Cards where: collector number is at most 100

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Warrior of the Fae Realm

Warrior of the Fae Realm

3
Norm

Stealth

On Enter: You may banish a Sword attack card from your hand or memory. If you do, draw a card into your memory. As long as you control Warrior of the Fae Realm, you may activate the banished card on a later turn.

Power
1
Life
2
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Warrior's Longsword

Warrior's Longsword

1
Norm

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

A dependable sword made of sturdy steel with an edge honed enough to pierce most defenses. A warrior's true companion.

Power
1
Durability
2
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Water Barrier

Water Barrier

3
Water

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

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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Water Resonance Bauble

Water Resonance Bauble

0
Norm

Banish Water Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a water element champion.

Torrents crash and turn along the edges of this orb, waiting for their inevitable release.

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Wayfinder's Map

Wayfinder's Map

0
Norm

Domain cards you activate cost 1 less to activate.

Banish Wayfinder's Map: Draw a card. Activate this ability only if you control three or more domains.

Critical landmarks and strategic bastions dot the battlefield. Strategic control is the key to success.

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Weaken Resistance

Weaken Resistance

4
Norm

Class Bonus This card costs 1 less to activate.

The next time target unit would take damage from a Spell source this turn, it takes that much damage plus LV instead. (LV refers to your champion's level, calculated as this effect resolves.)

Speed
Slow
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Weaponsmith

Weaponsmith

2
Norm

Class Bonus At the beginning of your recollection phase, put a durability counter on target weapon you control. (Apply this effect only if your champion's class matches this card's class.)

The forges burn bright as war dawns on Cambria.

Power
1
Life
3
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Whimsy's Warden

Whimsy's Warden

2
Norm

Intercept (Whenever your champion is attacked while this ally is awake, you may redirect that attack to this ally.)

As long as you have two or more omens, Whimsy's Warden gets +2.

Power
1
Life
2
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Wildheart Lyre

Wildheart Lyre

1
Water

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

Class Bonus Whenever you rest Wildheart Lyre to pay for the reserve cost of a Harmony or Melody activation, put a buff counter on an Animal or Beast ally you control.

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Will to Save

Will to Save

1
Water

You may rest your champion. If you do, put a preparation counter on them.

Floating Memory

"You always said we'd go on adventures together... We're finally doing it, right, Ganieda?"

Speed
Slow
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Winbless Kiteshield

Winbless Kiteshield

1
Wind

Class Bonus This card costs 1 less to materialize.

Unit Link (This object enters the field linked to target unit. If the link is broken, sacrifice this object.)

Linked unit has vigor.

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Wind Cutter

Wind Cutter

2
Wind

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

On Hit: Reveal a card at random from your memory. If that card is wind element, put Wind Cutter into your its owner's memory.

Power
1
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Windmill Engineer

Windmill Engineer

2
Wind

Imbue 2

On Enter: If Windmill Engineer is imbued, draw a card into your memory.

"We'll get it spinning in a breeze!"

Power
1
Life
1
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Windpiercer

Windpiercer

0
Wind

Renewable

β†·: Load Windpiercer into target unloaded Gun weapon you control.

On Attack: Glimpse 1, then reveal the top card of your deck. If that card is wind element, Windpiercer gets +2 .

Power
1
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Wind Resonance Bauble

Wind Resonance Bauble

0
Norm

Banish Wind Resonance Bauble: Draw a card. Activate this ability only if an opponent controls a wind element champion.

β€œIt’s no use going back to yesterday, because I was a different person then.”

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Windrider Invoker

Windrider Invoker

3
Wind
Card Type
Ally β€” Mage Human

On Enter: You may remove two enlighten counters from your champion. If you do, draw a card and Windrider Invoker gets +3 until end of turn.

A burst of wind to dash through the battlefield. Another to take down the enemy.

Power
1
Life
2
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Windrider Vanguard

Windrider Vanguard

3
Wind

Class Bonus Vigor (This unit wakes up at the beginning of your end phase. Apply this effect only if your champion's class matches this card's class.)

The stalwart vanguard of Camelot's airborne forces are chosen for their affinity for wind.

Power
2
Life
3
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Winds of Retribution

Winds of Retribution

6
Wind

Class Bonus Level 2+ This card costs 2 less to activate. (Apply this effect only if your champion's class matches this card's class and only if your champion is level 2 or higher.)

Allies you control get +2 until end of turn.

Speed
Slow
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Windspire Crest

Windspire Crest

0
Wind

Diao Chan Bonus 2, β†·, Remove two glimmer counters from your champion: Put a buff counter on an ally you control.

4, Banish Windspire Crest: Draw a card.

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Windstream Mutt

Windstream Mutt

3
Wind

Class Bonus On Enter: Reveal a card at random from your memory. If that card is wind element, choose another ally you control and put a buff counter on it.

"I saw a dog that was flying!"
β€” Silvie Heartsong

Power
2
Life
2
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Windwalker Boots

Windwalker Boots

0
Wind

Class Bonus At the beginning of your end phase, if your champion is awake, put a preparation counter on them.

Banish Windwalker Boots: Draw a card. Activate this ability only if your champion has five or more preparation counters on them.

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Winged Talaria

Winged Talaria

0
Norm

2, Banish Winged Talaria: Target unit becomes distant. (Units stay distant until the end of their controller's turn.)

These enchanted sandals are said to carry their wearer to wherever their destiny calls.

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Wingpeak Patriarch

Wingpeak Patriarch

2
Norm

Other Birds Bird objects you control get +1 .

Even among animals, respect shapes hierarchy, proving that proper leadership often surpasses brute force.

Power
1
Life
1
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Wisdom's Reprise

Wisdom's Reprise

1
Norm

Glimpse 3. (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.)

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

Speed
Fast
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Withering Grasp

Withering Grasp

2
Norm

Put a wither counter on target non-champion object. (At the beginning of a player's main phase, if they control one or more objects with wither counters on them, for each of those objects, they sacrifice it unless they pay (1) for each wither counter on it, then remove wither counters.)

Diao Chan Bonus Draw a card into your memory.

Speed
Slow
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Woodland Squirrels

Woodland Squirrels

0
Norm

"Hello, friends! Wow, there are so many of you!
Are you here to play too?"

Power
1
Life
1
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Wool Brook

Wool Brook

4
Norm

Wool Brook enters the field with a refinement counter on it.

On Enter: Draw a card into your memory.

6, Remove a refinement counter from Wool Brook: Draw a card into your memory.

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Worn Diary

Worn Diary

0
Norm

β†·: Put a page counter on Worn Diary for each card in your memory.

β†·, Banish Worn Diary: Draw a card. Activate this ability only if there are ten or more page counters on Worn Diary.

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Worn Gearblade

Worn Gearblade

1
Norm

Class Bonus β†·, Remove a durability counter from Worn Gearblade: Prevent the next 1 damage that would be dealt to target unit this turn.

Whenever an Automaton ally you control dies, put a durability counter on Worn Gearblade.

Power
1
Durability
3
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Young Peacekeeper

Young Peacekeeper

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.)

Young Peacekeeper gets +1 and +1 as long as it's fostered.

Class Bonus Floating Memory

Power
1
Life
2
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Yuan Shao, Crown General

Yuan Shao, Crown General

3
Norm

Unique allies your opponents control have pride 2.

Level 2+ 3, β†·: As a Spell, gain control of target unique ally. Activate this ability only if there are three or more unique allies on the field you don't control.

Power
1
Life
3
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Zander, Always Watching

Zander, Always Watching

2
Norm

Zander Lineage (Zander, Always Watching must be leveled from a previous level "Zander" champion.)

Inherited Effect: As long as Zander is attacking a rested unit, Zander's attacks get +1 . (Your champion has this ability as long as this card is part of its lineage.)

Level
Lv. 2
Life
22
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Zander, Blinding Steel

Zander, Blinding Steel

3
Luxem

Zander Lineage (Zander, Blinding Steel must be leveled from a previous level "Zander" champion.)

At the beginning of your recollection phase, you may reveal all cards in your memory. For each luxem element card revealed, each opponent puts a card from their hand into their memory.

Level
Lv. 3
Life
25
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Zander, Corhazi's Chosen

Zander, Corhazi's Chosen

3
Luxem

Zander Lineage (Zander, Corhazi's Chosen must be leveled from a previous level "Zander" champion.)

On Enter: Zander gains stealth and spellshroud until the beginning of your next turn. Put a preparation counter on Zander. (Units with spellshroud can't be targeted by Spells.)

Level
Lv. 3
Life
25
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Zander, Deft Executor

Zander, Deft Executor

2
Norm

Zander Lineage

On Enter: Put two preparation counters on Zander. Then you may remove a preparation counter from him. If you do, return an Assassin action or an Assassin attack card from your graveyard to your hand.

Level
Lv. 2
Life
22
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Zander, Prepared Scout

Zander, Prepared Scout

1
Norm

On Enter: Glimpse 2. Put a preparation counter on Zander. (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.)

"In this new dawn, I embark with clear purpose and conviction."

Level
Lv. 1
Life
19
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Zephyr

Zephyr

2
Wind

Suppress target ally or regalia.

Tossing and turning winds delay even the most well-set plans. Few are able to avoid the churning winds of fate.

Speed
Fast
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Zephyr's Edge

Zephyr's Edge

0
Wind

Class Bonus On Enter: If it's not your materialize phase, Zephyr's Edge gets +1 until end of turn.

Lighter than the breeze, swifter than the wind.

Power
1
Durability
2
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Zhang Jiao, Way of Peace

Zhang Jiao, Way of Peace

3
Norm

On Enter: Depending on the amount of cards in your memoryβ€”
β€’ 0β€” Draw two cards.
β€’ 1 to 3β€” Recover 4.
β€’ 4 to 6β€” Glimpse 4.
β€’ 7 or moreβ€” Each opponent discards a card at random from their memory.

Power
1
Life
2
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Zhou Yu, Enlightened Sage

Zhou Yu, Enlightened Sage

3
Norm

Class Bonus On Enter: Materialize a Book or Scripture card from your material deck. (You still pay its costs.)

Class Bonus At the beginning of your recollection phase, if you control a Book or Scripture object, put an enlighten counter on your champion.

Power
1
Life
3
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