Special Card Category
Fusion
Fusion cards are the resulting cards from combining two specified cards.
Cards
7 ATK
Immediately Activate the Five Elements of the next 2 slots, if which contain only one type of Five Elements, add 1 Qi
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
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
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
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
HP+5
Agility+5
Continuous: Whenever you gain 1 Agility, deal 1 DMG to the opponent
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)
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
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