Special Card Category
Dream
Dream season cards vary by phase rather than ordinary card level.
Cards
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
DEF+10
Randomly trigger the effect of one Immortality Phase or above Spiritual Pet Card, Talisman Card, or Secret Enchantment Card.
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
Apply 3 Internal Injury
Opening: Downgrade the opponent's card in the same slot, or Skip that card if unable
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: 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+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
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+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)
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)
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
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
10 ATK (+1 ATK for each Qi or Force of Water)
For every 3 HP Injured, gain 1 HP and Max HP
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
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
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
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)