflection. See the skies spread out before you. Peer into the cosmos anew.

Speed
Slow
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Refluxal Ribbon

Refluxal Ribbon

0
Norm

2, Banish Refluxal Ribbon: Load target Aethercharge card from your graveyard into an Aetherwing weapon you control.

Sometimes fashion can help with function.

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Refracted Twilight

Refracted Twilight

6
Astra

Brew β€” Two Silvershine, Three Herbs

Banish Refracted Twilight: The next time you activate an ability of target Potion this turn, copy that ability twice. You may choose new targets for those copies.

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Refracting Missile

Refracting Missile

3
Water

Deal damage to target unit equal to the amount of Fractals Fractal objects you control plus 1.

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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Refresh Chamber

Refresh Chamber

2
Water

Materialize a Bullet card from your material deck. Then you may banish a card with floating memory from your graveyard. If you do, put Refresh Chamber into your its owner's memory. (You still pay for the costs of the materialization.)

Speed
Slow
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Refreshing Charge

Refreshing Charge

2
Water

Recover 3. Then you may load Refreshing Charge into an Aetherwing weapon you control.

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
Speed
Fast
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Refurbish

Refurbish

4
Norm

Put two durability counters on target Sword weapon you control.

When whetted and oiled, even scrapped blades can once again become razor-sharp.

Speed
Slow
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Regal Expulsion

Regal Expulsion

2
Water

Negate target card activation if that card was activated from a material deck.

"Looks like today's fortune isn't in your favor! Try again next time."

Speed
Fast
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Regenerate

Regenerate

2
Norm

Draw a card into your memory.

Class Bonus Damage 10+ Recover 2. (To recover, remove that many damage counters from your champion. Apply this effect only if there are ten or more damage counters on your champion.)

Speed
Fast
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Relentless Hexchaser

Relentless Hexchaser

2
Umbra

Ranged 2

On Enter: If you control a distant unit, Relentless Hexchaser becomes distant.

Element Bonus 2: Return Relentless Hexchaser from your graveyard to the field rested.

Power
2
Life
2
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Relentless Outburst

Relentless Outburst

3
Exia

Class Bonus Damage 35+ Until end of turn, if target champion would take damage this turn, they take that much damage plus 1 instead.

For every six damage counters on your champion, deal 1 damage to all other units.

Speed
Slow
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Relic of Dancing Embers

Relic of Dancing Embers

2
Fire

Hindered (This object entered the field rested.)

Whenever a fire element ally you control deals combat damage to a champion while Relic of Dancing Embers is awake, you may sacrifice Relic of Dancing Embers. If you do, deal 3 damage to that champion.

Class Bonus Floating Memory

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Relic of Sunken Past

Relic of Sunken Past

2
Water

At the beginning of your recollection phase, if there are three or more water element cards in your graveyard, you may sacrifice Relic of Sunken Past. If you do, draw a card.

Class Bonus Floating Memory

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