Cards where: released in 2023

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Snow Fairy

Snow Fairy

3
Water
Card Type
Ally β€” Mage Fairy

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

On Enter: Rest target ally you don't control. That ally doesn't wake up during its controller's wake up phase as long as you control Snow Fairy.

Power
1
Life
2
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Song of Frost

Song of Frost

2
Water

Class Bonus You may banish a card with floating memory from your graveyard rather than pay this card's reserve cost.

If a unit is attacking, end the combat phase. (As a phase ends, banish all triggers, activations, and materializations on the effects stack.)

Speed
Fast
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Song of Nurturing

Song of Nurturing

2
Norm

Allies you control get +2 until end of turn. Class Bonus: Those allies also get +1 until end of turn. (Apply the additional effect only if your champion's class matches this card's class.)

Mana-imbued music invigorates those who hear it.

Speed
Fast
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Song of Return

Song of Return

3
Wind

Class Bonus This card costs 1 less to activate. (Apply this effect only if your champion's class matches this card's class.)

Return up to two target allies you control to their owner's hands.

Speed
Fast
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Spark Alight

Spark Alight

2
Fire

Deal 2 unpreventable damage to target unit. Class Bonus: Deal 3 unpreventable damage to that unit instead. (Apply the additional effect only if your champion's class matches this card's class.)

"Just worry about the things you can't burn."
β€” Varuck Mage

Speed
Fast
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Spark Fairy

Spark Fairy

3
Fire
Card Type
Ally β€” Mage Fairy

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

On Enter: Target non-champion object gains β€œAt the beginning of your recollection phase, deal 1 unpreventable damage to your champion” for as long as you control Spark Fairy.

Power
1
Life
2
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Spellshield: Arcane

Spellshield: Arcane

3
Arcane

Class Bonus This card costs 1 less to activate.

The next time damage would be dealt to your champion this turn, prevent that damage. Put an amount of enlighten counters on your champion equal to the amount of damage prevented this way.

Speed
Fast
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Spirit Blade: Ascension

Spirit Blade: Ascension

1
Crux

As an additional cost to activate this card, return a Sword regalia you own to your material deck.

Choose a Sword regalia card from your material deck or banishment and put it onto the field.

With the spirits' aid, even a worn sword may be transfigured into a divine relic.

Speed
Fast
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Spirit Blade: Dispersion

Spirit Blade: Dispersion

0
Crux

Remove all durability counters from any amount of Sword weapons you control, then banish them. Choose any amount of units and deal damage equal to the amount of durability counters removed this way split among them.

When spirits take, they pay in kind.

Speed
Fast
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Spirit Blade: Ensoul

Spirit Blade: Ensoul

6
Crux

Choose any amount of Sword weapon cards with memory cost 1 or less from your banishment and/or material deck and put them onto the field. Until end of turn, Sword weapons you control can attack as though they were allies. At the beginning of your next end phase, sacrifice all Sword weapons you control.

Speed
Slow
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Spirit Blade: Ghost Strike

Spirit Blade: Ghost Strike

0
Crux

On Attack: You may banish a card from your material deck. If you do, your champion's attacks get +1 until end of turn.

An attack empowered with haunting vengeance.

Power
1
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Spirit Blade: Infusion

Spirit Blade: Infusion

2
Crux

This card costs 2 less to activate if your champion has dealt combat damage this turn.

Until end of turn, target Sword weapon gets +3 and "On Champion Hit: Draw a card."

A blade empowered with spiritual might.

Speed
Fast
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Spirit of Fire

Spirit of Fire

0
Fire

On Enter: Draw seven cards.

Smoldering flames burn bright from within the soul, sparking a hunger for insight and destruction.

Level
Lv. 0
Life
15
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Spirit of Serene Fire

Spirit of Serene Fire

0
Fire

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Searing insight found within all-consuming flame.

Level
Lv. 0
Life
15
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Spirit of Serene Water

Spirit of Serene Water

0
Water

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Overflowing visions immersed within the waves.

Level
Lv. 0
Life
15
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Spirit of Serene Wind

Spirit of Serene Wind

0
Wind

On Enter: Glimpse 6. Draw six cards.

Lineage Release β€” Recover 6. (Activate this ability by banishing this card from your champion's inner lineage.)

Cunning intuition trapped within the vortex's eye.

Level
Lv. 0
Life
15
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Spirit of Water

Spirit of Water

0
Water

On Enter: Draw seven cards.

Convalescing waves cascade through the soul, revitalizing the body and mind from the depths.

Level
Lv. 0
Life
15
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Spirit of Wind

Spirit of Wind

0
Wind

On Enter: Draw seven cards.

Turbulent zephyrs swirl around the soul, inspiring fleet-footed dreams and expedited efficiency.

Level
Lv. 0
Life
15
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Spirit's Blessing

Spirit's Blessing

1
Crux

As an additional cost to activate this card, return a regalia you control to its owner's material deck.
Wake up your champion. Draw a card.

Spirits bestow their favor upon those who offer tribute in earnest.

Speed
Fast
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Spontaneous Combustion

Spontaneous Combustion

3
Fire

Deal 4 damage to target ally attacking your champion.

The closer they are, the easier they are to ignite.

Speed
Fast
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Spurn to Ash

Spurn to Ash

3
Fire

Destroy target regalia with memory cost 1 or less.

Immolation is far more simple than creation.

Speed
Slow
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Stalwart Shieldmate

Stalwart Shieldmate

2
Norm

Taunt (While awake, this ally must be targeted before other units objects you control during your opponents' attack declarations if able.)

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

Power
0
Life
2
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Steady Verse

Steady Verse

2
Norm

Class Bonus The next Harmony action card you activate this turn costs 1 less to activate.

Draw a card into your memory.

A rousing allegro before the crescendo.

Speed
Slow
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Stillwater Patrol

Stillwater Patrol

4
Water

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

As long as Stillwater Patrol is attacking a unit with stealth, Stillwater Patrol gets +1 .

Specially trained to be ever-vigilant, little bypasses their detection.

Power
2
Life
3
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Storm Tyrant's Eye

Storm Tyrant's Eye

0
Arcane

Banish Storm Tyrant's Eye: Reveal cards from the top of your deck until you reveal an arcane element card. Deal unpreventable damage to your champion equal to the amount of cards revealed this way. Put one of those cards into your hand and the rest on the bottom of your deck in a random order.

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Strapping Conscript

Strapping Conscript

2
Fire

Class Bonus Level 2+ Strapping Conscript gets +1 and +1 . (Apply this effect only if your champion's class matches this card's class, and only if your champion is level 2 or higher.)

House Pendragon recruits only the hardiest of pages to train as knights.

Power
2
Life
1
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Strategic Planning

Strategic Planning

2
Norm

Glimpse 2. Put a preparation counter on your champion. (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.)

No such thing as too much preperation.

Speed
Slow
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Strike from the Mist

Strike from the Mist

2
Water

Prepare 2 (You may remove two preparation counters from your champion as you activate this card.)

Class Bonus As long as Strike from the Mist was prepared, it can't be intercepted.

Power
2
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Sudden Snow

Sudden Snow

2
Water

You may banish a card with floating memory from your graveyard. If you do, draw a card.

Until end of turn, allies enter the field rested.

It is not unusual to have sudden and severe changes in weather with magic and mages abound.

Speed
Fast
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Sudden Steel

Sudden Steel

6
Norm

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

Her last strike was deadly.

Power
5
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Summon Gale

Summon Gale

3
Wind

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

Return target ally to its owner's hand.

Speed
Fast
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Surveillance Stone

Surveillance Stone

0
Norm

Whenever an opponent declares an attack with a unit for the third time each turn, you may banish Surveillance Stone. If you do, draw a card.

A simple tool that offers peace of mind and, with it, a good night's sleep.

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Swift Recruit

Swift Recruit

2
Wind

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

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

Power
1
Life
2
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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 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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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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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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Tempered Steel

Tempered Steel

1
Fire

Put a durability counter on target weapon you control.

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

Speed
Slow
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Tempest Silverback

Tempest Silverback

4
Wind

Pride 5 (This ally won't obey you unless your champion is level 5 or higher.)

Class Bonus Tempest Silverback gets +2 and +2 . (Apply this effect only if your champion's class matches this card's class.)

Power
4
Life
4
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Tera Sight

Tera Sight

0
Tera

Preserve (Put this card into your its owner's material deck preserved as it resolves. As you materialize, you may instead return a preserved card to your hand.)

Draw a card.

See the heartbeat of life.

Speed
Fast
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The Majestic Spirit

The Majestic Spirit

12
Crux

Intercept, True Sight, Vigor

Champions you control have spellshroud.

If another crux element unit you control would take damage, prevent half of that damage, rounded up.

Power
4
Life
10
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Thieving Cut

Thieving Cut

2
Norm

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

On Hit: If Thieving Cut was prepared, draw a card.

What's yours is mine.

Power
3
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Thousand Refractions

Thousand Refractions

0
Luxem

Prepare 1 (You may remove a preparation counter from your champion as you activate this card.)

Class Bonus On Hit: If Thousand Refractions was prepared, wake up your champion and return Thousand Refractions to your its owner's hand.

Power
1
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Tidal Sweep

Tidal Sweep

6
Water

Cleave (Attack all units a chosen opponent controls. This attack can't be intercepted.)

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.)

Power
1
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Tide Diviner

Tide Diviner

4
Water
Card Type
Ally β€” Mage Human

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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Tithe Proclamation

Tithe Proclamation

1
Norm

On Enter: Draw a card.

Players Each player can't draw more than three cards each turn unless it's their first turn of the game.

Wealth can only be amassed up to a certain point before the church of Aesa takes an interest.

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Tome of Knowledge

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

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 β†·: Banish a card at random from your memory. If a card was banished this way, draw a card.

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Trained Hawk

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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