Flying Type Card Listing


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)