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Special Card Category

Mirage

Mirage season cards; the card list is one part of the Mirage mechanic.

Subcategory12
KindSeason
Cards40
Immortality: 20Incarnation: 20
M - Astral FlecheM - Exercise BonesM - Metal Spirit Needle

Cards

M - Raven Spirit Sword
Immortality

4 ATK
Add 2 DEF for each Qi (up to 4)
If the number of Spirit Sword in the deck ≥ 3, Chase

M - Light Sword
Immortality

8 ATK
Qi+1
This card counts as both Cloud Sword and Unrestrained Sword (also be applied to the next card played)

M - Spiritage Sword
Immortality

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)

M - Flying Fang Sword
Immortality

4 ATK
Chase
Return the Sword Intent used by this attack and add additional 1 Sword Intent

M - Cutting Weeds
Immortality

Reduces the opponent's Max HP to their current HP minus 8 (Exhasust Qi / Hexagram, each reduces 3 / 3 more)

M - Ruthless Water
Immortality

Apply 2 Internal Injury
Continuous: Whenever the opponent gain 1 stack of Debuff other than Internal Injury, they also gain 1 Internal Injury

M - Dotted Around
Immortality

Qi+2
Star Power+1
When you add Qi, add equal amount of Star Power (up to add 3 this way)

M - Fire Spirit Flame Eater
Immortality

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

M - Wood Spirit Recovery
Immortality

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

M - Metal Spirit Needle
Immortality

6 ATK (Ignore DEF)
Penetrate+4
Metal Spirit: the next time you trigger Penetrate, return the triggered Penetrate

M - Youthful Vigor
Immortality

6 ATK × 2
For every 24 HP added in this battle, make an additional attack

M - Exercise Bones
Immortality

Continuous: Whenever you add 1 Physique, if your Physique exceeds the cap, gain 2 HP and deal 1 DMG to the opponent

M - Sinking Qi
Immortality

Qi+2
HP+6
Increase 10% ATK for each Qi for the next 2 attack cards you played

M - Standing Firm
Immortality

Force+2
DEF+4
Add 2 DEF for each Force
Add 2 HP for each Agility
Agility Decreased to 5

M - Earth Hexagram
Immortality

DEF+2
Hexagram+2
Upgrade the next card used, and for every 3 Hexagram, Upgrade 1 more (restored after the battle)

M - Fire Spirit Seal
Immortality

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]

M - Earth Spirit Formation
Immortality

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)

M - Endless Entanglement
Immortality

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

M - Diligent Sword
Immortality

6 ATK
The next 1 Sword card (excl. Cloud / Unrestrained / Spirit / Formation) gain Chase
Cultivation ≥ 85: the next 1 more such card gain Chase

M - Vitality Blossom
Immortality

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

M - Shifting Stars
Incarnation

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

M - Water Spirit Billows
Incarnation

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

M - Earth Spirit Mountains
Incarnation

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

M - Flower Sentient
Incarnation

Qi+3
Apply 1 Internal Injury
Each time your opponent gains Internal Injury, 2 more are added, lasts for 3 turns

M - Cosmos Seal
Incarnation

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)

M - Astral Fleche
Incarnation

5 ATK
Star Power+1
If this card not on Star Point, Chase

M - Five Elements Circulation
Incarnation

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

M - Double Trouble
Incarnation

6 ATK × 2
Both players gain 2 Internal Injury, 1 Wound and 1 Weakened

M - Rakshasa Pouncing
Incarnation

Qi+1
Convert all opponent's Debuff to Wound
12 ATK
Next 3 attack Ignore DEF

M - Incessant
Incarnation

6 ATK
Gain 2 Regeneration
Max HP+9 (add 1 more for each Regeneration)
Post Action: add Max HP and HP instead

M - Crash Fist Poke
Incarnation

12 ATK
For every 8 Physique, the next Crash Fist increase 1 ATK

M - Unrestrained Sword Dragon Coiled
Incarnation

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

M - Metal Spirit Seal
Incarnation

Penetrate+8
Activate Metal Spirit
Activate Wood Spirit
When you add HP, convert it to Penetrate instead, lasts for 3 turns

M - Yin Yang Formation
Incarnation

Gain 1 DEF and HP for each point of Qi or Hexagram
Swap your Qi and Hexagram