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Tide Diviner

4
Water

On Enter: Look at the top 1+LV cards of your deck. Put one of those cards into your hand and the rest into your graveyard. (LV refers to your champion's level.)

Reading the ebb and flow of the moon's sway grants insight into the currents of fate.

Power
1
Life
1
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Tome of Knowledge

1
Norm

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

Banish Tome of Knowledge: Draw a card.

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Tome of Sacred Lightning

0
Arcane

Element Bonus You may banish a Book regalia you control to activate this card from your material deck. If you do, Tome of Sacred Lightning enters the field with all abilities of the banished card.

Class Bonus : Banish a card at random from your memory. If a card was banished this way, draw a card.

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Trained Hawk

3
Wind

True Sight (This ally can attack units with stealth.)

Vigor (This ally wakes up at the beginning of your end phase.)

With eyes honed to spot the subtlest of movements, these animals are indispensible as hunting partners.

Power
2
Life
2
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Training Session

2
Norm

Put a buff counter on target ally you control. (Allies get +1 power and +1 life for each buff counter on them.)

With enough practice, even a shabby recruit can turn into a capable fighter.

Speed
Slow
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Triskit, Guidance Angel

5
Luxem

(Unique — You can control only one object with this card's name.)

Fire, water and wind elements are enabled for you.

On Enter: You may banish your champion. If you do, Triskit becomes a unique champion with base level 3.

Power
2
Life
12
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Tristan, Grim Stalker

2
Norm

On Ally Hit: You may remove three preparation counters from Tristan. If you do, destroy the hit ally.

At the beginning of your end phase, if Tristan is awake, put a preparation counter on Tristan.

"Life is cheap. Just tell me how many."

Level
Lv. 2
Life
22
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Trusty Steed

4
Norm

On Enter: Another target ally you control gets +2 until end of turn.

Bonded and trained, these majestic creatures offer warriors powerful advantages in battle.

Power
1
Life
3
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Uncover the Plot

2
Luxem

Target player reveals all cards in their memory. Draw a card.

Class Bonus Put two preparation counters on your champion. (Apply this effect only if your champion's class matches this card's class.)

Speed
Slow
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Varuck, Smoldering Spire

3
Fire

Upkeep — Whenever you materialize a card, sacrifice Varuck.

Damage dealt by fire element sources you control can't be prevented.

Once decrepit, now ablaze with new blood.

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Veiling Breeze

1
Wind

Reveal any amount of wind element cards from your memory. Until end of turn, whenever if damage would be dealt to your champion, prevent an amount of that damage equal to the amount of cards revealed this way.

Speed
Fast
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Vertus, Gaia's Roar

4
Tera

Pride 10 (This ally won't obey you unless your champion is level 10 or higher.)

Class Bonus On Enter: Allies you control get +1 for each Animal and/or Beast ally card in your graveyard until end of turn.

All cower quickly before his might.

Power
8
Life
6
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Veteran Soldier

5
Norm

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

The recent strife and turmoil within Aesa has hardened even the greenest of recruits.

Power
2
Life
3
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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

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

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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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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Wilderness Harpist

2
Wind

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

Whenever you activate a Harmony or Melody card, your champion gets +1 level until end of turn.

Power
0
Life
2
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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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Wind Resonance Bauble

0
Norm

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

A spirit of wind sleeps within this bauble. Perhaps it will grant blessings once it wakes.

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Windrider Mage

2
Wind

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

Class Bonus At the beginning of your recollection phase, you may return Windrider Mage to your hand. If you do, put an enlighten counter on your champion.

Power
1
Life
1
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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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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. (Allies get +1 power and +1 life for each buff counter on them. Apply this effect only if your champion's class matches this card's class.)

Power
2
Life
2
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Woodland Squirrels

0
Norm

Playful, curious, and above all, adorable. Even a simple encounter makes travellers light of heart.

Power
1
Life
1
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Young Beastbonder

2
Norm

Class Bonus On Enter: Put a buff counter on another target ally you control. If that ally is a Beast, put two buff counters on it instead.

Class Bonus Floating Memory

Inseparable in youth and in battle.

Power
1
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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, 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, 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

2
Wind

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

It will come back in a breeze.

Speed
Fast
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Zephyr Assistant

2
Wind

Class Bonus On Enter: Put an enlighten counter on your champion.

On Leave: Put an enlighten counter on your champion. (Trigger this effect when Zephyr Assistant leaves the field.)

Power
1
Life
1
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