Cards where: rarity is greater than U and is at most UR

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Abnegation

Abnegation

2
Umbra

Recover 8+X, where X is twice the amount of Curse cards in your champion's lineage.

Alice Bonus As long as a card activation you controlled was negated this turn, this card in your graveyard has "Ephemerate — 2".

Speed
Fast
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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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Accursed Strength

Accursed Strength

2
Umbra

Diana Bonus This card costs 1 less to activate.

Draw 3+X cards, where X is the amount of Curse cards in your champion's lineage minus your influence. (If the amount of cards you would draw is negative, don't draw any cards.)

For justice, she was willing to take any means necessary, even if it meant embrace darkness.

Speed
Fast
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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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Adept Swordmaster

Adept Swordmaster

2
Wind

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

Class Bonus Weapons you control get +1 . (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Advantageous Perch

Advantageous Perch

2
Exalted
Wind

(Exalted — This element is enabled for you as long as you have another advanced element enabled.)

Your champion becomes distant. Then return up to one target Ranger action card from your graveyard to your hand. Banish Advantageous Perch.

Speed
Fast
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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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Advent of the Stormcaller

Advent of the Stormcaller

15
Arcane

Class Bonus Efficiency

Reveal the top LV cards of your deck. You may banish any amount of arcane element cards from among them. For each card banished this way, choose a unit and deal 2 damage to it. Put the rest of the revealed cards on the top or on the bottom of your deck in any order.

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

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

True strength lies with the company you keep.

Power
3
Life
4
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Aethercloak Sentinel

Aethercloak Sentinel

2
Astra

Ranged 4, Spellshroud, Taunt

Class Bonus On Enter: You may load an Aethercharge card from your graveyard or hand into an Aetherwing weapon you control. If a card was loaded from your hand this way, draw a card.

Power
1
Life
4
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Aetherial Projection

Aetherial Projection

2
Astra

Diana Bonus Element Bonus Aethercalling

Diana Bonus Element Bonus You may have Aetherial Projection enter as a copy of any Aetherwing weapon you control, except it has "Ranger allies you control can attack using this weapon."

Power
2
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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.

“The 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 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 — Chessman Command attack cards you activate enter the intent with +1.

Lineage Release — 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 — 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.

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

Level
Lv. 2
Life
22
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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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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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Amorphous Strike

Amorphous Strike

3
Neos

Class Bonus On Attack: You may banish an attack card from your graveyard. If you do, Amorphous Strike gets +X where X is the banished card's power.

Renewed power from past experience.

Power
4
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Anathema's End

Anathema's End

3
Umbra

: Load Anathema's End into target unloaded Gun weapon you control.

Class Bonus On Champion Hit: Banish all Curse cards in the hit champion's lineage. For each card banished this way, deal 2 unpreventable damage to that champion.

Power
1
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Andronika, Eternal Herald

Andronika, Eternal Herald

3
Wind

Imbue 3

As long as Andronika is imbued, Andronika gets +1 and +1 , and has vigor.

Class Bonus On Enter: Put a buff counter on up to two Automaton allies you control.

Power
1
Life
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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Annihilation

Annihilation

3
Exia

Damage 35+ Fast Activation

Class Bonus Deal up to 7 damage to your champion. Destroy all non-champion objects with reserve cost equal to the amount of damage dealt to your champion this way.

Speed
Slow
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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 gone—and though the guilt lingered, her shoulders felt just a little lighter.

Speed
Slow
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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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Aqueous Armor

Aqueous Armor

3
Water

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

At the beginning of your recollection phase, put the top card of your deck into your graveyard.

Class Bonus Linked ally gets +2 .

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Aquifer Seneschal

Aquifer Seneschal

3
Water

Hindered (This ally enters the field rested.)

Class Bonus Taunt

On Enter: If you have three or more omens, wake up Aquifer Seneschal. Then if you have six or more omens, put a buff counter on Aquifer Seneschal.

Power
3
Life
4
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Arcane Blast

Arcane Blast

11
Arcane

Efficiency

Deal 11 damage to target champion.

Never question a devoted practitioner of the arcane arts. You will only get one answer back.

Speed
Slow
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Arcane Elemental

Arcane Elemental

7
Arcane

Class Bonus This card costs 1 less to activate for each arcane element card in your banishment.

Pride 7 (This ally won't obey you unless your champion is level 7 or higher.)

On Attack: At the beginning of the next end phase, banish Arcane Elemental.

Power
7
Life
7
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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."
— 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."
— 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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Arima, Gaia's Wings

Arima, Gaia's Wings

3
Tera

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

At the beginning of your recollection phase, put three buff counters on Arima.

On Death: Put Arima into your its owner's memory.

Power
3
Life
3
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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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Arthur, Young Heir

Arthur, Young Heir

4
Fire

On Enter: You may rest Arthur. If you do, Arthur gains immortality until the beginning of your next turn. (A unit with immortality can't die.)

As long as Arthur is rested, other allies you control get +1 .

Power
2
Life
3
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Artificer's Opus

Artificer's Opus

8
Tera

Class Bonus Efficiency (This card costs LV less to activate.)

Artificer's Opus enters the field rested.

Cleave (This ally attacks all units a chosen opponent controls. Its attacks can't be intercepted.)

Power
4
Life
8
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Art of War

Art of War

0
Norm

Divine Relic

Players can't declare attacks with allies that entered the field this turn.

While paying for a memory cost, you may banish Art of War to pay for 1 of that cost.

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Ashen Riffle

Ashen Riffle

2
Fire

Reveal the top four cards of your deck. Banish up to two Suited non-action cards revealed this way and put the rest on the bottom of your deck in any order. For as long as those cards remain banished, you may activate them.

"It's time to create a winning hand."

Speed
Fast
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Assassin's Mantle

Assassin's Mantle

0
Norm

If your champion would take damage, you may banish Assassin's Mantle. If you do, prevent 1 of that damage. Put a preparation counter on your champion if damage was prevented this way.

A good assassin is never seen without a means to veil their presence, but a masterful assassin is never seen.

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Assassin's Ripper

Assassin's Ripper

1
Norm

Class Bonus , Remove a preparation counter from your champion: Assassin's Ripper gets +2 until end of turn.

As menacing as it is sharp, this dagger is most useful in the hands of an assassin.

Power
1
Durability
2
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Assemble the Ancients

Assemble the Ancients

3
Neos

Sacrifice any number of domains then summon that many Automaton Drone tokens. Those tokens enter Each of those tokens enters the field rested with an amount of buff counters on it equal to the amount of domains sacrificed this way. Then they gain vigor until end of turn.

Speed
Slow
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Astarte, Celestial Dawn

Astarte, Celestial Dawn

3
Astra

Class Bonus Fast Activation (You may activate this card at fast speed.)

If an object would enter the field under an opponent's control from anywhere except from the effects stack, banish it face down instead.

Power
2
Life
4
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Astral Seal

Astral Seal

3
Astra

Class Bonus This card costs 3 less to activate if it targets an activation of a card with the same name as a card in any banishment.

Negate target card activation. Banish the card that had its activation negated this way.

Speed
Fast
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Astra Sight

Astra Sight

0
Astra

Starcalling0 (As you're looking at this card while glimpsing, you may activate it by paying this cost. If you do, put all other cards you're looking at on the bottom of your deck in any order.)

Glimpse 1, then draw a card.

Speed
Fast
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Astromech Attendant

Astromech Attendant

2
Astra

Class Bonus On Enter: Gather three times.

Whenever you brew a Potion, draw a card into your memory.

Some automata, with guided stimuli, can visualize patterns and formulae beyond human understanding.

Power
2
Life
3
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Atmos Armor Type-Ares

Atmos Armor Type-Ares

3
Neos

On Enter: Summon two Atmos Shield tokens.

Class Bonus Atmos Armor Type-Ares gets +1 for each ally named Atmos Shield you control.

A gilded masterpiece to execute and enforce the golden commands of the Aurous Kaiser herself.

Power
1
Life
5
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