Here you will find some information about the Ground Type. First a short description of the type. Second is a listing of what types it is strong and weak against. After that there is a listing of all the Ground cards you can unlock and use as the Ground type.
Description For Ground
The ground type like the Bug type allows you to have rather large hands. This is because there are multiple cards starting at a low level that allow you to draw extra cards from your deck and your discard pile. It also has an attack all the way up at level 40 which would for sure end a battle. It is a fairly offensive deck, but also has a good list of types it is very effective against when it comes to offense and defense. Electric cannot touch it, but it cannot touch flying to balance it out. Overall it is a good deck, but only when matched with a suitable secondary type.
Strengths & Weaknesses
This is broken down into four categories.
- very effective attacks: When you would give double or more damage.
- Not effective attack: When you would give half or less damage.
- Very strong defense: When you would take half or less damage.
- very bad defense: When you would take double or more damage.
Very Effective Attack:
Not Effective Attack:
Very Effective Defense:
Not Effective defense:
*** *** ***
Cards Of The Ground Type
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)