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Sadi, Blood Harvester

Sadi, Blood Harvester

3
Norm

2: Return Sadi to your its owner's hand. If you do, put a preparation counter on your champion.

Class Bonus On Kill: You gain agility 3 for this turn. (Agility 3 β€” Return three cards from your memory to your hand at the beginning of the end phase.)

Power
2
Life
2
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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.)

Blessed prayer deflects vile curses.

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.

Despite Gildas' deception, Gaia's believers remained loyal to the once Chronicler and future queen.

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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Samaritan's Reach

Samaritan's Reach

3
Norm

Class Bonus This card costs 1 less to activate.

Deal 3 damage to target attacking ally you don't control. If that ally is attacking a unit you don't control, you gain the Crowd's Favor status.

Speed
Fast
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Sanctified Paladin

Sanctified Paladin

6
Norm

Foster

As long as Sanctified Paladin is fostered, it gets +3 and +3, and has vigor.

On Foster: Draw two cards.

Power
0
Life
1
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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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Saprotrophy

Saprotrophy

2
Tera

On Enter: Recover 2+X, where X is the amount of tera element cards in your banishment.

Diao Chan Bonus Objects your opponents control enter the field with an additional wither counter on them.

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Sasha, Purifying Acolyte

Sasha, Purifying Acolyte

3
Wind

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.)

On Foster: Banish all cards in all graveyards.

If one or more cards would enter a player's graveyard while Sasha is fostered, banish them instead.

Power
0
Life
4
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Savage Arrow

Savage Arrow

2
Norm

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

Floating Memory

Power
3
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Savage Attack

Savage Attack

3
Norm

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

Swiftly and concisely, before regret could catch her.

Power
2
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Savage Slash

Savage Slash

2
Norm

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. Apply this effect only if your champion's class matches this card's class.)

Her first strike was ferocious.

Power
2
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Savage Smash

Savage Smash

4
Norm

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. Apply this effect only if your champion’s class matches this card’s class.)

An impact that leaves your brain rattling.

Power
4
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Savage Sunder

Savage Sunder

3
Exia

Class Bonus On Hit: You may recover 5.

Class Bonus Floating Memory

Those that have never felt death's relentless shadow will never understand those who would give anything to hold onto life.

Power
3
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Savage Swing

Savage Swing

2
Norm

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. Apply this effect only if your champion's class matches this card's class.)

There are those who thrive in conflict.

Power
2
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Scathing Seminary

Scathing Seminary

2
Fire

Class Bonus Balance β€” On Enter: As a Spell, if the amount of cards in your hand and memory are equal, deal 2 unpreventable damage to target unit.

"Let us all return to Flagma's flames, the divine crucible from which we were kindled."

Power
2
Life
1
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Scatter Essence

Scatter Essence

2
Wind

Destroy target phantasia.

Floating Memory

"Invasive hexes won't be tolerated within this castle."

Speed
Slow
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Scattering Gusts

Scattering Gusts

4
Wind

Suppress up to two target allies. (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.)

Class Bonus Put an enlighten counter on your champion.

Speed
Fast
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Scavenge the Distillery

Scavenge the Distillery

3
Norm

Class Bonus This card costs 1 less to activate.

Return up to one target Potion item card from your graveyard to your hand.

Abandoned workshops often contain useful draughts.

Speed
Slow
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Scavenging Raccoon

Scavenging Raccoon

2
Norm

On Enter: Banish up to two target cards from a single graveyard.

With their acute senses, racoons are able to distinguish between edible mushrooms and those that may induce extreme growth.

Power
1
Life
1
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Schwartz Castler

Schwartz Castler

3
Wind

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

Alice Bonus On Enter: If an opponent controls a unit with an even life stat, summon a Pawn Piece token.

Power
1
Life
4
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Scientific Discoveries

Scientific Discoveries

1
Norm

Glimpse 3. Then you may remove two enlighten counters from your champion. If you do, draw a card into your memory.

"These results are... less than satisfactory. Perhaps it's time again for me to venture into the field myself."

Speed
Slow
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Scorched Conquest

Scorched Conquest

3
Exalted
Fire

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

Destroy up to three target domains.

"Is this what I'll become? Is this what I'm capable of?"

Speed
Slow
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Scorchfire Assassin

Scorchfire Assassin

3
Fire

Class Bonus On Attack: You may remove up to three preparation counters from your champion. For each counter removed this way, this attack gets +2 . (Apply this effect only if your champion’s class matches this card’s class.)

Practiced restraint, explosive fury.

Power
1
Life
3
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Scorching Imperilment

Scorching Imperilment

3
Fire

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

At the beginning of each player's end phase, that player may discard a card. If they do, they draw a card.

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Scorching Knowledge

Scorching Knowledge

1
Fire

Empower 3. (The next Spell card you activate this turn activates and resolves as if your champion got +3 level.)

Rai Bonus You may remove an enlighten counter from your champion. If you do, empower 3.

Speed
Fast
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Scorching Strafe

Scorching Strafe

4
Fire

Class Bonus This card costs 2 less to activate.

Target ally gets +2 until end of turn and becomes distant. (Units stay distant until the end of their controller's turn.)

"Spread like wildfire."

Speed
Slow
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Scorching Trap

Scorching Trap

1
Fire

Class Bonus If it’s not your turn, you may remove a preparation counter from your champion to activate this card from your memory without paying its reserve cost.

Deal 2 damage to target attacking unit.

Speed
Fast
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Scout the Land

Scout the Land

2
Wind

Look at the top four cards of your deck and put them back in any order. Draw a card.

β€œThe politics and kingmaking of empires matter little to me as long as there’s a bounty to be found.”
β€” Perse, Relentless Raptor

Speed
Fast
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Scry the Skies

Scry the Skies

1
Norm

Glimpse LV. Draw a card into your memory. (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.)

The skies hold secrets only privy to the few versed in its signs.

Speed
Slow
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Scry the Stars

Scry the Stars

3
Astra

Class Bonus You may banish a card named Scry the Skies from your graveyard rather than pay this card's reserve cost.

Until end of turn, cards you look at while glimpsing have "Starcalling β€” X", where X is that card's reserve cost. Glimpse 3.

Speed
Slow
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Seafaring Mercenary

Seafaring Mercenary

3
Water

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. Apply this effect only if your champion's class matches this card's class.)

A fighter that strikes with the waves.

Power
1
Life
4
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Seafletched Serpent

Seafletched Serpent

3
Water

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 On Hit: You may load Seafletched Serpent into target unloaded Bow weapon you control.

Slither or quiver, it bites all the same.

Power
3
Life
3
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Seal the Past

Seal the Past

2
Norm

Target player banishes three preserved cards from their material deck.

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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Searing Rebuke

Searing Rebuke

2
Fire

Prevent the next 3 damage that would be dealt to your champion this turn.

Class Bonus Whenever damage is prevented this way, deal 3 damage to target champion you don't control.

Speed
Fast
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Searing Truth

Searing Truth

2
Fire

Deal 2 damage to target unit.

Guo Jia Bonus Put a quest counter on your champion. (Apply this effect only if your champion is Guo Jia.)

Speed
Fast
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Seaside Rangefinder

Seaside Rangefinder

3
Water

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

Class Bonus Element Bonus 2, Banish this card from your graveyard: Target unit becomes distant. (Activate this ability only if your champion's class matches this card's class.)

Power
2
Life
2
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Seaside Ringleader

Seaside Ringleader

3
Water
Card Type
Ally β€” Tamer Human

Class Bonus Element Bonus 2, Banish Seaside Ringleader this card from your graveyard: Draw a card into your memory. Until end of turn, Animal and Beast ally cards you activate this turn enter the field with an additional buff counter on them.

Power
2
Life
2
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Seasoned Archer

Seasoned Archer

2
Norm

Class Bonus Ranged 3 (As long as this unit is distant, its attacks get +3 . Apply this effect only if your champion's class matches this card's class.)

Loyalty exists for those with privilege.

Power
1
Life
3
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Seasoned Shieldmaster

Seasoned Shieldmaster

3
Norm

Whenever an ally you control becomes fostered, draw a card into your memory.

Class Bonus Fostered allies you control get +1 and +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Season's End

Season's End

10
Tera

Diao Chan Bonus This card costs 1 less to activate for each wither counter on objects on the field.

Destroy each object with a wither counter on it.

Who would have known that such a beautiful wish could blossom only to wither into ruin?

Speed
Slow
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Seasprite Diver

Seasprite Diver

4
Water

As long as an opponent has four or more cards in their graveyard, this card costs 1 less to activate.

On Enter: Banish target card in a graveyard.

Some find solace in the ocean among the aquatic.

Power
2
Life
3
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Second Wind

Second Wind

3
Wind

Wake up target ally. Class Bonus: That ally gets +1 until end of turn. (Apply the additional effect only if your champion's class matches this card's class.)

With invigorating winds riding at the tail, an army's assault can press forward.

Speed
Fast
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Seeking Shot

Seeking Shot

1
Norm

Level 2+ True Sight

Class Bonus Seeking Shot can't be retaliated.

As long as the attacker is attacking a Human ally, Seeking Shot gets +3 .

Those hit seldom kow where the shot came from.

Power
1
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Seep Into the Mind

Seep Into the Mind

3
Water

Target opponent puts three sheen counters on a unit they control.

Merlin Bonus Sheen 6+ Look at that opponent's memory and discard a card from it. (Apply this effect only if there are six or more sheen counters on your Fractured Memories.)

Speed
Slow
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Seething Intercession

Seething Intercession

2
Exia

Banish the top three cards of your deck. For as long as they're banished, you may activate them. As an additional cost to activate each of those cards, deal 2 unpreventable damage to your champion.

Jin Bonus If your influence is four or less, the next three cards you activate from banishment this turn cost 1 less to activate.

Speed
Fast
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Seiryuu's Command

Seiryuu's Command

2
Arcane

As long as you control an arcane element Shenju ally, ignore this card's elemental requirements as you activate it.

Until end of turn, whenever target Beast attacks, trigger all of its on attack abilities twice.

Speed
Fast
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Seize Fate

Seize Fate

6
Exia

Jin Bonus This card costs 2 less to activate.

For the rest of the game, if your champion would take damage, remove that many damage counters from them instead and then if there are zero damage counters on your champion, banish your champion.

Speed
Slow
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Sempiternal Sage

Sempiternal Sage

3
Tera

Preserve (When this ally dies, put it into its owner's material deck preserved. As you materialize, you may instead return a preserved card to your hand.)

Class Bonus On Attack: You may recover 3. If you don't, empower 3.

Power
3
Life
3
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Senaris, Six of Diamonds

Senaris, Six of Diamonds

6
Water

Spellshroud, Stealth

Cardistry β€” 6: The next three times a Suited Spell source you control would deal damage this turn, it deals that much plus 3 damage instead. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
4
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