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Special Card Category

Dream

Dream season cards vary by phase rather than ordinary card level.

Subcategory14
KindSeason
Cards102
Incarnation: 102
Dream - RevitalizedDream - Predicament for ImmortalsDream - Crash Fist Continue

Cards

Dream - Heavenly Time Recurring
Incarnation

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

Dream - Divine Brush
Incarnation

DEF+10
Randomly trigger the effect of one Immortality Phase or above Spiritual Pet Card, Talisman Card, or Secret Enchantment Card.

Dream - Cloud Elixir
Incarnation

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

Dream - Great Recover Elixir
Incarnation

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

Dream - Chord In Tune
Incarnation

Qi+2
Your next Chase cannot be prevented by other effects
If you have played another card, Chase

Dream - Echo Formation
Incarnation

HP and Max HP+6
Retrigger the effect of a Consumption card or Continuous card in your hand

Dream - Space Spiritual Field
Incarnation

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

Dream - Ice Incantation
Incarnation

Repeat 3 times: The opponent loses 5 HP
The opponent cannot gain DEF or HP next turn

Dream - Envelop In Disaster
Incarnation

Apply 3 Internal Injury
Opening: Downgrade the opponent's card in the same slot, or Skip that card if unable

Dream - Sharp Metal Fulu
Incarnation

Deal 18 DMG (If the opponent's HP ≤ 35, this card's effect changes to set the opponent's HP to -100)

Dream - Flying Owl Reishi
Incarnation

Absorb: At the start of next battle, your Speed+3; if you are going second, gain Will of Desperate Combat effect

Dream - Wonderful Strokes
Incarnation

Absorb: Cultivation-4, randomly gain 4 Incarnation Phase phase cards from other sects

Dream - Qi Perfusion
Incarnation

Qi+3
Gain 3 Increase ATK
Passive: Adjacent cards' Injured effects always trigger

Dream - Cloud Dance Rhythm
Incarnation

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

Dream - Unrestrained Sword Zero
Incarnation

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

Dream - Rule Sky Sword Formation
Incarnation

Deal 8 DMG
For each Sword Formation played, deal 1 more DMG
If there are 2 or more Sword Formations in your deck, Chase

Dream - Cloud Sword - Softheart
Incarnation

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

Dream - Contemplate Spirits Rhythm
Incarnation

Sword Intent+1
The next attack gains double Sword Intent and Increase ATK bonus
If Sword Intent or Increase ATK ≥ 3 then Chase

Dream - Unrestrained Sword Two
Incarnation

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

Dream - Star Trail Divination
Incarnation

Qi+2
Hexagram+1
Exhaust Hexagram, then for each Hexagram exhausted make the next 1 slot Become Star Point and gain 1 Star Power

Dream - Falling Thunder
Incarnation

8 ATK (Gain 2 more ATK for each Thunder or Hexagram card in your deck)
10% chance to make an additional attack

Dream - Flower Sentient
Incarnation

Apply 1 Internal Injury
HP+5
Post Action: Apply 1 Internal Injury for every 4 HP added

Dream - Repel Citta-Dharma
Incarnation

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

Dream - Shifting Stars
Incarnation

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)

Dream - Snake in Reflection
Incarnation

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

Dream - Dotted Around
Incarnation

Continuous: The first time each turn you play a card on a non-Star Point, gain 1 Qi and 1 Star Power

Dream - White Snake
Incarnation

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

Dream - Revitalized
Incarnation

For each time Dream - Revitalized has been played, ATK is doubled
12 ATK

Dream - Astral Move Point
Incarnation

5 ATK
Star Power+2
Passive: After playing a card on a Star Point, apply 1 Internal Injury (non-stackable)

Dream - Cosmos Seal
Incarnation

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

Dream - Water Spirit Billows
Incarnation

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

Dream - Five Elements Fleche
Incarnation

Chase
For each Five Elements card played, gain 2 DEF
Passive: Five Elements effects can trigger without condition

Dream - Wood Spirit Willow Leaf
Incarnation

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

Dream - Wood Spirit Formation
Incarnation

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

Dream - Earth Spirit Steep
Incarnation

DEF+16
Until the start of your next turn, for each 1 DEF or 1 HP lost, add 1 DEF next turn

Dream - Five Elements Heavenly Marrow Rhythm
Incarnation

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

Dream - Fire Spirit Flame Eater
Incarnation

Qi+4
Opponent loses 2 HP and Max HP (+2 for each Qi)
First Use: When either player plays their next card, Consume it

Dream - Fire Spirit Formation
Incarnation

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

Dream - Primordial Smash
Incarnation

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

Dream - Elusive Footwork
Incarnation

Qi+3
HP+2
Continuous: The first 2 times you gain a Debuff during your turn, the opponent also gains (up to 2 stacks)

Dream - Shura Roar
Incarnation

Physique+3
HP+4
For every 10 Physique, both sides gain 1 Internal Injury

Dream - Exercise Soul
Incarnation

5 ATK
DEF+5
Physique+2
For each Qi this card gains +1 ATK, 1 DEF and 1 Physique

Dream - Styx Agility
Incarnation

3 ATK×2
Agility+12
Passive: When the previous card attacks, +1 ATK for every 2 stacks of Debuff

Dream - Vigorous Force
Incarnation

If you have any Debuff, gain 1 Force
1 ATK×2 (For each stack of Force gained, add 1 more ATK)

Dream - Bearing the Load
Incarnation

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

Dream - Majestic Qi
Incarnation

Qi+3
Force+1
Continuous: Each time you attack, add 1 Force first

Dream - Exercise Fist
Incarnation

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

Dream - Crash Fist Continue
Incarnation

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)