Complete Card Listing


Here you will find a complete card listing of every card for every battle type in Crazy Party. If you click on a type it will bring you to its profile page which lists the strengths and weaknesses for that type along with the cards for that one type. If you wish to only view the cards for one type at a time you can do so on the card index home.


Navigating This Page

The types are heading level 3, and the cards are heading level 5. If you want to only jump by type simply hit 3 to only jump by heading level 3. To jump by cards in a type you can hit 5 to jump by heading level 5 or simply h.


Normal Card List


normalization:

requires the launcher to be normal, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand
(+1 power on normal launched attacks, ),
(normal, type, passive effect)


little tapp:

3 physical power, 100 % success
(normal, contact, hand, physical, offensive)


magical shine:

3 magical power, 100 % success
(normal, magical, offensive)


hideout:

100 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 4 turns,
(normal, stat)


wanderlust:

100 % success
the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns,
(normal, status)


natural preservation:

works as a parry against a type card, 85 % success
The launcher gets 1 natural preservation cards in their hand, The launcher can't draw during 2 turns,
(normal, parry)


natural mistrust:

works as a parry against a manipulation card, 85 % success
The launcher gets 1 natural mistrust cards in their hand, The launcher can't draw during 2 turns,
(normal, parry)


prudence:

100 % success
the launcher has a 100 % chance to take 1 card parry from their deck,
(normal, manipulation)


natural panic:

works following the launcher's fear status, 4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(normal, panic, contact, critical risk, physical, offensive, multi-hit)


neutral symbol

100 % success
 The launcher gets 2 neutral symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(normal, minor symbol, passive effect)


healing saliva

follows the number of bleeding cards in the target's hand
 100 % success
 adds 1 health points to the target, the target has a 100 % chance to put 1 card bleeding into their discard pile
(normal, blood, mouth, contact, offensive, manipulation)


pointed horn

100 % success
 the launcher has a 50 % chance of becoming +1 in physical defense, for about 1 turns
 has a passive effect in the hand
(+3 power on tackle launched attacks, )
(normal, passive effect)


immunity against ghost:

works as a parry against a "ghost" card
requires the launcher to be "normal" type, 85 % success
 The launcher gets 1 "immunity against ghost" cards in their hand, The launcher can't draw during 1 turns,
(normal, parry)


reflex normalization:

level 1, works as a parry against a ghost card, 100 % success
100 % chance of changing the launcher's type into normal,
(normal, parry, type)


yawn:

level 1, 75 % success
in 1 turns the target has a 100 % chance of becoming +1 in sleep, for up to 2 turns,
(normal, mouth, status, offensive)


increase in power:

level 1, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns,
(normal, stat)


neutral talent:

level 1, 100 % success
The launcher takes the neutral posture
(),
(normal, posture)


echo:

level 1
works as a reaction against a sound card, 10 magical power, 100 % success
the launcher has a 100 % chance to take 1 card sound from their discard pile, take 1 card sound from their exile,
(normal, sound, double try, reaction, magical, offensive, manipulation)


acoustic disturbance:

level 1
3 magical power, 100 % success
the target has a 100 % chance to put 1 card sound into their exile,
(normal, sound, magical, offensive, manipulation)


hibernate:

level 1
works following the launcher's freezing status, 100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming +1 in sleep, for up to 2 turns,
(normal, status)


natural indemnity:

level 1
follows the number of   cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card from their deck,
(normal, manipulation)


protection symbol

Level 1
works as a parry against a major symbol card
85 % success
The launcher gets 1 protection symbol cards in their hand, The launcher can't draw during 2 turns
(normal, parry, major symbol)


double team:

level 2
90 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns,
(normal, stat)


scratch:

level 2
4 physical power, 100 % success
(normal, contact, hand, physical, offensive)


slap:

level 3
5 physical power, 100 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns,
(normal, contact, hand, physical, offensive)


supplement:

level 3
100 % success
the launcher has a 100 % chance to take 1 card from their deck,
(normal, manipulation)


mutual normalization:

level 4
100 % success
100 % chance of changing the launcher's type into normal, 100 % chance of changing the target's type into normal,
(normal, offensive, type)


magical ray:

level 4
5 magical power, 100 % success
(normal, ray, magical, offensive)


herbivorous:

level 5
100 % success
The launcher takes the herbivorous posture
(+4 power on tackle launched attacks, -3 power on grass received attacks, +3 power on fang received attacks),
(normal, posture)


time choc:

Level 5
works depending on the turn number
100 % success
 takes1 health points from its target,
(normal, time, offensive)


time healing:

Level 5
works depending on the turn number
100 % success
 adds 1 health points to the launcher,
(normal, time)


advance clock:

Level 5
100 % success
 the launcher has a 100 % chance to take 1 card "time" from their deck,
(normal, time, manipulation)


return clock:

Level 5
100 % success
 the launcher has a 100 % chance to take 1 card "time" from their discard pile,
(normal, time, manipulation)


body slam:

level 6
10 physical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns,
(normal, contact, physical, offensive)


ordinary mace:

level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card fighting into their exile,
(normal, weapon, mace, double try, physical, offensive)


swagger:

level 6
100 % success
the target has a 100 % chance of becoming +2 in physical attack, +2 in special attack, for up to 2 turns, the target has a 100 % chance of becoming +2 in confusion, for up to 2 turns,
(normal, stat, offensive, status)


take down:

level 8
15 physical power, the launcher suffers 30 % of the damages caused to the target, 70 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns,
(normal, tackle, contact, physical, offensive)


little flood of energy:

level 8
10 magical power, 100 % success
(normal, magical, offensive)


fury swipes:

level 10
4 physical power, can hit up to 5 times, 100 % success
(normal, contact, hand, physical, offensive, multi-hit)


reset:

level 10
100 % success
the launcher has a 100 % chance to take 5 card from their deck, put 999 card into their discard pile,
(normal, manipulation)


big flood of energy:

level 15
15 magical power, 100 % success
(normal, surge, magical, offensive)


natural migration:

level 15
works following the number of normal cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card normal from their deck, put 1 card normal into their discard pile,
(normal, manipulation)


general neutralization:

level 18
100 % success
The launcher takes the neutral posture
(), The target takes the neutral posture
(), Changes the environment to neutral
(normal, environment, posture, offensive)


giga impact:

level 20
30 physical power, the launcher suffers 50 % of the damages caused to the target, 90 % success
the target has a 50 % chance of becoming +2 in fear, for up to 1 turns,
(normal, tackle, contact, physical, offensive)


sound surge:

level 22
works following the number of sound cards in the launcher's hand, 8 magical power, 100 % success
(normal, sound, surge, magical, offensive)


Flying Card List?


flight:

requires the launcher to be flying type, 100 % success
The launcher's type Level is modified by 1
has a passive effect in the hand (+1 power on flying launched attacks, )
(flying, type, passive effect)


peck:

3 physical power, 100 % success
(flying, contact, mouth, physical, offensive)


dispatcher of powder:

100 % success
the target has a 100 % chance to put 1 card powder into their exile
(flying, wind, manipulation, offensive)


free trade:

100 % success
reduces the launcher's prohibition to change types by 4 turns
(flying)


bounce:

100 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 4 turns
(flying, stat)


climatology:

100 % success
the launcher has a 100 % chance to take 1 card environment from their deck
(flying, manipulation)


barrier dodging:

works as a parry against a barrier card, 85 % success
The launcher gets 1 barrier dodging cards in their hand
The launcher can't draw during 2 turns
(flying, parry)


impermeable feather:

works as a parry against a powder card, 85 % success
The launcher gets 1 impermeable feather cards in their hand
The launcher can't draw during 2 turns
(flying, parry)


sky surf:

works as a parry against a wind card
12 physical power, 90 % success
(flying, parry, critical risk, physical, offensive)


feather's panic:

works following the launcher's fear status
4 physical power, can hit up to 5 times, has a Level 1 critical hit, 90 % success
(flying, panic, contact, critical risk, physical, offensive, multi-hit)


air symbol

100 % success
The launcher gets 2 air symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(flying, minor symbol, passive effect)


great manoeuvrability

100 % success
The launcher has a 100 % chance to take 1 card manipulation from their deck
(flying, manipulation)


immunity against ground:

works as a parry against a "ground" card
requires the launcher to be "flying" type, 85 % success
 The launcher gets 1 "immunity against ground" cards in their hand, The launcher can't draw during 1 turns,
(flying, parry)


reflex flight:

Level 1
works as a parry against a ground card, 100 % success
100 % chance of changing the launcher's type into flying
(flying, parry, type)


lift:

Level 1
works as a reaction against a wind card, requires the launcher to be flying type, 100 % success
adds 5 health points to the launcher, The launcher's type Level is modified by 1
(flying, reaction, type)


frenetic flight:

Level 1
100 % success
the launcher has a 100 % chance of becoming +2 in dodge, for up to 4 turns
(flying, stat)


nest defense:

Level 1
works as a parry against a manipulation card, requires the launcher to be flying type, 3 physical power, can hit up to 3 times, 100 % success
(flying, contact, mouth, parry, physical, offensive, multi-hit)


feather shield:

Level 1
works as a parry against a mace card, 8 physical power, 100 % success
the launcher has a 100 % chance of becoming +4 in dodge, for up to 1 turns
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on wind received attacks)
(flying, weapon, shield, parry, physical, offensive, stat, passive effect)


blowing wind:

Level 2
5 magical power, 100 % success
(flying, wind, magical, offensive)


raptor flight:

Level 4
100 % success
the launcher has a 100 % chance of becoming +2 in success for up to 8 turns
(flying, stat)


sharping wing:

Level 4
8 physical power, has a Level 1 critical hit, 100 % success
(flying, contact, physical, offensive)


gust:

Level 6
10 magical power, 100 % success
the target has a 10 % chance to put 1 card into their exile
(flying, wind, magical, offensive)


aeromancer:

Level 6
100 % success
The launcher takes the aeromancer posture
(+3 power on wind launched attacks, +1 power on magical launched attacks, -2 power on contact launched attacks, -4 power on physical launched attacks, +3 power on steel received attacks, +2 power on rock received attacks, +1 power on ice received attacks)
(flying, posture)


tailwind:

Level 7
100 % success
the target has a 100 % chance to put 2 card wind into their exile
the target puts 2 cards wind below their deck.
(flying, wind, manipulation, offensive)


feather dance:

Level 8
100 % success
the launcher has a 100 % chance of becoming +1 in success
+1 in dodge, for up to 4 turns
the target has a 100 % chance of becoming -1 in success
-1 in dodge, for up to 4 turns
(flying, stat, offensive)


erosion of the rocks:

Level 9
90 % success
the target has a 100 % chance to put 4 card rock into their exile
(flying, manipulation, offensive)


drill peck:

Level 10
10 physical power, has a Level 1 critical hit, 100 % success
(flying, contact, mouth, physical, offensive)


roost:

Level 10
100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming -1 in physical defense, -1 in special defense, -4 in dodge, for up to 2 turns
The launcher can't draw during 1 turns
(flying, stat, prohibition)


whirlwind:

Level 12
15 magical power, 100 % success
the target has a 30 % chance to put 1 card into their exile
(flying, wind, magical, offensive)


aerial migration:

Level 15
works following the number of flying cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card flying from their deck, put 1 card flying into their discard pile
(flying, manipulation)


sky attack:

Level 16
15 physical power, has a Level 2 critical hit, has a Level 1 critical failiure, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(flying, contact, physical, offensive)


increasing wind:

Level 18
follows the number of wind cards in the launcher's discard pile
3 magical power, 100 % success
(flying, wind, magical, offensive)


bolide downfall:

Level 22
works following the launcher's special attack statistic, 100 % success
takes12 health points from its target
(flying, offensive)


rainbow ray:

Level 28
28 magical power, 100 % success
(flying, ray, magical, offensive)


fang of pterosaur:

Level 28
20 physical power, has a Level 1 critical hit, 100 % success
the target has a 50 % chance of becoming +2 in fear, for up to 1 turns
(flying, mouth, fang, contact, ancient, physical, offensive)


Fighting Card List


salutation:

requires the launcher to be fighting type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on fighting launched attacks, )
fighting, type, passive effect)


bulk up:

100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, for up to 4 turns
fighting, stat)


elixir of perspicacity:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming +1 in critical hit, for up to 4 turns
fighting, elixir, stat)


little punch:

3 physical power, 100 % success
(fighting, contact, hand, physical, offensive)


parry avoidance:

works as a parry against a parry card, 85 % success
The launcher gets 1 parry avoidance cards in their hand, The launcher can't draw during 2 turns
fighting, parry)


muscle cramp:

works following the target's physical attack statistic, 4 magical power, 100 % success
(fighting, magical, offensive)


sidestep:

works as a parry against a tackle card, 85 % success
The launcher gets 1 sidestep cards in their hand, The launcher can't draw during 2 turns
fighting, parry, foot)


competition bow:

100 % success
the launcher has a 100 % chance to take 1 card arrow from their deck, has a passive effect in the hand (+2 power on arrow launched attacks, +1 power on contact received attacks)
fighting, weapon, passive effect, manipulation)


scope:

100 % success
the launcher has a 100 % chance of becoming +1 in success
for up to 2 turns, has a passive effect in the hand (+1 power on arrow launched attacks, +2 power on ray received attacks)
fighting, passive effect, stat)


fighting symbol

100 % success
 The launcher gets 2 fighting symbol cards in their hand
 has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks
(fighting, minor symbol, passive effect)


brute force:

100 % success
 the launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns, has a passive effect in the hand
+3 power on "mace" launched attacks, ),
(fighting, passive effect)


sword dance:

100 % success
 the launcher has a 50 % chance of becoming +1 in dodge, for about 1 turns, has a passive effect in the hand
+3 power on "sword" launched attacks, ),
(fighting, passive effect)


weapon taking:

Level 1
100 % success
the launcher has a 100 % chance to take 2 card weapon from their deck
fighting, manipulation)


weapon ddeflection:

Level 1
works as a parry against a weapon card, 85 % success
The launcher gets 1 weapon ddeflection cards in their hand, The launcher can't draw during 2 turns
fighting, parry)


determination:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card physical from their deck
fighting, manipulation)


little kick:

Level 1
4 physical power, 100 % success
(fighting, contact, foot, physical, offensive)


attention:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
fighting, stat)


hand crushing:

Level 1
works as a parry against a hand card, 4 physical power, 100 % success
(fighting, parry, physical, offensive)


big punch:

Level 2
6 physical power, 100 % success
(fighting, contact, hand, physical, offensive)


sword fighter:

Level 2
100 % success
The launcher takes the sword fighter posture (+10 power on sword launched attacks, +2 power on shield launched attacks, -5 power on sword received attacks, -1 power on shield received attacks)
fighting, posture)


vengeful

Level 2
100 % success
The launcher takes the vengeful posture
(+6 power on parry launched attacks, +6 power on reaction launched attacks, +3 power on major symbol received attacks)
(fighting, posture)


big kick:

Level 3
7 physical power, 100 % success
(fighting, contact, foot, physical, offensive)


trussing:

Level 3
100 % success
the launcher has a 100 % chance of becoming +2 in physical attack, for up to 4 turns
fighting, stat)


free scream:

Level 4
works following the launcher's paralysis status, 5 magical power, never fails, the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns
fighting, mouth, sound, magical, offensive, unmissable, status)


rush in:

Level 4
100 % success
the launcher has a 100 % chance of becoming +3 in physical attack, -3 in special defense, for up to 3 turns
fighting, stat)


force palm:

Level 5
5 physical power, 100 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 1 turns
fighting, contact, hand, physical, offensive)


fighting area:

Level 5
100 % success
Changes the environment to fighting area (+2 power on hand launched attacks, +2 power on foot launched attacks, -1 power on ghost launched attacks, -2 power on psychic launched attacks)
fighting, environment)


break parry:

Level 6
5 physical power, 100 % success
the target has a 100 % chance to put 1 card parry into their discard pile
fighting, contact, physical, offensive, manipulation)


war mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card fairy into their exile
fighting, weapon, mace, double try, physical, offensive)


ring of fight:

Level 7
100 % success
the launcher has a 100 % chance of becoming +3 in physical attack, for up to 2 turns, the launcher has a 100 % chance of becoming -1 in fear, for up to 4 turns
fighting, sound, stat, status)


dizzy punch:

Level 8
8 physical power, 100 % success
the target has a 20 % chance of becoming +1 in confusion, for up to 1 turns
fighting, contact, hand, physical, offensive)


war drum:

Level 8
100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, for up to 2 turns, the target has a 100 % chance of becoming -1 in physical defense, -1 in special defense, for up to 2 turns
fighting, sound, stat, offensive)


high jump kick:

Level 9
10 physical power, 100 % success
the target has a 100 % chance to put 2 card flying into their exile
fighting, critical risk, contact, foot, physical, offensive, manipulation)


armlock:

Level 10
5 physical power, 100 % success
the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card hand into their exile
fighting, contact, hand, physical, offensive, manipulation)


legglock:

Level 11
6 physical power, 100 % success
the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card foot into their exile
fighting, contact, hand, physical, offensive, manipulation)


antidoping:

Level 13
follows the number of stat cards in the target's hand, 80 % success
the target has a 100 % chance to put 1 card stat into their exile
fighting, manipulation, offensive)


focus punch:

Level 15
15 physical power, 100 % success
the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns
fighting, contact, hand, physical, offensive, stat)


focus kick:

Level 18
20 physical power, 100 % success
the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns
fighting, contact, foot, physical, offensive, stat)


focus blast:

Level 20
20 magical power, 90 % success
the target has a 20 % chance of becoming -1 in special defense, for up to 8 turns
fighting, explosion, magical, offensive)


Grass Card List


vegetation:

requires the launcher to be grass type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on grass launched attacks, )
(grass, type, passive effect)


thorny hit:

3 physical power, 100 % success
(grass, contact, thorn, physical, offensive)


vivacious thorn:

works as a reaction against a contact card, requires the launcher to be grass type, 3 physical power, 100 % success
(grass, contact, thorn, double try, reaction, physical, offensive)


magic flower:

works as a reaction against a magical card, requires the launcher to be grass type, 100 % success
The launcher gets 2 magic flower cards in their hand
(grass, reaction)


sleep powder:

80 % success
the target has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, powder, status, offensive)


paralising powder:

80 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 1 turns
(grass, powder, status, offensive)


irrigation:

works as a reaction against a water card, requires the launcher to be grass type, 90 % success
adds 6 health points to the launcher
(grass, reaction)


elfin quiver:

100 % success
the launcher puts 8 cards arrow above their deck.
(grass, manipulation)


vegetal symbol

100 % success
The launcher gets 2 vegetal symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(grass, minor symbol, passive effect)


bad seed

follows the number of grass cards in the target's hand
 100 % success
The target gets 1 weed cards in their deck, the target shuffles their deck
(grass, offensive, manipulation)


armour of bark:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
(grass, stat)


absorb:

Level 1
3 magical power, the launcher regains 50 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


wooden shield:

Level 1
works as a parry against a hand card, 8 physical power, 100 % success
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on bug received attacks)
(grass, weapon, shield, parry, physical, offensive, passive effect)


floral shield:

Level 1
works as a parry against a bug card, requires the launcher to be grass type, works following the number of magic flower cards in the launcher's hand, 4 magical power, the launcher regains 75 % of the damages caused to the target, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns, the launcher has a 100 % chance to put 1 card magic flower into their exile, has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on fairy received attacks)
(grass, weapon, shield, parry, magical, offensive, absorption, status, manipulation, passive effect)


sweet nectar:

Level 1
works as a parry against a bug card, 80 % success
adds 3 health points to the target, the launcher has a 100 % chance to take 1 card bug in the target's hand
(grass, parry, offensive, manipulation)


snowflower:

Level 1
requires the launcher to be grass type, works following the launcher's freezing status, 100 % success
The launcher gets 4 magic flower cards in their hand
(grass)


sap:

Level 1
100 % success
adds 3 health points to the launcher, the launcher puts 1 cards grass above their deck., has a passive effect in the hand (+1 power on grass launched attacks, +1 power on bug received attacks)
(grass, manipulation, passive effect)


nourishing root:

Level 2
100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming +1 in paralysis, for up to 4 turns
(grass, status)


floral armor:

Level 3
works following the number of magic flower cards in the launcher's hand, 100 % success
the launcher has a 100 % chance of becoming +2 in special defense, for up to 8 turns, the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, stat, manipulation)


cactus:

Level 3
100 % success
The launcher takes the cactus posture (+2 power on thorn launched attacks, +1 power on liana launched attacks, +3 power on ice received attacks, +2 power on fire received attacks, -1 power on physical received attacks)
(grass, posture)


thorn necklace:

Level 3
works following the number of thorn cards in the launcher's hand, 100 % success
takes 4 health points from its launcher, the launcher has a 100 % chance of becoming -1 in sleep, for up to 8 turns
(grass, status)


sap blood:

Level 3
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card bleeding into their exile, The launcher gets 1 sap cards in their hand
(grass, blood, manipulation)


wood arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(grass, arrow, physical, offensive)


thorny growth back:

Level 4
follows the number of vivacious thorn cards in the launcher's discard pile, 100 % success
the launcher has a 100 % chance to take 1 card vivacious thorn from their discard pile, The launcher gets 1 vivacious thorn cards in their hand
(grass, manipulation)


synthesis:

Level 4
100 % success
adds 5 health points to the launcher, in 4 turns the launcher has a 100 % chance of becoming +1 in special attack, +1 in special defense, for up to 8 turns
(grass, stat)


trap of root:

Level 5
4 physical power, 80 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card foot into their exile
(grass, contact, physical, offensive, manipulation)


mega drain:

Level 5
6 magical power, the launcher regains 50 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


vine whip:

Level 6
6 physical power, 100 % success
(grass, contact, liana, physical, offensive)


elf:

Level 6
100 % success
The launcher takes the elf posture (+3 power on grass launched attacks, +2 power on fairy launched attacks, +1 power on arrow launched attacks, +1 power on magical launched attacks, -2 power on physical launched attacks, +3 power on physical received attacks, +2 power on axe received attacks)
(grass, posture)


florale vitality:

Level 6
works following the number of magic flower cards in the launcher's hand, 100 % success
adds 3 health points to the launcher, the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, manipulation)


wooden mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card bug into their exile
(grass, weapon, mace, double try, physical, offensive)


Jurassic jungle:

Level 6
100 % success
Changes the environment to Jurassic jungle (+4 power on ancient launched attacks, +3 power on grass launched attacks, +3 power on bug launched attacks, +2 power on dragon launched attacks, -3 power on steel launched attacks, -3 power on electric launched attacks)
(grass, environment)


leaf storm:

Level 7
10 magical power, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, wind, magical, offensive, status)


cozy nest:

Level 7
80 % success
the launcher has a 100 % chance to take 2 card flying in the target's hand
(grass, manipulation, offensive)


floral ray:

Level 8
works following the number of magic flower cards in the launcher's hand, 3 magical power, 100 % success
the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, ray, magical, offensive, manipulation)


power whip:

Level 9
9 physical power, 100 % success
(grass, contact, liana, physical, offensive)


giga drain:

Level 10
10 magical power, the launcher regains 75 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


taking root:

Level 10
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 4 turns, 50 % chance of changing the target's type into grass
(grass, status, offensive)


nectar manufacturing:

Level 11
works following the number of magic flower cards in the launcher's hand, 100 % success
The launcher gets 1 sweet nectar cards in their hand
(grass)


harvest:

Level 12
100 % success
the launcher has a 100 % chance to take 2 card grass from their deck
(grass, manipulation)


zenith:

Level 12
100 % success
Changes the environment to zenith (+5 power on solar beam launched attacks, +2 power on grass launched attacks, +1 power on fairy launched attacks, -4 power on dark launched attacks, -3 power on nightmare launched attacks, -2 power on ghost launched attacks)
(grass, environment)


new flowering:

Level 12
follows the number of magic flower cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card magic flower from their exile, The launcher gets 1 magic flower cards in their hand
(grass, manipulation)


peaceful shadow:

Level 13
follows the number of physical cards in the target's hand, 80 % success
the target has a 100 % chance to put 1 card physical into their exile
(grass, manipulation, offensive)


bullet Seed:

Level 14
4 physical power, can hit up to 5 times, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, physical, offensive, multi-hit, status)


ent:

Level 14
100 % success
 The launcher takes the "ent" posture
+4 power on "thorn" launched attacks, +3 power on "contact" launched attacks, +3 power on "physical" launched attacks, +2 power on "grass" launched attacks, -8 power on "magical" launched attacks, +4 power on "magical" received attacks, +4 power on "fire" received attacks, +4 power on "flying" received attacks, +4 power on "bug" received attacks),
(grass, posture)


solar beam:

Level 15
15 magical power, 100 % success
the launcher has a 100 % chance of becoming +2 in sleep, for up to 2 turns
(grass, ray, magical, offensive, status)


sap stream:

Level 25
works following the number of sap cards in the launcher's hand, 3 magical power, 100 % success
the target has a 50 % chance of becoming -1 in critical hit, for up to 4 turns, the launcher has a 100 % chance to put 1 card sap into their exile
(grass, surge, magical, offensive, manipulation)


sap recovery:

Level 32
100 % success
the launcher has a 100 % chance to take 4 card sap from their discard pile, take 4 card sap from their exile
(grass, manipulation)


Bug Card List


insectarium:

requires the launcher to be "bug" type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on "bug" launched attacks, )
(bug, type, passive effect)


fury cutter:

3 physical power, 100 % success
(bug, contact, physical, offensive)


string shot:

100 % success
the target has a 100 % chance of becoming -1 in success
for up to 4 turns
(bug, stat, offensive)


honey treatement:

100 % success
adds 5 health points to the launcher, the launcher has a 100 % chance of becoming -1 in poison, for up to 4 turns
(bug, status)


ear plug:

works as a parry against a "sound" card, 85 % success
The launcher gets 1 "ear plug" cards in their hand, The launcher can't draw during 2 turns
(bug, parry)


vermin symbol

100 % success
The launcher gets 2 vermin symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(bug, minor symbol, passive effect)


armour of chitin:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, +1 in special defense, for up to 8 turns
(bug, stat)


leech life:

Level 1
4 physical power, the launcher regains 50 % of the damages caused to the target, 100 % success
the target has a 5 % chance of becoming +1 in poison, for up to 1 turns
(bug, mouth, contact, blood, physical, offensive, absorption)


bug's panic:

works following the launcher's "fear" status, 4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(bug, panic, contact, critical risk, physical, offensive, multi-hit)


poison sting:

Level 1
5 physical power, has a level 1 critical hit, 100 % success
the target has a 30 % chance of becoming +1 in poison, for up to 1 turns
(bug, contact, physical, offensive)


olfactory track:

Level 1
100 % success
the launcher has a 100 % chance of becoming -2 in dodge, for up to 4 turns, the target has a 100 % chance of becoming -2 in dodge, for up to 4 turns
(bug, stat, offensive)


silk shield:

Level 1
works as a parry against a "flying" card, 8 physical power, 100 % success
the target has a 50 % chance of becoming -1 in success for up to 2 turns
has a passive effect in the hand (+1 power on "weapon" launched attacks, -1 power on "rock" received attacks)
(bug, weapon, shield, parry, physical, offensive, passive effect)


honey barrier:

Level 1, works as a parry against a "mouth" card, 100 % success
adds 10 health points to the target
the target has a 100 % chance of becoming -4 in success, -4 in dodge for up to 2 turns
the target puts 4 cards "offensive" below their deck.
(bug, parry, barrier, offensive, stat, manipulation)


stridulation:

Level 1
2 magical power, 100 % success
the launcher has a 100 % chance to take 1 card "bug" in the target's deck
(bug, sound, magical, offensive, manipulation)


buzz:

Level 2, 4 magical power, 90 % success
the launcher has a 20 % chance of becoming +1 in special attack, for up to 2 turns
(bug, sound, magical, offensive)


bloody meal:

Level 3
follows the number of "bleeding" cards in the target's hand
3 physical power, the launcher regains 100 % of the damages caused to the target, 100 % success
(bug, mouth, contact, blood, physical, offensive, absorption)


cocoon:

Level 3, 100 % success
the launcher has a 100 % chance of becoming +8 in physical defense, +8 in special defense, for up to 4 turns
the launcher has a 100 % chance of becoming +8 in sleep, for up to 4 turns
(bug, stat, status)


royale gelly:

Level 5
100 % success
adds 15 health points to the launcher, the launcher has a 100 % chance of becoming -1 in poison, for up to 8 turns
(bug, status)


calling to colony:

Level 5, 70 % success
the launcher has a 100 % chance to take 2 card "bug" from their deck
(bug, manipulation)


sticky web:

Level 6, 100 % success
the target has a 100 % chance of becoming -2 in success for up to 4 turns
(bug, stat, offensive)


pin missile:

Level 6
3 physical power, can hit up to 6 times, 100 % success
the target has a 10 % chance of becoming +1 in poison, for up to 2 turns
(bug, contact, physical, offensive, multi-hit)


survival pheromone:

Level 6
70 % success
the launcher has a 100 % chance to take 2 card "bug" from their discard pile
(bug, manipulation)


mosquito:

Level 6
100 % success
 The launcher takes the "mosquito" posture
+4 power on "absorption" launched attacks, +3 power on "blood" launched attacks, +1 power on "contact" launched attacks, -3 power on "magical" launched attacks, +3 power on "hand" received attacks, +2 power on "physical" received attacks, +2 power on "normal" received attacks, +2 power on "rock" received attacks, +2 power on "wind" received attacks),
(bug, posture)


concert of bumblebea:

Level 7, 4 magical power, can hit up to 6 times, 75 % success
the launcher has a 20 % chance of becoming +1 in special attack, for up to 4 turns
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(bug, sound, magical, offensive, multi-hit)


butterfly powder:

Level 8, 90 % success
the launcher has a 100 % chance of becoming +1 in special defense, +2 in dodge, for up to 8 turns
(bug, powder, stat)


combined tackle:

Level 9
1 physical power, the launcher suffers 10 % of the damages caused to the target, 90 % success
The launcher gets 1 "combined tackle" cards in their hand
has a passive effect in the discard (+1 power on "combined tackle" launched attacks, )
(bug, tackle, contact, physical, offensive, passive effect)


injection of pollen:

Level 10
75 % success
100 % chance of changing the target's type into "grass"
(bug, contact, offensive, type)


organization of the colony:

Level 12
100 % success
the launcher puts 8 cards "bug" above their deck.
(bug, manipulation)


foraging:

Level 14
75 % success
the launcher has a 100 % chance to take 1 card in the target's deck, 1 card in the target's discard pile, 1 card in the target's exile
(bug, mouth, manipulation, offensive)


stones' removal:

Level 16
100 % success
the target puts 8 cards "rock" below their deck.
(bug, manipulation, offensive)


giant sting:

Level 22
16 physical power, has a level 1 critical hit, 100 % success
the target has a 40 % chance of becoming +2 in poison, for up to 1 turns
(bug, contact, ancient, physical, offensive)


combined rampage:

Level 32
follows the number of "combined tackle" cards in the launcher's discard pile
6 physical power, the launcher suffers 30 % of the damages caused to the target, 100 % success
(bug, tackle, contact, physical, offensive)


Electric Card List


electrification:

requires the launcher to be electric type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on electric launched attacks, )
(electric, type, passive effect)


nuzzle:

3 physical power, 100 % success
(electric, contact, physical, offensive)


free electron:

works as a parry against a prohibition card, 85 % success
The launcher gets 1 free electron cards in their hand, The launcher can't draw during 2 turns
(electric, parry)


electric flash:

100 % success
the launcher has a 50 % chance of becoming +1 in success for up to 4 turns
the launcher has a 50 % chance of becoming -1 in confusion, for up to 1 turns
the target has a 50 % chance of becoming -1 in success for up to 4 turns
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns
(electric, offensive)


tracking powder:

100 % success
the target has a 100 % chance of becoming -4 in dodge, for up to 1 turns
(electric, powder, stat, offensive)


thunder symbol

100 % success
The launcher gets 2 thunder symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(electric, minor symbol, passive effect)


wind turbine:

Level 1
works as a reaction against a wind card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(electric, reaction, stat)


energization:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns
(electric, stat)


little electroshock treatement:

Level 1
4 magical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


magnetic barrier:

Level 1
works as a parry against a steel card, 100 % success
the launcher has a 100 % chance to take 1 card steel in the target's hand, 1 card steel in the target's deck, 1 card steel in the target's discard pile, 1 card steel in the target's exile
the target puts 2 cards steel below their deck.
(electric, parry, barrier, manipulation, offensive)


tetanization:

Level 2
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, status, offensive)


radiant:

Level 3
100 % success
The launcher takes the radiant posture (+3 power on ray launched attacks, +3 power on undulation received attacks)
(electric, posture)


thunder arrow:

Level 3
4 magical power, has a level 6 critical hit, 100 % success
(electric, arrow, magical, offensive)


big electroshock treatement:

Level 5
8 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


thunderpunch:

Level 5
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, contact, hand, physical, offensive)


electric shelter:

Level 5
100 % success
The launcher's type cannot be changed during 8 turns
(electric, prohibition)


electric mobility:

Level 6
100 % success
the launcher has a 100 % chance of becoming -2 in paralysis, for up to 8 turns
(electric, status)


lightning axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, weapon, axe, physical, offensive)


thunder fang:

Level 8
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, mouth, fang, contact, physical, offensive)


thunder wave:

Level 8
100 % success
the target has a 100 % chance of becoming +2 in paralysis, for up to 4 turns
(electric, status, offensive)


volt tackle:

Level 10
20 physical power, the launcher suffers 30 % of the damages caused to the target, 80 % success
(electric, tackle, contact, physical, offensive)


thunderbolt:

Level 12
12 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


electric lock:

Level 15
100 % success
The target's type cannot be changed during 8 turns
(electric, offensive, prohibition)


hand electrification:

Level 15
follows the number of   cards in the target's hand, 2 magical power, 100 % success
(electric, magical, offensive)


thunder:

Level 18
20 magical power, 75 % success
the target has a 25 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, magical, offensive)


electric breath:

Level 25
20 magical power, 100 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, wind, magical, offensive)


electric ray:

Level 28
28 magical power, 100 % success
(electric, ray, magical, offensive)


Steel Card List


steelworks:

requires the launcher to be steel type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on steel launched attacks, )
(steel, type, passive effect)


bolt thrower:

3 physical power, 100 % success
(steel, physical, offensive)


willpower:

works as a reaction against a prohibition card, 100 % success
the launcher puts 2 cards offensive above their deck
reduces the launcher's prohibition to change types by 4 turns, reduces the launcher's prohibition to change types by 4 turns, removes 4 turns from the launcher's draw prohibition'
(steel, reaction, manipulation)


steel skin:

works as a parry against a blood card, 85 % success
The launcher gets 1 steel skin cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


metalic insensitivity:

works as a parry against a stat card, 85 % success
The launcher gets 1 metalic insensitivity cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


lock-on:

100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
(steel, stat)


windmill:

100 % success
the launcher has a 100 % chance to take 1 card wind from their deck
(steel, manipulation)


plasma flash:

100 % success
the launcher has a 50 % chance of becoming +1 in special attack, for up to 2 turns, the launcher has a 50 % chance of switching his type
the target has a 50 % chance of becoming -1 in special defense, for up to 2 turns, the target has a 50 % chance of becoming +1 in burning, for up to 1 turns, the target has a 50 % chance of switching his type
(steel, offensive)


steel symbol

100 % success
The launcher gets 2 steel symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(steel, minor symbol, passive effect)


iron hand

100 % success
The launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns
has a passive effect in the hand
(+3 power on hand launched attacks, )
(steel, hand, passive effect)


immunity against poison:

works as a parry against a "poison" card
requires the launcher to be "steel" type, 85 % success
 The launcher gets 1 "immunity against poison" cards in their hand, The launcher can't draw during 1 turns,
(steel, parry)


defensive blade:

Level 1
works as a reaction against a contact card
2 physical power, can hit up to 4 times, has a level 1 critical hit, 90 % success
(steel, weapon, reaction, physical, offensive, multi-hit)


energetic accumulator:

Level 1
works as a reaction against a electric card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(steel, reaction, stat)


steal nerve:

Level 1
100 % success
the launcher has a 100 % chance of becoming -2 in critical failure, for up to 8 turns
(steel, stat)


steel armour:

Level 1
100 % success
the launcher has a 100 % chance of becoming +2 in physical defense, -2 in dodge, for up to 8 turns
(steel, stat)


red laser:

Level 1
3 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)


shear:

Level 1
100 % success
the target has a 100 % chance to put 2 card grass into their exile, the target puts 2 cards grass below their deck.
(steel, double try, manipulation, offensive)


bird mirror:

Level 1
works as a parry against a flying card, 100 % success
the target has a 100 % chance of becoming -8 in dodge, for up to 2 turns
(steel, mirror, parry, stat, offensive)


steel shield:

Level 1
works as a parry against a sword card, 8 physical power, 100 % success
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on ground received attacks)
(steel, weapon, shield, parry, physical, offensive, passive effect)


lightning rod:

Level 1
works as a parry against a electric card, 85 % success
The launcher gets 1 lightning rod cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


mechanical grease:

Level 1
100 % success
the launcher puts 1 cards steel above their deck.
has a passive effect in the hand (+1 power on steel launched attacks, +1 power on fire received attacks)
(steel, manipulation, passive effect)


tracks map

Level 1
100 % success
The launcher puts 4 cards railway above their deck.
(steel, manipulation)


grease throw:

Level 2
works following the number of mechanical grease cards in the launcher's hand, 100 % success
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, manipulation, offensive)


steal sword:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in fear, for up to 1 turns
(steel, weapon, sword, physical, offensive)


grease blood:

Level 3
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card bleeding into their exile, The launcher gets 1 mechanical grease cards in their hand
(steel, blood, manipulation)


blue laser:

Level 4
6 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 2 turns, the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(steel, ray, magical, offensive)


magnet:

Level 4
100 % success
the launcher has a 100 % chance to take 1 card steel from their deck
(steel, manipulation)


pearcing armour:

Level 5
100 % success
the target has a 100 % chance of becoming -2 in physical defense, for up to 4 turns
(steel, stat, offensive)


screech:

Level 5
100 % success
the target has a 100 % chance of becoming -2 in special defense, for up to 4 turns
(steel, sound, stat, offensive)


mirror throw:

Level 5
works following the number of mirror cards in the launcher's hand
4 physical power, has a level 1 critical hit, 90 % success
the launcher has a 100 % chance to put 1 card mirror into their exile
(steel, physical, offensive, manipulation)


mirror gallery:

Level 5
100 % success
Changes the environment to mirror gallery (+3 power on mirror launched attacks, +2 power on ray launched attacks, +1 power on grass launched attacks, -2 power on dark launched attacks, -1 power on bug launched attacks)
(steel, environment)


railway:

Level 5
100 % success
the launcher puts 2 cards steel above their deck.
has a passive effect in the hand (+1 power on ground received attacks)
(steel, manipulation, passive effect)


steel wing:

Level 6
8 physical power, has a level 1 critical hit, 100 % success
100 % chance of changing the launcher's type into flying
(steel, contact, physical, offensive, type)


lubricating:

Level 6
100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
The launcher gets 1 mechanical grease cards in their hand
(steel, stat)


magnet bomb:

Level 8
10 physical power, never fails
(steel, explosion, physical, offensive, unmissable)


plasma thrower:

Level 8
12 magical power, 80 % success
the launcher has a 100 % chance of becoming +1 in burning, for up to 2 turns
the target has a 20 % chance of becoming -1 in success for up to 4 turns
the target has a 40 % chance of becoming +1 in burning, for up to 2 turns
(steel, magical, offensive, status)


miniaturization:

Level 10
100 % success
the launcher has a 100 % chance of becoming -2 in physical attack, -4 in physical defense, +6 in dodge, for up to 8 turns
(steel, stat)


thermic regulation:

Level 12
100 % success
the launcher has a 100 % chance of becoming -2 in burning, -2 in freezing, for up to 8 turns
(steel, status)


railway construction:

Level 12
works following the number of steel cards in the launcher's hand, 100 % success
The launcher gets 1 railway cards in their hand
(steel)


mirror's repair:

Level 15
follows the number of mirror cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card mirror from their exile
(steel, critical risk, manipulation)


explosion of plasma:

Level 20
30 magical power, 100 % success
, the launcher suffers 50 % of the damages caused to the target
the launcher has a 100 % chance of becoming +2 in burning, for up to 4 turns
the target has a 100 % chance of becoming -2 in success for up to 8 turns
the target has a 100 % chance of becoming +2 in burning, for up to 4 turns
(steel, explosion, critical risk, magical, offensive, stat, status)


grease cannon:

Level 25
works following the number of mechanical grease cards in the launcher's hand, 3 magical power, 100 % success
the target has a 50 % chance of becoming +1 in critical failure, for up to 2 turns
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, magical, offensive, manipulation)


train whistle:

Level 28
works following the number of railway cards in the launcher's hand, 5 magical power, 100 % success
(steel, sound, magical, offensive)


sparkling ray:

Level 30
works following the number of mirror cards in the launcher's hand, 6 magical power, 100 % success
the target has a 30 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)


piston shot:

Level 32
works following the number of mechanical grease cards in the launcher's hand
5 physical power, 100 % success
(steel, physical, offensive)


train tackle:

Level 42
works following the number of railway cards in the launcher's hand
10 physical power, has a level 1 critical hit, has a level -1 critical failiure, 100 % success
the launcher suffers 10 % of the damages caused to the target
the launcher has a 100 % chance to put 1 card railway into their exile
(steel, tackle, contact, physical, offensive, manipulation)


Ground Card List


foot of clay:

requires the launcher to be ground type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on ground launched attacks, )
(ground, foot, type, passive effect)


sand-attack:

90 % success
the target has a 100 % chance of becoming -1 in success for up to 4 turns
(ground, powder, stat, offensive)


ground vibration:

3 magical power, 100 % success
(ground, undulation, magical, offensive)


geologist's hammer:

3 physical power, 100 % success
the launcher has a 100 % chance to take 1 card ancient in the target's deck
(ground, weapon, physical, offensive, manipulation)


prospecting:

100 % success
the launcher has a 100 % chance to take 1 card stat from their deck
(ground, manipulation)


stuck in the sand:

works as a parry against a foot card, 85 % success
The launcher gets 1 stuck in the sand cards in their hand
The launcher can't draw during 2 turns
(ground, parry)


earth symbol

100 % success
The launcher gets 2 earth symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(ground, minor symbol, passive effect)


dwarf skill:

100 % success
 the launcher has a 50 % chance of becoming +1 in success
 for about 1 turns, has a passive effect in the hand
+3 power on "axe" launched attacks, ),
(ground, passive effect)


immunity against electric:

works as a parry against a "electric" card
requires the launcher to be "ground" type, 85 % success
 The launcher gets 1 "immunity against electric" cards in their hand, The launcher can't draw during 1 turns,
(ground, parry)


weapon recovery:

Level 1
100 % success
the launcher has a 100 % chance to take 2 card weapon from their discard pile
(ground, manipulation)


symbol recovery

Level 1
100 % success
The launcher has a 100 % chance to take 1 card major symbol from their discard pile
(ground, manipulation)


energetic mining:

Level 2
100 % success
in 4 turns the launcher has a 100 % chance of becoming +3 in special attack, for up to 8 turns
(ground, stat)


dig out:

Level 4
100 % success
the launcher has a 100 % chance to take 1 card ground from their deck
(ground, manipulation)


telluric wave:

Level 4
8 magical power, 100 % success
the target has a 10 % chance of becoming -1 in special defense, for up to 8 turns
(ground, undulation, magical, offensive)


blood loam:

Level 4
works following the number of bleeding cards in the launcher's hand, 100 % success
adds 4 health points to the launcher, the launcher has a 100 % chance to put 1 card bleeding into their exile
(ground, blood, manipulation)


bath of mud:

Level 5
100 % success
the launcher has a 100 % chance of becoming -1 in burning, -1 in freezing, -1 in poison, for up to 4 turns
the launcher has a 100 % chance to put 1 card bleeding into their exile
(ground, status, manipulation)


sand storm:

Level 5
100 % success
Changes the environment to sand storm
(+2 power on wind launched attacks, -3 power on fire launched attacks, -2 power on flying launched attacks, -1 power on grass launched attacks)
(ground, environment)


underground:

Level 5
100 % success
Changes the environment to underground
(+3 power on ground launched attacks, +2 power on rock launched attacks, +2 power on bug launched attacks, -3 power on flying launched attacks, -2 power on steel launched attacks, -1 power on fire launched attacks)
(ground, environment)


mud-slap:

Level 6
4 magical power, 90 % success
the target has a 100 % chance of becoming -2 in success for up to 2 turns
(ground, magical, offensive, stat)


dwarf:

Level 6
100 % success
The launcher takes the dwarf posture
(+10 power on axe launched attacks, +3 power on shield launched attacks, +3 power on mace launched attacks, -5 power on magical launched attacks, +4 power on grass received attacks, -3 power on ground received attacks, -3 power on rock received attacks, -3 power on steel received attacks, -2 power on magical received attacks)
(ground, posture)


bone mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card normal into their exile
(ground, weapon, mace, double try, physical, offensive)


landslip:

Level 10
10 physical power, 100 % success
(ground, physical, offensive)


muddy stream:

Level 12
8 magical power, 100 % success
the target has a 100 % chance of becoming -2 in success for up to 3 turns
(ground, surge, magical, offensive, stat)


earthquake:

Level 15
15 physical power, 100 % success
(ground, undulation, physical, offensive)


underground migration:

Level 15
works following the number of ground cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card ground from their deck, put 1 card ground into their discard pile
(ground, manipulation)


telluric swim:

Level 18
100 % success
the launcher has a 100 % chance of becoming +1 in success +3 in dodge for up to 8 turns
(ground, stat)


muddy explosion:

Level 22
16 magical power, 100 % success
the target has a 100 % chance of becoming -2 in success for up to 4 turns
(ground, explosion, magical, offensive, stat)


song of the dune:

Level 26
18 magical power, 100 % success
the target has a 25 % chance of becoming +1 in fear, for up to 1 turns, the launcher puts 4 cards ghost above their deck.
(ground, sound, magical, offensive, manipulation)


gravitational wave:

Level 40
works following the number of ground cards in the launcher's hand,
6 magical power, 100 % success
(ground, undulation, magical, offensive)


Poison Card List


chimical study:

requires the launcher to be "poison" type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on "poison" launched attacks, )
(poison, type, passive effect)


elixir of poison:

has a level 1 critical failiure, 100 % success
in 2 turns the launcher has a 100 % chance of becoming +2 in poison, for up to 1 turns
(poison, elixir, status)


putrid gas:

3 magical power, 100 % success
(poison, magical, offensive)


antidote:

100 % success
the launcher has a 100 % chance of becoming -1 in poison, for up to 8 turns
(poison, status)


poison powder:

80 % success
the target has a 100 % chance of becoming +1 in poison, for up to 1 turns
(poison, powder, status, offensive)


search:

100 % success
the launcher has a 100 % chance to take 1 card "status" from their deck
(poison, manipulation)


reactivity:

100 % success
the launcher has a 100 % chance to take 1 card "reaction" from their deck
(poison, manipulation)


toxic contact:

works as a reaction against a "contact" card
requires the launcher to be "poison" type, 100 % success
the target has a 100 % chance of becoming +1 in poison, for up to 2 turns
(poison, contact, reaction, status, offensive)


alchemist cauldron:

100 % success
the launcher has a 100 % chance to take 1 card "elixir" from their deck
(poison, manipulation)


toxic symbol

100 % success
The launcher gets 2 toxic symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(poison, minor symbol, passive effect)


manufacture of elixir:

Level 1
works following the number of "powder" cards in the launcher's hand, 100 % success
The launcher gets 1 "elixir of poison" cards in their hand
(poison)


mithridatisme:

Level 1
100 % success
in 4 turns the launcher has a 100 % chance of becoming -2 in poison, for up to 8 turns
(poison, status)


transfusion:

Level 1
works following the launcher's "poison" status, 90 % success
the target has a 100 % chance of becoming +2 in poison, for up to 4 turns
(poison, blood, status, offensive)


poisoned pike:

Level 1
3 physical power, 100 % success
the target has a 50 % chance of becoming +1 in poison, for up to 2 turns
(poison, weapon, physical, offensive)


coagulation factor:

Level 1
works following the number of "bleeding" cards in the launcher's hand, 100 % success
adds 1 health points to the launcher, the launcher has a 100 % chance to put 1 card "bleeding" into their discard pile
has a passive effect in the hand (-1 power on "blood" received attacks)
(poison, blood, passive effect, manipulation)


corrosive shield:

Level 1
works as a parry against a "rock" card, 8 physical power, 100 % success
the target has a 50 % chance of becoming -1 in physical defense, for up to 2 turns
has a passive effect in the hand (+1 power on "weapon" launched attacks, -1 power on "steel" received attacks)
(poison, weapon, shield, parry, physical, offensive, passive effect)


frog croak:

Level 1
2 magical power, 100 % success
the launcher has a 100 % chance to take 1 card "poison" in the target's deck
(poison, sound, magical, offensive, manipulation)


vomiting:

Level 1
follows the number of "mouth" cards in the launcher's discard pile
2 magical power, 90 % success
the target has a 10 % chance of becoming -1 in physical defense, for up to 1 turns
(poison, mouth, magical, offensive)


forced beverage:

Level 1
works as a parry against a "mouth" card
works following the number of "elixir of poison" cards in the launcher's hand, 100 % success
in 2 turns the target has a 100 % chance of becoming +2 in poison, for up to 1 turns
the launcher has a 100 % chance to put 1 card "elixir of poison" into their exile
(poison, contact, parry, manipulation, status, offensive)


toxic spore:

Level 1
works as a reaction against a "contact" card, 100 % success
takes 1 health points from its launcher, takes1 health points from its target
The launcher gets 2 "toxic spore" cards in their hand, The target gets 2 "toxic spore" cards in their hand
(poison, powder, reaction, offensive)


withering

Level 1
follows the number of magic flower cards in the target's hand
100 % success
takes 1 health points from its target, the target has a 100 % chance to put 1 card magic flower into their discard pile
(poison, offensive, manipulation)


healing poison:

Level 1
works following the launcher's "poison" status
100 % success
 adds 10 health points to the launcher,
(poison)


acid thrower:

Level 2
4 magical power, 100 % success
the target has a 20 % chance of becoming -1 in physical defense, for up to 12 turns
(poison, magical, offensive)


elixir delivery:

Level 2
works following the number of "elixir of poison" cards in the launcher's hand, 100 % success
the target has a 100 % chance to take 1 card "elixir of poison" in the launcher's hand
(poison, manipulation, offensive)


poisoning:

Level 3
90 % success
the target has a 100 % chance of becoming +1 in poison, for up to 4 turns
(poison, status, offensive)


acid arrow:

Level 3
4 magical power, has a level 6 critical hit, 100 % success
(poison, arrow, magical, offensive)


alchemist:

Level 4
100 % success
The launcher takes the "alchemist" posture
(+3 power on "explosion" launched attacks, +2 power on "poison" launched attacks, +1 power on "fire" launched attacks, +2 power on "physical" received attacks)
(poison, posture)


acid bomb:

Level 5
7 magical power, 100 % success
the target has a 50 % chance of becoming -2 in physical defense, for up to 12 turns
(poison, explosion, magical, offensive)


poisoned gift:

Level 6
90 % success
adds 20 health points to the target, the target has a 100 % chance of becoming +1 in poison, for up to 12 turns
(poison, status, offensive)


tartar mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card "water" into their exile
(poison, weapon, mace, double try, physical, offensive)


dissolving:

Level 8
100 % success
the target has a 100 % chance of becoming -1 in physical defense, for up to 8 turns
the target has a 100 % chance to put 2 card "powder" into their exile
(poison, stat, offensive, manipulation)


stench:

Level 9
90 % success
in 4 turns the target has a 100 % chance of becoming +2 in poison, for up to 8 turns
(poison, status, offensive)


insecticide:

Level 10
100 % success
the target has a 100 % chance to put 2 card "bug" into their exile
(poison, manipulation, offensive)


shock poison:

Level 12
works following the target's "poison" status, 5 magical power, 100 % success
(poison, magical, offensive)


alchemical curse:

Level 12, follows the number of "toxiphobia" cards in the target's hand, 90 % success
 the target has a 100 % chance to put 1 card "toxiphobia" into their exile, The target gets 1 "elixir of poison" cards in their hand,
(poison, manipulation, offensive)


elixir explosion:

Level 14
follows the number of "elixir" cards in the target's hand, 5 magical power, 100 % success
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns, the target has a 100 % chance to put 1 card "elixir" into their exile
(poison, explosion, magical, offensive, manipulation)


pus surge:

Level 16
follows the number of "bleeding" cards in the launcher's discard pile, 4 magical power, 100 % success
in 4 turns the target has a 100 % chance of becoming +1 in poison, for up to 1 turns
(poison, blood, surge, magical, offensive, status)


powder explosion:

Level 22
follows the number of "powder" cards in the target's hand
5 magical power, 100 % success
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns
the target has a 100 % chance to put 1 card "powder" into their exile
(poison, explosion, magical, offensive, manipulation)


Water Card List


hydrology:

requires the launcher to be water type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on water launched attacks, )
(water, type, passive effect)


damp:

100 % success
the target has a 100 % chance to put 1 card explosion into their exile
the target puts 1 cards explosion below their deck.
(water, manipulation, offensive)


water bomb:

3 physical power, 90 % success
(water, physical, offensive)


elixir of energy:

has a level 1 critical failiure, 100 % success
adds 8 health points to the launcher
(water, elixir)


acrobatic surfing:

works as a parry against a surge card
12 physical power, 90 % success
(water, parry, critical risk, physical, offensive)


melting ice:

works following the launcher's freezing status, 100 % success
the launcher has a 100 % chance of becoming -1 in confusion, for up to 2 turns
the launcher has a 100 % chance to take 1 card water from their deck
(water, status, manipulation)


oxidative reaction:

works as a reaction against a steel card, 100 % success
The target gets 1 rust cards in their hand
(water, reaction, offensive)


water symbol

100 % success
The launcher gets 2 water symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(water, minor symbol, passive effect)


water barrier:

Level 1
works as a parry against a fire card, 100 % success
the target has a 100 % chance to put 4 card fire into their exile
the target puts 4 cards fire below their deck.
(water, parry, barrier, manipulation, offensive)


hydration:

Level 1
100 % success
adds 5 health points to the launcher
the launcher has a 100 % chance of becoming -1 in burning, for up to 8 turns
(water, status)


purifying water:

Level 1
100 % success
the launcher has a 100 % chance of becoming -1 in burning, -1 in poison, for up to 8 turns
the launcher has a 100 % chance to put 2 card bleeding into their exile
(water, status, manipulation)


bubble:

Level 1
3 magical power, 100 % success
the target has a 20 % chance of becoming -1 in success for up to 4 turns
(water, magical, offensive)


purging elixir:

Level 1
works following the number of elixir of poison cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card elixir of poison into their exile
The launcher gets 1 elixir of energy cards in their hand
(water, manipulation)


sea salt:

Level 1
follows the number of bleeding cards in the target's hand
2 physical power, 100 % success
(water, powder, physical, offensive)


water mirror:

Level 1
works as a parry against a ray card
8 magical power, 100 % success
(water, mirror, ray, parry, magical, offensive)


dolphin's song:

Level 1
2 magical power, 100 % success
the launcher has a 100 % chance to take 1 card water in the target's deck
(water, sound, magical, offensive, manipulation)


ice heal:

Level 2
100 % success
the launcher has a 100 % chance of becoming -1 in freezing, for up to 8 turns
(water, status)


bubble beam:

Level 3
5 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 2 turns
(water, magical, offensive)


water pulse:

Level 4
6 magical power, 100 % success
the target has a 20 % chance of becoming +1 in confusion, for up to 1 turns
(water, undulation, magical, offensive)


tuna's pulse:

Level 5
15 physical power, 80 % success
the launcher suffers 30 % of the damages caused to the target
(water, tackle, contact, physical, offensive)


rain:

Level 5
100 % success
Changes the environment to rain
(+3 power on water launched attacks, +2 power on electric launched attacks, +1 power on grass launched attacks, -3 power on fire launched attacks)
(water, environment)


brine:

Level 6
5 magical power, 100 % success
the target has a 100 % chance to put 1 card ice into their exile
(water, magical, offensive, manipulation)


coral axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the launcher has a 10 % chance of becoming +1 in special defense, for up to 4 turns
(water, weapon, axe, physical, offensive)


kraken:

Level 6
100 % success
The launcher takes the kraken posture
(+4 power on physical launched attacks, +2 power on tentacle launched attacks, -8 power on magical launched attacks, +6 power on magical received attacks, +2 power on undulation received attacks)
(water, posture)


electric eel:

Level 6
100 % success
 The launcher takes the "electric eel" posture
+3 power on "electric" launched attacks, +1 power on "water" launched attacks, +1 power on "magical" launched attacks, -6 power on "physical" launched attacks, +3 power on "ground" received attacks, -3 power on "electric" received attacks),
(water, posture)


net:

Level 8
100 % success
the target has a 100 % chance of becoming +2 in critical failure, for up to 4 turns
(water, stat, offensive)


whale's song:

Level 8
5 magical power, 100 % success
the launcher has a 100 % chance to take 2 card water in the target's deck
(water, sound, magical, offensive, manipulation)


boiling:

Level 9
works following the launcher's burning status
7 magical power, 100 % success
the target has a 80 % chance of becoming +1 in burning, for up to 2 turns
(water, magical, offensive)


erosion of the floors:

Level 9
90 % success
the target has a 100 % chance to put 4 card ground into their exile
(water, manipulation, offensive)


tentacle harassment:

Level 10
1 physical power, can hit up to 8 times, 100 % success
the target has a 100 % chance to put 2 card passive effect into their discard pile
(water, contact, tentacle, physical, offensive, multi-hit, manipulation)


sonar ray:

Level 12
10 magical power, never fails
the target has a 30 % chance of becoming +2 in confusion, for up to 1 turns
the target shows 4 cards from their hand
(water, ray, sound, magical, offensive, unmissable)


fang of shark:

Level 12
12 physical power, has a level 1 critical hit, 100 % success
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns
(water, mouth, fang, contact, physical, offensive)


wicked wave:

Level 14
15 magical power, 100 % success
(water, surge, magical, offensive)


aquatic migration:

Level 15
works following the number of water cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card water from their deck, put 1 card water into their discard pile
(water, manipulation)


tentacle choke:

Level 16
8 physical power, 100 % success
The target can't draw during 1 turns
(water, contact, tentacle, physical, offensive, prohibition)


water memory:

Level 24
works following the number of water cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card water from their discard pile, take 1 card water from their exile
(water, manipulation)


fang of megalodon:

Level 28
20 physical power, has a level 1 critical hit, 100 % success
the target has a 50 % chance of becoming +2 in fear, for up to 1 turns
(water, mouth, fang, contact, ancient, physical, offensive)


Rock Card List


rip-rap:

requires the launcher to be rock type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on rock launched attacks, )
(rock, type, passive effect)


precious splinter:

3 physical power, 100 % success
(rock, physical, offensive)


stability:

100 % success
The launcher's type cannot be changed during 4 turns
(rock, prohibition)


preventive trussing:

works following the number of parry cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card parry from their deck
(rock, manipulation)


petrified jaw:

100 % success
the launcher has a 50 % chance of becoming +1 in physical attack, for up to 8 turns, has a passive effect in the hand (+3 power on mouth launched attacks
(rock, ancient, mouth, passive effect)


rock symbol

100 % success
The launcher gets 2 rock symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(rock, minor symbol, passive effect)


mineral insensitivity:

Level 1
works as a parry against a status card, 85 % success
The launcher gets 1 mineral insensitivity cards in their hand
The launcher can't draw during 2 turns
(rock, parry)


rock barrier:

Level 1
works as a parry against a tackle card
18 physical power, 100 % success
the target puts 2 cards tackle below their deck.
(rock, parry, barrier, physical, offensive, manipulation)


drop of dust:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns
(rock, stat)


rock throw:

Level 1
5 physical power, 90 % success
(rock, physical, offensive)


absorption mirror:

Level 1
works as a parry against a absorption card, 8 magical power, 100 % success
the launcher regains 100 % of the damages caused to the target
(rock, mirror, parry, magical, offensive, absorption)


fossil dig:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card ancient from their deck
(rock, manipulation)


big rock throw:

Level 3
10 physical power, 85 % success
(rock, physical, offensive)


diamond arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(rock, arrow, physical, offensive)


petrificus:

Level 4
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 2 turns
(rock, status, offensive)


heart stone:

Level 4
100 % success
the launcher has a 100 % chance of becoming -2 in confusion, for up to 8 turns
(rock, status)


rock wall:

Level 5
100 % success
the launcher has a 100 % chance of becoming +4 in physical defense, -2 in success, for up to 8 turns
(rock, stat)


ancient ruin:

Level 5
100 % success
Changes the environment to ancient ruin
(+3 power on ancient power launched attacks, +3 power on ancient launched attacks, +1 power on ghost launched attacks)
(rock, environment)


antimagic zone:

Level 5
100 % success
Changes the environment to antimagic zone
(-4 power on magical launched attacks)
(rock, environment)


stone sentinel:

Level 5, can only target an ally
works following the launcher's "physical defense" statistic, never fails, the target has a 100 % chance of becoming +1 in physical defense, for about 8 turns,
(rock, unmissable, stat, support)


power gem:

Level 6
10 magical power, 80 % success
20 % chance of changing the target's type into rock
(rock, ray, magical, offensive)


diamond axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(rock, weapon, axe, physical, offensive)


dinosaur:

Level 6
100 % success
 The launcher takes the "dinosaur" posture
+3 power on "ancient" launched attacks, +3 power on "fang" launched attacks, +3 power on "hand" launched attacks, +2 power on "contact" launched attacks, -6 power on "magical" launched attacks, +4 power on "magical" received attacks, +3 power on "steel" received attacks, +3 power on "electric" received attacks, +3 power on "fairy" received attacks),
(rock, posture)


rock slide:

Level 8
15 physical power, 90 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(rock, physical, offensive)


colossal crushing:

Level 10
works following the number of foot cards in the launcher's hand
8 physical power, 100 % success
(rock, foot, ancient, physical, offensive)


ancient power:

Level 12
12 magical power, 100 % success
the launcher has a 10 % chance of becoming +1 in physical attack, +1 in physical defense, +1 in special attack, +1 in special defense, for up to 8 turns
(rock, ancient, magical, offensive)


golem:

Level 14
100 % success
The launcher takes the golem posture
(+4 power on physical launched attacks, +4 power on rock launched attacks, +3 power on ground launched attacks, -8 power on magical launched attacks, +4 power on magical received attacks, +4 power on grass received attacks, +4 power on water received attacks, +4 power on fighting received attacks)
(rock, posture)


marble zone:

Level 15
100 % success
The launcher's type cannot be changed during 8 turns
The target's type cannot be changed during 8 turns
(rock, offensive, prohibition)


smash symbol

Level 15
1 physical power,100 % success
 (rock, major symbol, physical, offensive)


massif thrower:

Level 18
30 physical power, 60 % success
the target has a 80 % chance of becoming +1 in fear, for up to 1 turns
(rock, physical, offensive)


fortress:

Level 22
100 % success
the launcher has a 100 % chance of becoming +8 in physical defense, -4 in success, for up to 8 turns
(rock, stat)


Dark Card List


shady mind:

requires the launcher to be dark type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on dark launched attacks, )
(dark, type, passive effect)


self-mutilation:

works following the number of dark cards in the launcher's hand, never fails
takes 2 health points from its launcher, the launcher has a 5 % chance of becoming +1 in fear, for up to 1 turns
The launcher gets 1 bleeding cards in their hand
(dark, blood, unmissable)


growl:

100 % success
the target has a 100 % chance of becoming -2 in physical attack, for up to 2 turns
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(dark, mouth, sound, stat, offensive)


bite:

3 physical power, 100 % success
(dark, mouth, fang, contact, physical, offensive)


taste of risk:

100 % success
the launcher has a 100 % chance of becoming +1 in critical hit, +1 in critical failure, for up to 4 turns
(dark, stat)


dark symbol

100 % success
The launcher gets 2 dark symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(dark, minor symbol, passive effect)


hemorrhage

follows the number of bleeding cards in the target's hand
 100 % success
 takes1 health points from its target, the target has a 100 % chance to put 1 card bleeding into their discard pile
(dark, blood, offensive, manipulation)


immunity against psy:

works as a parry against a "psychic" card
requires the launcher to be "dark" type, 85 % success
 The launcher gets 1 "immunity against psy" cards in their hand, The launcher can't draw during 1 turns,
(dark, parry)


disloyal ripost:

Level1
works as a reaction against a contact card
5 physical power, has a level 1 critical hit, never fails
The target gets 1 bleeding cards in their hand
(dark, contact, blood, reaction, physical, offensive, unmissable)


feint attack:

Level 1
4 physical power, has a level 1 critical hit, never fails
(dark, contact, physical, offensive, unmissable)


intimidate:

Level 1
100 % success
the target has a 100 % chance of becoming -1 in physical attack, for up to 8 turns
(dark, stat, offensive)


spit:

Level 1
100 % success
the target has a 100 % chance of becoming +2 in physical attack, -2 in physical defense, for up to 2 turns
(dark, mouth, stat, offensive)


sucker punch:

Level 1
4 physical power, has a level 3 critical hit, 100 % success
(dark, contact, physical, offensive)


unnoticed larceny:

Level 1
works as a reaction against a manipulation card, 100 % success
the launcher has a 100 % chance to take 2 card in the target's discard pile
(dark, double try, hand, reaction, manipulation, offensive)


blood barrier:

Level 1
works as a parry against a fairy card, works following the number of bleeding cards in the launcher's hand
2 magical power, 100 % success
the target has a 100 % chance of becoming +1 in fear, for up to 1 turns
the target has a 100 % chance to take 1 card bleeding in the launcher's hand
the target puts 1 cards fairy below their deck.
(dark, parry, barrier, magical, offensive, status, manipulation)


Level 1
works as a reaction against a contact card, 5 physical power, has a level 1 critical hit, never fails
The target gets 1 bleeding cards in their hand
(dark, contact, blood, reaction, physical, offensive, unmissable)


madness:

Level 2
100 % success
the launcher has a 100 % chance of becoming +4 in critical hit, +4 in critical failure, for up to 4 turns
in 2 turns the launcher has a 100 % chance of becoming +1 in confusion, for up to 2 turns
(dark, stat, status)


plot:

Level 2
80 % success
the launcher has a 100 % chance to take 1 card from their deck
the target has a 100 % chance to take 1 card from their deck
(dark, manipulation, offensive)


chance of the thief:

Level 2
works following the target's sleep status, 100 % success
the launcher has a 100 % chance to take 1 card in the target's deck
(dark, hand, manipulation, offensive)


exacerbation:

Level 2
100 % success
The launcher's type level is modified by 4, The target's type level is modified by 4
(dark, offensive, type)


constraint:

Level 2
100 % success
the target has a 100 % chance to put 1 card into their discard pile
(dark, manipulation, offensive)


self-centered thinking:

Level 2
100 % success
 The target gets 2 "egocentrism" cards in their hand,
(dark, offensive)


sadistic:

Level 3
100 % success
The launcher takes the sadistic posture
(+2 power on multi-hit launched attacks, +1 power on blood launched attacks, +1 power on fairy received attacks)
(dark, posture)


bloody scratch:

Level 3
4 physical power, 100 % success
The target gets 1 bleeding cards in their hand
(dark, contact, hand, blood, physical, offensive)


insomnia:

Level 4
100 % success
the launcher has a 100 % chance of becoming -2 in sleep, for up to 8 turns
(dark, status)


snatching:

Level 4
100 % success
The launcher's type level is modified by 1
The target's type level is modified by -1
(dark, offensive, type)


shared glass:

Level 5
100 % success
in 2 turns the launcher has a 50 % chance of becoming +1 in poison, for up to 2 turns
in 2 turns the target has a 50 % chance of becoming +1 in poison, for up to 2 turns
the launcher has a 100 % chance to take 1 card in the target's hand
the target has a 100 % chance to take 1 card in the launcher's hand
(dark, offensive, manipulation)


werewolf howl:

Level 5
4 magical power, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
the launcher has a 100 % chance to take 1 card dark in the target's deck
(dark, mouth, sound, magical, offensive, manipulation)


crunch:

Level 6
8 physical power, 100 % success
the target has a 20 % chance of becoming -1 in physical defense, for up to 4 turns
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(dark, mouth, fang, contact, physical, offensive)


pickpocket:

Level 6
100 % success
the launcher has a 100 % chance to take 2 card in the target's deck
(dark, hand, manipulation, offensive)


dark elf:

Level 6
100 % success
The launcher takes the dark elf posture
(+3 power on dark launched attacks, +2 power on poison launched attacks, +1 power on arrow launched attacks, +1 power on magical launched attacks, -2 power on physical launched attacks, +3 power on physical received attacks, +2 power on sword received attacks, +1 power on fairy received attacks, -1 power on magical received attacks)
(dark, posture)


murderous axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in poison, for up to 1 turns
(dark, weapon, axe, physical, offensive)


troll:

Level 6
100 % success
The launcher takes the troll posture
(+5 power on mace launched attacks, +3 power on physical launched attacks, +2 power on axe launched attacks, -8 power on magical launched attacks, +6 power on magical received attacks, +2 power on weapon received attacks)
(dark, posture)


rush:

Level 8
4 physical power, 100 % success
the launcher has a 75 % chance to take 1 card in the target's deck
(dark, contact, physical, offensive)


knock out:

Level 8
5 physical power, 100 % success
the target has a 100 % chance to put 1 card into their discard pile
(dark, contact, physical, offensive, manipulation)


nasty sacrifice:

Level 9
100 % success
takes 12 health points from its launcher, the launcher has a 100 % chance to take 3 card from their deck
(dark, manipulation)


midnight ring:

Level 10
100 % success
the launcher has a 100 % chance of becoming +2 in physical attack, +2 in special attack, +2 in critical hit, for up to 4 turns
the launcher has a 100 % chance of becoming -2 in confusion, -2 in fear, -2 in sleep, for up to 4 turns
the launcher puts 1 cards dark above their deck.
(dark, sound, stat, status, manipulation)


rip-off:

Level 10
100 % success
the launcher has a 100 % chance to take 1 card in the target's hand
(dark, hand, manipulation, offensive)


reversed evilness:

Level 11
follows the number of physical cards in the target's hand, 100 % success
the target has a 100 % chance to put 1 card physical into their discard pile
The target gets 1 self-mutilation cards in their hand
(dark, manipulation, offensive)


shock from terror:

Level 12
works following the target's fear status, 4 magical power, has a level 1 critical hit, 100 % success
(dark, magical, offensive)


dark night:

Level 12
100 % success
Changes the environment to dark night
(+5 power on shock from terror launched attacks, +3 power on nightmare launched attacks, +2 power on dark launched attacks, +1 power on ghost launched attacks, -4 power on grass launched attacks, -2 power on fairy launched attacks)
(dark, environment)


enlarge sore:

Level 14
follows the number of bleeding cards in the target's hand, 2 physical power, 100 % success
The target gets 1 bleeding cards in their hand
(dark, contact, blood, physical, offensive)


blood resonance:

Level 16
works following the number of bleeding cards in the launcher's hand, follows the number of bleeding cards in the target's hand
1 magical power, 100 % success
the launcher suffers 50 % of the damages caused to the target
(dark, blood, undulation, magical, offensive)


bloody panic:

Level 18
follows the number of bleeding cards in the target's hand
1 magical power, 100 % success
the target has a 100 % chance of becoming +1 in fear, for up to 1 turns
(dark, blood, magical, offensive, status)


envious' ray:

Level 20
works following the number of target's critical hits
10 magical power, 100 % success
the target has a 50 % chance to put 1 card into their exile
(dark, ray, magical, offensive)


deadly symbol

Level 30
1 magical power, 100 % success
works following the number of minor symbol cards in the launcher's hand, follows the number of minor symbol cards in the target's hand
(dark, major symbol, magical, offensive)


Ghost Card List


ghost mind:

requires the launcher to be ghost type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on ghost launched attacks, )
(ghost, type, passive effect)


nostalgic hand:

works following the number of   cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card from their discard pile, put 1 card into their exile
(ghost, hand, manipulation)


frightening laugh:

75 % success
the target has a 100 % chance of becoming +1 in fear, for up to 1 turns
(ghost, mouth, sound, status, offensive)


link to the past:

works following the number of mirror cards in the launcher's hand, 100 % success
in 2 turns the launcher has a 50 % chance of becoming +1 in curse, for up to 1 turns
the launcher has a 100 % chance to take 1 card from their discard pile
(ghost, manipulation)


wicked contact:

works as a reaction against a contact card, requires the launcher to be ghost type, 100 % success
the target has a 100 % chance of becoming +1 in curse, for up to 2 turns
(ghost, contact, reaction, status, offensive)


defeatism:

works as a reaction against a contact card, 100 % success
The target gets 1 defeatism cards in their hand
The target takes the defeatism posture
(-1 power on offensive launched attacks, +1 power on offensive received attacks, +2 power on psychic received attacks)
(ghost, reaction, posture
offensive)


false reality:

works as a parry against a mirror card, 85 % success
The launcher gets 1 false reality cards in their hand, The launcher can't draw during 2 turns
(ghost, parry)


undulatory organization:

100 % success
the launcher puts 4 cards undulation above their deck.
(ghost, undulation, manipulation)


surfing on undulation:

works as a parry against a undulation card
12 physical power, 90 % success
(ghost, parry, critical risk, physical, offensive)


return bow:

100 % success
the launcher has a 100 % chance to take 1 card arrow from their discard pile
has a passive effect in the hand (+1 power on arrow launched attacks, +1 power on contact received attacks)
(ghost, weapon, passive effect, manipulation)


ghost symbol

100 % success
The launcher gets 2 ghost symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(ghost, minor symbol, passive effect)


immunity against normal:

works as a parry against a "normal" card
requires the launcher to be "ghost" type, 85 % success
 The launcher gets 1 "immunity against normal" cards in their hand, The launcher can't draw during 1 turns,
(ghost, parry)


immunity against fighting:

works as a parry against a "fighting" card
requires the launcher to be "ghost" type, 85 % success
 The launcher gets 1 "immunity against fighting" cards in their hand, The launcher can't draw during 1 turns,
(ghost, parry)


reflex ghost mind:

Level 1
works as a parry against a normal card, 100 % success
100 % chance of changing the launcher's type into ghost
(ghost, parry, type)


disappearance:

Level 1
100 % success
the launcher has a 100 % chance of becoming +4 in dodge, for up to 1 turns
(ghost, stat)


lick:

Level 1
3 physical power, 100 % success
the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns
(ghost, mouth, contact, physical, offensive)


spectral wind:

Level 1
6 magical power, 75 % success
(ghost, wind, magical, offensive)


lugubrious tingling:

Level 1
follows the number of sound cards in the launcher's discard pile, 2 magical power, 90 % success
(ghost, sound, magical, offensive)


undulating song:

Level 1
2 magical power, 100 % success
the launcher has a 100 % chance to take 1 card undulation in the target's deck
(ghost, mouth, sound, undulation, magical, offensive, manipulation)


shadow claw:

Level 2
4 physical power, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(ghost, contact, hand, physical, offensive)


spectral dimension:

Level 2
70 % success
100 % chance of changing the launcher's type into ghost
100 % chance of changing the target's type into ghost
(ghost, offensive, type)


power taking:

Level 2
100 % success
the launcher has a 100 % chance of becoming +2 in special attack, for up to 8 turns
the launcher has a 100 % chance of becoming +1 in sleep, for up to 2 turns
the target has a 100 % chance of becoming -2 in special attack, for up to 8 turns
(ghost, absorption, stat, offensive, status)


taking concentration:

Level 2
100 % success
the launcher has a 100 % chance of becoming +2 in special defense, for up to 8 turns
the launcher has a 100 % chance of becoming +1 in sleep, for up to 2 turns
the target has a 100 % chance of becoming -2 in special defense, for up to 8 turns
(ghost, absorption, stat, offensive, status)


blasting touch:

Level 3
75 % success
the target has a 100 % chance of becoming +1 in curse, for up to 4 turns
(ghost, contact, hand, status, offensive)


blasted sword:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in curse, for up to 1 turns
(ghost, weapon, sword, physical, offensive)


undulating:

Level 3
100 % success
The launcher takes the undulating posture
(+3 power on undulation launched attacks, +3 power on ray received attacks, -1 power on sound received attacks)
(ghost, posture)


void arrow:

Level 3
4 magical power, has a level 6 critical hit, 100 % success
(ghost, arrow, magical, offensive)


immaterialism:

Level 5
100 % success
Changes the environment to immaterialism
(-4 power on physical launched attacks)
(ghost, environment)


spectral squall:

Level 6
9 magical power, 75 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(ghost, wind, magical, offensive)


card coming back:

Level 6
100 % success
the launcher has a 100 % chance to take 1 card from their discard pile
(ghost, manipulation)


annihilation:

Level 8
100 % success
the target has a 100 % chance to put 1 card into their exile
(ghost, manipulation, offensive)


new coming master:

Level 10
100 % success
the launcher has a 100 % chance to take 3 card in the target's exile
(ghost, manipulation, offensive)


common past:

Level 11
100 % success
the launcher has a 100 % chance to take 2 card from their discard pile
the target has a 100 % chance to take 2 card from their discard pile
(ghost, manipulation, offensive)


blasted shock:

Level 12
works following the target's curse status
5 magical power, 100 % success
the target has a 100 % chance of becoming +1 in curse, for up to 4 turns
(ghost, magical, offensive, status)


blasting power:

Level 15
100 % success
the launcher has a 100 % chance of becoming +3 in physical attack, +3 in special attack, for up to 8 turns
in 4 turns the launcher has a 100 % chance of becoming +4 in curse, for up to 4 turns
(ghost, stat, status)


punishment:

Level 18
follows the number of   cards in the target's hand, 2 magical power, 100 % success
(ghost, magical, offensive)


demonic drawing:

Level 20
works following the launcher's curse status, 100 % success
the target has a 100 % chance of becoming +1 in curse, for up to 4 turns
the launcher has a 100 % chance to take 1 card from their deck
the target has a 100 % chance to take 1 card from their deck
(ghost, manipulation, offensive, status)


undulation of the void:

Level 24
12 magical power, 100 % success
the target has a 100 % chance to put 3 card into their exile
(ghost, undulation, magical, offensive, manipulation)


supreme punishment:

Level 30, follows the number of " " cards in the target's exile, 4 magical power
100 % success
(ghost, magical, offensive)


wicked explosion:

Level 35
works following the launcher's "curse" status, 5 magical power
100 % success
 the launcher has a 100 % chance of becoming -1 in curse, for about 4 turns,
(ghost, explosion, magical, offensive, status)


undulating explosion:

Level 40
18 magical power, 100 % success
the target has a 100 % chance to put 6 card into their exile
(ghost, explosion, undulation, magical, offensive, manipulation)


Fire Card List


lighting:

requires the launcher to be fire type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on fire launched attacks, )
(fire, type, passive effect)


elixir of power:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, elixir, stat)


burning powder:

80 % success
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, status, offensive)


ember:

3 magical power, 100 % success
(fire, magical, offensive)


searing contact:

works as a reaction against a contact card
requires the launcher to be fire type, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 2 turns
(fire, contact, reaction, status, offensive)


hand in the fire:

works following the number of   cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card into their exile
(fire, double try, manipulation)


fire panic:

works following the launcher's fear status
4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(fire, panic, contact, critical risk, physical, offensive, multi-hit)


fire symbol

100 % success
The launcher gets 2 fire symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(fire, minor symbol, passive effect)


molotov cocktail:

Level 1
5 physical power, 80 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, physical, offensive)


evaporation:

Level 1
works as a parry against a water card, 85 % success
The launcher gets 1 evaporation cards in their hand, The launcher can't draw during 2 turns
(fire, parry)


gunpowder:

Level 1
7 magical power, the launcher suffers 100 % of the damages caused to the target, 75 % success
the launcher suffers 100 % of the damages caused to the target
the launcher has a 100 % chance of becoming +1 in burning, for up to 1 turns
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, magical, offensive, status)


land mine:

Level 1
works as a parry against a "foot" card
12 magical power
100 % success
(fire, explosion, parry, magical, offensive)


overheat:

Level 2
100 % success
the launcher has a 100 % chance of becoming +3 in special attack, for up to 2 turns
in 2 turns the launcher has a 100 % chance of becoming +2 in burning, -2 in freezing, for up to 2 turns
(fire, critical risk, stat, status)


swordfire:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, weapon, sword, physical, offensive)


fire punch:

Level 4
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, hand, physical, offensive)


evaporator ray:

Level 4
follows the number of water cards in the target's hand
4 magical power, 100 % success
the target has a 100 % chance to put 1 card water into their exile
(fire, ray, magical, offensive, manipulation)


burning wind:

Level 5
90 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, wind, status, offensive)


oppressive heat:

Level 5
100 % success
Changes the environment to oppressive heat
(+3 power on fire launched attacks, -3 power on ice launched attacks, -2 power on water launched attacks, -1 power on grass launched attacks)
(fire, environment)


pyromancer:

Level 6
100 % success
The launcher takes the pyromancer posture
(+3 power on fire launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on water received attacks, +3 power on ground received attacks, +3 power on rock received attacks)
(fire, posture)


fire fang:

Level 7
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in burning, for up to 2 turns
(fire, mouth, fang, contact, physical, offensive)


burning power:

Level 8
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, stat)


stirring up:

Level 9
works following the target's burning status, 5 magical power, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, magical, offensive, status)


flamethrower:

Level 10
15 magical power, 100 % success
the target has a 15 % chance of becoming +1 in burning, for up to 2 turns
(fire, magical, offensive)


inflamed roll:

Level 12
10 physical power, 80 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns
the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, physical, offensive, stat)


calcination:

Level 15
12 magical power, the launcher suffers 100 % of the damages caused to the target, 85 % success
the launcher has a 100 % chance of becoming +2 in burning, for up to 1 turns
the target has a 100 % chance of becoming +2 in burning, for up to 1 turns
the launcher has a 100 % chance to put 2 card into their exile
the target has a 100 % chance to put 2 card into their exile
(fire, magical, offensive, status, manipulation)


explosive symbol

Level 15
1 magical power, 100 % success
(fire, major symbol, magical, offensive)


fire blast:

Level 18
20 magical power, has a level 1 critical failiure, 100 % success
the target has a 25 % chance of becoming +1 in burning, for up to 2 turns
(fire, explosion, magical, offensive)


eruption:

Level 20
30 magical power, 80 % success
the launcher has a 100 % chance of becoming -3 in special attack, for up to 4 turns
(fire, surge, magical, offensive, stat)


fire breath:

Level 25
20 magical power, 100 % success
the target has a 50 % chance of becoming +1 in burning, for up to 2 turns
(fire, wind, magical, offensive)


burning overkill:

Level 28
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +2 in special attack, for up to 4 turns
(fire, stat)


Fairy Card List


enchantment:

requires the launcher to be fairy type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on fairy launched attacks, )
(fairy, type, passive effect)


giggle:

100 % success
the target has a 100 % chance of becoming +1 in confusion, for up to 1 turns
(fairy, mouth, sound, status, offensive)


tickle:

100 % success
the target has a 100 % chance of becoming -1 in physical attack, -1 in physical defense, for up to 4 turns
(fairy, contact, hand, stat, offensive)


confide:

100 % success
the target has a 100 % chance of becoming -1 in special attack, -1 in special defense, for up to 4 turns
(fairy, mouth, stat, offensive)


elixir of bravery:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming -1 in fear, for up to 4 turns
(fairy, elixir, status)


fair compensation:

works as a reaction against a physical card, 100 % success
the launcher has a 100 % chance to take 1 card from their deck
The target gets 1 fair compensation cards in their hand
(fairy, reaction, manipulation, offensive)


honorable compensation:

works as a reaction against a type card, follows the number of   cards in the target's hand
100 % success
the launcher has a 100 % chance to put 1 card into their discard pile
the target has a 100 % chance to take 1 card from their deck
the launcher has a 100 % chance to take 1 card in the target's hand
(fairy, reaction, manipulation, offensive)


vanity:

100 % success
the launcher has a 100 % chance to take 1 card mirror from their deck
(fairy, manipulation)


musical note:

works as a reaction against a sound card, 100 % success
The launcher gets 2 musical note cards in their hand
(fairy, sound, reaction)


finger snap:

60 % success
the target has a 100 % chance of switching his type
(fairy, sound, hand, double try, offensive, type)


light symbol

100 % success
The launcher gets 2 light symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(fairy, minor symbol, passive effect)


immunity against dragon:

works as a parry against a "dragon" card
requires the launcher to be "fairy" type, 85 % success
 The launcher gets 1 "immunity against dragon" cards in their hand, The launcher can't draw during 1 turns,
(fairy, parry)


fairy aura:

level 1
100 % success
the launcher has a 100 % chance of becoming -2 in curse, for up to 8 turns
(fairy, status)


audio power:

level 1
100 % success
the launcher has a 100 % chance to take 1 card sound from their deck
(fairy, manipulation)


charm:

level 1
100 % success
the target has a 100 % chance of becoming -2 in physical attack, for up to 4 turns
(fairy, stat, offensive)


play rough:

level 1
4 physical power, 100 % success
the target has a 30 % chance of becoming +1 in confusion, for up to 1 turns
(fairy, contact, physical, offensive)


seven-league boot:

level 1
requires the launcher to be fairy type, 100 % success
the launcher has a 100 % chance of becoming -2 in success, +2 in critical failure, for up to 7 turns
The launcher's type level is modified by 7
The launcher can't change types during 7 turns
(fairy, foot, type, prohibition, stat)


truth mirror:

level 1
works as a parry against a dark card, follows the number of dark cards in the target's hand
2 magical power, 100 % success
(fairy, mirror, parry, magical, offensive)


fair play whistle:

level 1
works as a parry against a multi-hit card, 60 % success
the target has a 100 % chance to put 1 card multi-hit into their exile
(fairy, parry, double try, sound, manipulation, offensive)


magical shield:

level 1
works as a parry against a ghost card
8 magical power, 100 % success
the target has a 50 % chance of becoming -1 in special defense, for up to 2 turns
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on ray received attacks)
(fairy, weapon, shield, parry, magical, offensive, passive effect)


healing touch:

Level 1, can only target an ally
100 % success
 adds 20 health points to the target,
(fairy, hand, contact, support)


magic armor:

level 2
100 % success
the launcher has a 100 % chance of becoming +2 in special defense, for up to 8 turns
(fairy, stat)


audio therapy:

level 2
works following the number of sound cards in the launcher's hand, 100 % success
adds 3 health points to the launcher
(fairy, sound)


magical flute:

level 2
100 % success
the launcher has a 100 % chance of becoming -1 in confusion, -2 in sleep, for up to 3 turns
The launcher gets 1 musical note cards in their hand
(fairy, sound, status)


sweet kiss:

level 3
100 % success
the target has a 100 % chance of becoming +1 in confusion, for up to 4 turns
(fairy, mouth, contact, status, offensive)


magic sword:

level 3
5 physical power, has a level 1 critical hit, 100 % success
the launcher has a 5 % chance of becoming +1 in physical attack, for up to 4 turns
(fairy, weapon, sword, physical, offensive)


peace treaty:

level 3
80 % success
the launcher has a 100 % chance to put 10 card offensive into their discard pile
the target has a 100 % chance to put 10 card offensive into their discard pile
The launcher can't draw during 2 turns
The target can't draw during 2 turns
(fairy, manipulation, offensive, prohibition)


fairy song:

level 3
3 magical power, 100 % success
the target has a 15 % chance of becoming +1 in confusion, for up to 1 turns
the launcher has a 100 % chance to take 1 card musical note from their exile
(fairy, sound, mouth, magical, offensive, manipulation)


light arrow:

level 3
4 magical power, has a level 6 critical hit, 100 % success
(fairy, arrow, magical, offensive)


stimulating music:

Level 3, can only target an ally
100 % success
 the target has a 100 % chance to take 1 card from their deck,
(fairy, sound, manipulation, support)


inspiration:

Level 3, can only target an ally
100 % success
 The target's type level is modified by 4,
(fairy, type, support)


hands off:

level 4
80 % success
the target has a 100 % chance to put 2 card hand into their exile
(fairy, manipulation, offensive)


environmental shelter:

level 4
90 % success
the target has a 100 % chance to put 2 card environment into their exile
(fairy, manipulation, offensive)


softening:

level 4
100 % success
the target has a 100 % chance to put 1 card offensive into their discard pile
(fairy, manipulation, offensive)


fairy wind:

level 4
5 magical power, 100 % success
(fairy, wind, magical, offensive)


powdering:

level 5
100 % success
the launcher has a 100 % chance to take 2 card powder from their deck
(fairy, manipulation)


blue blood:

level 5
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, for up to 1 turns
the launcher has a 100 % chance of becoming -1 in fear, for up to 4 turns
the launcher has a 100 % chance to put 1 card bleeding into their exile
(fairy, blood, stat, status, manipulation)


power word:

Level 5, can only target an ally
100 % success
 the target has a 100 % chance of becoming +2 in special attack, +2 in special defense, for about 8 turns,
(fairy, mouth, sound, stat, support)


light word:

Level 5, can only target an ally
100 % success
 the target has a 100 % chance of becoming -2 in confusion, -4 in curse, -2 in paralysis, for about 4 turns,
(fairy, mouth, sound, status, support)


draining kiss:

level 6
5 magical power, 100 % success
the launcher regains 75 % of the damages caused to the target
the target has a 20 % chance of becoming -1 in physical attack, -1 in special attack, for up to 2 turns
the target has a 50 % chance of becoming +1 in confusion, for up to 1 turns
(fairy, mouth, contact, magical, offensive, absorption)


bard:

level 6
100 % success
The launcher takes the bard posture
(+3 power on sound launched attacks, +1 power on mouth launched attacks, -4 power on physical launched attacks, +3 power on weapon received attacks, +2 power on physical received attacks, -2 power on sound received attacks)
(fairy, posture)


pacifism:

Level 6
follows the number of weapon cards in the target's hand, 80 % success
the target has a 100 % chance to put 1 card weapon into their discard pile
(fairy, manipulation, offensive)


dazzling gleam:

level 8
8 magical power, 100 % success
the target has a 50 % chance of becoming -2 in success, for up to 2 turns
(fairy, magical, offensive)


fairy sonata:

level 9
7 magical power, 85 % success
the launcher has a 40 % chance of becoming +1 in special attack, for up to 2 turns
The launcher gets 1 musical note cards in their hand
(fairy, sound, magical, offensive)


disquieting dream:

level 10
works following the target's sleep status, 100 % success
the target has a 100 % chance of becoming +1 in confusion, for up to 4 turns
(fairy, status, offensive)


magical banquet:

Level 10, can only target an ally
100 % success
 the target has a 100 % chance of becoming -1 in poison, -2 in sleep, for about 4 turns, The target gets 1 "hero elixir" cards in their hand,
(fairy, status, support)


lullaby:

level 11
90 % success
the target has a 100 % chance of becoming +2 in sleep, for up to 2 turns
(fairy, mouth, sound, status, offensive)


magical exchange:

level 13
follows the number of magical cards in the target's hand, 80 % success
the launcher has a 100 % chance to take 1 card magical in the target's deck, The target gets 1 fair compensation cards in their hand
(fairy, manipulation, offensive)


magical explosion:

level 12
15 magical power, 100 % success
the launcher has a 100 % chance of becoming -2 in special attack, -2 in special defense, for up to 4 turns
the target has a 80 % chance of becoming -2 in success, for up to 4 turns
(fairy, explosion, magical, offensive, stat)


siren song:

level 14
8 magical power, 95 % success
the launcher has a 100 % chance to take 2 card musical note from their exile
The target can't draw during 1 turns
(fairy, sound, mouth, magical, offensive, prohibition, manipulation)


environmental punishment:

level 15
follows the number of environment cards in the target's exile, 10 magical power, 100 % success
(fairy, magical, offensive)


hero of the century:

Level 15, can only target an ally
100 % success
 The target gets 1 "legendary sword" cards in their hand,
(fairy, support)


unicorn tackle:

level 20
20 physical power, has a level 1 critical hit, 90 % success
the launcher suffers 40 % of the damages caused to the target
the target has a 50 % chance of becoming +2 in confusion, for up to 1 turns
(fairy, tackle, contact, physical, offensive)


magical score:

level 22
works following the number of musical note cards in the launcher's hand, 100 % success
The launcher gets 1 musical note cards in their hand
(fairy)


symphony of the forest:

level 28
works following the number of musical note cards in the launcher's hand
4 magical power, 90 % success
the launcher has a 100 % chance to put 1 card musical note into their exile
(fairy, sound, magical, offensive, manipulation)


transfer symbol

Level 30
works following the number of minor symbol cards in the launcher's hand
100 % success
The target has a 100 % chance to take 1 card minor symbol in the launcher's hand
(fairy, major symbol, manipulation, offensive)


Psychic Card List


psychogenesis:

requires the launcher to be psychic type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on psychic launched attacks, )
(psychic, type, passive effect)


revelatory contact:

works as a reaction against a contact card, requires the launcher to be psychic type
100 % success
the target shows 8 cards from their hand
(psychic, contact, reaction, offensive)


souvenir:

100 % success
the launcher has a 100 % chance to take 2 card from their exile
(psychic, manipulation)


ray depression:

3 magical power, 100 % success
(psychic, ray, magical, offensive)


concentrate:

100 % success
the launcher has a 100 % chance of becoming -2 in confusion, for up to 4 turns
(psychic, status)


personal measure:

100 % success
the launcher has a 100 % chance to take 1 card posture from their deck
(psychic, manipulation)


psychoriginity:

works as a parry against a posture card, 85 % success
The launcher gets 1 psychoriginity cards in their hand
The launcher can't draw during 2 turns
(psychic, parry)


confinement:

100 % success
the launcher has a 100 % chance to take 2 card barrier from their deck, take 2 card barrier from their discard pile
(psychic, manipulation)


cephalalgia:

works following the target's special attack statistic
4 magical power, 100 % success
(psychic, magical, offensive)


mastery of panic:

works as a parry against a panic card, 85 % success
The launcher gets 1 mastery of panic cards in their hand
The launcher can't draw during 2 turns
(psychic, parry)


thought symbol

100 % success
The launcher gets 2 thought symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(psychic, minor symbol, passive effect)


reflexion:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns
(psychic, stat)


risk analysis:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in dodge, -2 in critical failure, for up to 8 turns
(psychic, stat)


ideation:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card magical from their deck
(psychic, manipulation)


forethought:

Level 1
100 % success
the launcher can see 4 cards from their deck
(psychic)


precalculus:

Level 1
100 % success
the launcher has a 100 % chance of becoming +4 in success, for up to 4 turns
(psychic, stat)


epileptic wave:

Level 1
90 % success
the target has a 100 % chance of becoming -4 in success, for up to 4 turns
(psychic, undulation, stat, offensive)


psychic trauma:

Level 1
4 magical power, the launcher suffers 100 % of the damages caused to the target, 100 % success
in 8 turns the launcher has a 100 % chance of becoming +2 in fear, for up to 2 turns
in 8 turns the target has a 100 % chance of becoming +2 in fear, for up to 2 turns
(psychic, magical, offensive, status)


passive intervention:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card passive effect from their deck
(psychic, manipulation)


symbolic mirror

Level 1
works as a parry against a major symbol card
1 magical power, 100 % success
(psychic, mirror, major symbol, parry, magical, offensive)


mini amnesia:

Level 2
100 % success
The target's type level is modified by -6
(psychic, offensive, type)


nightmare:

Level 3
works following the target's sleep status
5 magical power, 80 % success
(psychic, magical, offensive)


muzzling:

Level 3
80 % success
the target has a 100 % chance to put 2 card mouth into their exile, the target puts 2 cards mouth below their deck.
(psychic, manipulation, offensive)


futur sight:

Level 3
100 % success
the launcher can see 8 cards from their deck
(psychic)


psychic disruption:

Level 4
100 % success
the target has a 100 % chance of becoming +1 in critical failure, for up to 4 turns
(psychic, stat, offensive)


telekinesis:

Level 4
75 % success
100 % chance of changing the target's type into flying
(psychic, offensive, type)


rashness access:

Level 4
100 % success
the target shows 8 cards from their deck
(psychic, offensive)


defusing:

Level 4
100 % success
the target has a 100 % chance to put 2 card explosion into their exile
the target puts 2 cards explosion below their deck.
(psychic, manipulation, offensive)


psyshock:

Level 5
6 magical power, 100 % success
the target has a 30 % chance of becoming -1 in physical defense, -1 in special defense, for up to 4 turns
(psychic, magical, offensive)


relax:

Level 5
100 % success
adds 50 health points to the launcher
the launcher has a 100 % chance of becoming +2 in sleep, for up to 4 turns
(psychic, status)


mental prepare:

Level 5
100 % success
the launcher has a 100 % chance of becoming +2 in special attack, +1 in success, for up to 4 turns
(psychic, stat)


apprenticed:

Level 5
100 % success
the launcher has a 100 % chance of becoming +2 in sleep, for up to 2 turns
The launcher's type level is modified by 8
(psychic, type, status)


anticipation:

Level 6
100 % success
the target shows 8 cards from their hand
(psychic, offensive)


psycho axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target shows 4 cards from their deck
(psychic, weapon, axe, physical, offensive)


insect nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 entomophobia cards in their hand
(psychic, nightmare, magical, offensive)


ghost nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 phasmophobia cards in their hand
(psychic, nightmare, magical, offensive)


forest nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 hylophobia cards in their hand
(psychic, nightmare, magical, offensive)


feather nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 ornithophobia cards in their hand
(psychic, nightmare, magical, offensive)


alchemical nightmare:

Level 6
works following the target's "sleep" status, 5 magical power, 80 % success
 The target gets 4 "toxiphobia" cards in their hand,
(psychic, nightmare, magical, offensive)


guard theft:

Level 7
works following the target's physical defense statistic, 100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
the target has a 100 % chance of becoming -1 in physical defense, for up to 8 turns
(psychic, stat, offensive)


attention theft:

Level 7
works following the target's special defense statistic, 100 % success
the launcher has a 100 % chance of becoming +1 in special defense, for up to 8 turns
the target has a 100 % chance of becoming -1 in special defense, for up to 8 turns
(psychic, stat, offensive)


hypnosis:

Level 8
90 % success
the target has a 100 % chance of becoming +1 in sleep, for up to 4 turns
(psychic, status, offensive)


dream eater:

Level 10
works following the target's sleep status
8 magical power, 80 % success
the launcher regains 100 % of the damages caused to the target
(psychic, magical, offensive, absorption)


amnesia:

Level 12
100 % success
The target's type level is modified by -10
(psychic, offensive, type)


phobic resurgence:

Level 12
works following the number of phobia cards in the target's discard pile, 100 % success
the target has a 100 % chance to take 1 card phobia from their discard pile
(psychic, manipulation, offensive)


wrap ray:

Level 15
works following the target's confusion status, 8 magical power, 100 % success
(psychic, ray, magical, offensive)


telekinetic crash:

Level 18
requires the target to be flying type
6 physical power, can hit up to 5 times, has a level 1 critical hit, 100 % success
(psychic, physical, offensive, multi-hit)


psychic fusillade:

Level 26
8 magical power, can hit up to 5 times, 100 % success
the target has a 30 % chance of becoming +1 in confusion, for up to 2 turns
(psychic, magical, offensive, multi-hit)


Ice Card List


cooling:

requires the launcher to be ice type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on ice launched attacks, )
(ice, type, passive effect)


snowball:

3 physical power, 100 % success
(ice, physical, offensive)


elixir of coolness:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming -1 in sleep, for up to 4 turns
(ice, elixir, status)


sliding hand:

works following the number of   cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card from their deck, put 1 card into their discard pile
(ice, hand, manipulation)


igloo:

100 % success
the launcher has a 100 % chance of becoming -1 in success, for up to 8 turns
the launcher has a 100 % chance of becoming -1 in freezing, for up to 8 turns
(ice, stat, status)


frozen contact:

works as a reaction against a contact card, requires the launcher to be ice type
80 % success
the target has a 100 % chance of becoming +1 in freezing, for up to 1 turns
(ice, contact, reaction, status, offensive)


protectionist frost:

100 % success
the launcher has a 100 % chance of becoming +1 in special defense, for up to 4 turns
(ice, stat)


ice symbol

100 % success
The launcher gets 2 ice symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(ice, minor symbol, passive effect)


vegetal wintering

works following the number of grass cards in the launcher's hand
 100 % success
The launcher has a 100 % chance of becoming -1 in physical attack, +1 in physical defense, -1 in special attack, +1 in special defense, for about 4 turns
the launcher has a 100 % chance of becoming +1 in freezing, for about 4 turns
the launcher has a 100 % chance to put 1 card grass into their discard pile
(ice, stat, status, manipulation)


icing:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in special defense, for up to 8 turns
(ice, stat)


powder snow:

Level 1
3 magical power, 100 % success
the target has a 75 % chance of becoming -1 in success, for up to 2 turns
(ice, powder, magical, offensive)


ice shield:

Level 1
works as a parry against a axe card
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in freezing, for up to 1 turns
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on fighting received attacks)
(ice, weapon, shield, parry, physical, offensive, passive effect)


cold blood:

Level 1
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance of becoming +1 in critical hit, for up to 2 turns
(ice, blood, stat)


freezing wind:

Level 2
5 magical power, 80 % success
the target has a 5 % chance of becoming +1 in freezing, for up to 1 turns
(ice, wind, magical, offensive)


iced sword:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in freezing, for up to 1 turns
(ice, weapon, sword, physical, offensive)


ice arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(ice, arrow, physical, offensive)


ice punch:

Level 4
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in freezing, for up to 1 turns
(ice, contact, hand, physical, offensive)


hail storm:

Level 5
100 % success
Changes the environment to hail storm
(+3 power on ice launched attacks, +2 power on wind launched attacks, -3 power on grass launched attacks)
(ice, environment)


numbing:

Level 5
100 % success
The target can't draw during 2 turns
(ice, offensive, prohibition)


ice fang:

Level 6
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in freezing, for up to 1 turns
(ice, mouth, fang, contact, physical, offensive)


freezing squall:

Level 6
8 magical power, 80 % success
the target has a 10 % chance of becoming +1 in freezing, for up to 1 turns
(ice, wind, magical, offensive)


thick Fat:

Level 6
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, -1 in success, for up to 4 turns
has a passive effect in the hand (-1 power on physical launched attacks, +3 power on fang received attacks, -1 power on fire received attacks, -1 power on ice received attacks, -1 power on physical received attacks)
(ice, passive effect, stat)


cryomancer:

Level 6
100 % success
The launcher takes the cryomancer posture
(+3 power on ice launched attacks, +2 power on water launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on fire received attacks, +3 power on fighting received attacks, +3 power on rock received attacks, +3 power on steel received attacks)
(ice, posture)


icicle spear:

Level 9
10 physical power, has a level 1 critical hit, 80 % success
(ice, physical, offensive)


sheer cold:

Level 11
90 % success
the target has a 100 % chance of becoming +1 in freezing, for up to 2 turns
(ice, status, offensive)


avalanche:

Level 12
8 physical power, 90 % success
in 1 turns the target has a 30 % chance of becoming +1 in freezing, for up to 2 turns
(ice, surge, physical, offensive)


ice shock:

Level 13
works following the target's freezing status, 5 magical power, 100 % success
(ice, magical, offensive)


mammoth call:

Level 15
8 magical power, 100 % success
the launcher has a 100 % chance to take 1 card ice in the target's deck
(ice, sound, ancient, magical, offensive, manipulation)


ice beam:

Level 16
12 magical power, 100 % success
the target has a 25 % chance of becoming +1 in freezing, for up to 2 turns
(ice, ray, magical, offensive)


sliding kick:

Level 20
works following the number of ice cards in the launcher's hand
2 physical power, 100 % success
(ice, contact, foot, physical, offensive)

mammoth tackle:

Level 22
20 physical power, has a level 1 critical hit, 80 % success
the launcher suffers 30 % of the damages caused to the target
(ice, tackle, contact, ancient, physical, offensive)


glaciate:

Level 28
100 % success
The target can't draw during 4 turns
(ice, offensive, prohibition)


Dragon Card List


dragonmind:

requires the launcher to be dragon type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on dragon launched attacks, )
(dragon, type, passive effect)


dragon-sneeze:

3 magical power, 100 % success
(dragon, magical, offensive)


pressure:

100 % success
The target's type level is modified by -3
(dragon, offensive, type)


dragon symbol

100 % success
The launcher gets 2 dragon symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(dragon, minor symbol, passive effect)


silence barrier:

Level 1
works as a parry against a sound card, 100 % success
the target has a 100 % chance to put 4 card sound into their exile
the target puts 4 cards sound below their deck.
(dragon, parry, barrier, manipulation, offensive)


spiritual consolidation:

Level 1
works as a reaction against a magical card, 100 % success
the launcher has a 100 % chance of becoming +1 in special defense, for up to 8 turns
(dragon, reaction, stat)


reptile's panic:

Level 1
works following the launcher's fear status
4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(dragon, panic, contact, critical risk, physical, offensive, multi-hit)


impermeable scail:

Level 1
works as a parry against a absorption card, 85 % success
The launcher gets 1 impermeable scail cards in their hand
The launcher can't draw during 2 turns
(dragon, parry)


dragon shout:

Level 1
100 % success
the launcher has a 100 % chance of becoming -1 in fear, for up to 8 turns
(dragon, mouth, sound, status)


dragon dance:

Level 2
100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, +1 in special attack, +1 in success, +1 in critical hit, for up to 4 turns
(dragon, stat)


dragon claw:

Level 3
5 physical power, 100 % success
(dragon, contact, hand, physical, offensive)


scale arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(dragon, arrow, physical, offensive)


dragon screaming:

Level 5
5 magical power, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(dragon, mouth, sound, magical, offensive)


scale mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card dragon into their exile
(dragon, weapon, mace, double try, physical, offensive)


red dragon:

Level 6
100 % success
The launcher takes the red dragon posture
(+4 power on fire launched attacks, +2 power on dragon launched attacks, +6 power on ice received attacks, +2 power on dragon received attacks)
(dragon, posture)


white dragon:

Level 6
100 % success
The launcher takes the white dragon posture
(+4 power on ice launched attacks, +2 power on dragon launched attacks, +8 power on fire received attacks, +3 power on dragon received attacks)
(dragon, posture)


black dragon

Level 6
100 % success
The launcher takes the black dragon posture
(+3 power on dark launched attacks, +2 power on dragon launched attacks, +1 power on multi-hit launched attacks, +7 power on ghost received attacks, +3 power on fairy received attacks, +2 power on dragon received attacks)
(dragon, posture)


blue dragon

Level 6
100 % success
The launcher takes the blue dragon posture
(+4 power on water launched attacks, +2 power on dragon launched attacks, +6 power on grass received attacks, +2 power on dragon received attacks)
(dragon, posture)


dragon fang:

Level 8
6 physical power, 100 % success
the target has a 50 % chance of becoming -1 in physical defense, for up to 4 turns
the target has a 30 % chance of becoming +1 in fear, for up to 1 turns
(dragon, mouth, fang, contact, physical, offensive)


dragon rush:

Level 10
15 physical power, 80 % success
the launcher suffers 30 % of the damages caused to the target
(dragon, tackle, contact, physical, offensive)


silence:

Level 10
100 % success
the target has a 100 % chance to put 2 card sound into their exile
(dragon, manipulation, offensive)


rage:

Level 12
works following the launcher's confusion status
6 magical power, can hit up to 4 times, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 2 turns
(dragon, magical, offensive, multi-hit)


dragon blast:

Level 14
12 magical power, 100 % success
the target has a 50 % chance of becoming +1 in fear, for up to 2 turns
(dragon, mouth, magical, offensive)


respect:

Level 15
100 % success
The target takes the respect posture
(-4 power on physical launched attacks, )
(dragon, posture, offensive)


humility:

Level 15
100 % success
The target takes the humility posture
(-4 power on magical launched attacks, )
(dragon, posture, offensive)


outrage:

Level 16
8 physical power, can hit up to 4 times, 80 % success
the launcher has a 100 % chance of becoming +2 in confusion, for up to 4 turns
(dragon, contact, hand, physical, offensive, multi-hit, status)


dragon pulse:

Level 20
18 magical power, 100 % success
the target has a 75 % chance of becoming +2 in confusion, for up to 4 turns
(dragon, magical, offensive)


fang of tyrannosaur:

Level 28
20 physical power, has a level 1 critical hit, 100 % success
the target has a 50 % chance of becoming +2 in fear, for up to 1 turns
(dragon, mouth, fang, contact, ancient, physical, offensive)