Cards where: subtype includes animal
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Academy Guide

3
Norm

Champion cards you materialize cost 1 less to materialize.

"Class is in session."

Power
1
Life
3
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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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Aqueous Stallion

3
Water

As long as you have four or more water element cards in your graveyard, Aqueous Stallion gets +3 .

If a horse's only flaw is its inability to swim, then this beast may be flawless.

Power
0
Life
4
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Baby Blue Slime

2
Water

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

β†·: Prevent the next 2 damage that would be dealt to another target Slime ally you control this turn.

Power
1
Life
2
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Baby Gray Slime

2
Norm

Intercept

On Enter: You may reveal two Slime cards from your hand and/or memory. If you do, draw a card.

A common species of slime. Though they exhibit no biologically remarkable traits, other slimes seem to naturally be drawn to them.

Power
1
Life
1
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Baby Green Slime

2
Wind

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

On Enter: Suppress target item or weapon. (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.)

Power
1
Life
1
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Baby Red Slime

2
Fire

Class Bonus On Attack: You may discard a card. If you do, draw a card into your memory. If the discarded card was a fire element card, Baby Red Slime gets +1 until end of turn. (Apply this effect only if your champion’s class matches this card’s class.)

Power
2
Life
1
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Baby Silver Slime

2
Norm

An invasive species, often mistaken for its gray cousin.

Power
1
Life
1
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Bedivere, Woodland Overseer

3
Norm

Bedivere has taunt as long as you control another Animal or Beast ally.

Class Bonus Level 3+ On Death: Put a buff counter on each Animal and/or Beast ally you control.

"Who dares to threaten the wilds?"

Power
1
Life
4
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Bill, Chimney Sweep

3
Fire

On Enter: If Bill is not ephemeral, sacrifice a Specter ally.

Alice Bonus Ephemerate β€” 5, Discard a card. (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
4
Life
3
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Blitz Charger

3
Fire

Through centuries of domestication, mankind has forgotten that beneath a horse's reins lies a primal force capable of destruction.

Power
3
Life
1
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Brisk Windtrotter

2
Wind

On Enter: Put a buff counter on another target ally you control. (Allies get +1 and +1 for each buff counter on them.)

Level 2+ On Enter: Put a buff counter on another target ally you control. (Apply this effect only if your champion is level 2 or higher.)

Power
1
Life
1
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Caretaker Horse

2
Norm

Class Bonus On Enter: Another target ally you control becomes fostered. (Apply this effect only if your champion's class matches this card's class.)

They say that animals will often mirror the humans they are bonded to.

Power
1
Life
1
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Chamberlain Toad

3
Exalted
Water

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

Class Bonus 2: Wake up Chamberlain Toad and it gains taunt until end of turn. Activate this ability only during an opponent's recollection phase.

Class Bonus Floating Memory

Power
3
Life
4
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Cheshire Cat, Impish Grin

3
Exalted
Norm

Spellshroud, Stealth

Cheshire Cat has all activated abilities of Distortion regalia you control.

Cheshire Cat gets +X where X is the total base power among Distortion weapons you control.

Power
1
Life
3
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Convalescing Mare

2
Water

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

Class Bonus On Enter: Recover 1. Other allies you control get +1 until end of turn.

Power
1
Life
3
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Croaking Webfoot

1
Water

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

"Hippity hoppity... How did the rest of that song go again?"

Power
1
Life
1
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Da Qiao, Cinderbinder

3
Fire

Allies with frenzy counters on them don't obey their controller. (They can't attack and intercept, and their activated abilities can't be activated.)

Class Bonus β†·: Choose oneβ€”
β€’ Put a frenzy counter on target ally.
β€’ Empower X, where X is the amount of allies on the field with a frenzy counter on them.

Power
0
Life
4
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Dewdrop Hares

2
Water

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. Apply this effect only if your champion's class matches this card's class.)

A rare sight after fresh rain.

Power
1
Life
3
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Dormouse Informant

3
Norm

On Enter: If your champion has no preparation counters on them, put a preparation counter on them.

"The Mirelune Inn is hosting a girl who looks awfully similar to you. No one seems to know from where she came."

Power
2
Life
2
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Dreamy Unicorn

2
Norm

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

On Death: Put a preparation counter on your champion.

Power
1
Life
2
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Drifting Abysshell

2
Water

Alice Bonus On Enter: Put a haunt counter on your Phantasmagoria.

"You may not have lived much under the sea, and perhaps you were never even introduced to a lobster, so you can have no idea what a delightful thing a Lobster Quadrille is."

Power
2
Life
1
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Dyadic Fletcher

3
Norm

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

Class Bonus Whenever you activate an Aethercharge card for the second time each turn, Dyadic Fletcher becomes distant.

Power
2
Life
2
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Embertail Squirrel

2
Fire

Class Bonus On Attack: You may discard a fire element card. If you do, Embertail Squirrel gets +2 until end of turn. (Apply this effect only if your champion's class matches this card's class.)

Just don't anger them.

Power
2
Life
1
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Felicitous Flock

0
Luxem

Intercept

Element Bonus Class Bonus Whenever you reveal Felicitous Flock from your memory, summon a Fledgling token with a buff counter on it. It gains intercept until end of turn.

Power
1
Life
2
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Five of Hearts

5
Fire

Hindered (This ally enters the field rested.)

Cardistry β€” 5: Put a buff counter on each Suited ally you control. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Power
1
Life
4
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Five of Spades

5
Norm

Cardistry β€” 5: Five of Spades gets +5 until end of turn. This ability costs 1 less to activate for each Suited object you control with different reserve costs. Activate this ability only once.

Floating Memory

Power
1
Life
4
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Flamewing Fowl

3
Fire

Class Bonus As long as Flamewing Fowl is attacking a champion, it gets +1 . (Apply this effect only if your champion’s class matches this card’s class.)

A majestic bird that is often mistaken for the legendary phoenix by foreigners.

Power
3
Life
1
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Flashfire Horse

3
Fire

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

Hailing from southern Sanguo, this breed is famous for its flaming mane and incredible speed.

Power
2
Life
2
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Fledgling

0
Norm

A young bird, its feathers pristine and untouched, brimming with excitement to soar–blissfully unaware of the perils and struggles awaiting it in the boundless skies it so eagerly seeks.

Power
0
Life
1
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Fleetfoot Filly

3
Wind

Whenever a player suppresses an object, put a buff counter on Fleetfoot Filly. (Allies get +1 and +1 for each buff counter on them.)

A free-spirited horse, invigorated by the wind through its mane as it races across the open plains.

Power
2
Life
2
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Fluffy Shopkeep

3
Norm

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

On Enter: You may banish two cards from your material deck. If you do, draw a card into your memory.

Power
1
Life
3
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Foraging Fox

2
Norm

On Enter: Look at the top five cards of your deck. You may reveal a Fatestone card from among them and put it into your memory. Put the rest on the bottom of your deck in any order.

Who knows what treasures you'll dig up?

Power
1
Life
1
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Froglet Footman

3
Water

If damage would be dealt to Froglet Footman while it has a buff counter on it, prevent 1 of that damage.

On Enter: You may banish a card with floating memory from your graveyard. If you do, put a buff counter on Froglet Footman.

Power
1
Life
2
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Gaia's Songbird

1
Tera

Class Bonus On Enter: Reveal cards from the top of your deck until you reveal a Beast ally card. Put that card into your hand and the rest on the bottom of your deck in a random order. (Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
2
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Ghastly Slime

2
Umbra

As long as Ghastly Slime is ephemeral, it gets +2 .

Class Bonus Ephemerate β€” 2 (You may activate this card from your graveyard by paying this cost. Ally cards played this way become ephemeral as they enter the field.)

Power
2
Life
3
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Ghostsight Mare

3
Norm

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

Rumored to be descended from a demonic beast, this breed has spectral senses, valued for guarding against restless spirits on haunted battlegrounds.

Power
2
Life
2
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Giant Tortoise

4
Water

Majestic and ancient, these Cambrian tortoises have lived longer than most of the kingdoms that have risen and fallen. They are docile, friendly to all without maligned intention, and often help other creatures in need. Strong of spirit and pure of heart, these creatures inspire only awe.

Power
1
Life
6
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Horned Knight

3
Norm

As long as Horned Knight is attacking an ally, Horned Knight gets +1.

”If you'll believe in me, I'll believe in you. Is that a bargain?”

Power
2
Life
2
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Limitless Slime

3
Norm

Class Bonus Level 1+ Floating Memory

Class Bonus Level 2+ Limitless Slime gets +1 and +2 .

Class Bonus Level 3+ On Attack: Put a buff counter on Limitless Slime.

Power
1
Life
1
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Longtail Grovesward

3
Wind

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

Level 1+ Longtail Grovesward gets +1.

β€œCome, I'll take no denial; we must have a trial.”

Power
2
Life
2
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Lumbering Steed

4
Norm

Hindered (This ally enters the field rested.)

2: Lumbering Steed gets +1 until end of turn.

Though slow to get going, this breed serves as the hardiest mount for the frontline cavalry, capable of breaking through the most entrenched frontlines.

Power
3
Life
3
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March Hare, Mottled Host

1
Fire

Element Bonus Whenever this card is banished from your graveyard to pay for a reserve cost, put it onto the field.

β€œHow uncivil of you to sit without being invited.”

Power
1
Life
1
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Mechanical Hare

2
Norm

Class Bonus On Enter: Put a buff counter on Mechanical Hare.

As long as Mechanical Hare has two or more buff counters on it, it has β€œOn Attack: Banish up to two target cards in a single graveyard."

Power
0
Life
1
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Misty Whispertail

3
Water

Sacrifice Misty Whispertail: If Misty Whispertail was not ephemeral, draw a card into your memory. Otherwise, recover 3.

"Such a trial, dear Sir, with no jury or judge, would be wasting our breath."

Power
1
Life
3
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Nether Dodobird

3
Fire

Sacrifice Nether Dodobird: If Nether Dodobird was not ephemeral, draw a card into your memory. Otherwise, deal 2 damage to each champion you don't control.

"What I was going to say was, that the best thing to get us dry would be a Caucus-race."

Power
1
Life
3
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Night Barker

3
Norm

On Death: Return Night Barker from your graveyard to the field. It becomes ephemeral. (If an ephemeral object would leave the field, banish it instead.)

Loyal to a fault, even death cannot separate a hound from his master.

Power
1
Life
3
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Ordinary Horse

3
Norm

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

There's nothing that special about it. It's just a horse.

Power
1
Life
3
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Owl Familiar

1
Norm

Class Bonus On Enter: Glimpse 2. (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. Apply this effect only if your champion's class matches this card's class.)

Power
1
Life
1
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Peacock of Prosperity

0
Luxem

Class Bonus Element Bonus Whenever you reveal this card from your memory, you may put a card named Peacock of Prosperity from your memory onto the field. If you do, draw a card into your memory.

Power
1
Life
2
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