Fairy Type Card Listing
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)