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Minister of Ceremony

Minister of Ceremony

3
Norm
Card Type
Ally β€” Mage Human

β†·: As a Spell, deal 3 damage to target unit. Activate this ability only at slow speed and only if your Shifting Currents face East.

The greatest victory is that which requires no battle.

Power
1
Life
3
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Minthe, Spirit of Water

Minthe, Spirit of Water

0
Water

On Enter: Draw seven cards.

Level
Lv. 0
Life
15
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Mire Reparation

Mire Reparation

3
Water

Recover X, where X is the amount of omens you have.

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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Mirrorbound Covenant

Mirrorbound Covenant

2
Exalted
Norm

On Enter: Draw a card into your memory.

Each player's maximum influence is seven. (As each player's end phase resolves, that player discards cards from their hand and/or memory until their influence is equal to their maximum influence.)

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Mirrored Confrontation

Mirrored Confrontation

2
Norm

Each player may reveal a champion card with base level 3 from their material deck. Each player that does draws a card into their memory and recovers 2.

"Ciel. I've been there too. Don't do something you'll regret. She wouldn't have wanted this."

Speed
Slow
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Mistbound Cutthroat

Mistbound Cutthroat

4
Water

Level 3+ Whenever another ally card enters your graveyard from your deck, return Mistbound Cutthroat from your graveyard to the field rested.

Beware the selkies of the deep.

Power
3
Life
1
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Mistbound Cutthroat

Mistbound Cutthroat

4
Water

Level 3+ Whenever another ally card enters your graveyard from your deck, return Mistbound Cutthroat from your graveyard to the field rested.

Beware the selkies of the deep.

Power
3
Life
1
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Mistbound Watcher

Mistbound Watcher

2
Water
Card Type
Ally β€” Mage Spirit

Class Bonus At the beginning of your end phase, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card. Apply this effect only if your champion's class matches this card's class.)

Enlightenment in pensive calm.

Power
0
Life
3
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Mistbound Watcher

Mistbound Watcher

2
Water
Card Type
Ally β€” Mage Spirit

Class Bonus At the beginning of your end phase, put an enlighten counter on your champion. (You may remove three enlighten counters from your champion to draw a card. Apply this effect only if your champion's class matches this card's class.)

Enlightenment in pensive calm.

Power
0
Life
3
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Misteye Archer

Misteye Archer

3
Water

Class Bonus Ranged 2

3, β†·: Look at the top card of your deck. If it's a water element card, you may put it into your graveyard. If you do, Misteye Archer becomes distant and prevent the next 2 damage that would be dealt to it this turn.

Power
1
Life
3
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Mistral Ranger

Mistral Ranger

3
Wind

Class Bonus As long as you've activated an Aethercharge card this turn, this card costs 1 less to activate.

Class Bonus Ranged 2 (As long as this unit is distant, its attacks get +2 . Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
3
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Mist Resonance

Mist Resonance

5
Water

Allies you control get +1 until end of turn.

Class Bonus Harmonize β€” If you've activated a Melody card this turn, allies you control assign damage with their life stat instead of power stat until end of turn.

Speed
Fast
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Mist Resonance

Mist Resonance

5
Water

Allies you control get +1 until end of turn.

Class Bonus Harmonize β€” If you've activated a Melody card this turn, allies you control assign damage with their life stat instead of power stat until end of turn.

Speed
Fast
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Mist Resonance

Mist Resonance

5
Water

Allies you control get +1 until end of turn.

Class Bonus Harmonize β€” If you've activated a Melody card this turn, allies you control assign damage with their life stat instead of power stat until end of turn.

Speed
Fast
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Mistsworn Magister

Mistsworn Magister

2
Water
Card Type
Ally β€” Mage Human

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

Deluge 3 β€” On Death: If you have three or more water element cards in your graveyard, put two enlighten counters on your champion.

Power
1
Life
3
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Misty Whispertail

Misty Whispertail

3
Water

Sacrifice Misty Whispertail: If Misty Whispertail was not ephemeral, draw a card into your memory. Otherwise, recover 3.

"Such a trial, dear Sir, with no jury or judge, would be wasting our breath."

Power
1
Life
3
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Mnemonic Charm

Mnemonic Charm

2
Norm

On Enter: Draw a card into your memory.

Class Bonus Sacrifice Mnemonic Charm: Empower 2. (The next Spell card you activate this turn activates and resolves as if your champion got +2 level. Activate this ability only if your champion's class matches this card's class.)

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Mnemonic Charm

Mnemonic Charm

2
Norm

On Enter: Draw a card into your memory.

Class Bonus Sacrifice Mnemonic Charm: Empower 2.

A talisman blessed with heavenly awe.

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Modulating Cadence

Modulating Cadence

4
Wind

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

Look at the top eight cards of your deck. You may reveal a Harmony or Melody 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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Molten Arrow

Molten Arrow

3
Fire

β†·: Load Molten Arrow into target unloaded Bow weapon you control.

Banish three other fire element cards from your graveyard: Load the card from your graveyard into target unloaded Bow weapon you control.

Power
3
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Molten Cinder

Molten Cinder

2
Fire

Brew β€” One Flower, One Herb

On Enter: If Molten Cinder was brewed, deal 2 damage to each champion.

Sacrifice Molten Cinder: Deal 3 damage to target champion that leveled up this turn.

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Molten Echo

Molten Echo

2
Fire

Merlin Bonus Kindle 2

Deal 1 damage to target unit. Then put a sheen counter on your Fractured Memories.

Merlin Bonus Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Action cards played this way become ephemeral on the effects stack.)

Speed
Fast
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Moontide Illusionist

Moontide Illusionist

2
Water

Imbue 2 (You may reserve all cards revealed as you activate this card. If at least two of them are water element, this card becomes imbued.)

Intercept

On Death: If Moontide Illusionist was imbued, put the top two cards of your deck into your graveyard.

Power
0
Life
2
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Moonveil Android

Moonveil Android

2
Astra

Class Bonus Whenever you glimpse, Moonveil Android gains stealth until end of turn.

Class Bonus Whenever you negate a card activation an opponent controls, put two buff counters on Moonveil Android.

Power
1
Life
3
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Mordred, Flawless Blade

Mordred, Flawless Blade

2
Norm

Attack cards in your graveyard have floating memory. (While paying for a memory cost, you may banish a card with floating memory from your graveyard to pay for 1 of that cost.)

"Do try to keep up, won't you?"

Level
Lv. 2
Life
24
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Mordred, Flawless Blade

Mordred, Flawless Blade

2
Norm

Attack cards in your graveyard have floating memory.

With swordistry embodying the idea of a torrent, Mordred gives foes no respite from his blade.

Level
Lv. 2
Life
24
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Mordred, Flawless Blade

Mordred, Flawless Blade

2
Norm

Attack cards in your graveyard have floating memory. (While paying for a memory cost, you may banish a card with floating memory from your graveyard to pay for 1 of that cost.)

"Do try to keep up, won't you?"

Level
Lv. 2
Life
24
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Morgan, Soul Guide

Morgan, Soul Guide

2
Norm

Level 1+ Prevent all non-combat damage that would be dealt to Morgan.

Level 2+ Your opponents can't recover.

Class Bonus At the beginning of your recollection phase, you may glimpse 1. If you don't, recover 1.

Power
1
Life
3
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Morgan, Soul Guide

Morgan, Soul Guide

2
Norm

Level 1+ Prevent all non-attack non-combat damage that would be dealt to Morgan.

Level 2+ Your opponents can't recover.

Class Bonus At the beginning of your recollection phase, you may glimpse 1. If you don't, recover 1.

Power
1
Life
3
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Morrigan, Lost Spirit

Morrigan, Lost Spirit

0
Norm

On Enter: Draw seven cards.

"Abandon yourself to my serenity."

Level
Lv. 0
Life
15
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Morrigan, Lost Spirit

Morrigan, Lost Spirit

0
Norm

On Enter: Draw seven cards.

"Lose yourself in my ataraxia."

Level
Lv. 0
Life
15
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Mortal Ambition

Mortal Ambition

6
Norm

This card costs 2 less to activate for each unique ally you control.

Until end of turn, Human and Horse allies you control get +1 and gain ambush and steadfast.

Ponder and deliberate before you make a move.

Speed
Fast
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Mortal Ambition

Mortal Ambition

6
Norm

This card costs 2 less to activate for each unique ally you control.

Until end of turn, Human and Horse allies you control get +1 and gain ambush and steadfast.

In the midst of chaos, there is opportunity.

Speed
Fast
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Mote Sear

Mote Sear

2
Fire

Deal 2 damage to target unit. Then you may remove two sheen counters from your Fractured Memories. If you do, deal an additional 2 damage to that unit. (The damage is dealt in two separate instances.)

Her own memories lost with each she took.

Speed
Fast
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Mourning Veilbound

Mourning Veilbound

2
Norm

Stealth (This unit can’t be targeted by attacks unless permitted by true sight.)

Sacrifice Mourning Veilbound: Up to one target Specter ally gains spellshroud until end of turn. (Objects with spellshroud can’t be targeted by Spells.)

Power
0
Life
2
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Myopic Lens

Myopic Lens

0
Norm

β†·: The next time target player would glimpse any amount this turn, that player glimpses 2 instead.

Through a lens misaligned with one’s sight, the world bends and warps; through the right lens, it comes into clarity.

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Mystic Purifier

Mystic Purifier

2
Norm

On Enter: You may pay 2. When you do, destroy target phantasia.

"Let's deep clean the temple! We're cleaning everything, from dust to evil spirits!"

Power
1
Life
2
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Naga's Fang

Naga's Fang

0
Norm

Remove a preparation counter from your champion: Naga's Fang gets +1 until end of turn.

Sharper yet are the fangs of the serpent god, wielder of chaos.

Power
1
Durability
1
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Naia, Diviner of Fortunes

Naia, Diviner of Fortunes

3
Water

Class Bonus On Enter: Reveal the top three cards from your deck. Banish one of those cards and put the rest into your graveyard. If the banished card is a Spell card, you may activate it as long as you control Naia.

Power
2
Life
2
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Naia, Diviner of Fortunes

Naia, Diviner of Fortunes

3
Water

Class Bonus On Enter: Reveal the top three cards from your deck. Banish one of those cards and put the rest into your graveyard. If the banished card is a Spell card, you may activate it as long as you control Naia.

Power
2
Life
2
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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Nameless Champion

Nameless Champion

1
Norm

This champion can't level up.

6: Draw a card and put a level counter on Nameless Champion. Activate this ability only once. (Champions get +1 level for each level counter on them.)

Level
Lv. 1
Life
20
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