Ground Type Card Listing
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)