Over this past weekend, the Grand Archive team made it out to Anime Frontier, giving out some of the first ever booster packs of Grand Archive to lucky attendees!
Thanks to streamer wildflowa we were able to get a front row seat to the booster pack openings and we’ve clipped out as many of the new cards as we could find, and transcribed their effects here for you!
The image quality may be low (due to clipping from the stream), but we hope you enjoy this extra sneak peek into tons of yet-unrevealed cards for Grand Archive set 1 – Dawn of Ashes, releasing early 2023!
You can view the full vods of wildflowa’s streams here – timestamped to the box opening segments! Day 1 Day 2
To view all the newly revealed cards, just use the image slider below:
Allen, Beast Reckoner
Normal
Level: 2 Memory Cost: 2
Champion – Tamer Human On Enter: Glimpse 2?
As long as you control one or more Animal and/or Beast allies, Allen gets +1 level.
Health: 22
Aqueous Enchanting
Water
Reserve Cost: 3
Action – Warrior Spell
Allies you control get your choice of +1 power or +1 health until end of turn. Class Bonus: Floating Memory
Speed: Fast
Arrow Trap
Wind
Reserve Cost: 2
Action – Assassin/Ranger Skill Reaction Prepare 1
Return target attacking ally to its owner’s hand. Class Bonus: If Arrow Trap was prepared, destroy that ally instead.
Speed: Fast
Bauble of Mending
Normal
Memory Cost: 1
Regalia Item – Tamer Bauble Banish Bauble of Mending: Draw a card. Class Bonus: Up to one target non-human ally you control gets +1 health until end of turn.
Benevolent Battle Priest
Water
Reserve Cost: 3
Ally – Cleric/Warrior Human Class Bonus: On Attack: Recover 1
Power: 1 Health: 4
Bubble Mage
Water
Reserve Cost: 3
Ally – Mage Human On Enter: Rest target unit. Class Bonus: Until end of turn, if that unit would take damage, it takes that much damage plus 1 instead.
Power: 1 Health: 2
(This is the first reveal of the non-promo artwork for this card).
Bushwhack Bandit
Wind
Reserve Cost: 3
Ally – Assassin Human Class Bonus: Critical 1
Power: 2 Health: 1
Chilling Touch
Water
Reserve Cost: 1
Action – Mage Spell
Banish a card at random from target opponent’s memory. Return that card to their memory at the beginning of their next end phase. Floating Memory
Speed: Slow
Clean Cut
Normal
Reserve Cost: 2
Attack – Warrior Sword Level 2+: On Kill: Draw a card.
Power: 2
Command the Hunt
Tera
Reserve Cost: 4?
Action – Tamer Skill
This card costs 2 less to activate if no units have attacked this turn.
Allies you control gain +2 power and Vigor until end of turn. Those allies must attack Champions this turn if able.
Speed: Slow
Corhazi Infiltrator
Luxem
Reserve Cost: 2
Ally – Assassin Human Stealth Class Bonus: Element Bonus: Whenever you reveal Corhazi Infiltrator from your memory, you may put it onto the field.
Power: 3 Health: 2
Crystal of Argus
Normal
Memory Cost: 1
Regalia Item – Mage Crystal Stealth Class Bonus: Your Champion gets +1 level for every 3 enlighten counters on them.
Deep Sea Beastbonder
Water
Reserve Cost: 4
Ally – Tamer Human
Your Champion gets +1 level as long as you control an Animal or Beast ally. Class Bonus: Floating Memory Power: 1 Health: 4
Discordia, Harp of Malice
Normal
Memory Cost: 0
Regalia Item – Tamer Instrument
Whenever you activate a Harmony or Melody card, put a music counter on Discordia. R: Target champion gets -X level and your champion gets +X level, where X is the amount of music counters on Discordia. At the beginning of the next end phase, banish Discordia.
Drowned Cut
Water
Reserve Cost: 1
Attack – Assassin Dagger Class Bonus: Floating Memory Power: 2
Eager Page
Normal
Reserve Cost: 3
Ally – Warrior Human
At the beginning of your recollection phase, if you haven’t materialized a card this turn, put a buff counter on Eager Page. Power: 1 Health: 3
Empowering Harmony
Normal
Reserve Cost: 2
Action – Tamer Skill Harmony
Your Champion gets +1 level until end of turn. Class Bonus: Harmonize – If you’ve activated a Melody card this turn, draw a card.
Speed: Slow
Erratic Bolt
Arcane
Reserve Cost: 4
Action – Mage Spell
Deal LV damage to target unit. Class Bonus: You may banish 2 cards at random from your memory. If you do, draw 2 cards.
Speed: Slow
Excalibur, Cleansing Light
Luxem
Reserve Cost: 2
Action – Warrior Spell
Destroy target non-champion object. Class Bonus: Choose up to 2 non-norm elements. Players cannot materialize or activate cards of those elements until the start of your next turn.
Speed: Fast
Excalibur, Cursed Sword
Normal
Reserve Cost: 0
Regalia Weapon – Mage Sword Class Bonus: On Enter: Choose a player. That player gains control of Excalibur.
Whenever you materialize a card, deal 2 damage to your champion.
Power: 1 Durability: 3
Freezing Hail
Water
Reserve Cost: 2
Action – Mage Spell
Deal 2 damage to target unit. That unit doesn’t wake up during its controller’s next Wake Up phase.
Speed: Fast
Frozen Nova
Water
Reserve Cost: 8
Action – Mage Spell Class Bonus: Efficiency
Deal 1 damage to all allies and rest them. Those allies don’t wake up during their controller’s next Wake Up phase.
Speed: Slow
Gaia’s Blessing
Tera
Memory Cost: 1
Regalia Item – Tamer Bauble Element Bonus: You may banish four Animal and/or Beast ally cards from your graveyard to activate this card from your material deck without paying its costs.
Play with the top card of your deck revealed.
You may activate Animal and/or Beast ally cards from the top of your deck.
Galatine, Sword of Sunlight
Normal
Memory Cost: 1
Regalia Weapon – Warrior Sword
Whenever you activate a Sword attack card, put a durability counter on Galatine. Class Bonus: Galatine gets +1 power for every three durability counters on it.
Power: 1 Durability: 1
Water
Reserve Cost: 1
Action – Mage Spell
Rest target ally. If that ally is attacking, end the Combat Phase. Class Bonus: Put an enlighten counter on your Champion.
Speed: Fast
Gleaming Cut
Luxem
Reserve Cost: 2
Attack – Assassin Dagger On Attack: Choose and reveal a card in your memory. If the revealed card is luxem element, Gleaming Cut gets +2 power. Class Bonus: Element Bonus: Whenever you reveal Gleaming Cut from your memory, you may banish it. If you do, draw two cards.
Power: 2
Harness Mana
Normal
Reserve Cost: 0
Action – Mage Skill
Put any amount of cards from your hand into your memory. Class Bonus: Floating Memory
Speed: Slow
Ignited Stab
Fire
Reserve Cost: 1
Attack – Assassin Dagger Prepare 1 Class Bonus: On Attack: If Ignited Stab was prepared, it gets +2 power.
Power: 2
Immolation Trap
Fire
Reserve Cost: 2
Action – Assassin Skill Reaction Class Bonus: This card costs 2 less to activate.
Destroy target damaged ally.
Speed: Fast
Jewel of Enlightement
Norm
Memory Cost: 0
Regalia Item – Mage Crystal Banish Jewel of Enlightenment: Put an enlighten counter on your champion.
Juggle Knives
Normal
Reserve Cost: 2
Action – Assassin/Ranger Skill
Deal 1 damage to target Champion. Class Bonus: Draw a card.
Speed: Fast
Lakeside Serpent
Water
Reserve Cost: 5
Ally – Tamer Beast Serpent Pride 6 Class Bonus: Lakeside Serpent gets +1 power for every water element card in your graveyard.
Power: 3 Health: 5
Map of Hidden Passage
Norm
Memory Cost: 0
Regalia Item – Assassin Map
Map of Hidden Passage enters the field rested. R, Banish Map of Hidden Passage: Until end of turn, units with stealth cannot be intercepted.
Menagerie Beastbonder
Wind
Reserve Cost: 3
Ally – Tamer Human
Your Champion gets +1 level as long as you control an Animal or Beast ally. Class Bonus: Floating Memory
Power: 1 Health: 3
Patient Rogue
Fire
Reserve Cost: 2
Ally – Assassin Human Class Bonus: Patient Rogue has stealth as long as it’s awake.
At the beginning of your recollection phase, Patient Rogue gets +3 power until end of turn.
Power: 0 Health: 2
Phalanx Captain
Wind
Reserve Cost: 5
Ally – Warrior Human Class Bonus: This card costs 1 less to activate for each Human ally you control.
Other Human allies you control get +1 power as long as they’re attacking.
Power: 1 Health: 4
Poisoned Coating Oil
Norm
Memory Cost: 0
Regalia Item – Assassin Accessory Banish Poisoned Coating Oil: Target ally you control with stealth gets +2 power until end of turn.
Poisoned Dagger
Norm
Memory Cost: 0
Regalia Item – Assassin Dagger
Poisoned Dagger enters the field rested. R, Banish Poisoned Coating Oil: Deal 1 damage to target unit. Class Bonus: Until end of turn, if that unit would take damage, it takes that much damage +1 instead.
Port Smuggler
Normal
Reserve Cost: 2
Ally – Assassin Human Class Bonus: Port Smuggler’s attacks can’t be intercepted.
Power: 1 Health: 2
Prodigious Burstmage
Fire
Reserve Cost: 5
Ally – Mage Human Class Bonus: On Death: Draw a card, then discard a card.
Power: 3 Health: 2
Safeguard Amulet
Normal
Memory Cost: 0
Regalia Item – Cleric Accessory Banish Safeguard Amulet: Whenever your champion would take non-attack damage this turn, prevent 4 of that damage.
Smoke Bombs
Normal
Memory Cost: 1
Regalia Item – Assassin Bauble Banish Smoke Bombs: Target ally gains stealth until end of turn. Draw a card.
Song of Return
Wind
Reserve Cost: 3
Action – Tamer Skill Melody Class Bonus: This card costs 1 less to activate.
Return up to two target allies you control to their owner’s hands.
Speed: Fast
Spontaneous Combustion
Fire
Reserve Cost: 3
Action – Mage Spell Reaction
Deal 4 damage to target ally attacking your champion.
Speed: Fast
Storm Tyrant’s Eye
Arcane
Memory Cost: 0
Regalia Item – Mage Artifact 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.
Strapping Conscript
Fire
Reserve Cost: 2
Ally – Warrior Human Class Bonus: Level 2+: Strapping Conscript gets +1 power and +1 health.
Power: 2 Health: 1
Sword of Adversity
Norm
Memory Cost: 0
Regalia Weapon – Warrior Sword Class Bonus: Sword of Adversity gets +1 power as long as you control no allies.
Power: 1 Durability: 1
Water Barrier
Water
Reserve Cost: 3
Action – Cleric/Mage Spell Reaction
The next time damage would be dealt to your champion this turn, prevent all but 1 of that damage. Class Bonus: Floating Memory
Speed: Fast
Wilderness Harpist
Wind
Reserve Cost: 2
Ally – Tamer Human Class Bonus: Stealth
Whenever you activate a Harmony or Melody card, your Champion gets +1 level until end of turn.
Power: 0 Health: 2
Windrider Vanguard
Wind
Reserve Cost: 3
Ally – Guardian/Warrior Human Class Bonus: Vigor
Power: 2 Health: 3
Zander, Always Watching
Normal
Level 2 – Memory Cost: 2
Champion – Assassin Human Zander Lineage Inherited Effect: Along as Zander is attacking a rested unit, Zander’s attacks get +1 power.
Health: 22
Mobile: Swipe left or right to see more cards!
And that does it for the reveals we were able to read from the Anime Frontier livestream! Thanks again to wildflowa for the coverage!
More cards will surely be revealed with the upcoming exclusive pre-launch events, followed by the full Kickstarter fulfillment of Dawn of Ashes. Stay tuned to Maindeck for more Grand Archive content!