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World Spirit |
4 |
SUPER Familiar |
Magical Creature |
Look at the top 3 cards of your deck. Put 1 of those cards into your hand and discard the rest. At the end of your Power Up Phase, gain +1 Attack for each non-item card you have in play. |
1 |
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Immortal Elk |
|
SUPER Familiar |
Magical Creature |
+1 Energy and +1 Attack. Discard your deck. You may trash up to 3 cards in your discard pile. Draw a card. |
1 |
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Elf |
4 |
SUPER Familiar |
Magical Creature |
Draw 2 cards. Discard a card. Gain +4 damage counters. |
1 |
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Pixie |
3 |
SUPER Familiar |
Magical Creature |
During your Battle Phase, +3 Attack for each different familiar card you have in play. |
1 |
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Fort Master Roger |
|
SUPER Generic |
Guardian |
+2 Energy. Remove your Blanket Fort from the game and replace it with Master Fort, which you control. At the end of the Power Up Phase, gain +3 Attack for each Guardian Figure on Master Fort. |
1 |
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Apprentice Luke |
2 |
Generic |
Guardian |
+2 Energy. At the end of the Power Up Phase, gain +1 Attack for each different class of skill cards you have in play. If you have Apprentice Claire in play gain +3 Attack instead of +1 Attack above. |
1 |
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Apprentice Claire |
3 |
Generic |
Guardian |
When this card enters play, draw a card for each different class of skill cards you have in play and then discard that many minus one. If you have Apprentice Luke in play gain +5 damage counters. |
1 |