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@theoperatore
Last active September 4, 2017 14:58
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"cardIntro": "<b>&quot;Legends are carved across history by the brave.&quot;</b>",
"cardDescription": "Guardians are warriors forged in the Traveler&#39;s Light, a final hope in a universe falling into Darkness.<br/><br/>\nChosen from the dead by the Traveler&#39;s Ghosts, Guardians are those rare few able to wield the Light as a weapon. For centuries they have defended the City. But that defense cannot hold forever.<br/><br/>\nNow, with the Darkness rising again, the time has come to retake our lost worlds. The Guardians who lead the way will save humanity - and become legend.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardIntro": "<b>&quot;Strive for honor. Stand for hope.&quot;</b>",
"cardDescription": "Titans are warriors - heroic defenders of the Light, channeling the gifts of the Traveler to wage war on the Darkness. Steadfast and sure, Titans face any challenge head-on, blunt force instruments of the Traveler&#39;s will.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Ghost Fragment: Titan",
"cardDescription": "/ Tighten that strap.<br/>\n/ Eh?<br/>\n/ The gardbrace is loose. Could slip.<br/>\n/ Huh.<br/>\n/ It&#39;s new?<br/>\n/ Agema. Type 1. <br/>\n/ How&#39;s it hold up? I tried using Agema at the Gap, remember? It didn&#39;t - well, what&#39;s this?<br/>\n/ A Ghost!<br/>\n/ Yes. Light be with you. <br/>\n/ Excuse me, little Ghost - Tubach, pass me my helmet - thank you. Little Ghost, what are you doing here?<br/>\n/ It&#39;s just looking around.<br/>\n/ Where&#39;s your Guardian?<br/>\n/ I don&#39;t think it has one.<br/>\n/ Well, any servant of the Light is welcome among us. We are Holborn&#39;s Host, and I&#39;m Holborn. The City&#39;s hand on Mars.<br/>\n/ Tubach.<br/>\n/ That&#39;s Tubach, my second. One of the finest Titans of the City. Now see here, little Ghost, on my shoulder? That&#39;s the mark of Holborn&#39;s Host. Record it. The twelve-pointed star. One for each of the - oh well, off it goes! It doesn&#39;t look well.<br/>\n/ We should get moving.<br/>\n/ A Ghost without a Guardian. I remember when I was risen, you know. When I woke in that wreckage, to see my Ghost hovering there, its light in my eyes, like an angel. And it said - <br/>\n/ This story again.<br/>\n/ Disrespectful youngster.<br/>\n/ Youngster? I could be older than you, Tibon!<br/>\n/ True. The gardbrace is fine now. Stop worrying at it. Will you take the Jigoku?<br/>\n/ Thought I&#39;d take the long rifle. Bayle has the Jigoku.<br/>\n/ Good. That Ghost - what do you think is wrong with it? It&#39;s echoing something ancient, an Old Earth language. You know what that Ghost reminds me of, flitting about over there? <br/>\n/ I don&#39;t.<br/>\n/ The time Ghosts from Jagi&#39;s Host came back without them. Remember - they got in that fight at some point east of the Caspian? Seven Ghosts, damn near silent, buzzing with some sort of corruption. Drifting back to the Tower, one by one. Scared the Speaker well enough. <br/>\n/ I remember. A long time ago. Jagi tells the story differently.<br/>\n/ Well. We all grow old. In our way. Little Ghost! Come back here!<br/>\n/ It&#39;s not going to make it, wherever it&#39;s going.<br/>\n/ I want to talk to it. Little Ghost! <br/>\n/ Lyssa and Bayle are probably there already. <br/>\n/ Cabal move slowly. We&#39;ve got time. <br/>\n/ But the Warlocks have had a vision.<br/>\n/ Yes. That new one, what&#39;s her name. Ingora?<br/>\n/ Ikora.<br/>\n/ She&#39;s always been hasty. I&#39;ve faced these Cabal before. I know &#39;em like I know my own armor. <br/>\n/ Message from Lyssa. &quot;At the Dust Palace, now. All quiet.&quot;<br/>\n/ See? All quiet. Why not come with us, little Ghost? We are looking for the old Warmind here, and the one who guards it.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Hunter",
"cardIntro": "<b>&quot;Our old worlds have grown feral - rabid beasts with teeth of rust and ruin. But such beasts are meant to be tamed. Or broken.&quot;</b>",
"cardDescription": "Hunters stalk the wilderness beyond the City, harnessing the Light to reclaim the secrets of our lost worlds. They are daring scouts and stealthy killers, expert with knives and precision weapons. Hunters blaze their own trails and write their own laws.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 101080,
"cardName": "Ghost Fragment: Hunter",
"cardDescription": "She leaves the Sparrow and climbs a long way across spars of volcano rock and between vents of blue fire. Down below the Ishtar ruins spark with skirmish light but the guns seem as distant and brief as the constant starfall and the brooding crater high above. She is alone on the rock. She goes on with her head down so as to fight the sense that she is going to fall up off the world and burn like an inverse meteor.<br/><br/>\nThe message that brought her to this place had no sign but she could hear Cayde in it. Draksis in the Cinders it said. Is it true? <br/><br/>\nAnd also: Remember your promise.<br/><br/>\nAt dawn she finds a sentry and kills it with her knife. Its throat bleeds gas. She takes its post and lays out her bullets one by one on the rock as if to make a count of all the years she has been waiting. Her rifle is near as long as she is tall. She lies down by her bullets and uses them to kill the other sentries one by one until at last they understand the thunder and the Shanks rise up angry from the Cinders below to seek her out.<br/><br/>\nShe leaves the rifle and walks across the naked obsidian into the swarm firing from the hip as she goes, each kick of the old revolver a word, Draksis, Draksis, Kell of Winter, Kell of hate, lord of the kingdom of her vendetta. Her jaw aches. She used to imagine biting out his throat with armored teeth.<br/><br/>\nThe stone smokes around her where the arc fire lashes it and the shrapnel guns throw up leaves of obsidian like glass butterflies. She shoots her bandoliers dry and a team of Vandals in glassy stealth leap up to rush her with knives but she raises her hand and burns them down with the golden gun, laughing, crying out Draksis, Draksis, I am come!<br/><br/>\nShe kills them all and takes the next ridge, high above the Cinders. She can see the blue-green pools and the cave mouths where the Vex lights dance. And there among them, gowned in smoke and ash, is the long shark shape of a Ketch, a Wintership, the Kell&#39;s ship, come down to nest.<br/><br/>\nShe could go down there now and finish this. But she made a promise.<br/><br/>\nA Captain jumps her. She throws two knives into his armor and then staves his chest in with her own Ghost, wrapped up in her fist like a stone.<br/><br/>\n&quot;Tell the Vanguard,&quot; she says to her Ether-spattered fist. &quot;Tell them Draksis is here.&quot;<br/><br/>\nHer Ghost looks up at her in silence. When she makes no move to go down the cliff towards the ship it blinks once, in its own way, and makes a soft sound, like a sigh, like relief.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Warlock",
"cardIntro": "<b>&quot;We have found new ways to weaponize curiosity. Pathways into the darkness.&quot;</b>",
"cardDescription": "Warrior-scholars of the Light, Warlocks devote themselves to understanding the Traveler and its power. A Warlock&#39;s mind is an arsenal of deadly secrets, balanced between godhood and madness. On the battlefield, those secrets can shatter reality itself.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardIntro": "<b>&quot;This was our world, our solar system. We were here first. And no matter what the darkness brings, we will be here at the dawn.&quot;</b>",
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"cardIntro": "<b>From the diaries of Commander Jacob Hardy, pilot, Ares One</b>",
"cardDescription": "The mission is a go. Crew of three: Mihaylova, Qiao, myself. Immediate departure at the next Hohmann window to Mars. The MREs and return ships will chase us out.<br/><br/>\nHow do I feel? I said at the press conference I felt privileged. Historians will read this diary, but it won&#39;t take their insight to tell the world that I&#39;m terrified. It&#39;s the human reaction.<br/><br/>\nWhat I wish I could convey is the - the exhilaration. That&#39;s the biggest thing. I&#39;m not a spiritual man, but I&#39;ve always believed there&#39;s something transcendent about spaceflight. Something pure. We go out there because we can. Because it&#39;s who we are.<br/><br/>\nNow we go because we have to. Because the unknown came to us. In fourteen months we&#39;ll be face to face with it, and by the time we arrive, it should be active again - just like it was active on Jupiter, and Mercury, and Venus.<br/><br/>\nI wonder what happens if it doesn&#39;t stop at Mars. I wonder if it&#39;ll leave us there in the sand, and come to Earth, and do here what it&#39;s done everywhere else.<br/><br/>\nI hate that we&#39;re carrying weapons. I understand the necessity. But I hold to my belief: there&#39;s something beautiful out there.<br/><br/>\nIt&#39;s up to us to reach it.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardDescription": "Everybody asks about the words.<br/><br/>\nThe truth is I&#39;m not much of a poet. Ares One didn&#39;t leave us with bandwidth for anything except blunt competence. We came in perilously hot, trying to select a landing site through the chaos of thickening atmosphere and turbulence that bloomed off the target. A twenty minute round-trip lightspeed delay to Earth meant we could only count on ourselves.<br/><br/>\nWhen the number three engine went diagnostic during the second course correction, I thought we might go catastrophic.<br/><br/>\nBut Qiao brought us in. Mihaylova brought us in. I just flew the ship.<br/><br/>\nThe Ares One excursion vehicle was built for thin winds and icy dust. We came down into a storm: the breath of God, a ripple of change rolling down off the artifact. We aborted on three sites and finally I took us into powered hover and brought us down on reflexes and instinct.<br/><br/>\nThen we ran the checklists, suited up, and left the vehicle.<br/><br/>\nThere was a script, and it&#39;s true, I botched it. I got my boots down and I made the most famous gaffe in human history. Said the first thing that came to mind: a warning to the others.<br/><br/>\n&quot;We&#39;re walking into a rising wind.&quot;<br/><br/>\nI didn&#39;t mean to say anything immortal. I just thought it&#39;d be useful to know.",
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"cardIntro": "<b>From the diaries of Commander Jacob Hardy, pilot, Ares One</b>",
"cardDescription": "The hike from Ares One.<br/><br/>\nYou&#39;ve watched it. Everything was recorded. I think you can get it in full immersion, now, and fly around like a hummingbird. I&#39;ll add what I can.<br/><br/>\nThe route was planned. We all went together - the CEV and Ares One itself had enough automation to go home alone in the event of crew loss. Whatever we&#39;d find at the artifact, it needed the human element.<br/><br/>\nWe carried rifles. They made us heavier and slower and probably less safe. I think the argument about the rifles can be left for another time. What&#39;s important is -<br/><br/>\nIt turned out well. Look at me. Look at us! You&#39;re talking to a ninety-year-old man. A ninety-year-old who&#39;s never been sharper. I&#39;m miles ahead of every cognitive benchmark.<br/><br/>\nWhat&#39;s happened to me is good. What&#39;s happened to all of us is good. When we crested that rise and made visual contact with the artifact I don&#39;t think any one of us dared dream that it would end this well.<br/><br/>\nWe went to Mars at the cutting edge of human civilization. And it wasn&#39;t our weapons that won the day.<br/><br/>\nIt was our ship. Our training. Our camaraderie. Our belief that if we just reached out to the universe, not to grasp for profit or security but with an open hand, we would be elevated.<br/><br/>\nWe were right. That makes me so happy. To this day.",
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"cardName": "Ghost Fragment: Human 4",
"cardIntro": "<b>From the diaries of Commander Jacob Hardy, pilot, Ares One</b>",
"cardDescription": "Three human beings stood on a high ridge and saw the shape of the future. Saw rain strike a millennia-old desert. Felt the air sweeten with oxygen and warm water and the beginnings of life.<br/><br/>\nI am sometimes asked if I felt something die. The end of the era of human self-sufficiency.<br/><br/>\nI don&#39;t know how to answer that question. I do know that I was changed. Nobody could experience that kind of wonder and remain unchanged. The decades since have proven that to me.<br/><br/>\nI knew I&#39;d never fly another mission like that. I recognized the need for a new love. That&#39;s why I threw my fresh cognitive skills into understanding the Traveler. How can one entity so quickly and utterly remake an entire world? Fifty years later, I&#39;m conversant in high mathematics, particularly topological thoughts and the slippery irreality of Light. I&#39;m involved in a project to study the Traveler&#39;s terraforming actions right now.<br/><br/>\nBut I still enjoy the interviews. I like going back to that mission.<br/><br/>\nIt makes me unspeakably happy to see how well it all turned out. And it makes me happy to remember I was there.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Ghost Fragment: Human 5",
"cardIntro": "<b>Hope</b>",
"cardDescription": "Hope. And standing with strangers.<br/><br/>\nThat’s what I remember. Hope churning beneath my skin, assuring me there was a place besides this place. A realm that would nurture us, not kill us. The Earth was ruin. Chaos and madness and death. We were standing on the Earth. Where I am now. But why am I still here? It was my turn to leave. I remember. I was waiting with others like me, and the ships would soon take us away.<br/><br/>\nBut to where? Where was this hope?<br/><br/>\nI must have known. There had to be a name, coordinates. Except all of that is forgotten. Other than my absolute conviction in salvation, nothing remains.<br/><br/>\nThe Traveler.<br/><br/>\nI remember that now.<br/><br/>\nWhich was...<br/><br/>\nWhat?<br/><br/>\nI don’t know. Something has stolen my words, the imagery. But I still remember what it promised us...<br/><br/>\nThe universe.<br/><br/>\nYes.<br/><br/>\nCreation held in our hands.<br/><br/>\nBut I was here for a reason.<br/><br/>\nAnd what would I surrender, just for the faint chance to remember what that good reason was.",
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"cardIntro": "<b>Reports from a derelict vessel boarded in the first known voyage to the Reef</b>",
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"cardName": "Ghost Fragment: Awoken 2",
"cardDescription": "I was nothingness. If I existed before, I existed as possibility, as potential, stretched thin across the aether. And maybe there was a body that looked like my body, complete with a soul that could be confused for someone rather like me. What I am now was not yet real. And then I was born, and the universe was free to begin.<br/><br/>\nOthers were present at my birth.<br/><br/>\nA great ceremony had just begun. Because newborns are selfish beasts, I assumed I was the object of attention.<br/><br/>\nI didn&#39;t notice the singing until the singers fell silent. And then She appeared.<br/><br/>\nShe was above me. Ethereal and handsome and elegant. I assumed my face was like her face and that odd idea gave me strength enough to smile.<br/><br/>\n&quot;Secrets,&quot; she said. &quot;Creation is built on secrets and the encryptions that keep those secrets safe.&quot;<br/><br/>\nI made my first sound. It meant nothing but she understood it as a question.<br/><br/>\n&quot;We are a beautiful creation,&quot; she said. &quot;And we must keep ourselves very safe.&quot;",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Ghost Fragment: Awoken 3",
"cardIntro": "<b>Fear.</b>",
"cardDescription": "Fear. That’s the only vivid memory left in me. It’s the moment when my fear was so thick and urgent that I gave up breathing. I stopped pretending to think. How I remained on my feet was a mystery, because the terror was bearing down on me, like a mountain about to crush my soul.<br/><br/>\nBut I have to ask, “What was terrifying me?”<br/><br/>\nDarkness ruled the sky. The world around us had shattered, and it seemed vanishingly unlikely that we would outlive this one awful day. Yet the fear didn’t come from the surrounding mayhem and despair. The source was inside my skin. I was utterly terrified of my own awful nature.<br/><br/>\nAnd which part scared me?<br/><br/>\nInside me was an essence woven from beyond. Was I Awoken before this?<br/><br/>\nShe was still in my head. I could hear her song growing fainter.<br/><br/>\nGone?<br/><br/>\nNot yet.<br/><br/>\nA new crippling terror was taking over.<br/><br/>\nI was focused entirely on my fear. But I had to make an effort.<br/><br/>\nAnd it occurred to me then that nothing in the universe was more dangerous than human hubris.<br/><br/>\nI still had this Other within? But the human side was what mattered: Weak and foolhardy, sure to fail in the next moment.<br/><br/>\nThat’s why I was afraid.<br/><br/>\nThen someone spoke.<br/><br/>\nMaybe it was me. I don’t remember.<br/><br/>\nI was trying to focus, and a new thought took me: My soul lay between those two entities. And that’s how I am still: The boundary, the seam.<br/><br/>\nThe friction.<br/><br/>\nAnd that’s when the fear began to fade.",
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"cardId": 102030,
"cardName": "Exo",
"cardIntro": "<b>&quot;Ask yourself: what threatened your Golden Age ancestors so much that they constructed the Exos to defend themselves?&quot;</b>",
"cardDescription": "Built for a long-forgotten struggle, Exos are self-aware war machines so advanced that nothing short of a Ghost can understand their inner functions. They remain ciphers, even to themselves: their origins and purpose lost to time.<br/><br/>\nWhoever built the Exos fashioned them in humanity&#39;s image, gifting them with diversity of mind and body. Many of the City&#39;s Exo citizens live and work alongside their organic brethren. But others fight again, re-forged in the Light of the Traveler to serve as Guardians.",
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"cardId": 102100,
"cardName": "Ghost Fragment: Exo",
"cardDescription": "- which in the end is just a matter of substrate chauvinism. It doesn&#39;t matter if the system thinks with flesh or superconductor or topological braids in doped metallic hydrogen, as long as the logic is the same. And our logic is the same. Yours and mine.<br/><br/>\nIf I am a machine then so are you. If you are not a machine then neither am I. Exo minds are human. It is incontrovertible.<br/><br/>\nYou understand? I&#39;m going to take that slack-jawed stare as understanding. <br/><br/>\nNow here&#39;s the real question. Why are Exo minds human? What&#39;s the design imperative? Why does a war machine - yes, absolutely, I am a war machine, built by human hands; and you are a survival machine built by the engine of evolution. Don&#39;t interrupt me.<br/><br/>\nWhy does a war machine have emotions? Why should a war machine have awareness? These are not useful traits on the battlefield. Don&#39;t flatter yourself. They are not useful. So why should the Exo mind mimic the human architecture so closely?<br/><br/>\nYou know what I smell on you? I smell the stink of anthropocentrism. I think you think that there&#39;s only one way to think. That&#39;s why the Exo mind is so human, you presume. Because all higher thought converges.<br/><br/>\nMy friend, you should meet the Vex. There is nothing human in them.<br/><br/>\nNow. This is what I believe happened, back in the time before any Exo can remember. It explains everything.<br/><br/>\nI think someone wanted to live forever.",
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"cardDescription": "Battered and drained of their Light, these Ghosts are nevertheless valuable for the information they preserve. Their recovered memories may well prove vital to the City&#39;s survival.<br/><br/>\nThe problem of dead Ghosts troubles the City&#39;s scholars. Are new Ghosts still being born? Or is the number of Ghosts dwindling? Will there come a day when no more remain - an end to the rise of new Guardians?<br/><br/>\nIf that day is coming, then the City faces a desperate race against time to heal the Traveler before attrition takes its toll.",
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"cardDescription": "Beyond.<br/><br/>\nIt is a place, a place casting shadows and emotion.<br/><br/>\nIt&#39;s a real place, I know.<br/><br/>\nOne hot blue sun, say. And other suns too. Five? I like seven better. What I&#39;m recalling is a giant star with a family of six smaller suns, and you could spend days and nights counting all of the planets circling those suns...except there are no planets. Not anymore. The powers in charge have carved up all of the worlds, and maybe a brown dwarf or two for good measure. With that rubble, they fashioned a topologically creative enclosure, a twisting of space and time sealed behind doors that admit only those who know the magic words. The bones of a hundred planets have been cut smooth and laid out like a floor, a polished and lovely floor creating vast living spaces. A floor bigger than ten thousand worlds, catching the fierce glory of the seven suns. For light, for food. For beauty. And nothing escapes. Not heat, not gravity. Not even the faintest proud sound.<br/><br/>\nIt could be anywhere. It can live in the cold between galaxies, or folded up inside matter, near enough to touch right now...<br/><br/>\nI remember it and maybe it&#39;s exactly as I describe it. Seven suns wrapped inside magic. Or it&#39;s something else entirely, perhaps. A place still fat with life. An abundance of sentient souls, some decent, maybe a few of lesser quality, and everybody stands about or floats about, or they bounce between dimensions. The point is that the residents of this hidden realm live inside a bottle so perfectly hidden that they can&#39;t see beyond their own borders. Which shapes a mind in very specific ways.<br/><br/>\nBut, Beyond is their name for a mysterious, doubtful realm that they can&#39;t see.<br/><br/>\nWhich is us, of course.",
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"cardDescription": "Two more scans and she could move on to the elevated grid. There wasn&#39;t really anything new other than the delta to sea level, but at less than 30% of the way through 2^128 scans, even a distinction without a difference could feel like a brand new shell.<br/><br/>\n&quot;Cassiopeia!&quot;<br/><br/>\nSo numb after months with just her own scans for company. She didn&#39;t even pick up on another Ghost being this close. &quot;Obverse? Wait. I&#39;m sorry. You&#39;re... Obsidian! Wow, how long has it been?&quot;<br/><br/>\n&quot;Well, I mean...&quot;<br/><br/>\n&quot;I know. It&#39;s been 6.8 years. It&#39;s just an expression.&quot;<br/><br/>\nObsidian floated closer. &quot;That&#39;s okay. It HAS been a while. I guess you haven&#39;t found yours yet?&quot;<br/><br/>\nCassiopeia projected glumness. &quot;Not yet. But I haven&#39;t been looking on Mars for that long, at least! I&#39;m optimistic.&quot;<br/><br/>\n&quot;You should be! I was just at the City last year. A lot more of us are starting to find our Guardians latel— what&#39;s that?&quot;<br/><br/>\nCassiopeia resolved to run a full-range self-diagnostic before the next grid. Two Ghosts within twenty meters and she didn&#39;t sense either one? Something was off.<br/><br/>\nThe new arrival chirped and spoke up. &quot;Hello, you two! I&#39;m glad ~identify(OBSIDIAN)~ to see a friendly face! I haven&#39;t been myself lately.&quot;<br/><br/>\nObsidian looked at Cassiopeia. He read as nervous. She probably did, too.<br/><br/>\n&quot;I was beneath the Blind Watch for a while. A long ~SIVA.MEM.GH404~ while. It was fun! There were puzzles. No one was alive down there, though.&quot;<br/><br/>\nCassiopeia&#39;s scan of the new Ghost returned nothing amiss. &quot;Are you okay, friend?&quot;<br/><br/>\n&quot;I&#39;m great! Something got in me but the Light ~if (LIGHT) then WARNING~ burned it away. It&#39;s gone forever, now! ~consume: FAILURE replicate:FAILURE enhance:FAILURE~&quot;<br/><br/>\nThere was silence for a full three seconds. Then Obsidian spoke up, his words coming quickly.<br/><br/>\n&quot;Well, great to see you again, Cassiopeia! Good luck!&quot; He zipped away.<br/><br/>\nCassiopeia watched him disappear into the horizon. &quot;TWO self-diagnostics,&quot; she muttered.",
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"cardIntro": "<b>&quot;There is a Light in you from which no Darkness can hide.&quot;</b>",
"cardDescription": "Only Guardians have the gift of the Traveler&#39;s Light - the ability to channel its energies to project vast power into the world. Even without a firearm, a Guardian is a radiant engine of destruction.<br/><br/>\nWhile these abilities rise from within, Guardians master their power in different ways. Titans understand the Light as a force to hone through practice and strict discipline. Hunters roam and explore in order to learn, using dangerous methods to survive the wilds. And Warlocks study the Light and its inner mechanisms, confronting unfathomable mysteries in the search for transcendent might.",
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"cardId": 301010,
"cardName": "Ghost Fragment: Abilities",
"cardIntro": "<b>From Lord Saladin&#39;s Induction Speech</b>",
"cardDescription": "Nothing born is born strong.<br/><br/>\nI know I began weak, the same as you. I don&#39;t care if you&#39;re an Exo, staring at that number and wondering where you&#39;ve come from. Or a Human hungry to understand the ancient world that left you for dead. Or an Awoken reborn in the very essence of what your people hide from. Together, we&#39;re the pointed end of a long stick of happenstance. Change one ripple in an ancient ocean and we would never have been granted the Light within us, or the good Ghosts that want to help us.<br/><br/>\nHumble origins.<br/><br/>\nEvery world begins as a big pebble lost among trillions of pebbles. Every worthy sun was once cold hydrogen spread thin across the vacuum. Even the universe, this cosmic garden that surrounds us and awes us...this monument to Creation was once the size of an apple seed. And everything that&#39;s splendid and great stands at the end of incalculable chance and mayhem.<br/><br/>\nYes, you have talents. Enormous, wondrous powers. But you should put the smirk away. Do you know what a Guardian is? Not yet. Your name is another pebble. You are a cold apple seed.<br/><br/>\nBut you will grow.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
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"cardName": "Striker",
"cardIntro": "<b>&quot;At close quarters a fist is better than any gun.&quot;</b>",
"cardDescription": "Striker Titans charge into close combat, armored in Light and wielding fistfuls of thunder.<br/><br/>\nStriker tactics depend on shock and disciplined aggression. They must awe and scatter the enemy, or risk being overwhelmed. Fellow Guardians prize their ability to draw fire as they shatter the enemy line.",
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"cardIntro": "<b>&quot;The wall against which the Darkness breaks.&quot;</b>",
"cardDescription": "Defender Titans are immovable anchors, trained to absorb punishment and control the flow of battle.<br/><br/>\nArmed with unflinching conviction and an armory of Void techniques, Defenders block the enemy&#39;s movements, shrug off their fiercest weapons, and rally fellow Guardians to strike back.",
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"cardIntro": "<b><i>“Forge the fury of undying suns.”</i></b>",
"cardDescription": "Some Titan orders predate the City, born of a darker time, when Light was an untamed weapon. The Sunbreakers brought honor to the wild, never seeking the safety of the City. Bound by an oath, they live as mercenaries, seeking battles and alliances beyond the Walls. Now the Light of their fire has at last found rank among the City.<br/><br/>\nWield the Hammer of Sol with honor, Titan, it is a thing of legend, both past and future.",
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"cardName": "Gunslinger",
"cardIntro": "<b>&quot;A lone wolf who lives for the perfect shot.&quot;</b>",
"cardDescription": "In the end, doesn&#39;t it all come down to you and your gun?<br/><br/>\nDon&#39;t see much else to say about it. That&#39;s just truth.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Bladedancer",
"cardIntro": "<b>&quot;Beautiful lethality, relentless style.&quot;</b>",
"cardDescription": "There&#39;s something to be said for the blade. A knife won&#39;t jam. A knife won&#39;t run dry. A knife is very, very quiet.<br/><br/>\nLeave the noise and fire to others. There&#39;s work to be done, out there in the dark - monsters that deserve death, delivered quickly, silently, and without mercy.",
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{
"cardId": 700050,
"cardName": "Nightstalker",
"cardIntro": "<b><i>“Draw from the Void. Light the way.”</i></b>",
"cardDescription": "A lone hunter stalks the night, firing arrows into the Darkness. There is no hiding, no escape. In the distance, the beast falters, tethered to the void. The killing blow comes without hesitation, without mercy.<br/><br/>\nThere’s truth in the edge of Light, and beneath that truth a deeper truth, hidden from all but a few.<br/><br/>\nThat truth is this: monsters need not fear the night.<br/><br/>\nDo not hunt the monster. Become the monster.",
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"cardId": 307060,
"cardName": "Voidwalker",
"cardIntro": "<b>&quot;Those who have stared into the Void are not bound by the laws of space and time.&quot;</b>",
"cardDescription": "The Traveler came out of the void that surrounds all things. Thus we know that the void is full of power. Thus we enter the void without fear.<br/><br/>\nSmall minds will call your abilities blasphemous. They will compare you to the abominable Wizards of the Hive.<br/><br/>\nBut you will not be held back. Gifted with the Traveler&#39;s Light, armed with the secret physics of a lost age, you will tear reality asunder.<br/><br/>\nYou will fear nothing, and nothing will not fear you.",
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{
"cardId": 307070,
"cardName": "Sunsinger",
"cardIntro": "<b>&quot;There are flames that even the Darkness cannot extinguish.&quot;</b>",
"cardDescription": "These are dark times. Humanity stands on the brink of extinction. We will carry fire into that darkness - a beacon to guide the way, and a pyre to consume our great enemy. <br/><br/>\nThe Light saved us from death and forged us into weapons. We seek to understand it, to embrace it, to consume and be consumed by it. We hope to become radiant.<br/><br/>\nOur fellow Guardians need our power. Our civilization needs our strength.",
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{
"cardId": 700060,
"cardName": "Stormcaller",
"cardIntro": "<b><i>“Harmony within, hurricane without.”</i></b>",
"cardDescription": "Meditate. Focus. Draw the static from within. The Arc is inside all life.<br/><br/>\nYou must feel it take hold, let it flow through, but not consume you. You are a conduit. Between sky and earth. Electricity and matter. Life and death.<br/><br/>\nYou are a weapon.",
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"cardName": "Arc Blade",
"cardDescription": "Set aside your weapons and lose yourself in the blade trance. Arc Light galvanizes your armor and hastens your movements, and when your knife finds a target it discharges a snap of annihilating current. For as long as the trance lasts, you are the very shadow of death.",
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"cardDescription": "Summon the power of the Void to draw back and launch a precision long-range projectile that reaches out and snares enemies with slowing, draining tethers of Void Light. Shadowshot lets a Hunter&#39;s dead-eye precision carve a path to new battles.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardDescription": "Open yourself to the Light. Glimpse, for a few rapturous moments, the truth beyond the powers you wield.<br/><br/>\nA Warlock in a state of Radiance threatens to slip beyond the bonds of the material, shrugging off physical harm, channeling a torrent of abilities. Some may learn to elevate nearby Guardians, gifting them with power. Others, entranced by the Ghosts&#39; power to reach beyond death, may learn to pluck themselves out of nothingness like the phoenix of ancient myth.",
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"cardDescription": "Focus your Light to call forth a powerful Arc storm, and siphon it, channeling lightning through your fingertips to send it surging between your targets. A Warlock in Stormtrance is exercising such unbreakable focus that the Arc energy they summon draws them off the ground, the air humming and crackling around them. Like lightning you bend your path forward through the air, striking down anything too slow escape the storm.",
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"cardDescription": "All-purpose weapons of war, the standard Auto Rifle is ideal for a number of combat scenarios. Stability is key to controlling fully automatic weapons.",
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"cardIntro": "<b>Ionized polymer synballistic attack platform. The system&#39;s lethality is dynamically robust across tactical spaces.</b>",
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{
"cardId": 302035,
"cardName": "Monte Carlo",
"cardIntro": "<b>There will always be paths to tread and methods to try. Roll with it.</b>",
"cardDescription": "Originally designed as a showpiece, the Monte Carlo&#39;s sleek demeanor and intricate firing system make it more than a fashion statement. In the right hands, this beauty puts all the risk at the wrong end of its bayonet.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardId": 302037,
"cardName": "Necrochasm",
"cardIntro": "<b>&quot;Eternity is very close. Can you feel yourself slipping?&quot;</b>",
"cardDescription": "The Weapons of Sorrow were believed to be nothing more than a myth. But even the darkest myths are born of some truths, and whispers of the Necrochasm have long filled the Light with dread.<br/><br/>\nIt is said the Necrochasm was born in the twilight after Crota’s sword first cracked the Moon. That a lost Guardian’s weapon was altered by the Hive in an attempt to fuse their own dark understanding with humanity’s mastery of war. The result was a weapon that would feed on its owner’s aggression—reaching further when angry eyes drew focus, its hunger rising as it tore through bone and flesh.<br/><br/>\nAny Guardian who comes across the weapon must ask some very simple questions with endlessly complicated answers: Is your Light bright enough to stand, even briefly, in full gaze of the Hive&#39;s abyss? Can it handle what has died and been reborn in those shadows?",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
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"cardName": "Zhalo Supercell",
"cardIntro": "<b>An upcycled torrent of righteous thunder.</b>",
"cardDescription": "When you&#39;re out beyond the Wall, sometimes you have to take what you can find, and make it work. Though its original makers and their no-doubt-desperate straits are lost to history, the Zhalo Supercell remains a striking example of what a Guardian can do with some outdated tech, a deep command of fundamental Light, and a spark of inspiration.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
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"cardName": "Fabian Strategy",
"cardIntro": "<b>Wait for enemy to make a mistake. Die. Stand by for Ghost Resurrection. Repeat as necessary.</b>",
"cardDescription": "“Good evening, Banshee-44!”<br/><br/>\n“Howdy.”<br/><br/>\n“Doing well, thank you. ...Actually, I had a bit of difficulty today.”<br/><br/>\n“Uh...”<br/><br/>\n“The problem with a historical engram is, even if I can figure out when the engram was encoded, that still doesn&#39;t tell me when the contents were written. Or even when the events described by the writer take place.”<br/><br/>\n“Uh huh.”<br/><br/>\n“This particular engram is heavily degraded. Encoded Mid-Golden Age, allegedly written by someone named Plutarch, a historian who in turn is writing about someone named Fabius Maximus. But who were they? When did they live? In what kind of warfare was this &#39;Fabian Strategy&#39; applied?”<br/><br/>\n“The whatnow strategy?”<br/><br/>\n“Fabian Strategy. It apparently involves attrition tactics and avoiding direct conflict until an enemy makes a mistake.”<br/><br/>\n“...Huh.”<br/><br/>\n“&#39;Huh&#39; indeed!”<br/><br/>\n“...But with Ghost res—“<br/><br/>\n“Oh, this was long before Ghosts. I think... Banshee? Where are you going?”",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardId": 302050,
"cardName": "Scout Rifles",
"cardDescription": "The preferred weapon of seasoned marksmen, the Scout Rifle is a single-shot precision firearm. Favoring accuracy above all else, the Scout Rifle packs increased stopping power to counter its low rate of fire.",
"bonusName": "Weapon XP Bonus",
"bonusDescription": "All characters will earn weapon experience faster for weapons of this type.",
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"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardId": 302055,
"cardName": "MIDA Multi-Tool",
"cardIntro": "<b>Select application: Ballistic engagement. Entrenching tool. Avionics trawl. Troll smasher. Stellar sextant. List continues.</b>",
"cardDescription": "Few weapons are balanced this precisely. Once you get a feel for the Multi-Tool it will sit weightlessly in your hand. Firing it will feel less like an action and more like an extension of your will.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardId": 302030,
"cardName": "The Fate of all Fools",
"cardIntro": "<b>The wise man knows his fate. The fool merely finds it.</b>",
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"cardName": "Touch of Malice",
"cardIntro": "<b><i>“Let them feel every lash, every curse, every touch of malice that they first dealt to me.”</i></b>",
"cardIntroAttribution": "<i>-Eris Morn</i>",
"cardDescription": "Here am I, with the power to craft from my enemy&#39;s darkest secrets a weapon that could wound them at their core!<br/><br/>\nSo what stays my hand?<br/><br/>\nWhen I behold the interiority of these cold, cold fragments, I see blind, squirming creatures. Every wound they give, they feel also upon themselves. Every bite they tear from the Light only deepens, never fills, the raging emptiness behind their terrible mouths.<br/><br/>\nThe voices are as loud as ever. My nightmares just as bitter. My coal-black hatred burns as hot. But I feel something else now. Could it be...<br/><br/>\nNo! I refuse it.<br/><br/>\nI will build this weapon.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
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"cardName": "The Jade Rabbit",
"cardIntro": "<b>What kind of harebrained scheme have you got in mind this time?</b>",
"cardDescription": "Like many weapons of the Dark Age, the Jade Rabbit was created from hastily reassembled—and often poorly understood—Golden Age technology: in this case, kinetic low-atmosphere propulsion systems in use on Luna settlements. Even the weapon&#39;s casing is cut from the plasteel bulwarks of the First Light installation.<br/><br/>\nThe significance of the markings: 玉兔, or “Jade Rabbit,” are unfortunately lost to history.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Boolean Gemini",
"cardIntro": "<b>Fight your way!</b>",
"cardDescription": "City foundries produce a wide variety of weapons in an attempt to anticipate Guardians&#39; ever-changing needs on the battlefield. But no Guardian can carry all guns at all times.<br/><br/>\nEnter the Boolean Gemini. Designed by a think tank of Guardians and foundry representatives, the Gemini was designed to be two guns in one, with a flexible design that allows Guardians to toggle between distinct combat styles for maximum efficiency.",
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{
"cardId": 700302,
"cardName": "Tlaloc",
"cardIntro": "<b>Release the storm. Hold nothing back.</b>",
"cardDescription": "“Master Rey.”<br/><br/>\n“Gunsmith... What brings you here?”<br/><br/>\n“Workin&#39; on a custom piece.”<br/><br/>\n“Are you?”<br/><br/>\n“Yep. For a Warlock.”<br/><br/>\n“Mm. And how are you finding the work?”<br/><br/>\n“You know. It goes and comes. Memory ain&#39;t what it was.”<br/><br/>\n“Yes.”<br/><br/>\n“Good to be back in the shop, though.”<br/><br/>\n“I&#39;m glad of it. Well, then, I suspect you&#39;ll find some of my recent research quite interesting.”<br/><br/>\n“S&#39;why I&#39;m here.”",
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"cardName": "Pulse Rifles",
"cardDescription": "The Pulse Rifle is designed for precision fire and tight shot grouping. Three-round bursts provide added punch with reduced recoil compared to fully automatic weapons. Skilled shooters often walk the burst from the target&#39;s center of mass onto the head.",
"bonusName": "Weapon XP Bonus",
"bonusDescription": "All characters will earn weapon experience faster for weapons of this type.",
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"cardName": "Bad Juju",
"cardIntro": "<b>&quot;If you believe your weapon wants to murder all existence, then so it will.&quot;</b>",
"cardIntroAttribution": "<i>- Toland the Shattered</i>",
"cardDescription": "There must be a structured, mechanical explanation for this weapon&#39;s hunger for combat. There must be. But none has been found.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Red Death",
"cardIntro": "<b>Vanguard policy urges Guardians to destroy this weapon on sight. It is a Guardian killer.</b>",
"cardDescription": "Only rumors tell of the mad Guardian who fashioned this butcher&#39;s tool. But its power is undeniable, and fear is a formidable weapon.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "No Time To Explain",
"cardIntro": "<b>A single word is etched onto the inside of the weapon&#39;s casing: <i>“Soon.”</i></b>",
"cardDescription": "Novarro&#39;s timeline analysis indicates the weapon is the fabled Exo Stranger&#39;s Rifle, enhanced at a future point in this continuity and then sent back to this present.<br/><br/>\nDeliah&#39;s timeline analysis indicates the weapon was built by Praedyth, who based it on his own version of the Exo Stranger&#39;s Rifle, and then set it adrift in a time ripple.<br/><br/>\nHari&#39;s timeline analysis indicates the weapon was built by beings of unidentifiable origin, and arrived here by pure accident.<br/><br/>\nInachis&#39;s timeline analysis indicates the weapon originates from Earth, late Golden Age, and will eventually be lost to time ripples once again, where its systems will degrade and be replaced until our recent past acquires it as the Exo Stranger&#39;s Rifle.<br/><br/>\nAs for me... I think it&#39;s safe to say the weapon is proving far more fun than we could have hoped.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardDescription": "Sturdy and reliable, Hand Cannons have long been a preferred tool for self-defense. Their low rate of fire and modest accuracy is more than made up for by their ease of handling and superior stopping power.",
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"cardName": "Hawkmoon",
"cardIntro": "<b>Stalk thy prey and let loose thy talons upon the Darkness.</b>",
"cardDescription": "The Hawkmoon is a true gunslinger&#39;s weapon - a smooth sidearm that makes every bullet count...some more than others.",
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"cardDescription": "The man I would come to know as Jaren Ward, my third father and quite possibly my closest friend, came to Palamon from the south.<br/><br/>\nI was just a boy, but I&#39;ll never forget his silhouette on the empty trail as he made his slow walk into town.<br/><br/>\nI&#39;d never seen anything like him. Maybe none of us had. He&#39;d said he was only passing through, and I believed him - still do, but life can get in the way of intent, and often does.<br/><br/>\nI can picture that day with near perfect clarity. Of all the details though - every nuance, every moment - the memory that sticks in my mind is the iron on Jaren&#39;s hip. A cannon that looked both pristine and lived in. Like a relic of every battle he&#39;d ever fought, hung low at his waist - a trophy and a warning.<br/><br/>\nThis man was dangerous, but there was a light about him - a pureness to his weight - that seemed to hint that his ire was something earned, not carelessly given.<br/><br/>\nI&#39;d been the first to see him as he approached, but soon most of Palamon had turned out to greet him. My father held me back as everyone stood in silence.<br/><br/>\nJaren didn&#39;t make a sound behind his sleek racer&#39;s helmet. He looked just like the heroes in the stories, and to this day I&#39;m not sure one way or the other if the silence between the town&#39;s people and the adventurer was born of fear or respect. I like to think the latter, but any truth I try to place on the moment would be of my own making.<br/><br/>\nAs we waited for Magistrate Loken to arrive and make an official greeting, my patience got the best of me. I shook free of my father&#39;s heavy hand and made the short sprint across the court, stopping a few paces from where this new curiosity stood - a man unlike any other.<br/><br/>\nI stared up at him and he lowered his attention to me, his eyes hidden behind the thick tinted visor of his headgear. My sight quickly fell to his sidearm. I was transfixed by it. I imagined all the places that weapon had been. All of the wonders it had seen. The horrors it had endured. My imagination darted from one heroic act to the next.<br/><br/>\nI barely registered when he began to kneel, holding out the iron as if an offering. But my eyes locked onto the piece, mesmerized. <br/><br/>\nI recall turning back to my father and seeing the looks on the faces of everyone I knew. There was worry there - my father slowly shaking his head as if pleading with me to ignore the gift. <br/><br/>\nI turned back to the man I would come to know as Jaren Ward, the finest Hunter this system may ever know and one of the greatest Guardians to ever defend the Traveler&#39;s Light...<br/><br/>\nAnd I took the weapon in my hand. Carefully. Gently.<br/><br/>\nNot to use. But to observe. To imagine. To feel its weight and know its truth.<br/><br/>\nThat was the first time I held &quot;Last Word,&quot; but, unfortunately, not the last.",
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"cardDescription": "It was the fourth night of the seventh moon.<br/><br/>\nNine rises since any sign.<br/><br/>\nTrail wasn&#39;t cold, but lukewarm would&#39;ve been an exaggeration.<br/><br/>\nJaren had us hold by a ravine.<br/><br/>\nThe heavy wood along the cliffs&#39; edge caught the wind, holding back the cold and the rush of water muffled our conversation.<br/><br/>\nWe&#39;d seen dual Skiffs hanging low as they cut through the valley.<br/><br/>\nWasn&#39;t known Fallen territory, but anymore that&#39;s a dangerous assumption.<br/><br/>\nThere were six of us then.<br/><br/>\nThree less than two moons prior, but still, one more than when we&#39;d first turned our backs to Palamon&#39;s ash.<br/><br/>\nWe took a rotation for watch during the night.<br/><br/>\nMovement was kept to a minimum and communication was down to hand signals and simple gestures.<br/><br/>\nWe could hold our own in a fight, but only the dead went looking for one—a hard truth that cut in direct opposition to our reasons for being so far from anything resembling civilization, much less our safety.<br/><br/>\nThe Skiffs had spooked Kressler and Nada, and, in truth, me as well. But, looking back, I think we were all just grasping for any good reason to turn back.<br/><br/>\nNot because we would—turn back—but because it seemed to be our only real hope, and I think we all knew it.<br/><br/>\nForward. Where we were headed—into the unknown. And following the footsteps we were. It all just started to feel like a never-ending dead end after a while.<br/><br/>\nJaren never wavered though. Not once.<br/><br/>\nAt least not to any noticeable degree.<br/><br/>\nIt was his drive, his conviction, that kept us going.<br/><br/>\nAnd—it&#39;s hard to think on—but if I&#39;m honest, it was his death that rekindled my own fire. A fire that was all but exhausted on that cold night.<br/><br/>\nHe seemed confident we were close.<br/><br/>\nBut more than confident—sure. He seemed sure.<br/><br/>\nNo one else felt it—our own confidence, and any enthusiasm we&#39;d had was set to wither soon as Brevin, Trenn and Mel were gunned down.<br/><br/>\nThe Ghost—Jaren&#39;s Ghost—never said a word to any of us. Just hung there. Always alert. Always judging. Not us, per se, but the moment. Any moment.<br/><br/>\nI never got the sense it thought of us as lesser. More that it was guarded, wary.<br/><br/>\nWe knew it could speak. We&#39;d overheard them a few times. Just brief words, and no one ever pressed the subject.<br/><br/>\nFrom time to time I caught its gaze lingering on me, but always assumed the attention was a result of the bond Jaren and I had. He was a father to me. At the time I didn&#39;t know why he&#39;d singled me out as someone to care for. Someone to protect. After all the loss, I welcomed it, but looking back—taking in the arm&#39;s length at which he kept the others—I guess I should&#39;ve known, or at least suspected there was more to it.<br/><br/>\nWe all woke that night, closer to morning than the previous day.<br/><br/>\nA crack of gunfire split through the wood. Then more.<br/><br/>\nFar off, but near enough to pump the blood.<br/><br/>\nA familiar ring. &quot;Last Word.&quot; Jaren&#39;s sidearm. His best friend.<br/>\nThen another. A single shot, an unmistakable echo calling through the night. Hushed, cutting.<br/><br/>\nOne shot, dark and infernal. Followed by silence.<br/><br/>\nWe crouched low and quiet. Listening. Hoping.<br/><br/>\nJaren was gone. Off on his own.<br/><br/>\nMaybe we were closer than we&#39;d allowed ourselves to believe.<br/><br/>\nToo close.<br/><br/>\nHe&#39;d gone to face death alone.<br/><br/>\nI couldn&#39;t admit it—not at the time—but he thought he was <br/>\nprotecting us.<br/><br/>\nAfter such a long road—years on its heels, a trail littered with suffering and fire—maybe he just couldn&#39;t take the thought of anymore dead &quot;kids,&quot; as he called us.<br/><br/>\nThe echoes faded and we all held still. No way to track the direction. No sense in rushing blind.<br/><br/>\nWhat was done was done.<br/><br/>\nThe cadence of the shots fired told a story none of us cared to hear.<br/><br/>\n&quot;Last Word&quot; it hadn&#39;t been. And somewhere in the world, close enough for us to bear absent witness but far enough to be a dream, Jaren Ward lay dead or dying. And there was nothing to be done.<br/><br/>\nHours passed. An eternity.<br/><br/>\nWe held our spot, but as the sun rose the others began to fade back into the world. Without Jaren there was nothing holding us together. No driving force. Vengeance had grown stale as a motivator. Fear and a longing to see more suns rise drove a wedge between duty and desire.<br/><br/>\nBy midday I was alone. I couldn&#39;t leave. Wouldn&#39;t.<br/><br/>\nEither I would find Jaren and set him at ease, or the other would find me and that would be a fitting end.<br/><br/>\nDeath marching on.<br/><br/>\nBut then, a motion. Quick and darting. My muscles tensed and my hand shot to the grip of my leadslinger.<br/><br/>\nThen a confirmation of the horrible truth I had already accepted, as Jaren&#39;s Ghost came to a halt a few paces in front of me.<br/><br/>\nI exhaled and slumped forward. Still standing, but broken.<br/>\nThe tiny Light looked me over with a curious tilt to its axis, then shot a beam of light over my body. Scanning me as it had done the very first time we met.<br/><br/>\nI looked up. Staring into its singular glowing eye.<br/><br/>\nAnd it spoke...",
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"cardName": "Ghost Fragment: The Last Word 4",
"cardDescription": "<i>Then.</i><br/><br/>\nPalamon was ash.<br/><br/>\nI was only a boy – my face caked in soot, snot and sorrow.<br/><br/>\nI’d assumed Jaren, my friend, our Guardian, the savior of Palamon, would always protect us – could always save us...<br/><br/>\nBut I was a fool.<br/><br/>\nJaren, and the others, only a handful, but still our best hunters, our hardest hearts, had left three suns prior. Tracking Fallen, after the bandits had caused a stir.<br/><br/>\nThe stranger – the other – arrived the following day.<br/><br/>\nHe rarely spoke. Took a room. Took our hospitality.<br/><br/>\nI was intrigued by him, as I was Jaren when he’d first arrived.<br/><br/>\nBut the stranger was cold. Distant. Damaged, I thought.<br/><br/>\nBut I wasn’t afraid. Not yet.<br/><br/>\nOnly a child, I knew the monsters of our world to walk like men, but they were not. They were something alien. Four-armed and savage.<br/><br/>\nThe stranger was polite, but solemn.<br/><br/>\nI took him for a sad, broken man, and he was. Though, at the time, I didn’t understand how that could make one dangerous.<br/><br/>\nAs with Jaren, father made an effort to keep me away from the stranger.<br/><br/>\nIt wouldn’t matter.<br/><br/>\nAs the silhouette approached, fear held tight.<br/><br/>\nThe dark figure towered over me. Looking into me – through me.<br/><br/>\nHe smiled. My knees weak. All lost.<br/><br/>\nThen, he turned and walked away.<br/><br/>\nLeaving ruin and a heartbroken, terrified boy in his wake without a second glance.<br/><br/>\nI’ve been chasing that stranger’s shadow ever since.<br/><br/><br/><i>Now.</i><br/><br/>\nWe stood silent, the sun high.<br/><br/>\nSeconds passed, feeling more like hours.<br/><br/>\nHe looked different.<br/><br/>\nHe seemed, now, to be weightless – effortless in an existence that would crush a man burdened by conscience.<br/><br/>\nMy gaze remained locked as I felt a heat rising inside of me.<br/>\nThe other spoke...<br/><br/>\n“Been awhile.”<br/><br/>\nI gave no reply.<br/><br/>\n“The gunslinger’s sword... his cannon. That was a gift.”<br/><br/>\nMy silence held as my thumb caressed the perfectly worn hammer at my hip.<br/><br/>\n“An offering from me... to you.”<br/><br/>\nThe heat grew. Centered in my chest.<br/><br/>\nI felt like a coward the day Jaren Ward died and for many cycles after.<br/><br/>\nBut here, I felt only the fire of my Light.<br/><br/>\nThe other probed...<br/><br/>\n“Nothing to say?”<br/><br/>\nHe let the words hang.<br/><br/>\n“I’ve been waiting for you. For this day.”<br/><br/>\nHis attempt at conversation felt mundane when judged against all that had come before.<br/><br/>\n“Many times I thought you’d faltered. Given up...”<br/><br/>\nAll I’d lost, all who’d suffered, flashed rapid through my mind, intercut with a dark silhouette walking toward a frightened, weak, coward of a boy.<br/><br/>\nThe fire burned in me.<br/><br/>\nThe other continued...<br/><br/>\n“But here you are. This is truly an end...”<br/><br/>\nAs his tongue slipped between syllables my gun hand moved as if of its own will.<br/><br/>\nReflex and purpose merged with anger, clarity and an overwhelming need for just that... an end.<br/><br/>\nIn step with my motion, the fire within burst into focus – through my shoulder, down my arm – as my finger closed on the trigger of my third father’s cannon.<br/><br/>\nTwo shots. Two bullets engulfed in an angry glow. <br/>\nThe other fell.<br/><br/>\nI walked to his corpse. He never raised his cursed Thorn – the jagged gun with the festering sickness.<br/><br/>\nI looked down at the dead man who had caused so much death.<br/><br/>\nMy shooter still embraced by the dancing flames of my Light.<br/>\nA sadness came over me.<br/><br/>\nI thought back to my earliest days. Of Palamon. Of Jaren.<br/><br/>\nLeveling my cannon at the dead man’s helm, I paid one final tribute to my mentor, my savior, my father and my friend...<br/><br/>\n“Yours... Not mine.”<br/><br/>\n...as I closed my grip, allowing Jaren’s cannon, now my own, to have the last, loud word.",
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"cardName": "Thorn",
"cardIntro": "<b>&quot;To rend one&#39;s enemies is to see them not as equals, but objects - hollow of spirit and meaning.&quot;</b>",
"cardIntroAttribution": "<i>- 13th Understanding, 7th Book of Sorrow</i>",
"cardDescription": "Augmented through dark practices, Thorn was once a hero&#39;s weapon. Its jagged frame hints at a sinister truth: a powerful connection to the unutterable sorceries of the Hive. <br/><br/>\nThe legend of Thorn is bound to the rise and fall of Dredgen Yor, a Guardian whose name is remembered with disgust and shame. The weapon was thought destroyed...but rumors of its existence still haunt the wilds.",
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"cardName": "Ghost Fragment: Thorn 2",
"cardIntro": "<b>The Bloom</b>",
"cardDescription": "TYPE: Transcript.<br/>\nDESCRIPTION: Conversation.<br/><br/>\nPARTIES: Four [4]. Three [3] unidentified [u.1, u.2, u.3], One [1] unconfirmed.<br/><br/>\nASSOCIATIONS: Breaklands; Durga; Last Word; Malphur, Shin; North Channel; Palamon; Thorn; Velor; Ward, Jaren; WoS; Yor, Dredgen; <br/><br/>\n//AUDIO UNAVAILABLE//<br/><br/>\n//TRANSCRIPT FOLLOWS.../<br/><br/>\n[u.1:0.1] Can I see what you got there?<br/>\n[silence]<br/>\n[u.1:0.2] Yer cannon...can I see it?<br/>\n[beat]<br/>\n[u.2:0.1] I know you?<br/>\n[beat]<br/>\n[u.1:0.3] Not that I can say.<br/>\n[u.2:0.2] And you wanna hold my piece?<br/>\n[beat]<br/>\n[u.1:0.4] Just that I never...seen one like it.<br/>\n[beat]<br/>\n[u.2:0.3] No, you haven&#39;t.<br/>\n[u.1:0.5] Looks dangerous.<br/>\n[u.2:0.4] Seems, maybe, that&#39;s the point.<br/>\n[u.1:0.6] Suppose so.<br/>\n[u.1:0.7] Can I see it?<br/>\n[u.2:0.5] Not likely.<br/>\n[silence]<br/>\n[u.1:0.8] Where&#39;d...where&#39;d you find it?<br/>\n[silence]<br/>\n[u.1:0.9] You hearin&#39; me?<br/>\n[silence]<br/>\n[u.3:0.1] He asked you question.<br/>\n[silence]<br/>\n[u.2:0.6] Didn&#39;t find it. Made it.<br/>\n[u.1:1.0] Heh. Helluva touch you got then. You a &#39;smith?<br/>\n[u.2:0.7] I look like a &#39;smith?<br/>\n[u.1:1.1] Looks can be deceiving.<br/>\n[u.2:0.8] Got that right.<br/>\n[u.1:1.2] There a problem?<br/>\n[u.2:0.9] Doesn&#39;t need to be.<br/>\n[u.1:1.3] Glad we got that cleared up...Now, about that piece.<br/>\n[silence]<br/>\n[u.2:1.0] Been to Luna?<br/>\n[u.1:1.4] Excuse me?<br/>\n[u.2:1.1] The Moon. You been?<br/>\n[u.1:1.5] Nobody&#39;s been.<br/>\n[u.2:1.2] That a truth?<br/>\n[u.1:1.6] That&#39;s a fact.<br/>\n[u.2:1.3] Funny you&#39;d make that distinction.<br/>\n[u.1:1.7] Truth is you must think you&#39;re some kinda something special. With that attitude. The way you&#39;re just dismissin&#39; us like you we&#39;re nothing...like we ain&#39;t even here.<br/>\n[u.1:1.8] Fact is...You ain&#39;t near as rock solid as you figure. Fact is, special&#39;s only special &#39;til it&#39;s not.<br/>\n[silence]<br/>\n[u.2:1.4] The bones say otherwise.<br/>\n[u.1:1.9] Speak straight.<br/>\n[u.2:1.5] You say &quot;nobody.&quot; Bones say otherwise.<br/>\n[u.1:2.0] What bones?<br/>\n[u.2:1.6] All of them.<br/>\n[u.1:2.1] What&#39;re you gettin&#39; at?<br/>\n[u.2:1.7] Too many to count.<br/>\n[u.1:2.2] You trying to get a rile outta us? Was only making conversation.<br/>\n[u.2:1.8] You really weren&#39;t.<br/>\n[u.4:0.1] We got a smart one here.<br/>\n[u.2:1.9] Experienced more than smart. But experience has its advantages.<br/>\n[u.1:2.3] Experience tell you to lip off to strangers just tryin&#39; to make talk?<br/>\n[u.2:2.0] Keep insisting and maybe we will.<br/>\n[u.1:2.4] Talk?<br/>\n[u.2:2.1] Have words.<br/>\n[u.1:2.5] Ain&#39;t that what we&#39;re doin&#39;?<br/>\n[u.2:2.2] My conversations tend to be a bit louder.<br/>\n[silence]<br/>\n[u.1:2.6] That a threat.<br/>\n[u.2:2.3] A truth.<br/>\n[u.1:2.7] Who the hell you think you are?<br/>\n[u.2:2.4] According to your facts, &quot;nobody.&quot; Yet, here I sit.<br/>\n[u.1:2.8] Don&#39;t matter much how pretty yer cannon is. You keep it up, we&#39;ll see just how loud you like to get.<br/>\n[silence]<br/>\n[u.1:2.9] You done talkin&#39; now? Guess he knows his place, boys.<br/>\n[u.2:2.5] Ever have a nightmare?<br/>\n[u.1:3.0] You playin&#39; games? Or just thick?<br/>\n[u.2:2.6] I know you have. This world? Can&#39;t help, but.<br/>\n[u.1:3.1] I don&#39;t have nightmares. I give &#39;em.<br/>\n[u.2:2.7] You are a goddamn clich&#233;. The picture perfect bandit.<br/>\n[u.2:2.8] Hearing your voice - the things you&#39;re saying, the shade of the hard man you pretend to be...<br/>\n[u.1:3.2] Ain&#39;t no shade.<br/>\n[audible crack]<br/>\n[audible crack]<br/>\n[audible crack]<br/>\n[silence]<br/>\n[u.2:2.8] Sit down.<br/>\n[silence]<br/>\n[u.2:3.0] Sit. Down.<br/>\n[u.2:3.1] Your mouth just got your friends dead.<br/>\n[u.2:3.2] This is what happens when you bore me. And right now...<br/>\n[u.2:3.3] I&#39;m so very bored.<br/>\n[u.1:3.3] Wha...No listen...<br/>\n[u.2:3.4] Shhhhh.<br/>\n[u.1:3.4] But...but...you&#39;re a...you&#39;re one of them...A Guardian, right?<br/>\n[u.1:3.5] You&#39;re supposed t&#39;be one&#39;a the good ones.<br/>\n[u.2:3.5] &quot;Supposed to be?&quot; Maybe I am. Maybe this is what &quot;good&quot; looks like.<br/>\n[u.2:3.6] Anymore, who can tell?<br/>\n[u.1:3.6] I...<br/>\n[u.2:3.7] You wanted to see my prize.<br/>\n[u.1:3.7] No...I...<br/>\n[u.2:3.8] Look at it.<br/>\n[u.1:3.8] I...<br/>\n[audible sobbing]<br/>\n[u.2:3.9] Whimpering won&#39;t stop what comes next.<br/>\n[u.2:4.0] Look...<br/>\n[audible sobbing]<br/>\n[u.2:4.1] Look at it.<br/>\n[u.2:4.2] Open your eyes.<br/>\n[audible sobbing]<br/>\n[u.2:4.3] Not many get such a clean view.<br/>\n[u.2:4.4] The bone...You see it. Jagged, like thorns.<br/>\n[u.2:4.5] I used to think of it as a rose...<br/>\n[u.2:4.6] Focusing on its bloom.<br/>\n[u.2:4.7] But the bloom is just a byproduct of its anger.<br/>\n[silence]<br/>\n[u.2:4.8] You have nightmares?<br/>\n[audible sobbing]<br/>\n[u.2:4.9] Ever seen a nightmare? Ever opened your eyes and realized the horror wasn&#39;t a dream? The terror wasn&#39;t gone?<br/>\n[u.2:5.0] I&#39;ve seen nightmares.<br/>\n[u.2:5.1] They live in the shadows.<br/>\n[u.2:5.2] They&#39;ve been watching.<br/>\n[u.2:5.3] I thought...It&#39;s foolish, I know...but I thought I saw a way.<br/>\n[u.2:5.4] That maybe we could win. Maybe we could survive.<br/>\n[u.2:5.5] But once you step into those shadows, it&#39;s so very hard to walk in the Light.<br/>\n[u.2:5.6] Or...maybe I just wasn&#39;t strong enough.<br/>\n[u.2:5.7] Maybe.<br/>\n[u.2:5.8] But I feel strong now.<br/>\n[audible sobbing]<br/>\n[u.2:5.9] I stole the dark.<br/>\n[u.2:6.0] Or, maybe it stole me.<br/>\n[u.2:6.1] Either way, here we are.<br/>\n[u.2:6.2] And I&#39;m hungry.<br/>\n[u.2:6.3] Its hungry.<br/>\n[u.2:6.4] You have no Light beyond the spark of your pathetic life.<br/>\n[u.2:6.5] But a spark is something.<br/>\n[audible sobbing]<br/>\n[u.2:6.6] Open your eyes.<br/>\n[audible sobbing]<br/>\n[audible sobbing]<br/>\n[audible crack]<br/>\n[silence]<br/>\n[silence]<br/>\n[silence]<br/><br/>\n/...END TRANSCRIPT///",
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{
"cardId": 302180,
"cardName": "Ghost Fragment: Thorn 3",
"cardIntro": "<b>A Farewell To Light</b>",
"cardDescription": "TYPE: Transcript.<br/>\nDESCRIPTION: Conversation.<br/>\nPARTIES: Two [2]. One [1] Ghost-type, designate [REDACTED] [u.1], One [1] Guardian-type, Class [REDACTED] [u.2]<br/>\nASSOCIATIONS: [REDACTED]; Breaklands; Durga; Last Word; Malphur, Shin; North Channel; Palamon; Thorn; Velor; Ward, Jaren; WoS; Yor, Dredgen; <br/>\n//AUDIO UNAVAILABLE//<br/>\n//TRANSCRIPT FOLLOWS.../<br/><br/>\n[u.1:0.1] You were not always this man.<br/>\n[u.2:0.1] True.<br/>\n[u.1:0.2] Then the math says you do not need to remain this man. You can be other.<br/>\n[u.2:0.2] I am other.<br/>\n[u.1:0.3] You can be better.<br/>\n[u.2:0.3] This is better.<br/>\n[u.1:0.4] That matter, at best, is subjective.<br/>\n[u.2:0.4] Then what? Lesser.<br/>\n[u.1:0.5] Some would say.<br/>\n[u.2:0.5] But what would you say?<br/>\n[silence]<br/>\n[u.2:0.6] All we’ve seen and now, here with me, you have no words.<br/>\n[u.1:0.6] I have words.<br/>\n[u.2:0.7] But...?<br/>\n[u.1:0.7] But you will not like them.<br/>\n[u.2:0.8] There is much I do not like.<br/>\n[u.1:0.8] More now than ever it would seem.<br/>\n[u.2:0.9] Heh.<br/>\n[u.1:0.9] I find no laughing matter in your path.<br/>\n[u.2:1.0] Only in the journey.<br/>\n[u.1:1.0] What brought you here was nobility.<br/>\n[u.2:1.1] And my prize.<br/>\n[u.1:1.1] That is no prize.<br/>\n[u.2:1.2] A curse then?<br/>\n[u.1:1.2] I would say.<br/>\n[u.2:1.3] And I would disagree.<br/>\n[u.1:1.3] You are no longer yourself.<br/>\n[u.2:1.4] I am myself. It’s who I was that’s gone.<br/>\n[u.1:1.4] Who you were held all the value.<br/>\n[u.2:1.5] To you.<br/>\n[u.1:1.5] To the Light.<br/>\n[u.2:1.6] The Light...<br/>\n[u.1:1.6] It is all.<br/>\n[u.2:1.7] It is nothing but a crutch.<br/>\n[u.1:1.7] One that has held you up.<br/>\n[u.2:1.8] Only just. And nothing more.<br/>\n[u.1:1.8] Nothing more? You were a hero.<br/>\n[u.2:1.9] And yet people still die. Corruption still exists. Light still fades. And Darkness still spreads.<br/>\n[u.1:1.9] As it will ever be, that doesn’t mean you give in to...<br/>\n[u.2:2.0] To what? Hope.<br/>\n[u.1:2.0] This is not hope.<br/>\n[u.2:2.1] This is peace.<br/>\n[u.1:2.1] You have blood on your hands.<br/>\n[u.2:2.2] How’s that any different than prior?<br/>\n[u.1:2.2] Innocent blood.<br/>\n[u.2:2.3] Matter of perspective.<br/>\n[u.1:2.3] That’s the shadow talking.<br/>\n[u.2:2.4] And am I not.<br/>\n[u.1:2.4] The shadow?<br/>\n[u.2:2.5] Ya know... These past cycles, you’ve made an honorable effort. Tried your best to correct my course. But I don’t know it needs correcting.<br/>\n[u.1:2.5] And if it does?<br/>\n[u.2:2.6] Could be too late.<br/>\n[u.1:2.6] &#39;Could be&#39; is a winding path.<br/>\n[u.2:2.7] Long way from where I was to where I’m going.<br/>\n[u.1:2.7] That is my hope. That there is still time.<br/>\n[u.2:2.8] For?<br/>\n[u.1:2.8] Corrective measures. The righting of our path. The cleansing of your shadow and a return to the Light.<br/>\n[silence]<br/>\n[u.2:2.9] Why’d you pick me?<br/>\n[u.1:2.9] It doesn’t work that way.<br/>\n[u.2:3.0] Was I special?<br/>\n[u.1:3.0] You were.<br/>\n[u.2:3.1] But only as special as any other.<br/>\n[u.1:3.1] You are all special.<br/>\n[u.2:3.2] Seems to contradict the word don’t it.<br/>\n[u.1:3.2] Not in my estimation.<br/>\n[u.2:3.3] If we’re all special, are any of us special?<br/>\n[u.1:3.3] Is that what you want? To be special?<br/>\n[u.2:3.4] Heh.<br/>\n[u.1:3.4] You dismiss, but it’s a very serious question. Is that all you’re after? Is all of the death worth that badge?<br/>\n[u.2:3.5] Am I not already more than the rest?<br/>\n[u.1:3.5] Looking at you here, now. The smoke, ash and bone at your feet mark you as so much less.<br/>\n[u.2:3.6] Maybe. And yet here you are.<br/>\n[u.1:3.6] Meaning?<br/>\n[u.2:3.7] You have been at my side every step of the way.<br/>\n[u.1:3.7] Where else would I be?<br/>\n[u.2:3.8] Yet you disagree so thoroughly with my change in perspective.<br/>\n[u.1:3.8] If only the change was simply one of perspective. Your “evolution” was no choice. This is not you having come to an understanding after careful considered thought. This is corruption.<br/>\n[u.2:3.9] The shadows?<br/>\n[u.1:3.9] The Darkness.<br/>\n[u.2:4.0] Maybe so.<br/>\n[u.1:4.0] There is no maybe here.<br/>\n[u.2:4.1] And you think you can save me?<br/>\n[u.1:4.1] I rekindled your Light, it falls first to me to aid in its survival.<br/>\n[silence]<br/>\n[u.2:4.2] I tire of it.<br/>\n[u.1:4.2] You must try...<br/>\n[u.2:4.3] I tire of you.<br/>\n[u.1:4.3] [REDACTED]...<br/>\n[u.2:4.4] That is no longer my name.<br/>\n[u.1:4.4] I will not speak the other.<br/>\n[u.2:4.5] It doesn’t matter. This is where we part ways.<br/>\n[u.1:4.5] I will not leave you.<br/>\n[u.2:4.6] I am leaving you.<br/>\n[u.1:4.6] Without me, your journey ahead will be more than any one Guardian can handle.<br/>\n[u.2:4.7] That’s the point. It’s been sometime since you saw me as worthy of walking among those I once called brother and sister. Yet... anymore, I feel as though I am worthy of so much more.<br/>\n[u.1:4.7] Without me... You will die.<br/>\n[u.2:4.8] Someday. Won’t be the first time.<br/>\n[silence]<br/>\n[u.2:4.9] Consider this my last good deed. I am releasing you of the burden of my deeds, both done and yet to come.<br/>\n[u.1:4.8] I will not abandon you.<br/>\n[u.2:5.0] You will. Or I will carve the Light from your shell and leave the carcass of my first and last friend in the dirt of this dull, red world for no one to find.<br/>\n[u.1:4.9] Then I’ve failed you, completely.<br/>\n[u.2:5.1] Not me. Maybe the man I was.<br/>\n[u.1:5.0] He is truly dead.<br/>\n[u.2:5.2] I believe so.<br/>\n[u.1:5.1] Belief is not fact.<br/>\n[u.2:5.3] Semantics I no longer have the patience for.<br/>\n[silence]<br/>\n[u.2:5.4] When you speak of me, use my proper name. Tell them of the man that stands before you, not the ghost of the hero I once was.<br/>\n[u.1:5.2] You will always be [REDACTED] to me.<br/>\n[u.2:5.5] If you cannot let that man go, you will forever taint his legacy. 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"cardIntro": "<b>The Shadow and the Light</b>",
"cardDescription": "TYPE: Transcript.<br/>\nDESCRIPTION: Conversation.<br/>\nPARTIES: Two [2]. One [1] Ghost-type, designate [REDACTED] [u.1], One [1] Guardian-type, Class [REDACTED] [u.2]<br/>\nASSOCIATIONS: Breaklands; Durga; Dwindler’s Ridge; Last Word; Malphur, Shin; North Channel; Palamon; Thorn; Velor; Ward, Jaren; WoS; Yor, Dredgen; <br/>\n//AUDIO UNAVAILABLE//<br/>\n//TRANSCRIPT FOLLOWS.../<br/><br/>\n[u.1:0.1] Such Darkness.<br/>\n[u.2:0.1] Impressed?<br/>\n[u.1:0.2] Far from it.<br/>\n[u.2:0.2] To each their own.<br/>\n[u.1:0.3] His Light is faded.<br/>\n[u.2:0.3] His Light is gone.<br/>\n[u.1:0.4] You are an infection.<br/>\n[u.2:0.4] I am that which will cleanse.<br/>\n[u.1:0.5] You are a monster.<br/>\n[u.2:0.5] <i>Heh.</i> An old friend once saw me as the same. He was right, and, had we met earlier, so too would you be.<br/>\n[u.1:0.6] You’d dare defend yourself – all you’ve done – as anything but monstrous?<br/>\n[u.2:0.6] No more than a hurricane.<br/>\n[u.1:0.7] Then you’re a force of nature?<br/>\n[u.2:0.7] I am all that is right. You may not see it – for lack of looking, or blind ignorance – but I am all that is good.<br/>\n[u.1:0.8] You’ve just murdered a good man.<br/>\n[u.2:0.8] He shot first.<br/>\n[u.1:0.9] Yet you stand.<br/>\n[u.2:0.9] Guess he missed.<br/>\n[u.1:1.0] He never misses.<br/>\n[u.2:1.0] First time for everything.<br/>\n[silence]<br/>\n[u.2:1.1] His cannon? Nice piece of hardware.<br/>\n[u.2:1.2] Well-worn, but clean. Smooth hammer.<br/>\n[u.1:1.1] It was his prize.<br/>\n[u.2:1.3] Guess he put too much faith in the wrong steel.<br/>\n[u.1:1.2] Is that where your faith lies, in steel?<br/>\n[u.2:1.4] Not for some time. My steel is only an extension. My faith is in the shadow.<br/>\n[u.1:1.3] Then my Light is an affront to all you are. I am your truest enemy.<br/>\n[u.2:1.5] One of many.<br/>\n[u.1:1.4] Would you end me?<br/>\n[u.2:1.6] Not you. Not now.<br/>\n[u.1:1.5] The shadow knows mercy.<br/>\n[u.2:1.7] The shadow knows no such thing.<br/>\n[u.1:1.6] Then what?<br/>\n[u.2:1.8] The other.<br/>\n[u.1:1.7] What other?<br/>\n[u.2:1.9] The dead man’s charge.<br/>\n[u.1:1.8] The boy?<br/>\n[u.1:1.9] You’d end him as well?<br/>\n[u.2:2.0] If it comes to that... We’ll see.<br/>\n[u.1:2.0] I won’t let you have the child.<br/>\n[u.2:2.1] Been long enough now, think maybe he’s a man.<br/>\n[u.1:2.1] You cannot have him.<br/>\n[u.2:2.2] Not yet.<br/>\n[u.1:2.2] I won’t let you.<br/>\n[u.2:2.3] That you could stop me is an amusing thought.<br/>\n[silence]<br/>\n[u.2:2.4] Here.<br/>\n[silence]<br/>\n[u.2:2.5] Take it.<br/>\n[u.1:2.3] Why?<br/>\n[u.2:2.6] Give the apprentice his master’s “sword.” It is a gift.<br/>\n[u.1:2.4] You cannot have him.<br/>\n[u.2:2.7] You fear for his Light?<br/>\n[u.1:2.5] He...<br/>\n[u.2:2.8] ...is special.<br/>\n[u.1:2.6] Yes.<br/>\n[u.2:2.9] I am aware.<br/>\n[u.1:2.7] You’re trying to tempt him. You’re feeding his anger.<br/>\n[u.2:3.0] The gun is a memento, nothing more.<br/>\n[u.1:2.8] You claim to be a vessel, a hollow shell where once a man stood, but that is just a lie. The man is still in you.<br/>\n[u.2:3.1] There is no man here, I am now, and for the rest of time, only Dredgen Yor.<br/>\n[u.1:2.9] “The Eternal Abyss?”<br/>\n[u.2:3.2] So, not all the forgotten languages are dead.<br/>\n[u.1:3.0] Hide behind whatever titles you wish, it is all still a fa&#231;ade. No force of nature would play such games.<br/>\n[u.2:3.3] Games?<br/>\n[u.1:3.1] The cannon. You wish to tempt the boy. To spur him on and fuel his rage. There is intent there. The actions of a man, monstrous, mad or otherwise... you are nothing more.<br/>\n[u.2:3.4] And what value does your conclusion bring, flawed as it may be?<br/>\n[u.1:3.2] That a hurricane can only be weathered, not stopped. Not redirected. A force of nature is uncaring and without intent, but a man...<br/>\n[u.2:3.5] Yes?<br/>\n[u.1:3.3] A man is none of those things.<br/>\n[silence]<br/>\n[u.1:3.4] A man can be killed.<br/>\n[silence]<br/>\n[u.2:3.6] And there it is...<br/>\n[u.1:3.5] There what is...?<br/>\n[u.2:3.7] A sliver of hope.",
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},
{
"cardId": 303034,
"cardName": "Lord of Wolves",
"cardIntro": "<b>&quot;By this right alone do I rule.&quot;</b>",
"cardDescription": "Jolyon was a Crow. He&#39;d seen much. More than most. He held the enemy&#39;s greatest weapon. Remembered its burn. Then began tinkering. He liked things. Liked how they worked. Found happiness in finding new avenues through which a thing could function. Not to alter the purpose, but simply to refine it.<br/><br/>\nThe weapon delivered impact with incredible force spread over a range to increase its area of influence. But what if that force was brought to focus in a directed burst. A seasoned marksman with a steady, strong hand could deliver a burn that served less to herd, more to punish.<br/><br/>\nThe feral ones deserved nothing less. The Wolves would have a new master. And that master was fire.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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"statName": "Precision Kills",
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{
"cardId": 700220,
"cardName": "The Chaperone",
"cardIntro": "<b><i>“My mother had a shotgun we called the Chaperone. Kept us alive out there, before we got to the City.”</i></b>",
"cardIntroAttribution": "<i>-Amanda Holliday</i>",
"cardDescription": "Amanda Holliday was born on the road, when the City was nothing more than a whispered prayer. Their only protection was the weapons they could scavenge, build or modify. Weapons like her mother&#39;s two-barrel shotgun, with its black and gold filigree far too fine for the world around it. They called it the Chaperone.<br/><br/>\nThat Chaperone lies in a shallow grave with its last owner, but Amanda recalls every detail of its design. And via a partnership with the gunsmiths of Tex Mechanica, she&#39;s brought the Chaperone back to life. Though the new weapon is much more powerful than the cantankerous relic the Hollidays used on the road, it bears the appearance, and the name, of the Chaperone that saw the one surviving Holliday safely to the Last City.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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{
"cardId": 303040,
"cardName": "Fusion Rifles",
"cardDescription": "Advancements in directed energy disbursement, gained through the discovery of Golden Age research, led to the creation of stable, field-ready energy-based weaponry. The first implementation of this technology comes in the form of the Fusion Rifle. Users must hold the trigger down for a few moments to charge the weapon before firing.",
"bonusName": "Weapon XP Bonus",
"bonusDescription": "All characters will earn weapon experience faster for weapons of this type.",
"bonusRank": {
"statId": 1,
"rank": 2
},
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 1,
"unlockFlagHash": 0,
"points": 5,
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},
{
"cardId": 303050,
"cardName": "Pocket Infinity",
"cardIntro": "<b>You cannot shake the feeling that this is less a weapon than a doorway.</b>",
"cardDescription": "Fireteam Tuyet died in the Ishtar Sink, hunting the secrets of the Vex. They must have come too close to something precious, for the Vex descended on them with their typical inscrutable, thorough violence. <br/><br/>\nBut their sacrifice was not in vain. The data they gathered helped forge the Pocket Infinity. Properly modified, the weapon should be capable of devastating output on just a single charge cycle.<br/><br/>\nThe Infinity&#39;s mechanisms have proven difficult, if not impossible, to replicate en masse. It is conceivable that the weapon draws its energy from the Vex networks...an ominous possibility. So be wary with it.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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{
"cardId": 303060,
"cardName": "Plan C",
"cardIntro": "<b>Good fighters have contingency plans. Great fighters don&#39;t need them.</b>",
"cardDescription": "Sharp reflexes keep you alive on the frontier - but no matter how fast you are, a fusion rifle can only charge so quickly. Enter the Plan C. When you draw the weapon, fast-rise capacitors and a smart induction system prime for firing. The &#39;ready fire&#39; state only lasts a few moments - but in a gunfight, those moments matter.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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},
{
"cardId": 303065,
"cardName": "Vex Mythoclast",
"cardIntro": "<b>...a causal loop within the weapon&#39;s mechanism, suggesting that the firing process somehow binds space and time into...</b>",
"cardDescription": "Some legends live forever. Others are overwritten - reshaped by the sheer will of those who believe that any ordeal can be conquered, any foe vanquished, any god cast down. <br/><br/>\nThe Mythoclast is a Vex instrument from some far-flung corner of time and space, mysteriously fit for human hands. Its origins, mechanism of action, and ultimate purpose remain unknown. Perhaps it will reveal itself to you, in time...",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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"image": {
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},
{
"cardId": 303310,
"cardName": "Queenbreakers&#39; Bow",
"cardIntro": "<b>&quot;A reminder that while so few &#39;Breakers remain, Her Majesty still stands.&quot;</b>",
"cardDescription": "&quot;Queenbreaker&quot; was the label given to the Fallen who first rose to betray the Queen. Their coordinated attempt on Her Grace&#39;s life was quick and violent. Most of the Queenbreakers were eliminated, their line rifles taken as trophies. Some remain at-large.<br/><br/>\nKnown as Queenbreakers&#39; Bows, the very weapons once used in an effort to assassinate the Queen of the Reef are now prized possessions for Guardians—not only for their storied history, but for the chance to get their hands on fully functional Fallen weaponry.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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"image": {
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},
{
"cardId": 700230,
"cardName": "Telesto",
"cardIntro": "<b>Vestiges of the Queen&#39;s Harbingers yet linger among Saturn&#39;s moons.</b>",
"cardDescription": "PUBLIC KEY 023 629 DWS REGAL<br/>\nFROM: PLDN KAMALA RIOR [PLDN CMD TF 5.3]<br/>\nTO: ACT RGNT PETRA VENJ<br/>\nSUBJ: S&amp;R REPORT: Saturn XIII<br/><br/>\nExpanded search of Saturn&#39;s nearby moons produced only one notable discovery: A cloud of Harbinger matter collected around Saturn&#39;s 13th moon, designation &quot;Telesto.&quot; A sample is enclosed for your examination.<br/><br/>\nStill no sign of primary objectives. Continued survey of the remaining 100,000 km3 of space is underway. But as an Armada Paladin of the Awoken, it is my duty to officially recommend declaration of death of the following: Paladin Yasmin Eld, Paladin Leona Bryl, Paladin Abra Zire, Paladin Pavel Nolg, Techeun Shuro, Techeun Sedia, Techeun Kali, and the Awoken Queen Mara Sov.<br/><br/>\nNote that as acting regent-commander it is NOT your duty to actually declare these deaths at this time.<br/><br/>\nMESSAGE ENDS",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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"image": {
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},
{
"cardId": 700250,
"cardName": "Sleeper Simulant",
"cardIntro": "<b>Subroutine IKELOS: Status=complete.<br/>\nMIDNIGHT EXIGENT: Status=still in progress.</b>",
"cardDescription": "V156NNI900CLS002<br/>\nAI-COM/RSPN: ASSETS//COSMO//IMPERATIVE<br/>\nIMMEDIATE EVALUATION DIRECTIVE<br/><br/>\nThis is a CENTRAL ASSETS IMPERATIVE (secured/CONFERENCE)<br/><br/>\nThis is an INTERNAL ALERT.<br/><br/>\nNumber of exterior defense breaches has increased by 400% in the past year. Current campus defense protocols unable to keep up with new demands.<br/><br/>\nOperation MIDNIGHT EXIGENT is NOT YET COMPLETE. Interim response necessity is IMPERATIVE.<br/><br/>\nHypothesize that resource GUARDIANS may be leveraged to compensate for CDP inadequacies.<br/><br/>\nReassign 12 percent of COSMO assets to new directive: declare IKELOS.<br/><br/>\nI am calling VOLUSPA and extracting subroutine DVALIN FORGE, to be modified and recompiled to comport to MIDNIGHT EXIGENT parameters.<br/><br/>\nI am inserting the modified DVALIN FORGE-2 into IKELOS and compiling for immediate implementation.<br/><br/>\nExecute short hold for partial shutdown and reactivation.<br/><br/>\nSTOP STOP STOP V55NNI900CLS003",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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},
{
"cardId": 303070,
"cardName": "Sniper Rifles",
"cardDescription": "The dangers present beyond the City&#39;s walls cannot always be met head-on. The accuracy and power of the Sniper Rifle offers the best option for precise ranged attacks. Caliber and make differ, but a good sniper can always remove key threats.",
"bonusName": "Weapon XP Bonus",
"bonusDescription": "All characters will earn weapon experience faster for weapons of this type.",
"bonusRank": {
"statId": 1,
"rank": 2
},
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 1,
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"points": 5,
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]
},
{
"cardId": 303080,
"cardName": "Patience and Time",
"cardIntro": "<b>If you&#39;ve got it, they&#39;ll never see it coming.</b>",
"cardDescription": "Patience and Time is an assassin&#39;s dream. Enhanced sensor integration allows for target tracking while aiming down the sight, and those who work with the weapon and explore its deeper capabilities will find light-bending camouflage systems ready to interface with a Guardian&#39;s armor micromaterials.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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},
{
"cardId": 303090,
"cardName": "Ice Breaker",
"cardIntro": "<b>Please replace these components if use causes fatal damage: HEAT SINK. MAGAZINE. OPERATOR</b>",
"cardDescription": "The Ice Breaker series was a clandestine project developed by the Vanguard in conjunction with various City weapons foundries. Meant as an exploration of Golden Age weapon technology, the project was scrapped after only a single weapon reached the testing phase. <br/><br/>\nThe prototypes for the project&#39;s lone weapon are considered dangerous and unfit for field duty by the Vanguard. This hasn&#39;t stopped daring Guardians from seeking out the Ice Breakers - death, after all, is an occupational hazard.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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]
},
{
"cardId": 303092,
"cardName": "No Land Beyond",
"cardIntro": "<b>Every hit blazes the path to our reclamation.</b>",
"cardDescription": "Rumors of this weapon&#39;s existence sent many a Guardian clawing through the corners of Old Russia, seeking its legend. Some believe its origins predate the Golden Age and served to liberate the old Earth nation from a terrible cycle of war.<br/><br/>\nOthers believe it a Golden Age relic built to honor the sniper and their artful approach to battle—to lean on the sole power of the long rifle, nest where the enemy cannot see, trust in the power of calm and know there is nowhere to fall back to.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
"normalResolution": {
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]
},
{
"cardId": 700210,
"cardName": "Hereafter",
"cardIntro": "<b><i>“Huddled at the mountain&#39;s base, we had no choice but to beat our ploughshares into swords once more.”</i></b>",
"cardDescription": "Once, we had peace. <br/>\nThis isn&#39;t a story about peace.<br/>\nThen there was darkness, destruction, despair.<br/>\nThis isn&#39;t a story about those things either.<br/>\nThis story comes much later.<br/>\nIt&#39;s a story about what was here, after,<br/>\nAnd what came next.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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]
},
{
"cardId": 700240,
"cardName": "Black Spindle",
"cardIntro": "<b><i>“Your only existence shall be that which I weave for you out of sorrow and woe.”</i></b>",
"cardDescription": "The followers of Crota swing Hammers,<br/>\nSing death-songs:<br/>\nFatal.<br/>\nFinal.<br/>\nAbsolute.<br/><br/>\nIr Halak and Ir An&#251;k laugh at Crota.<br/>\nFinality is a child&#39;s plaything,<br/>\nFit for one such as Crota,<br/>\nThey say.<br/><br/>\nNo Hammer for the Unraveler and the Weaver,<br/>\nBut a Spindle, wound with woe.<br/>\nFor their foes,<br/>\nNo end of suffering.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 0,
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"image": {
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},
{
"cardId": 790010,
"cardName": "Zen Meteor",
"cardIntro": "<b><i>“Complete awareness, complete focus. A mind sharpened by diligence to a single deadly point.”</i></b>",
"cardIntroAttribution": "<i>- From the writings of Taeko-3, Praxic Deconstructionist</i>",
"cardDescription": "Exo have always known that a machine is capable of bridging the gap between the physical and the numinous. It is from that knowledge, and my collaboration with two Guardians — Hunter Uzoma Vale and the Warlock they call The Stoic — that the Zen Meteor was born.<br/><br/>\nThis groundbreaking weapon uses electroencephalography to draw energy from the wielder&#39;s neural activity. It can even, if a certain threshold is met, convert that energy into matter to be used as concussive ammunition.<br/><br/>\nOr, to be more precise — the more focused the wielder&#39;s mind, the more powerful the weapon.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 15,
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"statName": "Precision Kills",
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},
{
"cardId": 303200,
"cardName": "Sidearms",
"cardDescription": "The Sidearms class is made up of lightweight pistols designed for ease of handling and quick-firing. Its antiquated triggering system and engineering make it rare within City limits. <br/><br/>\nAs it&#39;s long been a staple of the Awoken Royal Guard, perhaps this newly forged alliance between the Reef and the City will see the Sidearm become commonplace within Guardian arsenals.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"unlockFlagHash": 0,
"points": 5,
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"cardName": "Rocket Launchers",
"cardDescription": "Rocket Launchers have a limited, devastating payload that provides an excellent countermeasure to heavily-armored ground forces and combat vehicles. There is no better battlefield equalizer. Skilled users often aim for the ground beneath nimble targets.",
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"cardIntro": "<b>&quot;If there is beauty in destruction, why not also in its delivery?&quot;</b>",
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"cardDescription": "The Machine Gun is an unapologetic weapon of war. Its ability to carry and process large quantities of high-caliber ammunition allows for sustained, focused attacks, making them ideal for the suppression and/or annihilation of hostile forces.",
"bonusName": "Weapon XP Bonus",
"bonusDescription": "All characters will earn weapon experience faster for weapons of this type.",
"bonusRank": {
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"rank": 2
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"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 304050,
"cardName": "Thunderlord",
"cardIntro": "<b>&quot;They rest quiet on fields afar...for this is no ending, but the eye.&quot;</b>",
"cardIntroAttribution": "<i>- Hymn of the Thunderlord</i>",
"cardDescription": "Customized with an experimental induction core, the Thunderlord is a heavy machine gun built for the delivery of sustained punishment.<br/><br/>\nThe weapon&#39;s history and mechanism are both shrouded in ritualistic awe. Each round fired is another word in the legend - and the Guardians who bear the Thunderlord will be immortalized in song.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 304060,
"cardName": "Super Good Advice",
"cardIntro": "<b>This weapon is full of it.</b>",
"cardDescription": "This machine gun&#39;s incredible mechanism hints at the wonders of Golden Age technology. Smart rounds report their trajectories to the weapon, and a micro-transmat protocol recalls missed shots directly to the magazine.<br/><br/>\nEngineers decry the idea that all smart systems spontaneously develop personalities and awareness...but it seems undeniable that Super Good Advice manifests personality, memory, and a certain sass. The truth may lie in the weapon&#39;s connection to the legendary Hunter Pahanin, who witnessed the fall of Kabr and became terrified of traveling alone.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 700280,
"cardName": "Swords",
"cardIntro": "<b><i>“There is no grace in their making, but we can change that.”</i></b>",
"cardIntroAttribution": "<i>-Lord Shaxx</i>",
"cardDescription": "History might come to call it the Great Hive War, but others will remember it as the day the swords came to the City. Luckily Lord Shaxx’s skills and research in all matters of swordplay will help ease this new age of weaponry into the Guardian fold.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 1,
"unlockFlagHash": 0,
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{
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"cardName": "Bolt-Caster",
"cardIntro": "<b>Excerpt of a missive from Lord Shaxx to the Tower Cryptarchy</b>",
"cardDescription": "...there must be a way to imbue it with Light. That is Ikora&#39;s theory. How glad I would be of her help, but her eyes are occupied with other trials.<br/><br/>\nPerhaps if I folded another substance into the blade—one that is forged in Light—it might imprint upon the malleable Hadium, share its attributes. But what substance? Ghosts are out of the question. Spinmetal is in the blade already, but its Arc was too diffuse to move the Hadium. Is there a way to refine Spinmetal, distil it to its core elements?<br/><br/>\nI have little gift for the science of this, but my resolve will not be thwarted. Maybe the Cryptarchs can advise.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"unlockFlagHash": 0,
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{
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"cardName": "Raze-Lighter",
"cardDescription": "“Next order of business... the growing City foundries—”<br/><br/><i>[Bang]</i><br/><br/>\n“What madness is this!”<br/><br/>\n“Lord Shaxx! The Consensus did not—”<br/><br/>\n“We barely eked out victory at Burning Lake. And now you think we&#39;re ready to attack the Moon?”<br/><br/>\n“We’re preparing—”<br/><br/>\n“Did you not read my report from Burning Lake? About the Hive&#39;s weapons? Those swords, they&#39;re like nothing we&#39;ve ever—”<br/><br/>\n“Lord Shaxx—”<br/><br/>\n“Zavala! You can&#39;t think this is wise. We need to examine these swords, train against them—”<br/><br/>\n“That is a matter for the Consensus to decide, old friend.”",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"unlockFlagHash": 0,
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{
"cardId": 700292,
"cardName": "Dark-Drinker",
"cardDescription": "Draw close now. Closer. Yes. Let me tell you why you should not fear Willbreaker, the sword of Oryx.<br/><br/>\nFirstly: Its blade is not dulled by age. Each death it trades for life hones its edge, gives it weight and gravitas and insistence within the vortex of its own totality.<br/><br/>\nNextly: Willbreaker transcends liminality. Willbreaker demands a subjugation more diffuse than the simple snick and smash of a physical brink. It does not have to touch you to wound you.<br/><br/>\nAnd lastly—and this is critical: To be taken in Willbreaker&#39;s grasp is to know true bliss; that is, to be simplified; that is, to be reduced to one&#39;s most basic level, shedding all higher-order thoughts of fear or duty or selfishness; that is, to feel only pain.<br/><br/>\nNow do you see? Now do you understand what you&#39;ve done?",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
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{
"cardId": 800404,
"cardName": "Nemesis Star",
"cardIntro": "<b><i>What is the answer, when the question is extinction?</i></b>",
"cardDescription": "Who, or what, is the weapons foundry known as Nadir? Where did it come from? <br/><br/>\nAnd is the foundry’s name a commentary on its own quality, or that of its rivals? An expression of fatalism? An inside joke?<br/><br/>\nDo these questions matter next to a weapon as powerful as the Nemesis Star?",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"unlockFlagHash": 0,
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{
"cardId": 800452,
"cardName": "The Young Wolf&#39;s Howl",
"cardIntro": "<b><i>&quot;To the first of the new Iron Lords.&quot; —Lord Saladin</i></b>",
"cardDescription": "This is more than a weapon. <br/><br/>\nForged by Lord Saladin within the hallowed halls of the Iron Temple, this sword was intended for you, and none other. <br/><br/>\nWhen you wield it, its burning flames represent the bright light of your valor — and the all-consuming sacrifice that you have promised to make, should you be called to it.<br/><br/>\nTake up this blade, and teach your enemies to fear the Young Wolf’s Howl.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
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{
"cardId": 801030,
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"cardName": "Glimmer",
"cardDescription": "The programmable matter called &#39;Glimmer&#39; serves as one of the City&#39;s basic currencies. With the right inputs and an energy source, Glimmer can be transmuted into nearly anything. This makes it precious to the City&#39;s industries and artisans. That value, in turn, makes Glimmer a useful means of exchange - especially with those who venture beyond the City&#39;s walls.<br/><br/>\nGlimmer passes through an economic life cycle. New Glimmer comes from reclaimed Golden Age caches and technology - whether a tiny mechanism or an underground lode seeded by ancient machines. This expansion of the Glimmer supply drives down the value of Glimmer. But Glimmer is also constantly used by the City&#39;s industry, which converts it into necessary components and materials. This sink helps keep Glimmer scarce, and therefore valuable.<br/><br/>\nBetween this inflow and outflow lies the pool of liquidity - Glimmer used as trade currency. Master Rahool in the Tower, for example, sells recovered matter engrams in exchange for Glimmer, since he knows he can use Glimmer to acquire new engrams and keep them flowing to Guardians. <br/><br/>\nNewborn Guardians often complain that they should be issued high-quality gear for free - are they not, after all, fighting for the future of the City? Unfortunately, this gear requires resources to manufacture. Guardians must bring in enough Glimmer and other staples, like spinmetal and relic iron, to keep the engine of the City&#39;s economy turning. If good times lead to a resource boom, that surplus may help mass-produce advanced gear.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Vanguard Marks",
"cardDescription": "When a terrible threat rises, Guardians look to the Vanguard, the closest thing they have to a command structure. These elite veterans coordinate the reports of roaming Hunters, the analyses of cloistered Warlocks, and the instincts of grizzled Titans into a single plan of action. And when Guardians fight as part of that plan, the Vanguard rewards them.<br/><br/>\nVanguard Marks are tokens of favor that earn a trusted Guardian access to the Tower&#39;s armories. Listen carefully to the rumblings of Lord Shaxx, and you might come to believe that this system was meant to keep vital warfighting supplies from being wasted in the Crucible. Talk to Commander Zavala, and he will reassure you that the Vanguard Mark system exists for one reason: to get the best equipment into the hands of those who get the best results.<br/><br/>\nGuardians eager to win Vanguard Marks would do well to participate in Strike missions organized by the Vanguard.",
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{
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"cardName": "Crucible Marks",
"cardDescription": "The Crucible is a program of relentless live-fire training, hardening Guardians for battles to come. Competition thrives on risk and reward, so Lord Shaxx has seen fit to dispense Crucible Marks to those who excel.<br/><br/>\nGuardians with a name in the Crucible can spend these Marks on elite gear. Shaxx considers it fitting that the best should earn the best. The City&#39;s factions, fond of using the Crucible as an arena to advance their own interests, will also accept Crucible marks in exchange for their equipment.<br/><br/>\nGuardians eager to win Crucible Marks should fight in the Crucible, with particular attention to those challenges Lord Shaxx deems important.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Motes of Light",
"cardDescription": "The Speaker has no interest in Glimmer, Marks, or the other currencies of the Tower&#39;s military functions. But he happily accepts these Motes, points of Light willed into being by an exercise of a mighty Guardian&#39;s power.<br/><br/>\nSome say they will one day become the souls of new Ghosts. Others believe they feed the intricate machinery that the Speaker tends. Whatever the case, the Speaker will happily reward donors with patterns and signs from his collection - more out of gratitude than any mercantile impulse.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Strange Coins",
"cardDescription": "Each coin rings with a faint, sharp hush - as if it has touched the sounds around it with the edge of silence.<br/><br/>\nThese could buy incredible things, in the right hands. Whispers say the faceless creature who sometimes comes to the Tower covets them above all else.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 109020,
"cardName": "Upgrade Materials",
"cardDescription": "As Guardians buy or salvage new equipment, they learn to tinker and improve. This work requires Glimmer and other material.<br/><br/>\nSome can be recycled from unneeded gear. Titans favor plasteel, which can be found by disassembling old equipment. Hunters unspool discarded armor into sapphire wire. Warlocks extract hadronic essence from dismantled fieldweave robes. And any Guardian with a sense for weaponry can disassemble old ordnance into weapon parts.<br/><br/>\nOther materials need to be scavenged on site, generally in the course of Patrols. The Cosmodrome in Old Russia is rich with spinmetal, a fantastically light and strong composite created by rogue colonies of Golden Age machinery that escaped storage. Solar coil systems on the Moon still generate helium filaments. The baffling, possibly Vex-influenced flora of Venus grow spirit blooms. And the surface of Mars offers deposits of ultra-dense relic iron.<br/><br/>\nThe most powerful Guardian equipment transcends ordinary science, entering the realm of Golden Age secrets and the Traveler&#39;s power itself. This wargear demands Ascendant Energy and Ascendant Shards - burning fragments of the universal fundament, earned through mighty acts of heroism.<br/>\nLook for them in daily Story challenges and Raids.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 750010,
"cardName": "Eververse",
"cardIntro": "<b><i>“I like your style, Fenchurch. Have you ever considered selling any of these? No? Well, I think the people need to see your work, Fen. I really do. Listen, I have an idea...”</i></b>",
"cardIntroAttribution": "<i>- Tess Everis</i>",
"cardDescription": "Tess Everis is always on the lookout for new opportunities. So when she crossed paths with the infamously eccentric artist, designer, explorer and Guardian who became known as Fenchurch Everis, Tess knew an opportunity when she saw it.<br/><br/>\nHe brings the creative flair: roving the planetary wastes, gathering rare antiquities, crafting vibrantly new pieces, sharing new customs and techniques. She handles everything else, from business to marketing to managing the often-wayward talent.<br/><br/>\nTess brokers Fenchurch&#39;s unique finds and offerings to Guardians of the Tower under the banner of the <br/>\n&quot;Eververse Trading Co.&quot; Dealing exclusively in a rare Awoken crypto-currency called &quot;Silver&quot;, Eververse is the first major merchant in the City that is unapologetically dedicated to style above substance. In a society wracked by near-constant war, Tess believes beauty for beauty&#39;s sake is a revolutionary idea.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"unlockFlagHash": 0,
"points": 5,
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"cardId": 750020,
"cardName": "Silver",
"cardIntro": "<b><i>“Old Neville here woke me in the Martian wastes. Utterly alone, with nothing but our wits— and a lone, silvered coin buried in the sand beside me. This very coin, in fact. What could it signify? A mysterious message? A sign of royal birthright? A key to some ancient puzzle? For all my many adventures, this answer yet eludes me— What&#39;s that?”</i></b>",
"cardIntroAttribution": "<i>- Fenchurch Everis</i>",
"cardDescription": "Long before the Collapse, the Reef settlements used a currency commonly known as Silver— coins with engram-like qualities which could be digitally signed with an individual person&#39;s key.<br/><br/>\nTess Everis, born in the City after her parents fled the Reef, counts among her most prized possessions an old Silver coin that belonged to her Reefborn grandmother. As the Silver was cryptographically unique, she was stunned to meet an Awoken Warlock named Fenchurch who possessed around his neck a Silver coin of his own, signed with the exact same key as Tess&#39;s. Like all Guardians, Fenchurch has no memories before the first time his Ghost resurrected him. But their Silver coins&#39; shared origin leads Tess and Fenchurch to suspect that they are related.<br/><br/>\nFenchurch instantly took to thinking of Tess as a long-lost niece, even assuming her surname, Everis. Tess loves the Silver that her new partnership with Fenchurch brings— but, though she&#39;d never admit it, she secretly values her newfound family even more.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 790020,
"cardName": "Chroma",
"cardIntro": "<b><i>“It&#39;s not just about how you fight. It&#39;s about how you look.”</i></b>",
"cardIntroAttribution": "<i>- Tess Everis</i>",
"cardDescription": "Eververse is proud to introduce: Chroma.<br/><br/>\nThis Golden Age lighting technique was recently rediscovered by no other than Eververse&#39;s chief creative officer Fenchurch Everis. Using multi-channel heat sinks to accentuate Guardian weapons and armor, Chroma is a style for the fiercely, fearlessly fashionable.",
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{
"cardId": 108070,
"cardName": "Crucible Handler",
"cardIntro": "<b>Lord Shaxx</b>",
"cardDescription": "Lord Shaxx is one of the heroes of the Battle of the Twilight Gap, having led the counterattack that pushed the Fallen from the City walls. Fearing that another full-scale assault would be more than the City could repel, Shaxx chose to stay in the City to mentor Guardians in the Crucible.<br/><br/>\nOne day Shaxx vows to return to the war beyond the City, but only after he is confident the fires of the Crucible have forged a new generation of warriors.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 108080,
"cardName": "Future War Cult Faction Rep",
"cardIntro": "<b>Lakshmi-2</b>",
"cardDescription": "There is nothing Lakshmi-2 likes more than secrets. Her origins are unknown; her appearance in the City was abrupt. She courts select Guardians for initiation into the higher mysteries of the Future War Cult, espousing a brutal philosophy of endless struggle.<br/><br/>\nThose who can tolerate Lakshmi&#39;s mocking hints and bloody-minded philosophy find her surprisingly good company. She seems to take genuine joy in her work, as if the secrets she guards have taught her to treasure every moment.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 108090,
"cardName": "Dead Orbit Faction Rep",
"cardIntro": "<b>Arach Jalaal</b>",
"cardDescription": "Jalaal is a man driven by the ghost of a dead future. Critics accuse Dead Orbit of nihilistic fatalism - and Jalaal would be the first to agree that Earth is lost, the City a fatal trap.<br/><br/>\nThe Arachs have no time for sentiment. Only an alien miracle prevented human extinction during the Collapse. Jalaal dreams of a diaspora to come - humanity ascendant, scattered across the stars, too far-flung for any single threat to reach.<br/><br/>\nJalaal&#39;s utilitarian practicality drives him to bend laws and break rules in the name of Dead Orbit&#39;s great project. When the ultimate goal is human survival, any sacrifice can be justified.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 108100,
"cardName": "New Monarchy Faction Rep",
"cardIntro": "<b>Executor Hideo</b>",
"cardDescription": "An upstanding citizen, Hideo was once known for his lavish gifts to children and the elderly. Since he moved from plasteel manufacturing to the New Monarchy, he has been less forthcoming about his business and less free with his funds. But as one of the public faces of the Monarchy, he speaks with genuine passion and conviction about the possibilities of a united future.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 109070,
"cardName": "Postmaster",
"cardIntro": "<b>Kadi 55-30</b>",
"cardDescription": "Stationed in the Tower Plaza, Kadi 55-30 welcomes Guardians home from the frontier, delivers urgent messages, and tracks lost items.<br/><br/>\nKadi has adopted a colloquial repartee with the Guardians who frequent the Tower. Whether this is the function of intricate sub-programming or a learned behavior is unknown.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 109080,
"cardName": "Cryptarch",
"cardIntro": "<b>Master Rahool</b>",
"cardDescription": "Master Rahool&#39;s insatiable curiosity drove him to the Tower, where, as resident crypto-archaeologist, he can work directly with Guardians returning from the frontier. He decrypts matter engrams as a free service, and when he builds trust with a particular Guardian, he is happy to offer rare engrams for sale - although the scarcity of these artifacts forces him to ask for Glimmer in compensation.<br/><br/>\nRahool&#39;s true love is history. He treats each new find as a chance to understand the glory of the Golden Age or the terrible truth of the Collapse. Listen carefully to his murmurings: he may be the first to understand.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 109060,
"cardName": "Special Orders",
"cardIntro": "<b>Tess Everis</b>",
"cardDescription": "Tess earned her place in the Tower working as a troubleshooter - a fixer with a solution to any kind of problem. Her connections go everywhere. It is difficult to make her speak about her monographs in abstract algebra, or the string of peculiar jobs she&#39;s worked, but a word in her ear can open doors in surprising places.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 109100,
"cardName": "Guardian Outfitter",
"cardIntro": "<b>Eva Levante</b>",
"cardDescription": "Eva Levante provided services to the Tower long before she actually took a place in it. Guardians would call for her work again and again, looking for marks of distinction, both new and old, and she began to craft emblems and shaders for the bold and discerning. These days she has set up shop in the Tower, taking quiet pride in the Guardians who train, fight, and fall under her signs.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 109110,
"cardName": "Shipwright",
"cardIntro": "<b>Amanda Holliday</b>",
"cardDescription": "Born on the road, daughter of pilgrims, Holliday grew up fixing and scavenging - maintaining the vehicles that saved her family from the wilderness. Her talent for engineering and her familiarity with Golden Age relics made her a leader among the Tower&#39;s Shipwrights.<br/><br/>\nThe terrors of Holliday&#39;s childhood galvanized her. She knows and respects the dangers that press against the City&#39;s walls, and her drive to rebuild the City&#39;s aerospace capabilities is driven as much by pragmatism as by her love of flight.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 109120,
"cardName": "Gunsmith",
"cardIntro": "<b>Banshee-44</b>",
"cardDescription": "Few merchants of the Tower serve as vital a function as Banshee-44. His knowledge of weapons is encyclopedic - but don&#39;t ask him where it comes from. Banshee&#39;s mind and body have absorbed incredible punishment over the ages. He grapples with fragments of memory, the shrapnel of ancient ordeals that return to haunt him.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 109050,
"cardName": "Agent of the Nine",
"cardIntro": "<b>X&#251;r</b>",
"cardDescription": "X&#251;r sells objects of legendary power. He accepts his own currency, in service of his own enigmatic goals - or those of equally cryptic masters. Mysterious, too, is the nature of his presence in the Tower. Does he have some arrangement with the Vanguard or the Speaker? Are there those among the Guardian elite who understand X&#251;r&#39;s nature and ultimate purpose? Or have all efforts to control his comings and goings simply failed?",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
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{
"cardId": 109054,
"cardName": "Iron Banner Rep",
"cardIntro": "<b>Lord Saladin</b>",
"cardDescription": "A hero to the City and a legend in his own right, Saladin Forge led the City&#39;s defense during the Battle for the Twilight Gap. His prot&#233;g&#233;s, Commander Zavala and Lord Shaxx, now lead the Tower&#39;s Vanguard and the Crucible, respectively. Saladin remains close to Zavala, though his relationship with Shaxx has been strained since the Twilight Gap.<br/><br/>\nThe Iron Banner seeks great champions to lead the fight against the Darkness. It was born to honor the Iron Lords and their efforts in the earliest days of the City.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 109058,
"cardName": "Queen&#39;s Emissary",
"cardIntro": "<b>Petra Venj</b>",
"cardDescription": "Petra is an operative of the Queen of the Reef. Though she has long made the Tower her home, it is no secret where her allegiance lies.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 109040,
"cardName": "Frames",
"cardDescription": "Frames are simple automata built in the City. Although not equipped with true general sentience, they are nevertheless useful for cleaning, maintenance, and service tasks. Frames do have the ability to learn, and many develop quirks of personality and behavior over long lifespans.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 101145,
"cardName": "Vanguard Quartermaster",
"cardIntro": "<b>Roni 55-30</b>",
"cardDescription": "As trustworthy as frames come, Roni 55-30 was designed to smooth troubled waters. Cayde has spent long hours trying to evoke any hint of frustration in his distant machine cousin, but Roni remains exquisitely composed.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 108075,
"cardName": "Crucible Quartermaster",
"cardIntro": "<b>Arcite 99-40</b>",
"cardDescription": "&quot;No discounts, big shot.&quot;<br/><br/>\nArcite 99-40 is the last of Lord Shaxx&#39;s personal combat frames. When he chose to remain in the City to oversee the Crucible, Shaxx had Arcite&#39;s combat systems deactivated and rebooted with the Tower&#39;s more civil vendor protocols.<br/><br/>\nArcite&#39;s memory banks still remember the battles he has seen. This knowledge makes Arcite uniquely qualified to equip Guardians for combat. His outward disdain for untested Guardians is a combination of learned behavior - a byproduct of years in service to Lord Shaxx - and personal experience. His systems may have been reprogrammed, but the love for combat still pulses within his circuitry.",
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{
"cardId": 108110,
"cardName": "Bounty Tracker",
"cardIntro": "<b>Xander 99-40</b>",
"cardDescription": "There are many threats beyond the City&#39;s walls. To help track and eliminate these dangers, the Vanguard has initiated a bounty system to reward Guardians who take the fight to the City&#39;s enemies. Lord Shaxx, not to be outdone, lays out his own bounties for performance in the Crucible.<br/><br/>\nXander 99-40, a recent product of the City&#39;s foundries, tracks every Guardian&#39;s progress and dispenses rewards.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
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"cardName": "Crota&#39;s Bane",
"cardIntro": "<b>Eris Morn</b>",
"cardDescription": "Eris Morn is the sole survivor of an ill-fated raid on the Hive’s lunar fortress. It was Eris and a rag-tag Fireteam who, after the first charge to take back the Moon, sacrificed everything to return in search of the one the Hive call Crota.<br/><br/>\nRobbed of her Ghost, Eris remained lost among the darkest shadows of the Hellmouth for countless cycles. Despite all odds she endured, using the very dark she battled to emerge a changed warrior—driven, some would say obsessed. The Speaker and Commander Zavala find her compulsions a sickness, convinced she has been fully seduced by the shadows.<br/><br/>\nThough her warnings of Crota and his power are often dismissed as madness, Eris returns to the shadows time and time again, operating as one of Ikora Rey&#39;s Hidden—a clandestine group of Guardians tasked with silently infiltrating enemy strongholds and gathering vital intel for the Warlocks.",
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{
"cardId": 800405,
"cardName": "Tyra Karn",
"cardDescription": "Tyra considers herself an observer of history rather than a participant. <br/><br/>\nIn the time of the Iron Lords, Tyra was the keeper of their stories. Later, she helped found the Cryptarch order, but withdrew from its day-to-day operation to concentrate on her studies. Tyra has dedicated decades sorting through recovered artifacts, documents, and Ghost discoveries in hopes of bringing out the undeniable truths of our past.<br/><br/>\nWith the rise of SIVA, Lord Saladin has convinced his old friend to return to the Iron Temple.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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},
{
"cardId": 800406,
"cardName": "Shiro-4",
"cardIntro": "<b>Vanguard Scout</b>",
"cardDescription": "Shiro-4 is one of the Vanguard’s most trusted scouts. Tasked with tracking and eliminating Fallen threats, Shiro has traditionally spent most of his time making runs between Earth, Luna and Venus—gathering intel and engaging in hit-and-run attacks on active Fallen crews.<br/><br/>\nFree of the burden of leadership that ties his mentor, Cayde-6, to the Tower, Shiro willingly aids the Vanguard whenever his skills are requested. This selflessness—combined with his talents for tracking, weapons-crafting, and combat—makes Shiro an invaluable extension of the Vanguard’s will beyond the City.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 800407,
"cardName": "Lady Efrideet",
"cardDescription": "In the tales of the Iron Lords, Lady Efrideet was one of the most prominent characters. She once threw Saladin like a javelin into a Fallen Walker—a City favorite retold for centuries. How she met her end is less clear, but the tales agreed that Efrideet had long ago died her final death.<br/><br/>\nUntil she returned. <br/><br/>\nNow Efrideet serves as the new Iron Banner representative while Lord Saladin devotes his attention to the SIVA Crisis. She urges Guardians to see the Banner tournament as a chance to strengthen their Light, for fighting and for more metaphysical purposes. The Vanguard are also intrigued by Efrideet’s accounts of a nonmilitary Guardian community in the deep system, but Efrideet, though happy to talk about the group’s pacifist philosophies, refuses to disclose the settlement’s location at present.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 800408,
"cardName": "Micha 99-40",
"cardDescription": "When not setting out sides of deer for the Iron Temple’s wolves or putting down copious amounts of rock salt, Micha 99-40 is tasked with handing out bounties to passing guardians. <br/><br/>\nThe Frame Mechanics now refer to him as &quot;Lefty&quot;, due to his habit of getting too close to the wolves while feeding them.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardName": "Ghost Fragment: Dead Orbit",
"cardDescription": "RECORD 978-ECLIPSE-4165<br/><br/>\nlo? Hello? Are you...oh, please, let it be alive. Wake up little Ghost, wake up. Just please give me some sign that you&#39;re listening.<br/><br/>\nAll right. I don&#39;t need...I know you&#39;re listening. Why would you be out here if you weren&#39;t here to...It&#39;s a miracle I found you out here. On this thing. <br/><br/>\nI didn&#39;t know the Traveler sent its Ghosts out this far from home. <br/><br/>\nPoor little lost thing. Please wake up.<br/><br/>\nI am an Arach of Dead Orbit. I am the last of the crew of the Sophia. And this place is...it doesn&#39;t have a name. We called it A-113.<br/><br/>\nHow long have you been here, little Ghost? Why did you come?<br/><br/>\nListen. We came here on behalf of the Fleet. We were scavengers. Sixty-one days ago a Dead Orbit scout detected an unknown presence in stationary orbit about Ceres. 133 west. Looked Golden Age, by the signatures. Human. A small station. No prior records. We - <br/><br/>\nI suppose we should have disclosed it to the Tower, but we didn&#39;t. I didn&#39;t. That was my call. We wanted it for ourselves, whatever it was. For the Fleet. If we&#39;d told the Tower, maybe they might have sent a Guardian not of our making instead...Doesn&#39;t matter now, does it, little one? <br/><br/>\nIf I ramble it&#39;s because I haven&#39;t slept in seven days.<br/><br/>\nSeven point five days ago; that was when the Sophia dropped into the Belt. They saw us at once. We dropped and the alarms went off and that was the end, that was the end right then, but they let us go on for another seven-point-five days, didn&#39;t they? The alarms. Hostile scan detected. An Awoken ship had us in its sights, just a couple hundred kilometers away. Like it had been waiting for us. It could have wiped us out of space right then but instead it crippled our engines and our comms and then for days it played with us, like a cat, we limped half-way round the Belt and it was always there...<br/><br/>\nWe abandoned the Sophia one-point-five days ago. We jumped ship for A-113. <br/><br/>\nI don&#39;t know what else to call it. I don&#39;t know what it was built for. There are these things, like keyholes. The rangefinders say they go on for thousands of kilometers. The others went inside and found - well, some of them are still screaming about the eye. All the other voices that come back are more terrible.<br/><br/>\nThere&#39;s salvage here but it&#39;ll never come home, none of it. None of it except maybe you, little Ghost.<br/><br/>\nWake up. <br/><br/>\nWake up. Go home. Tell them to strike A-113 from the records. Tell them to forget the Sophia, and the mission, and her crew.<br/><br/>\nEND RECORD",
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{
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"cardIntro": "<b>&quot;Hope will be born from the collective triumphs of the king in us all.&quot;</b>",
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"unlockHowToText": "Unlock this card by playing Destiny.",
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"cardDescription": "&quot;You don&#39;t have one.&quot;<br/><br/>\nThe Hunter came to a halt in front of the throne, raised her covered face to meet the Prince&#39;s gaze.<br/><br/>\n&quot;No,&quot; she agreed. &quot;My next death will be my last.&quot;<br/><br/>\n&quot;I know the feeling,&quot; the Prince said dryly.<br/><br/>\nThe Queen kept her expression carefully distant. She sat reclined in her throne, legs crossed, surveying the two figures at the base of the steps. Beside her, where the Wolves&#39; Guard used to stand, Techeuns Shuro and Sedia hovered instead, their jewel-like augments gently humming. To her right and just before stood the Prince, facing forward but his body half-turned back toward her.<br/><br/>\n&quot;Your Grace,&quot; said the man before her at the foot of the stairs. His voice was soft but strong. When he spoke the Hunter started to turn her head toward him, then flinched as if someone had shone a bright light into her eyes.<br/><br/>\n&quot;Thank you for your gracious welcome,&quot; he said.<br/><br/>\nThe Queen inclined her head slightly.<br/><br/>\n&quot;Before we begin,&quot; spoke out the Hunter. &quot;I will say this.&quot; She paused, her head tilted up to the throne. The Queen waved her hand in assent.<br/><br/>\nThe Hunter&#39;s pale lips tightened slightly, then resumed their usual stony mien. &quot;Your Grace,&quot; she said. Shuro and Sedia shifted, a sudden rustling and whispering. The Queen raised one finger to silence them. Uldren&#39;s eyes narrowed, but he said nothing. &quot;I am not here for you.&quot;<br/><br/>\nThe Queen stared at the Hunter, her expression studiously unchanged.<br/><br/>\n&quot;I have no wish to play politics. I have no grievance with the City, not anymore. I have no grand hopes to end the war, for long have I known I will not see its end. I am here for one battle, and one alone, because it is a battle we must all fight, together or separately. So I will warn the defenders, together or separately. I will do anything—&quot; her low voice shook with passion— &quot;to end Oryx.&quot;<br/><br/>\nA silence rang out in the room. The Hunter kept her head raised, her ambiguous gaze directed at the shadows in the throne where the Queen reclined.<br/><br/>\nThen a small smile curved the Queen&#39;s lips. &quot;Well said.&quot; She straightened, and leaned slightly forward so the room&#39;s light fell on her face.<br/><br/>\n&quot;So let us end him.&quot;",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 105060,
"cardName": "The Queen&#39;s Brother",
"cardIntro": "<b>&quot;I will not sacrifice my birthright for the promise of security.&quot;</b>",
"cardDescription": "As the Queen&#39;s confidant, spymaster, and deadliest enforcer, her brother wields enormous power, particularly for a male born in the Reef&#39;s matriarchal society. Recent reports suggest he may differ from the Queen on key matters of strategy - but it remains to be seen whether this gap is a source of conflict, or part of the reason the Queen values him so highly.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 3,
"unlockFlagHash": 0,
"points": 15,
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{
"cardId": 105080,
"cardName": "Ghost Fragment: Queen&#39;s Brother",
"cardDescription": "The machine had wings and feathers, sleek and black as its body. But the feathers were eyes, too, sharp and delicate, and ears that pricked at every sound. The young prince considered the machine, considered its purpose, and his own. And then he called to it.<br/><br/>\n&quot;I have a task for you.&quot;<br/><br/>\nObedience was woven into its workings, and so it stopped. &quot;Master of Crows?&quot;<br/><br/>\n&quot;Mind the Black Garden&#39;s gate. Follow anyone who passes through.&quot;<br/><br/>\n&quot;In the name of your sister,&quot; the machine vowed. And it went to find its warp capsule, just as another came in. But this one flew skittishly, as if to evade its master.<br/><br/>\nThe prince caught it from the air. &quot;You avoid me?&quot;<br/><br/>\n&quot;I am tasked by the Queen.&quot;<br/><br/>\n&quot;But you serve me.&quot; He let it tremble in displeasure for a moment. &quot;Tell me your news.&quot;<br/><br/>\nThe machine flicked its wings. The prince stroked them flat with slow assured motions. &quot;Tell me your news,&quot; he said again. &quot;What&#39;s the harm?&quot;<br/><br/>\n&quot;The Heart is growing stronger,&quot; the crow said. &quot;The Vex transformation has begun, and the Progeny are stirring.&quot;<br/><br/>\nThe prince considered this in silence for a moment and then he wrapped the crow up in his fist and folded its wings around it so that it could not move or fly. He did all this swiftly, and with purpose.<br/><br/>\nCarrying the machine, he went to see his sister.<br/><br/>\nShe was alone with her Fallen guards, sitting before a window into infinity. Her eyes did not leave the universe; but sensing her brother she said &quot;Yes. What is it?&quot;<br/><br/>\n&quot;There&#39;s news to share,&quot; he said, and offered the crow in his fist. &quot;And I think I have earned the right to share it.&quot;",
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"rarity": 2,
"unlockFlagHash": 0,
"points": 10,
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{
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"cardName": "Variks, The Loyal",
"cardDescription": "They call me betrayer. They do not think I hear the words. &quot;Bug.&quot; &quot;Insect.&quot; &quot;Fallen.&quot;<br/><br/>\nI hear. House of Judgment always hears. No choice. Has to. To keep Houses together. Had to.<br/><br/>\nFirst , the Great Machine. Then, sky fell away. Whirlwind ripped away the past. All honor lost, all hope. Judgment not <br/>\nenough. Cannot keep Wolves from Kings, Scar from Winter. Fell to fighting. Fell to hate.<br/><br/>\nJudgment gone. Others slaughtered, slain. Death and docking. &quot;Keep Eliksni together,&quot; lost to pride and rage.<br/><br/>\nTraveled with the many houses before Wolves. We move, across the dark. Follow the Light. Advise Kells, worshiped Primes. House Judgment must survive, yes?<br/><br/>\nFound the Light. Too bright in Darkness to hide. House Winter, attack. House Devils, plot. House Kings, plan. House Wolves circle. House Judgment... wait.<br/><br/>\nNow at war. Fight for system, control the belt. Wolves Kell dead, dying.<br/><br/>\nSkolas wins control of House Wolves. Attack, attack, attack. Place of learning, place of healing, put to the burn. Then Siege of Pallas. Year of cruelty. Held the line to rescue butchers, murderers, Servitor. Ends with Wolf fleet scattered.<br/><br/>\nNew tactics. Detonations. Blasts in civilian areas. Take the fight to them, he said. Cannot abide the hate. Uprising, they called it. Uprising on Cybele.<br/><br/>\nReach out to Crows, to Queen. Cybele attack stopped. Skolas captured. Ended House of Wolves with words.<br/><br/>\nPaladins find me hiding, cowering. Nowhere else to go. No one else to be. I become Variks, the Loyal. House Judgement envoy to Queen of Awoken.<br/><br/>\nNo choice. House Judgment must survive. Yes?",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 105090,
"cardName": "Petra Venj, Queen&#39;s Wrath",
"cardIntro": "<b>To My Lady Mara Sov, Queen of the Awoken</b>",
"cardDescription": "My letter is a plea, my lady. A simple one. Please let me come home.<br/><br/>\nIt has been years now since my appointment as your Emissary. Once, I was proud to call myself a Corsair in your service. My sisters and I were the sharp edge of your will, cutting across the stars in protection of the Reef.<br/><br/>\nIt was your service that kept me from sorrow after Amethyst was razed. The loss of my sisters, my whole life, as our station burned... it took something from me.<br/><br/>\nBy your will, it was given back to me.<br/><br/>\nPromoting me to the Corsairs, allowing me to strike back at the Wolves. Letting my fury find purchase in defense, in support, and in glorious battle. I know, as I’m sure you did, that without focus my heart would have grown toxic.<br/><br/>\nIt was my pride in my position that sustained me through the Hildean Campaign. That led me to victory in battle against Veliniks, the &quot;Forgotten Kell&quot;, the last hope for the unchained Wolves. I know now that it was my willful pride that brought me low.<br/><br/>\nMy lady, I offer again the only explanation I can: I did not know the Guardians would act as they did. All I had known, all I had ever known, were the ways of the Awoken.<br/><br/>\nThe Wolves were entrenched in that valley. The approaches were blocked, all sight lines covered. An assault on their position was madness. We would have spent precious Awoken lives. For nothing. I saw the Guardians, knew they were on the move, but I assumed they saw the situation as we did. That it was folly to call in the Crows.<br/><br/>\nPrince Uldren’s fighter wing did a masterful job. The blast was pinpoint precise. The blasts tore apart the Wolves, and the Guardians, and their Ghosts. Three strike teams of Guardians, gone in an instant, on my order. The City’s anger, the Speaker’s condemnation—all earned. All fair.<br/><br/>\nBut it has been years since the Reef Wars. The City, these— people. They are not like us. They do not understand their place in the world. And do not listen when I speak it.<br/><br/>\nPlease, allow me to return home to my people.<br/><br/>\nTo serve you once again.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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{
"cardId": 105092,
"cardName": "Reef Frames",
"cardDescription": "Many of the Reef&#39;s oldest Frames were salvaged from cargo ships that washed up on the Reef hundreds of years ago.<br/><br/>\nIn the City, Frames are equipped with a basic learning capacity, able to mimic behavioral and personality quirks. Not so in the Reef. There, Frames are seen as computers with robotic appendages—no more, no less. The Reef Cryptarchy is careful to back up and encrypt all data stored on Frames, and to wipe the Frames&#39; processors on a regular basis.",
"unlockHowToText": "Unlock this card by playing Destiny.",
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"points": 5,
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{
"cardId": 105094,
"cardName": "The Royal Awoken Guard",
"cardDescription": "In all military matters, the Queen&#39;s commands are carried out by her seven Paladins. Four command the Royal Armada, including the Corsairs and the Vestian Guard: Abra Zire, Kamala Rior, Hallam Fen and Leona Bryl. Two command the Royal Army, including the Reef&#39;s battle stations and military installations: Pavel Nolg and Devi Cassl.<br/><br/>\nThe seventh Paladin commands the Royal Awoken Guard, whose primary task is to safeguard the Queen in any and all matters. This includes threats not only to her person, but to the Reef as a whole. As such, the Royal Awoken Guard work closely with the Queen&#39;s brother, Master of Crows, Prince Uldren Sov, and every Guard member is trained in espionage and diplomacy as well as in firearms and hand-to-hand combat.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 1,
"unlockFlagHash": 0,
"points": 5,
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{
"cardId": 105096,
"cardName": "Master Ives, Cryptarch",
"cardIntro": "<b>PUBLIC SERVICE ANNOUNCEMENT FOR ARRIVING GUARDIANS:</b>",
"cardDescription": "PLEASE NOTE: The Tower Cryptography operates under many false beliefs.<br/><br/>\nBy the Queen&#39;s mercy, the Reef Cryptography will educate you on the true nature of encryption, if you so desire.<br/><br/>\nIn ancient times, Earthlings thought there were three states of matter. We now know there to be four: solid, liquid, gas and engram. Of these, the engram is the purest state of matter.<br/><br/>\nThe role of the Cryptarchy is to encrypt and safeguard civilization&#39;s informational infrastructure, not to decrypt anything and everything for any lowdown scavenger who happens upon an engram.",
"unlockHowToText": "Unlock this card by playing Destiny.",
"rarity": 1,
"unlockFlagHash": 0,
"points": 5,
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"image": {
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},
{
"cardId": 700320,
"cardName": "The Coven",
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