4 ATK
Add 2 DEF for each Qi (up to 4)
If the number of Spirit Sword in the deck ≥ 3, Chase
Special Card Category
Mirage season cards; the card list is one part of the Mirage mechanic.
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
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
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
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