Here you will find some information about the Steel 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 Steel cards you can unlock and use as the Steel type.
Description For Steel
The Steel type can be a bit tricky to get use to. It is best used as a hide behind type while hitting with your other type in your deck. It doesn't have many offensive cards, and the high level attacks require forethought and preparation to make them work. There are allot of types which aren't effective against it however, and this makes it valuable as a backup in your deck to change to if you just need to survive long enough to play a killing card. If done right Steel can be useful, but it has to be planned and executed correctly.
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:
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Cards Of The Steel Type
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)