Cards where: collector number is at most 100

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Absolving Flames

Absolving Flames

3
Fire

Draw a card.

Class Bonus You may banish four fire element cards from your graveyard. If you do, draw a card. (Apply this effect only if your champion’s class matches this card’s class.)

Speed
Fast
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Academy Attendant

Academy Attendant

3
Norm

Class Bonus Memory 4+ Academy Attendant gets +1 . (Apply this effect only if your champion's class matches this card's class and only if there are four or more cards in your memory.)

Capable of cataloging the Academy's vast research.

Power
2
Life
2
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Academy Guide

Academy Guide

3
Norm

Champion cards you materialize cost 1 less to materialize.

"Contained within each exquisite tome is knowledge of the past and limitless potential for our future."

Power
1
Life
3
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Accepted Contract

Accepted Contract

5
Norm

Put three preparation counters on your champion.

Every job is only taken after detailed planning and consideration. Only the foolish would leave things to chance.

Speed
Slow
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Acolyte of Cultivation

Acolyte of Cultivation

4
Norm

Class Bonus As long as you've activated a Spell card this turn, this card costs 3 less to activate. (Apply this effect only if your champion's class matches this card's class.)

The pursuit of transcendence by any means.

Power
2
Life
3
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Acquiescing Rejection

Acquiescing Rejection

4
Water

Class Bonus This card costs 1 less to activate.

Negate target card activation you don't control unless its controller has you draw two cards. Banish the card that had its activation negated this way.

"The frost grants me what it takes from you."

Speed
Fast
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Adorned Stag

Adorned Stag

2
Norm

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

Their jeweled antlers are said to be a cure for many ailments but are hard to procure as they are shed only once every decade.

Power
1
Life
3
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Advent of the Shenju

Advent of the Shenju

4
Luxem

Guo Jia Bonus Put target Fatestone card from your banishment onto the field. If that card is a regalia, put five quest counters on your champion.

Class Bonus Element Bonus Whenever you reveal this card from your memory, you may banish all cards in your memory. Draw a card into your memory for each card banished this way.

Speed
Slow
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Aegis of Dawn

Aegis of Dawn

1
Neos

Class Bonus This card costs 1 less to materialize.

Whenever your champion is dealt four or more damage, summon an Automaton Drone Drone token.

The Dawn Vanguard stride into battle, fearless of death or destruction as another will always rise.

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Aesan Protector

Aesan Protector

4
Wind

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

On Enter: Return target ally you control to its owner's hand.

Power
3
Life
4
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Aetheric Calibration

Aetheric Calibration

2
Norm

Glimpse 4. Then reveal the top card of your deck. If that card is an Aethercharge card, put it into your memory.

You may load Aetheric Calibration into an Aetherwing weapon you control.

Power
1
Speed
Fast
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Aetheric Reforging

Aetheric Reforging

2
Norm

Banish up to one target card in a graveyard. Then you may load Aetheric Reforging into an Aetherwing weapon you control.

Mana is often drawn from within, yet it can also be pulled from the world around us.

Power
1
Speed
Fast
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Aetherwing's Ward

Aetherwing's Ward

2
Norm

Target Aetherwing weapon you control gains spellshroud until end of turn. If your champion is distant, draw a card. (Objects with spellshroud can’t be targeted by Spells.)

"Distance really makes the heart fonder."

Speed
Fast
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Airship Cannoneer

Airship Cannoneer

4
Fire

Class Bonus Ranged 4 (As long as this unit is distant, its attacks get +4 . Apply this effect only if your champion's class matches this card's class.)

On Attack: You may banish three fire element cards from your graveyard. If you do, Airship Cannoneer becomes distant.

Power
2
Life
3
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Airship Captain

Airship Captain

2
Fire

Whenever a domain enters the field under your control, deal 2 damage to target champion.

β€œFrom the skies, this vast world is ours to explore. Each peak and valley, every kingdom and city, a crown jewel to claim.”

Power
1
Life
3
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Airship Engineer

Airship Engineer

2
Fire

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.)

On Enter: If you control a distant unit, draw a card into your memory.

Power
1
Life
2
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Aithne, Spirit of Fire

Aithne, Spirit of Fire

0
Fire

On Enter: Draw seven cards.

"Let scorching embers refine your soul."

Level
Lv. 0
Life
15
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Alacritous Huntress

Alacritous Huntress

3
Norm

Ranged 2 (As long as this unit is distant, its attacks get +2.)

On Enter: Reveal up to one Aethercharge card from your hand. You may discard it or load it into an Aetherwing weapon you control. If you do, draw a card.

Power
2
Life
2
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Alchemical Scripture

Alchemical Scripture

1
Neos

At the beginning of your end phase, if you control four or more tokens, draw a card into your memory.

β€œThe theoretics of consumptive alchemy suggest that the energy density of soul matter can be condensed into a hypothetical jewel of limitless potential.”

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Alchemist's Kit

Alchemist's Kit

0
Norm

Whenever you gather, put a refinement counter on Alchemist's Kit.

Banish Alchemist's Kit: For every four refinement counters that was on Alchemist's Kit, draw a card.

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Alice, Distorted Queen

Alice, Distorted Queen

1
Norm

On Enter: You gain the Phantasmagoria mastery. Then put two haunt counters on it.

Lineage Release β€” Recover 2+X, where X is the amount of cards in Alice's lineage.

"Echoes fade and memories die."

Level
Lv. 1
Life
19
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Alice, Golden Queen

Alice, Golden Queen

1
Norm

Inherited Effect β€” Chessman Command attack cards you activate enter the intent with +1.

Lineage Release β€” For each awake Chessman ally you control, prevent the next 3 damage that would be dealt to that ally this turn.

Level
Lv. 1
Life
19
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Alice, Phantom Monarch

Alice, Phantom Monarch

2
Umbra

Alice Lineage

Inherited Effect β€” Whenever you play an advanced element card while there are no Curse cards in Alice's lineage, deal 7 unpreventable damage to Alice.

Level
Lv. 2
Life
22
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Alice, Whim's Monarch

Alice, Whim's Monarch

2
Norm

Alice Lineage

On Enter: Glimpse 3, then reveal the top card of your deck. If that card is a Chessman card, put it into your hand.

β†·: If you don't control a Pawn ally, summon a Pawn Piece Token token.

Level
Lv. 2
Life
22
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Alizarin Longbowman

Alizarin Longbowman

3
Exalted
Fire

(Exalted β€” This element is enabled for you as long as you have another advanced element enabled.)

Class Bonus Ranged 3

Class Bonus Whenever Alizarin Longbowman becomes distant, you may have each player draw a card.

Power
4
Life
3
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Alkahest

Alkahest

0
Norm

At the beginning of your recollection phase, put an age counter on a Potion item you control.

Level 4+ Banish Alkahest: Destroy target item or weapon with memory cost 0 or reserve cost 4 or less.

The universal solvent and a corrosive solution.

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Allen, Beast Beckoner

Allen, Beast Beckoner

2
Norm

On Enter: Glimpse 3, then reveal the top card of your deck. If that card is a Harmony or Melody card, put it into your hand.

As long as you control two or more Animal and/or Beast allies, Allen gets +2 level.

"I'm working on a tune. Care to listen?"

Level
Lv. 2
Life
22
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Alliance Gearshield

Alliance Gearshield

0
Norm

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

Linked ally gets +1 . Class Bonus: That ally also gets +2 as long as they're retaliating. (Apply the additional effect only if your champion's class matches this card's class.)

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Allied Warpriestess

Allied Warpriestess

3
Norm

Class Bonus Allied Warpriestess gets +1 .

Memory 4+ On Attack: Recover 2. (To recover, remove that many damage counters from your champion. Apply this effect only if there are four or more cards in your memory.)

Power
1
Life
3
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Ameliorating Mantra

Ameliorating Mantra

2
Norm

Remove two wither counters from each of up to two target objects.

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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Amorphous Missile

Amorphous Missile

0
Norm

Renewable (If this card would be banished from the field or an intent, put it into its owner's material deck instead.)

1, β†·: Load Amorphous Missile into target unloaded Ranger weapon you control.

Power
1
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Anger the Skies

Anger the Skies

3
Arcane

Deal 3 damage to all allies. Class Bonus: Deal 4 damage to those allies instead.

Those beneath darkened clouds can do little once the raucous thundering begins.

Speed
Slow
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Annul Spell

Annul Spell

3
Norm

Level 2+ This card costs 1 less to activate. (Apply this effect only if your champion's level is 2 or higher.)

Negate target Spell card activation unless its controller pays 3.

Speed
Fast
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Another Beginning

Another Beginning

3
Norm

Materialize a regalia card with memory cost 0 from your material deck.

She returned to the Homeworld with nothing left to fight for. Her sister was goneβ€”and though the guilt lingered, her shoulders felt just a little lighter.

Speed
Slow
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Anthem of Vitality

Anthem of Vitality

2
Wind

Target Animal or Beast ally gets +3 and gains spellshroud until end of turn.

Harmonize β€” If you've activated a Melody card this turn, put two buff counters on an Animal or Beast ally you control.

Gaia's anthem invigorates the woodland.

Speed
Fast
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Aphotic Ruin

Aphotic Ruin

6
Norm

Diao Chan Bonus Efficiency
Put four wither counters 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.)

Speed
Slow
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Apotheosis Rite

Apotheosis Rite

0
Norm

Divine Relic

Banish Apotheosis Rite: Your champion becomes an Ascendant in addition to its other types. Draw a card.

"Only one will rise above."

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Aquamirage Whisper

Aquamirage Whisper

0
Water

Spellshroud (This object can't be targeted by Spells.)

Class Bonus On Hit: Glimpse 1+X where X is the amount of damage dealt by this hit. Then put the top card of your deck into your graveyard.

The clearest waters can hide the deepest falls.

Power
1
Durability
3
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Arcane Blast

Arcane Blast

11
Arcane

Efficiency (This card costs LV less to activate. LV refers to your champion's level.)

Deal 11 damage to target champion.

Power enough to level entire fortifications, only an arm's length away.

Speed
Slow
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Arcane Disposition

Arcane Disposition

3
Arcane

Draw two cards. At the beginning of the next end phase, discard your hand.

Class Bonus: Draw a card.

Controlling such chaotic mana requires great finesse and some degree of luck.

Speed
Slow
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Arcane Sight

Arcane Sight

0
Arcane

Your champion gets +1 level until end of turn.
Draw a card.

"If only you could see what I see, Lorraine. Even you might abandon the sword."
β€” Rai Kyouki

Speed
Fast
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Arcanist's Prism

Arcanist's Prism

1
Arcane

At the beginning of your recollection phase, put all cards from your memory on the bottom of your deck in any order, then draw that many cards.

"Such a curious thing. It seems as though it's alive."
β€” Rai Kyouki

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Archon Broadsword

Archon Broadsword

1
Neos

As an additional cost to use this weapon for an attack, pay 2.

Class Bonus Archon Broadsword gets +1 for each token you control. (Apply this effect only if your champion's class matches this card's class.)

Power
2
Durability
2
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Ardent Cloudstriker

Ardent Cloudstriker

5
Norm

On Attack: If your Shifting Currents face West and Ardent Cloudstriker is attacking a champion, this attack gets +3 .

Trained in the sky above the clouds, these elite guards strike like thunder with unerring foresight.

Power
3
Life
4
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Arisanna, Astral Zenith

Arisanna, Astral Zenith

3
Astra

Arisanna Lineage

Once per turn, you may pay 0 rather than pay a card's starcalling costs.

The chosen luminary of the celestial heavens. Her advent foretells both devastation and salvation.

Level
Lv. 3
Life
25
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Arisanna, Herbalist Prodigy

Arisanna, Herbalist Prodigy

1
Norm

On Enter: Gather twice. (To gather, summon a Blightroot, Manaroot, Silvershine, Fraysia, Razorvine, or Springleaf token, chosen at random.)

"Adjuvants, catalysts, and materia abound! This world offers so much potential for research and experimentation. Now, what about this mixture?"

Level
Lv. 1
Life
19
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Arisanna, Lucent Arbiter

Arisanna, Lucent Arbiter

3
Astra

Arisanna Lineage

3, β†·: Reveal the top card of your deck. Negate target card activation if its reserve cost is equal to the reserve cost of the revealed card.

"By the moon's call, you will be judged."

Level
Lv. 3
Life
25
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Arisanna, Master Alchemist

Arisanna, Master Alchemist

2
Norm

Arisanna Lineage (Arisanna, Master Alchemist must be leveled from a previous level "Arisanna" champion.)

On Enter: Gather twice.

Inherited Effect β€” At the beginning of your end phase, you may sacrifice two Herbs with the same name. If you do, draw a card.

Level
Lv. 2
Life
22
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Arondight, Azure Blade

Arondight, Azure Blade

1
Water

Class Bonus On Enter: You may banish any amount of cards with floating memory from your graveyard. For each card banished this way, put a refinement counter on Arondight.

Arondight gets +2 for each refinement counter on it.

Power
1
Durability
2
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Arrow Trap

Arrow Trap

2
Wind

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

Return target attacking ally to its owner's hand. Class Bonus: If Arrow Trap was prepared, destroy that ally instead.

Speed
Fast
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