Card Catalog
Cards
Filter by sect, side job, card group, and phase. Each card detail page compares every level or dream phase.
Sect Cards


Cloud Spirit Sword SectCloud Sword, Sword Intent, formations

Heptastar PavilionHexagrams, Star Power, Astral Move

Five Elements AllianceFive Elements, seals, spirit formations

Duan Xuan SectPhysique, Crash Fist, Force
Side Job Cards


ElixiristElixirs, healing, Qi support

FuluistTalismans, debuffs, mobility

MusicianTunes, debuffs, delayed payoff

PainterBrush cards, upgrades, Chase

Formation MasterFormations, control, scaling

Plant MasterPlants, growth, variations

Fortune TellerFate cards, foretell, calamity
Fortunes and Other Card Pools


Fortune VouchersExchangeable rewards

TalismansTalisman pool

Spiritual PetsPet card pool

Secret EnchantmentsSect techniques and seals

Sect Cards of LuckLuck season cards

Switch CardsConversion mechanics

Miscellaneous CardsOne-off and uncommon cards
Seasonal Mechanics


FusionRecipes and ingredients

DreamPhase-scaling cards

MirageRound events and choices

LuckSect luck cards

Heavenly Derivation32 cards
Event Cards


Zongzi CardsZongzi event set

Wish You FortuneFortune event set

Battle of HorseHorse event set
Double Seventh Festival 2025Festival event set
All Cards (892 cards)
Absorb: Upgrade 1 Level 1 card(s) in your hand or deck randomly (Prioritize upgrading cards with "Cat" in their name)
6 ATK
Fist: Gain 1 DEF for every 5 Physique
Stick: Make an additional 1 ATK (Gain 1 ATK for every 6 Physique)
Switch Stance
Exhaust Hexagram and Qi, add 4 HP for each point exhausted
6 ATK
Apply 0~2 stack(s) of Weakened
Apply 0~2 stack(s) of Flaw
6 ATK
Earth Spirit: If either you or your opponent have DEF greater than 0, increase ATK by 3
Continuous: 2 Times: At the end of your turn, deal 4 DMG to the opponent.
Continuous 2 Times: Add 3 more ATK when attack and apply Smash DEF effect
6 ATK
If you have played a Continuous card in this battle, make an additional 2 ATK
Growth
Absorb: At the beginning of the next battle, temporarily add 1 HP and Max HP
Growth
Absorb: At the beginning of the next battle, reduces 2 Max HP of your opponent
The next card with ATK will make an additional 5 ATK after being played
Opening: Next 1 attack Smash DEF
DEF+4
Force+2
Continuous: Whenever you lose 1 Force or have 1 Force exceeding the cap, deal 2 DMG to the opponent
Sweet Zongzi
Qi+1
HP+6(add 2 more HP for each Qi left)
Gain 2 stacks of Indigestion
Salty Zongzi
Gain 1 stack of Internal Injury
Repeat 2 times: HP+5
Cost 1 Qi: HP+4
7 ATK
Immediately Activate the Five Elements of the next 2 slots, if which contain only one type of Five Elements, add 1 Qi
Apply 1 Weakened and 2 Flaw
Continuous: The Weakened and Flaw effects on the opponent are increased from 40% to 50%.
DEF+7
Until the start of your next turn:
Fist: Reduce incoming ATK and DMG by 50%
Stick: Deal 6 DMG to the opponent each time you are attacked
Use: Costs 2 Energy, each time gaining Coin when using card in the deck, gain 2 more
Durability 2
Use: Coin+9 (If the Energy is lower than 3 before using this card, then gain 9 more Coin)
7 ATK
This card and the next 1 played cards are treated as Cloud Sword and Unrestrained Sword
Cloud Hit: Change to the next 2 cards
DEF+5
Randomly play 1 Sect Card without Attack Effect
Continuous: At the start of each turn, trigger one random effect: self takes 7 DMG or opponent takes 10 DMG
5 ATK
For each "Unrestrained Sword" you played in this battle, this card adds 2 more ATK
DEF+9
Exhaust Sword Intent, add 1 Qi for each point exhausted
Continuous: Whenever you gain 1 Qi, add 2 DEF; whenever you lose 1 Qi, add 1 DEF
HP and Max HP+7
Continuous: When the added HP exceeds the Max HP, the Max HP increases with the HP
Continuous: Both players will lose 3 HP and add 3 DEF at the beginning of their turn
Continuous: Both players reduce damage to Destiny by 4 (min 1)
This effect is not stackable
5 ATK
Qi+1
The next time you play a Five Elements card, Activate the corresponding Five Elements
Penetrate+4
Continuous: Whenever you play a "Metal Spirit" card, add 1 Penetrate
Qi+2
Wood Spirit: HP+3
(Add 1 HP for each stack of Increase ATK)
Gain 2 stacks of Force of Water
Water Spirit: This card consumes 0 Qi
DEF+4
Continuous: Whenever you play an "Earth Spirit" card, add 2 DEF
10 ATK
Water Spirit: Add 1 ATK for each stack of Force of Water
Water Spirit: Qi+2
Wood Spirit: Add 2 HP for each Qi you have
Fire Spirit: Opponent loses 8 HP and Max HP
Earth Spirit: DEF+4 (Add 1 DEF for every 2 Max HP of the opponent has been reduced)
8 ATK
Metal Spirit: Make the opponent cannot add HP for 2 turns
Deal 6 DMG
Continuous: Whenever you Activate Five Elements, deal 2 DMG to the opponent
Continuous 2 Times: At the beginning of your turn, apply 1 stack of Internal Injury to the opponent
HP+7
If you have played a Continuous card in this battle, add 6 Max HP first
Growth
When left in hand, grows to a random variation plant before the start of the next round
Growth
Absorb: At the beginning of the next battle, gain 0 stacks of Increase ATK
Growth
Absorb: At the beginning of the next battle, apply 0 stacks of Decrease ATK
10 ATK
When you play the next Crash Fist, apply 1 stack of Wound
HP and Max HP+5
Continuous: At the end of your turn, heal 1 HP for each stack of Debuff (up to 6)
7 ATK
DEF+4
Spend up to 2 Qi: for each spent, this card adds 3 more ATK and 3 DEF
Continuous 2 Times: After playing a card without an Opening effect, add 3 DEF and 2 HP
Switch
Continuous 2 Times: After playing a card with an Opening effect, trigger its Opening effect and deal 3 DMG
Switch
For next 1 time,apply 1 Wound when opponent loses HP
Opening: Both players lose 3 HP
Continuous: After you attack your opponent, if Injured your opponent's HP is not greater than 5, you gain an equal amount of HP
Continuous: When your HP is less than half Max Hp, all cards add 4 ATK
Gain 1 Internal Injury
2 ATK
Injured: Apply 2 Internal Injury (1 more for each stack of Internal Injury you have)
8 ATK
If you have Star Power, remove 1 Star Power and this card has 8 more ATK
Activate Earth Spirit
Activate Metal Spirit
Continuous: Whenever you gain DEF or Penetrate, gain 2 additional stacks
Gain 2 Styx and 2 random Debuff
Physique+1 (increases by 1 for each stack of Debuff, up to 10)
Sweet Zongzi
HP+2
Continuous: Whenever you play a Sweet Zongzi, add 1 Qi, and whenever you play a Salty Zongzi, you add 2 HP
Sweet Zongzi
HP+4 (for each Qi or 1 stack of Internal injury, Regeneration, Appetite, Indigestion add 2 more HP)
Sweet Zongzi
Clear Internal Injury and Indigestion
HP+7 (add 2 more HP for each stack cleared)
Salty Zongzi
Cost 1 Qi: Convert 1 stack of Debuff to Appetite
Repeat 3 times: HP+3
6 ATK (1 more ATK for each 4 HP have added before)
Qi+1
Post Action: Chase
Activate Fire Spirit
Activate Earth Spirit
Continuous: Each time your opponent loses Max HP, they lose an additional 2; each time you gain DEF, you gain an additional 2
6 ATK
For each "Unrestrained Sword" you played in this battle, gain 1 Qi, 1 DEF and 1 Sword Intent
Physique+3
Force+2
For every 5 Physique, increase your next ATK by 1 (up to 5)
Restore your HP to what it was at the start of your last turn
Skip To the card in your previous slot
Consumption
Gain 2 Increase ATK
Fire Spirit: All Debuff reduces 2 stacks for both players
Durability 2
Use: Costs 2 Energy, add 2more Coin to all cards in the deck that gain Coin
Absorb: Until the next round begins, gain 4 Coin each time you Absorb a card
Qi+2
HP and Max HP+3
If any Five Elements has been activated, Chase
Absorb: All players with Destiny<90 gain 5 Destiny. You gain additional 20 Destiny.
For the next 2 random cards plays, they will be at least one Phase before your current one
Absorb: Randomly reduce 5 Destiny from a player in the game (minimum to 1), and randomly increase or decrease your Destiny by 3 (minimum to 1)
3 ATK × 2 (Attack 1 more time for each time Five Elements has been Activated)
DEF+6
For each "Unrestrained Sword" you played in this battle, add 6 more DEF
6 ATK
This card receives a 4x bonus from Sword Intent and it is not affected by Weakened
4 ATK
DEF+4
For each other "Sword Formation" in the deck, this card has 3 more ATK and 3 more DEF
7 ATK
Cloud Hit: For each consecutive Cloud Sword played, add 1 Qi
6 ATK
If the opponent has Debuff, then apply 2 stacks of Internal Injury
Deal 13 DMG (For every 2 Max HP higher than your opponent, deal 1 more DMG)
1~9 ATK
Hexagram+X (X is the number of Hexagram triggered in this battle, and up to 3)
1~7 ATK
HP and Max HP+1~7
Return Hexagram triggered by this card
Continuous: Both players will gain 1 stack(s) of Internal Injury at the beginning of their turn
8 ATK
Earth Spirit: Add 1 DEF for every 4 Max HP difference between you and your opponent, then add the same amount of DEF next turn
DEF+4
Penetrate+4
Metal Spirit: Add 1 stack of Penetrate for each 4 DEF
6 ATK
Metal Spirit: For every 2 HP Injured by this card, gain 1 stack of Penetrate
1 ATK × 2
Smash DEF
Wood Spirit: If you have already added HP, Chase
Qi+2
Continuous: Whenever you play a "Water Spirit" card, add 1 Qi
Opponent loses 2 HP and Max HP
Continuous: Whenever you play a "Fire Spirit" card, the opponent loses 2 HP and Max HP
Gain 1 stack(s) of Increase ATK
Fire Spirit: Opponent loses 7 HP and Max HP (increase this by 1 for every stack of Increase ATK)
Max HP+10
Continuous: Whenever you play a "Wood Spirit" card, add 2 HP
DEF+10
Earth Spirit: Deal 10 DMG to both players (For each DEF you have, the DMG increased by 1)
Metal Spirit: Penetrate+4
Water Spirit: Penetrate halved, for each reduced point you gain 1 stack of Force of Water
DEF+8
If at least 2 types of Five Elements have been activated, Chase
Qi+2
Water Spirit: Gain 1 stack of Force of Water for every 5 Injured opponent's HP in next 1 attack
DEF+10
Earth Spirit: When the next 1 time your DEF is reduced, deal the same value of the reduced DEF's DMG to the opponent
4 ATK × 2.
Wood Spirit: For every 5 HP was added, make an additional ATK (Up to 3 times)
If the previous slot card has [Five Element Generating Interaction] with the next card, then Activate the Five Elements of the next card and trigger its effect (Up to Lv.1)
15 ATK (1 more ATK for each Qi)
This card costs 1 less Qi for each different Five Elements type in your deck
Continuous 2 Times: All cards with ATK will make an additional 5 ATK after being played
Gain 3 stacks of Hexproof
If you have played a Continuous card in this battle, gain 10 DEF
Growth
Absorb: At the beginning of the next battle, gain 0 stacks of Regeneration
Growth
Absorb: At the beginning of the next battle, gain 1 stack of Hexproof
Transfer 1 stack of your random Debuff to the opponent (also triggered in the next Crash Fist)
9 ATK
Apply and gain 1 stack of Internal Injury and 1 stack of Wound
6 ATK × 2
Physique+3
Gain 2 Entangled
DEF+8 (1 more DEF for each stack of Debuff)
Lose 80% Max HP
Gain 3 stacks of Force, Guard Up and Increase ATK
Physique+2
HP+2
Gain 2 Flaw
Continuous (non-stackable): Whenever you lose 1 stack of Flaw, gain 1 Increase ATK
HP+4
Skip To the card in your previous slot
Consumption
Switch
Opponent loses 15 HP and Max HP
Apply 1 stack(s) of Internal Injury
DEF+4
Continuous: At the beginning of your turn, DEF only lose 20% rather than 50% and add extra 2 DEF
4 ATK
Cloud Hit: For each consecutive Cloud Sword played, add 4 more ATK
9 ATK
For each stack of Debuff the opponent has, this card gets 2 more ATK
2 ATK × 2
Make an additional attack for every remaining hand card (up to 3)
2 ATK × 3
Qi+1
Gain 2 Regeneration
Cloud Hit: Convert up to 2 Regeneration to Increase ATK
HP and Max HP+4
Continuous: At the beginning of your turn, gain 1 stack of Force of Water
5 ATK
Metal Spirit: For every stack of Penetrate this card add 1 ATK, but will not trigger the effect of Penetrate
Qi+1
DEF+3
If the card in the previous slot has [Overcoming Interaction of Five Elements] with the next slot, Activate the Five Elements of the next slot and Chase
Sword Intent+2
Cloud Hit: For each consecutive Cloud Sword played, gain 2 Sword Intent
Continuous: Apply 1 stack of Internal Injury each time you attack or are attacked by the opponent
Qi+2
Next time you gain HP or Qi, Chase.
Opening: Activate Water Spirit, Activate Wood Spirit
Opponent loses 10 HP and Max HP (1 more for each 1 DEF you have)
Opening: Activate Fire Spirit, Activate Earth Spirit
Gain 3 Styx
Continuous: When attacking with "Crash Fist", it increases 1 ATK for each stack of Debuff you have (up to 6).
Physique+2
Continuous: At the start of each your turn, you gain 2 Internal Injury and 2 Regeneration
Sweet Zongzi
HP+2
For each Sweet Zongzi used before, add 2 more HP and 1 Qi
Sweet Zongzi
HP+8
Next 1 time you get Internal injury or Indigestion, convert it to an equal amount of Regeneration
Salty Zongzi
HP+6
Upgrade next 2 cards before playing them, or gain 2 Appetite if unable to upgrade
Salty Zongzi
For each stack of Internal Injury, Indigestion, Appetite, or Regeneration, this card costs 1 less Qi
Repeat 4 times: HP+5
Salty Zongzi
HP+2
Gain 2 stacks of Appetite
Skip your next 1 card
5 ATK × 2
Ignore DEF
For each "Unrestrained Sword" you played in this battle, make an additional attack
(This card count as 2 "Unrestrained Sword")
Apply 4 Internal Injury
Repeat 3 times: 30% chance to make the opponent's Internal Injury take effect immediately
6 ATK (4 more ATK for each Star Power)
Halve your Star Power
Gain 1 Force of Water
Activate Water Spirit
Activate Fire Spirit
Chase
Styx+2
Agility+2
Continuous: Add 1 Qi and 1 Agility for the first HP lost in each turn
HP+12
Gain 4 Internal Injury and Regeneration
Continuous:When Crash Fist costs HP, add it back
4 ATK (1 more ATK for every 8 DEF you have lost)
Metal Spirit: Chase
12 ATK
If you Injured opponent with this card, you restore 60% of the damage inflicted as your own HP (also triggered in the next Crash Fist)
HP and Max HP + 20
For every 4 HP lost in this battle, add 1 HP and Max HP
Consumption
Continuous: Both players gain 11 HP and Max HP then lose 6 HP at the end of their turn
Repeat 2 times, each time randomly choosing one of the following effects:
Drain 6 HP from the opponent, apply 2 Weakened, or gain 1 Guard Up.
Gain 3 Increase ATK
Continuous 2 Times: Gain 1 Increase ATK when you lose HP
HP+9
DEF+12
For every 3 HP lost in this battle, add 1 DEF in your next turn
Sword Intent+3
Max Hp+18
Add 2 HP for each Sword Intent
Continuous: Formation Master Card can be considered as Cloud Sword, all Cloud Sword will make an additional 2 ATK after being played
HP and Max HP+10
Continuous: Both players has 10% chance to deal 10 DMG to their opponent at the end of their turn
Apply 0~2 random Debuff
Chase if the opponent's Debuff stack count ≥ 3
Continuous 2 Times: At the end of your turn, if you have Qi or Hexagram, add 1/2 HP and DEF for each Qi / Hexagram
Gain 1 Increase ATK
Continuous: Whenever you play a "Wood Spirit" card, add 1 HP for every stack of Increase ATK
Gain 2 Force of Water
Opening: Gain 1 Qi and 1 Force of Water
Agility+4
Continuous: The next Normal Attack of both players will be changed to the upgraded card in their previous slot (Restored at end of battle)
HP+5
The next 2 times you gain Debuff, apply the same Debuff to your opponent
Sell: Coin+30
Absorb: Add 8 Extra Coin (For each Energy gain 1 Coin more)
Use: Coin+3 (For each time this card or the same named card is used in this game, gain 3 more)
Durability 2
Use: gain 10 Coin and fully restore Energy when you Rest
Durability 4
Use: Coin+15(After losing 1 Durability, the base Coin will be doubled.)
As long as in the deck: gain 1 Coin for every 5Coin at the end of this round (Up to 200)
4 ATK
Add 2 DEF for each Qi (up to 4)
If the number of Spirit Sword in the deck ≥ 3, Chase
8 ATK
Qi+1
This card counts as both Cloud Sword and Unrestrained Sword (also be applied to the next card played)
Play the rightmost Regular Card from hand that adds Qi (up to Lv.1), if it is an Immortality Phase card or lower: 3 ATK (1 more ATK for every point of Qi)
4 ATK
Chase
Return the Sword Intent used by this attack and add additional 1 Sword Intent
Reduces the opponent's Max HP to their current HP minus 8 (Exhasust Qi / Hexagram, each reduces 3 / 3 more)
Apply 2 Internal Injury
Continuous: Whenever the opponent gain 1 stack of Debuff other than Internal Injury, they also gain 1 Internal Injury
Qi+2
Star Power+1
When you add Qi, add equal amount of Star Power (up to add 3 this way)
Qi+3
Opponent loses 4 HP and Max HP
Fire Spirit: Cost 4 Qi to make the next Fire Spirit or Earth Spirit card trigger twice
Qi+2
Restore your HP to what it was at the start of your last turn(up to +20)
Wood Spirit: If you have already added HP, gain 1 Increase ATK
6 ATK (Ignore DEF)
Penetrate+4
Metal Spirit: the next time you trigger Penetrate, return the triggered Penetrate
6 ATK × 2
For every 24 HP added in this battle, make an additional attack
Continuous: Whenever you add 1 Physique, if your Physique exceeds the cap, gain 2 HP and deal 1 DMG to the opponent
Qi+2
HP+6
Increase 10% ATK for each Qi for the next 2 attack cards you played
Force+2
DEF+4
Add 2 DEF for each Force
Add 2 HP for each Agility
Agility Decreased to 5
Salty Zongzi
HP+5
Continuous: Whenever you gain 1 Qi or 1 stack of Debuff, add 2 HP
DEF+2
Hexagram+2
Upgrade the next card used, and for every 3 Hexagram, Upgrade 1 more (restored after the battle)
Qi+2
Opp loses 3 HP&Max HP
When you gain Penetrate, lose all gained and opp loses 2 HP&Max HP per stack (3 turns)
Opening: [Activate Fire and Metal Spirit]
Gain 1 Force of Water
Activate Earth Spirit, Activate Water Spirit
Continuous: At the end of your turn, gain 1 DEF for each Force of Water (up to 4)
Physique+2
Both players gain 2 Internal Injury
For each 30 Physique, both players' Internal Injury will trigger 1 additional time at their next turn
6 ATK
The next 1 Sword card (excl. Cloud / Unrestrained / Spirit / Formation) gain Chase
Cultivation ≥ 85: the next 1 more such card gain Chase
HP and Max HP+10
Continuous: At the end of your turn, add 8 HP (the excess increases Max HP by the same amount), then lose 8 HP
Qi + 2
Deal 2 DMG to the opponent for each 1 Qi you have
Gain 1 DEF at the start of your next turn for each 1 Qi you have
Qi + 2
Gain 3 Increase ATK and 3 Decrease ATK
Gain 1 Agility for each 1 stack of Debuff you have
7 ATK
DEF + 7
Deal 1 DMG to the opponent for each 1 DEF you have (This effect also applies after playing your next 1 Crash Fist card)
Agility+5
Randomly play 1 card from any Sect or Side Job related to "Chase" or "Agility"
Randomly play 1 card with "Horse" in its name.
If Wild Horses Part the Mane or Detect-Horse Palms is played: Set opponent's HP to 10
HP+5
Agility+5
Continuous: Whenever you gain 1 Agility, deal 1 DMG to the opponent
4 ATK
For each "Unrestrained Sword" you played in this battle, make an additional attack
8 ATK
Add 1 Sword Intent for each Qi (maximum 4)
Injured: Change to maximum 7
DEF+10
At the beginning of your next 3 turns, your DEF will not halve
Continuous: After each time you play a "Sword Formation" card, make an additional 7 ATK
Qi+1
Continuous: The "Spirit Sword" card's Qi cost decrease 1
2 ATK
Sword Qi+2
Add 2 Agility for each Qi or Sword Qi (up to 10)
3 ATK × 2
This card receives double Increase ATK and Sword Intent bonuses
Cloud Hit: This card adds 1 more ATK and gains Smash DEF
Continuous: Whenever you gain a stack of Hexagram, deal 3 DMG to the opponent
HP and Max HP + 4
Continuous: Whenever you are attacked by the opponent, deal 2 DMG to the opponent
10 ATK
Star Point: This card receives a 5x bonus from Star Power
Apply 1 stack(s) of Internal Injury
Make an additional 1 ATK for each stack of your opponent's Debuff
Apply 2 stacks of Internal Injury
Make the opponent's Internal Injury take effect once immediately
DEF+6
Exhaust Hexagram, then gain 1 Star Power, 1 Qi and 1 HP for each Hexagram exhausted
Hexagram+1
Continuous: The card containing the name "Thunder" add 40% more ATK
Qi+2
Continuous 3 times: When attacking or being attacked, apply 1 Internal Injury to the opponent
2 ATK
Star Power+1
Star Point: HP and Max HP+4 (2 more for each Star Power)
Continuous: Both players will add 4 HP and Max HP at the end of their turn
Exchange: Exchange Card Chance+1. Gain a card from Side Job other than the Painter (Above Foundation Phase)
Random Effect:
Add 18 DEF, add 14 HP, or add 1 stack(s) of Guard Up
4 ATK × 3
Wood Spirit: For every 3 HP Injured by this card, add 1 HP
Qi+2
HP and Max HP+2
Water Spirit: Add 1 stack of Force of Water for every 2 Qi
9 ATK
Earth Spirit: Add 1 ATK for every 6 DEF you have lost
4 ATK
This card's attack will not trigger Penetrate
Metal Spirit: Chase
Metal Spirit: You take 5 less ATK or DMG (min 1) from your opponent for 2 turns
4 ATK × 2
Fire Spirit: For every Injured HP by this card, decrease opponent's Max HP by 2
Earth Spirit: DEF+10, then lose all DEF and add it back
Metal Spirit: Add 1 stack of Penetrate for every 4 DEF you have lost
Wood Spirit: HP+16
Fire Spirit: 1 ATK (The rest of HP halved, for each reduced HP you gain 1 ATK)
Qi+2
HP+2
Wood Spirit: For every 3 Qi, gain 1 stack of Increase ATK
4 ATK
Smash DEF
For each different Five Elements you have in your deck, this card adds 4 ATK
Deal 8 DMG
Continuous 2 Times: Deal 8 DMG to the opponent before the opponent's Chase
Continuous 2 Times: At the beginning of your turn, gain 1 stack of Increase ATK
Continuous 2 Times: At the end of your turn, add 7 DEF. If you do not Chase this turn, add 7 HP and Max HP additionally
Growth
Absorb: At the beginning of the next battle, you lose 35 HP, then Chase after the first time you play a card
Growth
Absorb: At the beginning of the next battle, apply 0 stacks of Internal Injury
10 ATK
This card receive 2x bonus from Force (also triggered in the next Crash Fist, non-stackable)
11 ATK
The Crash Fist effect triggered remain for the next one
Steal 7 HP from the opponent
Steal 1 more HP for each stack of Debuff you have (up to 7 more)
Exhaust Force. Add 4 DEF and Deal 3 DMG for each point exhausted
Agility+5
Force+2
Continuous: Whenever you play a Cost HP card, gain 1 Force first
Qi+1
Agility+2
Continuous: Add 1 Qi and 1 Agility for the first HP lost in each your turn
Gain 1 stack of Increase ATK and Internal Injury for each 10 Physique
Qi+3
Gain 2 stack(s) of Internal Injury
Add 1 HP and Max HP for each Qi or stack of Debuff
8 ATK (1 more ATK for each Qi)
Spend up to 2 Qi: for each spent, add 3 Agility and remove 1 stack of Debuff
Your ATK is no lower than 6 in every attack for 3 turns
Opening: Gain 1 Hexproof
DEF+4
You take 6 less ATK (min 1) in opponent's next 2 attack
Opening: DEF+4
Qi+2
Trigger the 2 Opening effects in your deck after this card, once each.
Switch
DEF+4
HP+4
Trigger the 1 Opening effect in your deck before this card, twice.
Switch
Continuous: At the beginning of your turn, steal 2 HP from the opponent
Continuous: For the next time when the HP is less or equal to 0, revive with 10 HP and add 10 Max HP
Exchange Card Chance + 1
Continuous: At the end of each your turn, you gain 1 stack of Hexproof
2 ATK
Injured: Apply 1 stacks of Wound
If you have played "Unrestrained Sword" card in this battle, Chase
8 ATK
Earth Spirit: DEF halved, for each reduced point add 3 more ATK
If Qi≥1, Star Power+1
If Star Power≥3, Chase
Continuous: The Qi cost of cards on Star Point are reduced by 1
Apply 1 Flaw
If there are other cards in the deck with "Thunder" in their names, Chase
Absorb: Gain 2 Five Elements cards (Above Virtuoso Phase and Prioritize cards of the same Element as the first card in deck)
Qi+2
Continuous: Once per turn, after playing a "Sword Formation" or "Spirit Sword" card, deal 1 DMG to the opponent for each Qi you have
Continuous: Cloud Sword can be considered as Unrestrained Sword, and vice versa
4 ATK
Chase
Star Point: ATK+4
Post Action: Make an additional attack
1 ATK
If opponent has Debuff, Chase
Post Action: Apply 6 stacks of Internal Injury
DEF+2 (2 more for each card you've played)
Chase
Opening: Activate Earth Spirit, Activate Metal Spirit
Qi+2
Add 3 Penetrate for each Qi you have
Opening: Activate Metal Spirit, Activate Water Spirit
Physique+2
For every 20 Physique convert 1 stack of Debuff to Increase ATK
3 ATK×3
Sweet Zongzi
Qi+2
Continuous: each time you gain Qi, add 1 more Qi and 2 HP
Sweet Zongzi
Gain 2 stacks of Regeneration
HP+5 (add 5 more HP for each stack of Regeneration or Appetite)
Salty Zongzi
Repeat 5 times:
HP+2 (Add 1 more HP for each stack of Debuff or Appetite)
Salty Zongzi
Gain 2 stacks of Internal Injury
Add 1 Qi and 3 HP for every 1 stack of Debuff
2 ATK × 2
Injured: Upgrade next 2 cards when playing them (restored after the battle)
Cloud Hit: Chase
2 ATK
Cloud Hit: For each consecutive Cloud Sword played, gain 1 Qi and make an additional ATK
Gain 1 Guard Up
The "Spirit Sword" card's Qi cost decrease 1
Chase
DEF+2
Inherits Virtuoso and Immortality Phase effects of Clear Heart Sword Embryo
If your deck contains 4 or more "Sword Formation", Chase
Continuous: At the beginning of your turn, add 1 Hexagram and 1 Star Power
Continuous: Whenever you gain 1 Star Power / Hexagram / Qi, deal 3 DMG to the opponent
Qi+2
HP and Max HP+3
For the next 2 times after you play a Five Elements card, if the card's Five Elements have been activated, Chase
Continuous: When you play a Five Elements card that has [Overcoming Interaction of Five Elements] with the next slot, Activate the Five Elements of the next slot, then add 2 Qi and 6 DEF
HP and Max HP+3
Wood Spirit: Chase
Continuous: At the beginning of your turn, add 1 Increase ATK
For every different Debuff you have, add 2 Force
8 ATK (2 more ATK for each stack of Force)
Exhaust Qi and Star Power, for each Qi / Star Power exhausted, add 2 / 4 HP and Max HP
If you have already added HP, Chase
Post Action: Qi+2
Reduce your current HP by 20%, and cause the opponent to lose that amount plus 15 HP and Max HP
Consumption
Sword Intent+6
For every 6 HP lost in this battle, add 1 more Sword Intent
Repeat 5 times:
You take 7 DMG (with a 10% chance to avoid each time), and the opponent takes 9 DMG
10 ATK (1 more ATK for every 5 HP lost in this battle)
If there are no more than 2 types of Five Elements in your deck, Chase
4 ATK × 2
Make an additional attack for every 30 HP lost in this battle
12 ATK
This card receives a 6x bonus from Sword Intent and 4x bonus from Increase ATK
Smash DEF
5 ATK × 2
Reverse self Card Play Direction
10% chance to Chase
2 ATK × 3
For each different Five Elements you have in your deck, this card adds 2 ATK
10 ATK
Exhaust Force / Qi / Agility, add 4/3/2 ATK for each point exhausted
DEF+4
HP+4
Trigger the effect of a random "Unrestrained Sword"
Qi+4
Next 1 attack Smash Def and will add 1 DEF for every Injured opponent's HP
Qi+1
Continuous: "Post Action" card's Qi cost decrease 2, and will make an additional 1 ATK after being played
Apply 1 Internal Injury
HP+2
Exhaust Hexagram, then Apply 1 Internal Injury and Weakened for each Hexagram exhausted
Apply 1 Entangled (only effective on first play)
Apply 1 Wound
Post Action: 2 ATK × 2
2 ATK × 2
Chase
Star Point: Skip to the next Astral Move card if an Astral Move card is in the next 2 slots, and trigger the skipped Opening effect
DEF+10
Gain 1 Guard Up(Gain 1 more on first play)
Activate the Five Elements in the next slot
Both players gain 2 Increase ATK
Continuous: All cards of both players gain Chase
Qi+2
DEF+2
If the next slot is a Five Elements card, Activate the Five Elements and Chase
Skip this card if in the last slot.
Passive: At the end of battle you lose 1 Cul. and gain 1 Five Elements card (First card's Five Elements priority).
Physique+4
Physique Cap+3 permanently.
Gain 2 Increase ATK
Consumption
Force Cap+4
Continuous 2 Times: At the beginning of your turn, add 2 Qi and Force
10 ATK
Next 1 attack will transfer all Debuff from the opponent to yourself (gain 1 additional ATK for every Debuff transferred)
2 ATK × 2
Make an additional attack for every “Sword Formation” in the deck (up to 3)
Add 3 DEF for every attack that Injured the opponent
When you are attacked next time, apply 1 Weakened to the opponent
Chase
HP and Max HP + 12(Gain 2 more for each time you have Activated Wood Spirit)
Both players gain 2 Guard Up, reduce 2 stacks of all Debuff and unable to act for 1 turn.
Fist: Force+4, gain 1 HP for every 5 Physique
Stick: 4 ATK × 2 (Gain 1 ATK for every 9 Physique)
Switch Stance
Sell: Coin+40
Absorb: Fully restore Energy, draw 1 card for every 3 recovered
Durability 1
Use: Next time you gain Coin, receive a ×3 bonus
Absorb: Until the next round begins, receive a ×2 Coin bonus each time you Absorb a card
When the next 1 card is triggered by Use or Sell, it will trigger 2times
6 ATK
This card counts as 2 Cloud Sword
The next Cloud Sword gain Chase
The next slot Become Star Point
Continuous: After each "Astral Move" card is played, the next slot Become Star Point and make an addtional 2 ATK
Gain 3 Force of Water.
At the end of your turn, Force of Water triggers an additional time (lasts 2 turns)
Water Spirit: This card consumes 0 Qi
DEF+10
Your DEF is halved, and for each point reduced, deal 1 DMG
Earth Spirit: In your next turn, restore the DEF reduced this way
Cloud Hit: 6 ATK (Add 2 more ATK for each attack performed in combat)
Qi+3
Apply 1 Internal Injury
Each time your opponent gains Internal Injury, 2 more are added, lasts for 3 turns
5 ATK
Qi+1
Active the Five Elements in next grid
Passive: The deck is considered to have 2 additional types of Five Elements (non-stackable)
Qi+2
If there is [Five Element Generating Interaction] between pre and next slot, Activate next slot and Chase
Gain 2 DEF for each Five Elements Activated
6 ATK × 2
Both players gain 2 Internal Injury, 1 Wound and 1 Weakened
Qi+1
Convert all opponent's Debuff to Wound
12 ATK
Next 3 attack Ignore DEF
6 ATK
Gain 2 Regeneration
Max HP+9 (add 1 more for each Regeneration)
Post Action: add Max HP and HP instead
Sweet Zongzi
The next 2 times you play a card, Chase if HP has been added during the turn
12 ATK
For every 8 Physique, the next Crash Fist increase 1 ATK
Qi+2
DEF+4
Sword Intent+2
Gain 1 Sword Intent for each card used
Qi+2
Agility+6
Remove up to 4 stacks of Debuff, and for each stack removed, gain 1 Agility and 1 Force
DEF+12
For each Sword Formation used, gain 3 DEF in your next turn.
Passive: All Unrestrained Sword Regular Card are also counted as Sword Formation
Penetrate+8
Activate Metal Spirit
Activate Wood Spirit
When you add HP, convert it to Penetrate instead, lasts for 3 turns
Apply 2 Wound
3 ATK × 2
After you played the next Crash Fist, make 3 ATK × 2
Gain 1 DEF and HP for each point of Qi or Hexagram
Swap your Qi and Hexagram
HP and Max HP+20
You Unable to act next turn. Until the end of next turn, your HP and Max HP loss becomes 1
Reduce your own HP by 2.
If the opponent has already played a card, Chase
First Use: Make the opponent Skip To the previous card
Agility + 8
Skip your next 2 HP cost cards. Cards Skipped this way still trigger HP cost, and deal 2 DMG to the opponent for each 1 HP consumed
2 ATK × 4 (Attack an additional time for each 1 Normal Attack card in your deck)
Gain 1 Physique and 1 Agility each time this card attacks
DEF+10
Randomly trigger the effect of one Immortality Phase or above Spiritual Pet Card, Talisman Card, or Secret Enchantment Card.
Qi+3
Remove 4 stacks from all your Debuffs, gain 4 Hexproof
Apply 2 Wound
Next 2 attacks gain Smash DEF
First Use: Apply 1 Entangled
Qi+3
Continuous: At the beginning of your turn, if the opponent has DEF, your next 1 attack gain Ignore DEF; otherwise, add 1 Qi
HP and Max HP+15
Continuous: At the beginning of your turn, if your Max HP/HP is less than the opponent's, add 8 Max HP/8 HP
Qi+2
Your next Chase cannot be prevented by other effects
If you have played another card, Chase
Reduce your own HP by 5.
Passive: Block both players' Chase effects in the first 3 turns
HP and Max HP+6
Retrigger the effect of a Consumption card or Continuous card in your hand
If in the last 2 slots, Skip the first play
Passive: At the end of battle, lose 1 Cultivation to gain a copy of 1 Lv.1 Regular Card from your deck
Repeat 3 times: The opponent loses 5 HP
The opponent cannot gain DEF or HP next turn
Randomly play 2 Secret Enchantment cards from any Sect
Randomly play 1 Dream card of Incarnation Phase
Apply 3 Internal Injury
Opening: Downgrade the opponent's card in the same slot, or Skip that card if unable
10 ATK (Add 3 ATK for each time HP has been increased)
Wood Spirit: For every 3 HP Injured by this card, add 1 HP
10 ATK (Add 3 ATK for each time the opponent has lost Max HP)
Fire Spirit: For every 5 HP Injured by this card, the opponent lose 1 HP and Max HP
10 ATK (Add 3 ATK for each time you have gained DEF)
Earth Spirit: For every 3 HP Injured by this card, gain 1 DEF
10 ATK (Add 3 ATK for each time you have gained Penetrate)
Metal Spirit: For every 4 HP Injured by this card, gain 1 Penetrate
10 ATK (Add 3 ATK for each time you have gained Qi or Force of Water)
Water Spirit: For every 5 HP Injured by this card, gain 1 Force of Water
Both players lose 4 Qi
Passive: Both players' Qi gain effects are halved in the first turn
Deal 18 DMG (If the opponent's HP ≤ 35, this card's effect changes to set the opponent's HP to -100)
Absorb: Upgrade 1 Side-Job Card in your Deck (no level limit)
Absorb: At the start of next battle, your Speed+3; if you are going second, gain Will of Desperate Combat effect
Absorb: Cultivation-4, randomly gain 4 Incarnation Phase phase cards from other sects
Qi+4
Star Point: Apply 2 Weakness and 2 Flaw
Opening: Adjacent slots Become Star Point; if empty, place "Astral Move - Fly"
HP and Max HP+6
Use the effect of the first card in the Five Elements Pure Vase
Agility+8
Passive (does not stack): Whenever you gain 1 Agility, also add 1 DEF
Salty Zongzi
Clear all Debuff from yourself, and gain 3 HP and 2 layers of Regeneration for each layer cleared
Salty Zongzi
Repeat 1 time for every 1 use of Salty Zongzi: HP+ 3
Sweet Zongzi
HP+2
Agility+5
Repeat the effect of the Continuous card on the rightmost side of the hand
Sweet Zongzi
Agility+5
HP+6 (For every 1Qi, add 2HP)
Salty Zongzi
Qi+3
HP+3
For every 2 points of Qi, add 1 layer of Appetite and Internal Injury
1 ATK × 4
Add 1 Qi for every attack that Injured the opponent
Continuous: Add 2 stacks of Sword Intent at the start of your turn
Continuous: After each time you play a "Cloud Sword", add 1 stack of Increase ATK
3 ATK × 2
DEF+3
Cloud Hit: For each consecutive Cloud Sword played, gain 3 DEF
2 ATK
Next "Unrestrained Sword" will trigger twice
DEF+1
Retrigger the previous "Sword Formation" card in the deck
Continuous: Whenever "Unrestrained Sword" Injured the opponent, you gain 30% of damage as HP
Qi+3
Gain 3 Increase ATK
Passive: Adjacent cards' Injured effects always trigger
Qi+3
Passive: After an Adjacent card is played make 2 ATK (Add 1 ATK for each Qi)
4 ATK
Cloud Sea+2
Sword Intent+2
For each Cloud Sword played, gain 2 Sword Intent
Qi+3
Sword Intent+2
Count as 1 Unrestrained Sword has been played
For every 4 Sword Intent, count as an Unrestrained Sword has been played
10 ATK
Max HP+20
For each Unrestrained Sword played, steal 3 HP from the opponent
Qi+3
For every 2 Qi gained this battle, gain 1 Sword Qi
10 ATK
Sword Qi+2
Convert all Qi into Sword Qi
Passive: All sword cards can trigger Sword Qi
HP+8
For each Unrestrained Sword played, gain 4 HP and 1 Sword Intent
Passive: The first time you play a Lv.1 Unrestrained Sword during battle, cost 8 HP to Upgrade it
DEF+4
Continuous: Whenever you gain 1 Qi/Sword Intent, gain 4/3 DEF
DEF+12
Cloud Sea+3
Moon Water 3
For each Cloud Sword played, +3 DEF
Deal 8 DMG
For each Sword Formation played, deal 1 more DMG
If there are 2 or more Sword Formations in your deck, Chase
DEF+4
Moon Water 2
Continuous: At the beginning of each turn add 5 DEF, whenever you play a Sword Formation add 1 Cloud Sea
Qi+3
Continuous: Each time you use a Sword card, gain 1 Sword Qi
Sword Intent+1
The next attack gains double Sword Intent and Increase ATK bonus
If Sword Intent or Increase ATK ≥ 3 then Chase
5 ATK
For every 3 Qi, make an additional attack
Cloud Hit: For every 2 Qi, make an additional attack instead
Opening: Cloud Sea+2
7 ATK
Continuous: At the end of each turn, if you have added at least 3 HP this turn, cost 3 HP to count as having played 1 Unrestrained Sword
Qi+1
DEF+1
1 ATK (1 more ATK for each 1 Qi)
1 ATK (1 more ATK for each 1 DEF)
4 ATK (does not trigger Sword Intent)
First Use: Sword Intent+1
If Sword Intent > 0, Chase
3 ATK × 2
DEF+4
Add 2 DEF for each time you have attacked this battle
Max HP+20
Chase
Continuous: Whenever you play a "Cloud Sword", heal 1 HP
DEF+2
Cloud Sea+2
This card counts as 2 Cloud Swords
Chase
Cloud Hit: This card costs no Qi
Absorb: Upgrade 1 Level 1 card(s) in your hand or deck randomly
Opponent loses 15% of current HP and current Max HP
Opponent loses 2 Qi
Consumption
Apply 2 stacks of Internal Injury, 2 stacks of Flaw, and 1 stack of Weakened
Star Power+1 (Add 1 more if this card is in the first slot)
Continuous: All the slots in you deck are Star Point
4 ATK
Continuous: Post Action can be triggered when first time play it
Max HP+2 in this game
HP+15
1% chance to get doubled effect
Consumption
Reverse self Card Play Direction
Continuous: All cards with "Post Action" will make an additional 7 ATK after being played
Qi+2
Add 3 to the largest stack of: Qi, Hexagram or Star Power (if there is a tie, add to the former)
Qi+2
Hexagram+1
Exhaust Hexagram, then for each Hexagram exhausted make the next 1 slot Become Star Point and gain 1 Star Power
Continuous: Whenever you gain 1 Qi or Hexagram, gain 2 DEF and 3 HP
8 ATK (Gain 2 more ATK for each Thunder or Hexagram card in your deck)
10% chance to make an additional attack
Apply 1 Internal Injury
HP+5
Post Action: Apply 1 Internal Injury for every 4 HP added
5 ATK
For each Post Action card played, make an additional 5 ATK
Reverse Card Play Direction
Chase
Post Action: 1 ATK×2
If in the last 5 slots of the deck then add 7 ATK
HP and Max HP+8
Reduce ATK and DMG received by 25%; for each 1 point reduced, the opponent loses 1 HP. Lasts for 2 turns
Qi+3
Star Power+1
Passive: Adjacent slots are Star Point, when playing an Adjacent card, gain 1 Star Power (gain 1 more if it is an Astral Move card)
Opponent loses 10 HP
Exhaust Hexagram, for each stack deal 5 more
HP and Max HP+8
Apply 1 Snake Shadow to the opponent
If you have already played a card with “Snake” in its name, gain 10 Agility
Continuous: The first time each turn you play a card on a non-Star Point, gain 1 Qi and 1 Star Power
5 ATK
Repeat 3 times: Randomly apply 1 stack from Internal Injury, Weakened, Wound, Decrease ATK to the opponent
Post Action: Repeat 2 more times
For each time Dream - Revitalized has been played, ATK is doubled
12 ATK
1~8 ATK
Continuous: The first time you lose Hexagram each turn, regain the lost Hexagram
5 ATK
Star Power+2
Passive: After playing a card on a Star Point, apply 1 Internal Injury (non-stackable)
1 ATK
Qi+1
If your Qi > opponent's, apply 1 stack(s) of Flaw
Star Point: Chase if Star Power ≥ 2
Apply 1 stack(s) of Internal Injury
DEF+1 (1 more for each Debuff on the opponent, up to 5 in total)
If DEF ≥ 5, Chase
Each of your attacks applies 1 Internal Injury for 2 turns
2 ATK
10% chance to make an additional 2 ATK × 2
10% chance to apply 1 Decrease ATK
First Use: HP and Max HP+16
Post Action: 8 ATK (1 more ATK for each 4 HP added)
10% chance to Chase
Max HP+20
Chase
Continuous: Whenever you gain 1 Qi, heal 1 HP
Qi+2
If you have played a Musician Card this battle or the next card in your deck is a Musician Card, Chase
Upgrade next 3 cards when playing them (restored after the battle)
Consumption
7 ATK
Metal Spirit: If the opponent is Injured by this card, double the HP deduction
Gain 4 stacks of Force of Water
Water Spirit: Make the opponent unable to act for 1 turn
3 ATK × 3
Fire Spirit: For every 3 Max HP of the opponent has been reduced, this card add 1 ATK
DEF+12
Earth Spirit: The next 2 times your DEF is reduced, restore it immediately
6 ATK × 3
Fire Spirit: Reduces the opponent's Max HP to their current HP minus 2
Gain 3 stacks of Force of Water
Water Spirit: Add 6 HP and Max HP (for every stack of Force of Water, increase by 1)
Continuous X Times (X is the number of different Five Elements in your deck): Whenever you activate any Five Elements, Chase
Continuous 2 Times: If there is only one type of Five Elements in your deck, whenever you play a Five Elements card that is not an ATK, Chase
Activate Metal Spirit
Penetrate+6
Continuous: Whenever you Chase, add 6 Penetrate
Play 1 Regular Card of Incarnation Phase that shares the same Five Elements and Level as the previous slot's card.
Passive: When Adjacent cards are played, first Activate their corresponding Five Elements
Qi+1
Gain 3 Force of Water
At the start of your next turn, Qi and Force of Water are temporarily doubled until the end of that turn
Chase
For each Five Elements card played, gain 2 DEF
Passive: Five Elements effects can trigger without condition
Activate the Five Elements of the next slot's card and play its Lv.3 [Five Elements Spirit Formation]
Qi+2
This battle, for every 5 HP Injured to the opponent, gain 1 Force of Water
Opening: Qi+2
HP+2
For every 2 stacks of Force of Water, gain 1 Increase ATK(up to 4)
If you have Force of Water or Increase ATK, Chase
Activate Wood Spirit
Qi+1
Wood Thorn+1
Max HP+25
Continuous: Whenever you gain Increase ATK, convert up to 4 stacks to Wood Thorn
10 ATK
Gain 3 extra ATK for each time the opponent has lost Max HP
Opponent loses 4 HP and Max HP (lose 1 more for every 3 DEF you have)
If you have gained DEF, Chase
DEF+6 (For every 1 Penetrate or 1 Force of Water gained, add 1 more DEF), gain the same DEF next turn
6 ATK
Qi+2
For every 2 HP Injured, gain 1 Force of Water
DEF+16
Until the start of your next turn, for each 1 DEF or 1 HP lost, add 1 DEF next turn
Continuous: After playing a Spirit Seal or Spirit Formation, gain 10 Agility
Passive: At the end of battle, lose 1 Cultivation to gain 1 Five Elements Spirit Seal
Qi+4
Opponent loses 2 HP and Max HP (+2 for each Qi)
First Use: When either player plays their next card, Consume it
Activate Fire Spirit
DEF+6
Opponent loses 6 HP and Max HP
Continuous: Whenever you Chase, add 4 DEF and opponent loses 4 HP and Max HP
DEF+15
DEF halved, deal 1 DMG and gain 1 HP and Max HP for each point reduced
Qi+1
1 ATK (+1 ATK for each Five Elements card played)
For each type of Five Elements in your deck, make an additional attack
Qi+2
Wood Spirit: Each of your attacks adds 2 HP and Max HP for 4 turns
2 ATK × 2
Qi+3
Raise Increase ATK to 2 stacks, lose 4 Max HP for each stack gained
Fire Spirit: Reduce opponent's HP and Max HP by 2 for each stack of Increase ATK
6 ATK × 2
Metal Spirit: After each of this card's attacks consumes Penetrate, return 60% of the Penetrate (rounded up)
Force of Water+1
HP and Max HP+4
Water Spirit: Add 2 Agility for each Force of Water or Qi (up to 12)
Qi+2 (+1 per Five Elements type in deck)
Activate the Five Elements of Adjacent cards
Passive: Deck counts as having 1 more Five Elements types
10 ATK (+1 ATK for each Qi or Force of Water)
For every 3 HP Injured, gain 1 HP and Max HP
Chase
Continuous: Whenever you play a "Water Spirit" card, add 1 Qi
Wood Thorn+1
1 ATK × 2
Wood Spirit: If you have already added HP, Chase
Continuous 2 Times: At the end of your turn, apply 1 stack of Decrease ATK to the opponent, then steal 1 HP for every stack of Decrease ATK they have
Skip your next 1 card
If you have played a Continuous card in this battle, then Chase
Growth
Absorb: Lose 15 Destiny (min 1), then draw 1 Incarnation Phase Card
Qi+4 (If in the last 2 slots of deck, Skip the first play)
Passive: At the end of battle you lose 1 Cul. and gain 1 Growth card
Both players gain 4 stacks of Internal Injury
Add 1 Qi and 1 HP for each 2 stacks of Debuff you have
10 ATK
After you played the next Crash Fist, make an additional 1 ATK (1 more ATK for each 5 HP you have lost)
3 ATK (1 more ATK for each 4 Physique you have gained in this battle)
Make an additional ATK for each 25 Physique
4 ATK
Physique+3
Physique≥50: Gain 1 Increase ATK
Physique≥65: Agility+5
Agility+5
Clear Debuff. Add 2 Physique and 2 HP for each stack of Debuff cleared
Both players gain 3 stacks of Internal Injury, Flaw, Weakened, Entangled and Wound
Apply 2 stacks of each kind of Debuff you have
8 ATK (your Debuff is regarded as Force in this attack)
Qi+3
HP+2
Continuous: The first 2 times you gain a Debuff during your turn, the opponent also gains (up to 2 stacks)
Physique+3
HP+4
For every 10 Physique, both sides gain 1 Internal Injury
DEF+18
For every 5 DEF gained, the next Crash Fist gains 1 ATK
5 ATK
DEF+5
Physique+2
For each Qi this card gains +1 ATK, 1 DEF and 1 Physique
For every 2 Agility, this card and next Crash Fist gain 1 ATK
13 ATK
DEF+14
Continuous: After playing a card that costs HP, add the HP cost as DEF
3 ATK×2
Agility+12
Passive: When the previous card attacks, +1 ATK for every 2 stacks of Debuff
If you have any Debuff, gain 1 Force
1 ATK×2 (For each stack of Force gained, add 1 more ATK)
For every 15 Physique you have, gain 1 Force
7 ATK (For every 1 Physique gained, add 1 more ATK)
DEF+8
Agility+8
Passive: This card and Adjacent cards count as Crash Fist
DEF+16 (add 2 extra DEF for each stack of Debuff you have)
Passive: At the beginning of your turn, convert the DEF lost to natural halving into HP
Force Cap+5
Force+8
Passive: Force effect changes from +10% ATK per stack to +1 ATK per stack
Qi+3
Force+1
Continuous: Each time you attack, add 1 Force first
Agility+5
Exhaust Force, for each point add 2 Physique and 3 HP
7 ATK×2
Gain 40% of the Injured value as Physique (This effect also triggers on the next card with ATK)
This card counts as a Crash Fist
DEF+12
Continuous: Whenever you gain DEF or HP, deal 50% DMG
9 ATK×2
After playing the next Crash Fist, make an additional 2 ATK×2 (Gain 1 extra additional attack for each Crash Fist kept in hand, up to 2 times)
When this card costs HP, deal equal DMG to the opponent (the next "Crash Fist" also gains this effect)
3 ATK × 2
Smash DEF
Gain 1 Force for each HP cost card played
10 ATK (1 more ATK for each Force)
HP+8
Agility+8
The next time you play a HP cost card, add 1 Agility for each HP spent
Agility+10
Continuous: Every card can be regarded as "Crash Fist"
Apply 4 Internal Injury
Opening: Downgrade oppenent's card in the same slot (Restored at end of battle), or deal 6 DMG if unable
Qi+2
Lasts for 3 turns, when you add DEF, HP or Max HP, add 40% more (Rounded up).
Switch
Qi+2
Lasts for 3 turns, when you add DEF or HP, deal 50% DMG to opponent (Rounded down)
Switch
HP and Max HP+8
Continuous 4 Times: Before playing the card in the 4th or 5th slot, Skip it and trigger its Opening effect
Continuous: All cards gain Chase and you will lose 10 HP before the Chase
Gather Qi 6
For the next 1 time when your HP ≤ 0, you will be resurrected and restored to 64 HP
(The number of times can be stacked)
Gather Qi 9
Activate all Five Elements
Duplicate the effect of the card in the next slot
Chase (Cannot be stoped by other effects)
30 ATK
Your opponent cannot add HP for 1 turn
Injured: For the next time when your opponent's HP ≤ 0, deal 20 Destiny Damage to your opponent.
Gather Qi 7
HP and Max HP + 64
At the beginning of your next 1 turn, your HP will be doubled.
Consumption
Gather Qi 4
Reduce the opponent's current Qi, HP, and Max HP by half
Apply 4 Entangled
Copy the effect of your opponent's next card
Skip the opponent's next card
Chase
Max HP+5 in this game.
The next 2 times you play an upgradable card, upgrade it in this game.
Chase
Consumption
Gather Qi 6
Starting from the first card in your deck up to this card, repeat the effect of each card that has already been played.
Qi+4
HP and Max HP + 16
Passive: At the end of battle you gain 2 Lv. 3 cards of Elixirist or Plant Master with Absorb.
Gather Qi 4
Downgrade opponent's next 4 cards on play. If a card cannot be downgraded, instead steal 9 HP and Max HP.
Opening: Apply above effect to opponent's next 2 cards
Set Physique to maximum.
Continuous: Effects of Injured, Cloud Hit, Star Point, and Five Elements trigger unconditionally. Whenever Hexagram is 0, gain 1 Hexagram
3 ATK × 2 (Attack 1 more time for each time Five Elements has been Activated)
Opening: Activate all Five Elements
Passive: Deal 5 DMG when you Activate any Five Elements
8 ATK
Add 8 ATK for each "Cloud Sword" remaining in your hand
4 ATK
Cloud Hit: ATK+4
Make an additional attack for each Qi
If your Hexagram is exactly 8 stacks, change your opponent's HP to 8
Wood Spirit: 25 ATK
Fire Spirit: 25 ATK
Earth Spirit: 25 ATK
Metal Spirit: 25 ATK
Water Spirit: 25 ATK
Trigger the effect of 5 Lv.1 Crash Fist cards (without Cost HP)
Consumption
Physique+5
Continuous: For each 5 Physique you have, add 1 ATK and 1 Agility in your Normal Attack
Continuous: At the beginning of your turn, steal 1 Qi from the opponent
Deal 1 DMG
Continuous: The next card played by the opponent will be changed to Normal Attack until the end of the battle
10 ATK
For each different phase card in your deck, make an additional attack
Qi+2
Passive: When either player plays a Continuous Card within the first 2 slots of deck, Skip that card instead
When using this card, first permanently transform it into the opponent's card in the same grid.
Increase HP by 30% of the maximum HP
Exhaust
Don't burst your stomach
HP and Max HP+2
Continuous: At the beginning of your turn, gain 1 stack of Force of Water
Chase
Can be dragged to any Merpeople Pearl Card with the same Level to upgrade it
DEF+6
Continuous: When you injure the opponent by ATK, for every 2 HP Injured, you gain 1 DEF
Gain a Level 1 copy of the card in next slot and lose 1 Cul. (only card of your own Sect or Side Job can be copied)
Consumption
Gain 2 Increase ATK
Gain 2 Guard Up
Continuous: Chase won't be prevented by other effect. Chase can be triggered 1 more time in each turn.
Absorb: Lose 1 Cultivation and gain 1 Level 1 copy of the card in the first slot