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Sword of Adversity

Sword of Adversity

0
Norm

Class Bonus Sword of Adversity gets +1 as long as you control no allies. (Apply this effect only if your champion's class matches this card's class.)

When pushed to the edge, this sword grows even sharper.

Power
1
Durability
1
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Sword of Avarice

Sword of Avarice

2
Crux

On Enter: Draw a card. Class Bonus: Draw two cards instead. (Apply the additional effect only if your champion's class matches this card's class.)

An enspirited sword bound by greed and desire.

Power
1
Durability
1
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Sword of Avarice

Sword of Avarice

2
Crux

On Enter: Draw a card. Class Bonus: Draw two cards instead. (Apply the additional effect only if your champion's class matches this card's class.)

An enspirited sword bound by greed and desire.

Power
1
Durability
1
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

See beyond worldly perception and unveil the sacred truths hidden from the world.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Reveal the truth hidden in shadows.

Power
1
Durability
2
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Sword of Seeking

Sword of Seeking

0
Norm

Class Bonus True Sight (Attacks using this weapon can target units with stealth. Apply this effect only if your champion's class matches this card's class.)

Before this blade, nothing remains hidden.

Power
1
Durability
2
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Sword of Shadows

Sword of Shadows

0
Astra

Class Bonus Sword of Shadows gets +1.

As long as an opponent controls an ally with stealth, Sword of Shadows gets -1. (Apply this effect only if your champion's class matches this card's class.)

Power
1
Durability
2
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Sword Saint of Eventide

Sword Saint of Eventide

2
Water

On Enter: Look at the top card of your deck. You may put it into your graveyard.

Class Bonus As long as you have four or more water element cards in your graveyard, Sword Saint of Eventide gets +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
3
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Sword Saint of Everflame

Sword Saint of Everflame

4
Fire

Class Bonus 2, Banish this card from your graveyard: Target fire element weapon or ally gets +2 until end of turn.

"Though my kindling may one day burn up, the flame of my sword will pass on."

Power
3
Life
2
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Sword Saint of Eveswind

Sword Saint of Eveswind

2
Wind

Class Bonus On Enter: If Sword Saint of Eveswind entered from a banishment, put two buff counters on it.

"When you feel the cool autumn breeze, I hope you will remember me."

Power
1
Life
2
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Sword Saint's Vow

Sword Saint's Vow

1
Norm

Class Bonus Sword Saint's Vow gets +1 for each durability counter on it.
Class Bonus Whenever you activate a Craft action card, put two durability counters on Sword Saint's Vow.
On Hit: Remove a durability counter from Sword Saint's Vow.

Power
0
Durability
1
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Sworn Windhand

Sworn Windhand

3
Wind

Class Bonus Taunt

Sworn Windhand has retort 2+X, where X is the amount of omens you have. (As long as this ally is retaliating, it gets that much .)

"Would you like some tea? I just brewed a fresh pot!"

Power
1
Life
3
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Sylph's Envelopment

Sylph's Envelopment

2
Wind

Banish target ally you control, then return it to the field under its owner's control rested. If that ally is a phantasia, it enters the field with an additional buff counter on it.

Speed
Fast
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Synth Disrupter

Synth Disrupter

0
Norm

Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.

Repurposed in haste to jam and scramble electrical signals characteristic to automatons.

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Synth Disrupter

Synth Disrupter

0
Norm

Banish Synth Disrupter: Until end of turn, Automaton allies enter the field rested.

Repurposed in haste to jam and scramble electrical signals characteristic to automatons.

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Synthetic Core

Synthetic Core

0
Norm

Whenever a non-token Automaton ally you control dies, you may banish Synthetic Core. If you do, return that ally to your memory.

Once, Claude's crowning achievement. Now, his constant reminder of failure and humiliation.

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Synthetic Strike

Synthetic Strike

2
Norm

As long as the attacker is attacking an Automaton unit, Synthetic Strike gets +1 .

Malice cuts true.

Power
3
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Tabula of Salvage

Tabula of Salvage

0
Norm

Banish Tabula of Salvage: Choose up to five cards from your graveyard and put them on the bottom of your deck in any order.

Waste not, want not.

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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tactful Sergeant

Tactful Sergeant

4
Wind

On Enter: If your champion has attacked this turn, draw a card into your memory.

Those who have seen many battlefields and lived gain a keen eye for the most opportune moments to strike.

Power
1
Life
4
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Tactical Retreat

Tactical Retreat

3
Water

Target unit becomes distant. If that unit is defending, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Class Bonus Floating Memory

Speed
Fast
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Taiji of Crystal Strategems

Taiji of Crystal Strategems

3
Water

Whenever your Shifting Currents change from facing South to East while Taiji of Crystal Strategems is awake, you may rest it. When you do, as a Spell, deal 3 damage to target champion you don't control.

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

Xia Hou Dun's masterful control of the flow of battle lets her string lethal strikes into crafted opportunities.

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Taiji of Crystal Strategems

Taiji of Crystal Strategems

3
Water

Whenever your Shifting Currents change from facing South to East while Taiji of Crystal Strategems is awake, you may rest it. When you do, as a Spell, deal 3 damage to target champion you don't control.

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

Xia Hou Dun's masterful control of the flow of battle lets her string lethal strikes into crafted opportunities.

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Tailwind's Blessing

Tailwind's Blessing

1
Wind

Whenever your Shifting Currents change from facing North to West, allies you control get +1 until end of turn.

"Ride the winds and charge forth to battle! No foe stands before our blessed strength."

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Take Aim

Take Aim

2
Norm

Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)

Speed
Slow
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Take Aim

Take Aim

2
Norm

Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)

Speed
Slow
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Take Aim

Take Aim

2
Norm

Target unit's next attack this turn gets +2 . Class Bonus: That unit also gains ranged 2 until end of turn. (As long as that unit is distant, that unit's attacks get +2 . Apply the additional effect only if your champion's class matches this card's class.)

Speed
Slow
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Take Cover

Take Cover

5
Norm

Class Bonus This card costs 1 less to activate.

Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)

Speed
Fast
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Take Cover

Take Cover

5
Norm

Class Bonus This card costs 1 less to activate.

Target unit you control gains stealth until end of turn. That unit also becomes distant. (This unit can't be targeted by attacks unless permitted by true sight. Units stay distant until the end of their controller's turn.)

Speed
Fast
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Take Point

Take Point

2
Norm

Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Class Bonus Floating Memory

Speed
Slow
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Take Point

Take Point

2
Norm

Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Class Bonus Floating Memory

Speed
Slow
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Take Point

Take Point

2
Norm

Your champion gains taunt until the beginning of your next turn. (While awake, this unit must be targeted before other units you control during your opponents' attack declarations if able.)

Class Bonus Floating Memory

Speed
Slow
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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

The Mandate of Heaven stops even steel.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

If profits are to be made, bring enough to share.

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Tariff Ring

Tariff Ring

0
Norm

Tariff Ringใ‚’่ฟฝๆ”พใ™ใ‚‹๏ผšใ‚ฟใƒผใƒณ็ต‚ไบ†ๆ™‚ใพใงใ€ใƒ—ใƒฌใ‚คใƒคใƒผใฏๆ”ปๆ’ƒๅฎฃ่จ€ใ”ใจใซ2ใ‚’ๆ”ฏๆ‰•ใ‚ใชใ„้™ใ‚Šใ€ๆ”ปๆ’ƒใงใใชใ„ใ€‚ใ“ใฎ่ƒฝๅŠ›ใฏๅฏพๆˆฆ็›ธๆ‰‹ใฎๅ›žๆƒณใƒ•ใ‚งใ‚คใ‚บใซใฎใฟ่ตทๅ‹•ใงใใ‚‹ใ€‚

ใ€Œ็ด„ๆŸใ ใ‚ˆใ€‚ใ€

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

The Mandate of Heaven stops even steel.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

The Mandate of Heaven stops even steel.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

Not even the most fantastical realm is free from taxes.

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Tariff Ring

Tariff Ring

0
Norm

Banish Tariff Ring: Until end of turn, players can't declare attacks unless they pay 2 for each attack declaration. Activate this ability only during an opponent's recollection phase.

Not even the most fantastical realm is free from taxes.

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Tasershot

Tasershot

0
Norm

Renewable

โ†ท: Load Tasershot into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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Tasershot

Tasershot

0
Norm

Renewable

โ†ท: Load Tasershot into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Until the beginning of your next turn, whenever the hit champion levels up, deal 4 unpreventable damage to them.

Power
1
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