My Fate, My Choice
On breakthrough, can refresh all Immortal Fate options (cumulative limit 5 times).
Heavenly Derivation tier list →
Current-season Heavenly Derivation fates.
391 fates
On breakthrough, can refresh all Immortal Fate options (cumulative limit 5 times).
Reduces the Cultivation and Physique required for Breakthrough by 2
Exchange Chance storage cap -10. Starting from round 3/5/8/11, can break through to Foundation/Virtuoso/Immortality/Incarnation regardless of Cultivation.
+1 Cultivation, +20 Exchange Chance storage cap, +20 hand size.
Gain an extra copy of the next card you gain from Daoist Rhyme Omen.
Each round, if you didn't exchange last round, +1 Exchange Chance.
On victory, Destiny damage to opponent reduced by 1 (min 1), gain 1 Exchange Chance.
Battle start: if hand is not empty, +12% HP and Max HP.
If hand is empty, Speed+4.
Exchange Card Chance + 12; Add 4 each of Immortality and Incarnation phase cards from all other side jobs to the pool.
Each basic attack gains 2 stacks of Guard Up on first use.
Each basic attack gains 2 stacks of Increase ATK.
+2 Max HP. Can place 1 extra Continuous or Consumption cards in deck.
+18 Destiny; +2 Max HP; +2 Exchange Chance
When Destiny is exhausted next time, retain 1 Destiny to avoid elimination.
Lose 1 Cultivation upon selection; at round 11, draw 2 cards and gain 3 Exchange Chance.
At battle start, if Exchange Chance is 0, gain 1 additional Exchange Chance next round.
Gain 4 chances to refresh Heavenly Derivation Immortal Fate options (refreshes 1 slot each time); Exchange Chance +4.
Use (1 charges): Gain Max HP equal to current round number.
Use (1 charges): Gain Exchange Chance equal to current round number - 3.
Use (1 charges): Gain Destiny equal to current round number + 8.
Use (1 charges): +1 Exchange Chance. Draw 1 sect cards of your current phase.
Use (1 charges): -1 Cultivation. Choose 1 sect card from your current card pool.
Use (2 charges): -3 Cultivation. Draw 3 cards.
Use (1 charges): -1 Cultivation. Choose 1 side job card from your current card pool.
Use (2 charges): Transform all cards in hand into random cards.
Use (2 charges): Next battle: +6 Speed.
Use (1 charges): Reduces the Cultivation and Physique required for the next Phase Breakthrough by 5
Use (1 charges): Upgrade the first level 1 card in deck.
Use (1 charge): Reselect your side job. Remove remaining old side job cards and side job cards below your previous phase from pool.
Use (1 charges): -1 Cultivation. Choose 1 regular card from last opponent's deck.
Use (1 charges): Increase count of all current phase cards in pool by 4.
Use (1 charges): -1 Cultivation. Choose 1 from 3 random Dream cards. On breakthrough, automatically raise the Phase of Dream cards in hand or deck.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Qi-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with DEF-related effects.
Use (4 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card (Immortality preferred).
Use (2 charges): Upgrade the first Continuous card in deck.
Use (2 charges): Mutate 1 random spirit plant card in hand that can Mutate.
Use (1 charges): Upgrade 1 random Immortality or Incarnation card in hand or deck.
Use (2 charges): Upgrade 1 random Meditation phase Regular Card in hand or deck.
Use (2 charges): Lose 1 Cultivation, choose 1 card from 3 random cards with Absorb effects (May include special or high-level cards).
Use (1 charges): Lose 1 Cultivation and 10 Destiny (minimum 1). Lose your current Phase's Immortal Fate, revert to the previous Phase, and can breakthrough again to choose a new Immortal Fate.
Use (6-round cooldown): Cultivation +1, Max HP -2.
Use (2-round cooldown): -1 Cultivation. Draw 1 side job card (Prioritize Immortality phase or higher).
Use (3-round cooldown): -1 Cultivation. Choose 1 card from 3 random cards.
Use (2-round cooldown): -1 Cultivation. Choose 1 from 5 random side job cards (Virtuoso+).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with Chase or Agility effects (Prioritize Immortality phase or higher).
Use (2-round cooldown): Next battle: gain 2 stacks of Guard Up.
Use (3-round cooldown): -1 Cultivation, -2 Destiny (min 1). Choose a Virtuoso or lower phase Regular Card in hand or deck, gain a level 1 copy.
Use (3-round cooldown): -1 Cultivation, -4 Destiny (min 1). Choose an Immortality or lower phase Regular Card in hand or deck, gain a level 1 copy.
Use (3-round cooldown): -1 Cultivation, -6 Destiny (min 1). Choose an Incarnation or lower phase Regular Card in hand or deck, gain a level 1 copy.
Use (3-round cooldown): Lose 1 Cultivation, choose 1 card from 3 random cards to obtain (Prioritizes cards not yet obtained this game).
Each breakthrough, Immortal Fate options always include Fortunes and Luck; Absorbing fortune cards grants 5 extra Exchange Chance.
Each breakthrough, Immortal Fate options always include Meteor Quench; Meteor Quench Destiny cost halved.
Each breakthrough, Immortal Fate options always include Thunder Tribulation
Gain 1 extra Exchange Chance each round but Exchange Chance storage cap becomes 1; each breakthrough, Immortal Fate options always include The Way of Adaptation.
Each breakthrough, Immortal Fate options always include Store Qi.
Round 13+: -2 Cultivation, gain 2 Daoist Rhyme Aura.
Round 14+: -1 Cultivation, gain 1 Shadow Owl Rabbit.
Add 4 Enlightenment Elixir to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Ice Spirit Guard Elixir to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 Thousand Evil Incantation to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Divine Walk Fulu to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Chord In Tune to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Predicament for Immortals to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Finishing Touch to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Flying Brush to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 Meru Formation to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 Space Spiritual Field to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Envelop In Disaster to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 Cycle of Fate to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Cloud Sword card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Unrestrained Sword card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Sword Formation card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Sword Intent-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with default attack count ≥2.
Use (2-round cooldown): -1 Cultivation. Draw 1 Cloud Sword card (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 Sword Formation card (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 Spirit Sword card (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with Sword Intent effects (Prioritize Immortality phase or higher).
Each breakthrough, Immortal Fate options always include Mad Obsession.
Each breakthrough, Immortal Fate options always include Rule Of The Cloud; when Rule Of The Cloud is selected, -1 Cultivation, draw 1 Cloud Sword card of current phase.
Each breakthrough, Immortal Fate options always include Sword Rhyme Cultivate; when Sword Rhyme Cultivate is selected, -1 Cultivation, draw 1 card with Sword Intent-related effects.
Each breakthrough, Immortal Fate options always include Sword Formation Guard; when Sword Formation Guard is selected, -1 Cultivation, draw 1 sect card with DEF-related effects.
Add 6 M - Cloud Sword Touch Sky to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 8 M - Cloud Sword Conceal to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 6 M - Flying Fang Sword to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 M - Cloud Dance Rhythm to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 4 Cloud Sword - Sunset Glow to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 Azure Dragon Sword Formation to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 Beast Spirit Sword Formation to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 Dragon Devours Clouds to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Daoist Rhyme Omen always offers Unrestrained Sword - Two and Unrestrained Sword - Zero.
Daoist Rhyme Omen always offers Cloud Sword - Moon Shade and Cloud Sword - Dragon Roam.
Daoist Rhyme Omen always offers Giant Kun Spirit Sword and Dharma Spirit Sword.
Daoist Rhyme Omen always offers Flow Cloud Chaos Sword and Sword Intent Surge.
Daoist Rhyme Omen always offers Chain Sword Formation and Rule Sky Sword Formation.
When chosen: -1 Cultivation, gain 1 Cloud Sword - Softheart. Use (unlocks round 12): Transform Cloud Sword - Softheart in hand into Ultimate - Cloud Sword - Softheart, or reverse.
When chosen: -1 Cultivation, gain 1 Raven Spirit Sword. Use (unlocks round 13): Transform Raven Spirit Sword in hand into Ultimate - Raven Spirit Sword, or reverse.
Lose 1 Cultivation upon selection, gain 1 Unrestrained Sword - One.
Use (Unlock on round 13): Transform Unrestrained Sword - One in hand to Ultimate - Unrestrained Sword One, or vice versa.
Lose 1 Cultivation upon selection, gain 1 Consonance Sword Formation.
Use (Unlock on round 12): Transform Consonance Sword Formation in hand to Ultimate - Consonance Sword Formation, or vice versa.
If you did not attack during your turn, gain 1 Sword Intent at end of turn.
No Exchange Chance storage cap. Each round, if Shift As Cloud was not used to exchange cards last round, gain 2 extra Exchange Chance.
Switch your side job to Musician, and additionally add 4 copies of Unrestrained Sword - Two and Chord In Tune to the card pool.
All Musician cards also count as Unrestrained Sword.
At battle start, Sword Qi+1; Playing a Cloud Sword can also trigger Sword Qi to deal damage.
Gain 1 Cloud Sea each time you use a Sword Formation; gain 2 DEF each time Cloud Sea triggers and decreases.
Use (1 charges): Gain 2 copies of Spring Course Tea; other characters each gain 1 copy of Spring Course Tea next round.
Fuse in hand: Spring Course Tea + Cloud Sword - Dragon Roam = Cloud Sword - Dragon Spring.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 13+: -2 Cultivation, gain 2 Spring Course Tea.
Battle start: count as having used Cloud Sword 1 times and gain 2 Cloud Sea.
Each time you use a Cloud Sword, gain 1 stack of Moon Water.
All cards with Injured effects are considered Unrestrained Sword.
Gain 1 extra DEF each time you gain DEF.
Use (1 charges): +3 Destiny, +1 Exchange Chance; each Bloodline Potential draw trigger restores 1 use.
Fuse in hand: Cloud Sword - Avalanche + Flying Spirit Shade Sword = Cloud Sword - Flying Snow Shade.
Fuse in hand: Unrestrained Sword - Flame Dance + Cloud Sword - Flash Wind = Cloud Sword - Wildfire.
After the first successful Fusion, add 4 Fusion Orb to the pool.
Round 13+: -1 Cultivation, gain 1 Unrestrained Sword - Flame Dance.
Round 10+: -1 Cultivation, gain 1 Cloud Sword - Avalanche.
Cards with 'Chase' in description cost 1 less Qi.
At battle start, gain 1 Qi for every 2 Cloud Swords in hand or deck (Max 3).
Fuse in hand: Sky Delicate Bracelet + CentiBird Spirit Sword Rhythm = CentiBird Delicate Bracelet.
After the first successful Fusion, add 5 Fusion Orb to the pool.
Round 13+: -1 Cultivation, gain 1 Sky Delicate Bracelet.
Round 9+: -1 Cultivation, gain 1 Cloud Sword - Pray Rain.
-2 Cultivation, gain 2 Cloud Sword - Hidden Loong.
Round 9+: -1 Cultivation, gain 1 Exquisite Sword Formation.
Add 8 copies of Cloud Sword - Hidden Loong, Unrestrained Sword - Dragon Coiled, and Unrestrained Sword - Twin Dragons to card pool.
After each battle loss, Curiosity gains 1 extra trigger chance.
Each time a Cloud Sword is used, gain 1 stack of Cloud Sea. Whenever Cloud Sea triggers, gain 1 Qi.
Use (1 charges): Lose 3 Cultivation, gain 1 copy each of Dried small fish, Catnip, and Cat Teaser.
At the beginning of the battle, it counts as a Unrestrained Sword has been played; Cards with 'Cat' in name
also count as Unrestrained Sword.
Use (3-round cooldown): Transform 1 cat card in hand into a random Unrestrained
Sword (inherits level); If there are no transformable cards, instead lose 1 Cultivation and draw 1 Unrestrained Sword
card.
Fuse in hand: Cloud Sword - Cat Paw + Unrestrained Sword - Two = Unrestrained Sword - Cat Claw.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Fuse in hand: Spirit Cat Chaos Sword + Cloud Sword - Softheart = Cloud Sword - Cat Shadow.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 11+: -1 Cultivation, gain 1 Spirit Cat Chaos Sword.
-2 Cultivation, gain 2 Cloud Sword - Flying Sand.
At round 12: Lose 1 Cultivation, gain 1 Ultimate - Cloud Sword Cat Paw.
At the end of battle, if Clear Heart Sword Embryo is adjacent to a Cloud Sword, -1 Cultivation and draw 1 Cloud Sword; if Clear Heart Sword Embryo is adjacent to an Unrestrained Sword, -1 Cultivation and draw 1 Unrestrained Sword.
When using Clear Heart Sword Embryo, gain 1 Qi.
When using Clear Heart Sword Embryo, gain 2 Sword Qi.
When using Clear Heart Sword Embryo, reduce all Debuff by 2 stacks.
When using Clear Heart Sword Embryo, gain 2 stacks of Moon Water.
Ignore Swordsmith use limit. Clear Heart Sword Embryo gains +1 ATK each round.
When using Clear Heart Sword Embryo, gain 5 Cloud Sea, and counts as 1 extra Cloud Sword played
After playing Clear Heart Sword Embryo, convert all Qi to Sword Qi and trigger Sword Qi once to deal damage.
Clear Heart Sword Embryo increase 2 ATK;The ATK increase from Immortal Fate Swordsmith has no upper limit.
Use (1-round cooldown): Select an chosen Immortal Fate related to Clear Heart Sword Embryo and reselect its options.
Use (3-round cooldown): Randomly upgrade 1 Cloud Sword in hand or deck; if none can be upgraded, lose 1 Cultivation and draw 1 Cloud Sword.
Fuse in hand: Rule Sky Sword Formation + Chain Sword Formation = Clear Heart Sword Formation.
After the first successful Fusion, add 6 Fusion Orb to the pool.
Drag a Lv.2 sword onto a same-phase Lv.1 sword in hand to upgrade it.
First time using a Sword Formation each battle, gain 5 DEF and 1 stacks of Guard Up.
Each time you use an Unrestrained Sword, gain 1 Qi.
Use (2 charges): -4 Cultivation. Gain 1 each of Cloud Sword, Unrestrained Sword, Spirit Sword, and Sword Formation cards.
Use (1 charges): -1 Cultivation. Choose 1 from 3 random sword cards of current or previous phase, and add it to Swordplay Talent's comprehended cards.
Use (4-round cooldown): Lose 1 Cultivation, choose 1 card from those comprehended by Swordplay Talent to obtain (Must meet current Phase requirements).
Fuse in hand: Swift Shadow Sword Formation + CentiBird Spirit Sword Rhythm = CentiBird Swift Shadow Art.
After the first successful Fusion, add 5 Fusion Orb to the pool.
Round 11+: -1 Cultivation, gain 1 Swift Shadow Sword Formation; Swift Shadow Sword Formation counts as Cloud Sword, Unrestrained Sword, Spirit Sword, and Sword Formation simultaneously.
Add 5 copies of Synergy Sword Formation and Emptiness Sword Formation to card pool.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Astral Move card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Hexagram-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Thunder card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Post Action-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with HP-related effects.
Use (2-round cooldown): -1 Cultivation. Draw 1 Astral Move card (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with Hexagram effects (Prioritize Immortality phase or higher).
Each breakthrough, Immortal Fate options always include Divination.
Each breakthrough, Immortal Fate options always include Stargaze.
Each breakthrough, Immortal Fate options always include Astral Eclipse.
Each breakthrough, Immortal Fate options always include Rejuvenation; when Rejuvenation is selected, -1 Cultivation, draw 1 sect card with HP-related effects.
Add 8 M - Cutting Weeds to pool. Starting from round 9, auto-draw 1 if at correct phase and missing it.
Add 6 M - Shifting Stars to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 M - Astral Fleche to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 8 M - Incessant to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 M - Flower Sentient to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 Spiritual Hexagram Divination to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 Throw Petals to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 Astral Move - Twin Swallows to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 Water Drop Erosion to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Daoist Rhyme Omen always offers Astral Move - Tiger and Polaris Citta-Dharma.
Daoist Rhyme Omen always offers Six Lines Formacide and Heaven Hexagram.
Daoist Rhyme Omen always offers Stillness Citta-Dharma and Great Spirit.
Daoist Rhyme Omen always offers Escape Plan and Hunter Hunting Hunter.
Daoist Rhyme Omen always offers Snake in Reflection and Spirit Snake Coiling Pillar.
When chosen: -1 Cultivation, gain 1 Stillness Citta-Dharma. Use (unlocks round 12): Transform Stillness Citta-Dharma in hand into Ultimate - Stillness Citta-Dharma, or reverse.
When chosen: -1 Cultivation, gain 1 Yin Yang Formation. Use (unlocks round 12): Transform Yin Yang Formation in hand into Ultimate - Yin Yang Formation, or reverse.
Lose 1 Cultivation upon reaching Immortality Phase, gain 1 Six Lines Formacide.
Use (Unlock on round 12): Transform Six Lines Formacide in hand to Ultimate - Six Lines Formacide, or vice versa.
Lose 1 Cultivation upon selection, gain 1 Hunter Becomes Preyer.
Use (Unlock on round 13): Transform Hunter Becomes Preyer in hand to Ultimate - Hunter Becomes Preyer, or vice versa.
Fusing cards also counts toward Study Hard.
After first HP or Max HP gain each battle, gain additional HP equal to 20% of current Max HP.
Battle start: +20 Max HP. After each Chase trigger, +2 HP.
Gain 1 extra HP or Max HP each time you gain HP or Max HP.
Use (1 charges): Halve remaining Exchange Chance. Remove all Foundation phase cards from current pool.
Use (3-round cooldown): Discard 1 upgradable card in hand with "Post Action" in its description; it will be upgraded and returned to hand at the start of next round.
Fuse in hand: Only Traces + Revitalized = Traces Revitalized.
After the first successful Fusion, add 8 Fusion Orb to the pool.
At round 12: Lose 1 Cultivation, gain 1 Ultimate - Only Traces.
Battle start: Upgrade the first card in deck with 'Chase' in description or 'Thunder' in name. Revert after battle.
Gain 1 extra Hexagram for the first 3 times you gain Hexagram in each battle.
The first time you attack with a card containing "Thunder" in its name in each battle, apply 1 stack of Wound to the opponent and the attack gains Smash DEF.
Use (1 charges): -1 Cultivation. Choose 1 from 3 random cards of current or previous phase. Each Bloodline Power draw trigger resets uses.
Fuse in hand: Ultimate Hexagram Base + Polaris Citta-Dharma = Polaris Ultimate Base.
After the first successful Fusion, add 3 Fusion Orb to the pool.
Fuse in hand: Fury Thunder + Strike Twice = Thunder Flash Twice.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 10+: -1 Cultivation, gain 1 Within Reach.
Round 6+: -2 Cultivation, gain 2 Ultimate Hexagram Base.
Round 11+: -1 Cultivation, gain 1 Fury Thunder.
When breaking through, Innate Spirit Body's draw effect changes to choosing 1 from 3 random cards of the same phase.
Battle start: For the next 3 times opponent gains Internal Injury, they gain 1 extra stack.
At battle start, gain 1 Star Power; if your Cultivation is 5 or more higher than opponent's, gain 1 additional Star Power.
Use (2 charges): Transform 1 Earth Hexagram in hand into level 1 Heaven Hexagram and send to future. It returns to hand on round 12 (if already past 12, returns next round).
Fuse in hand: Flame Flutter + Snake in Reflection = Suspicious Flame Flutter.
Round 6+: -1 Cultivation, gain 1 Flame Flutter.
Round 9+: -1 Cultivation, gain 1 Rotary Divination Hexagram.
Skip the 5th card in your deck; if it is an Astral Move card, gain 5 HP.
Use: Disable the effect of this Heavenly Derivation Fate; use again to lift the disablement.
+10 hand size. Each round: -1 Cultivation, +1 draw.
If deck slot 8 is empty, place Heptastar Soulstat there at battle start; if Heptastar Soulstat is already there, upgrade it instead.
Each time the card in deck slot 8 is used, inflict 2 stacks of Internal Injury to opponent.
For the first 7 Astral Move cards used each battle, the next slot Become Star Point.
The first time your HP ≤ 0 in battle, lose all Star Power and Hexagram, gain 3 HP and Max HP for each lost, then if HP > 0 continue fighting.
Fuse in hand: Starburst + Propitious Omen = Purple Starburst.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 7+: -2 Cultivation, gain 2 Starburst.
All your Star Power gain effects are changed to apply equal Internal Injury to the opponent.
Use: Disable the effect of this Heavenly Derivation Fate; use again to lift the disablement.
Exchange Card Chance + 3;
When using the last Exchange Chance, prioritize exchanging for a card of your current phase.
Battle end: save remaining Hexagram (max 4); next battle, gain the saved Hexagram.
If you act second at battle start, the next Post Action effect triggers immediately; If you act first, gain 1 Exchange Card Chance.
When using Perfectly Planned, gain 3 temporary Guard Up stacks. Lose temporary Guard Up at the start of your next turn.
When playing a card on Star Point, apply 1 stack of Internal Injury to opponent (Limit 3 times per battle).
Fuse in hand: Star Moon Folding Fan + Six Lines Formacide = Star Moon Six Lines Fan.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 11+: -1 Cultivation, gain 1 Star Moon Folding Fan.
-1 Cultivation, gain 1 Perfectly Planned.
Add 4 copies of Star Born Rhythm, Astral Move - Dragon Slay, Meteorite Meteor, and Astral Move - Twin Swallows to card pool.
Wind in Sky draws prioritize cards you haven't obtained that are not below previous phase.
When a card with 'Post Action' effect is used for the first time, inflict 1 stack of Weakened on opponent.
At battle start, upgrade the 1st card in deck with "Hexagram" in its name; revert after battle.
Whenever opponent gains Weakened, you gain 1 Qi.
Round 11+: -1 Cultivation, gain 1 Face Isolation.
Use (unlocks round 11): Transform Face Isolation into Strike Vacuity, or reverse.
Fuse in hand: Jade Scroll of Yin Symbol + Six Lines Formacide = Yin Fu Formacide.
After the first successful Fusion, add 8 Fusion Orb to the pool.
-1 Cultivation, gain 1 Jade Scroll of Yin Symbol.
Round 12+: -1 Cultivation, gain 1 Solitary Void Golden Scroll. Battle start: if previous slot of Solitary Void Golden Scroll is empty, place Face Isolation there; if next slot is empty, place Strike Vacuity there. For each slot that cannot be filled, upgrade Solitary Void Golden Scroll by 1 level (revert after battle).
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Wood Spirit card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Fire Spirit card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Earth Spirit card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Metal Spirit card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Water Spirit card.
Use (2-round cooldown): -1 Cultivation. Draw 1 Five Elements card (Prioritize Immortality or above, matching deck slot 1 element).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with 'Primordial' in its name.
Each breakthrough, Immortal Fate options always include Cycle Of Five Elements.
Each breakthrough, Immortal Fate options always include Concentrated Element; when Concentrated Element is selected, -1 Cultivation, draw 1 Five Elements card (prioritize most abundant Five Elements in deck).
Add 8 M - Fire Spirit Flame Eater to pool. Starting from round 9, auto-draw 1 if at correct phase and missing it.
Add 6 M - Water Spirit Billows to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 M - Metal Spirit Needle to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 8 M - Earth Spirit Mountains to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 8 M - Cosmos Seal to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 8 Wild Crossing Seal to pool. Starting from round 9, auto-draw 1 if at correct phase and missing it.
Add 6 Lava Seal to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 6 Boulder Seal to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 8 Wave Cutter Seal to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Daoist Rhyme Omen always offers Wood Spirit - Fragrant and Wood Spirit - Willow Leaf.
Daoist Rhyme Omen always offers Fire Spirit - Flash Fire and Fire Spirit - Blazing Prairie.
Daoist Rhyme Omen always offers Earth Spirit - Quicksand and Earth Spirit - Combine World.
Daoist Rhyme Omen always offers Metal Spirit - Shuttle and Metal Spirit - Giant Tripod.
Daoist Rhyme Omen always offers Water Spirit - Great Waves and Water Spirit - Combine Rivers.
Daoist Rhyme Omen always offers Primordial Smash and Primordial Infinity Formation.
When chosen: -1 Cultivation, gain 1 Water Spirit Formation. Use (unlocks round 13): Transform Water Spirit Formation in hand into Ultimate - Water Spirit Formation, or reverse.
When chosen: -1 Cultivation, gain 1 Wood Spirit - Forest Guard. Use (unlocks round 13): Transform Wood Spirit - Forest Guard in hand into Ultimate - Wood Spirit - Forest Guard, or reverse.
Lose 1 Cultivation upon selection, gain 1 Metal Spirit Formation.
Use (Unlock on round 13): Transform Metal Spirit Formation in hand to Ultimate - Metal Spirit Formation, or vice versa.
Lose 1 Cultivation upon selection, gain 1 Five Elements Spirit Strike.
Use (Unlock on round 12): Transform Five Elements Spirit Strike in hand to Ultimate - Five Elements Spirit Strike, or vice versa.
Each time you play a Metal Spirit card, gain 1 Qi; each time you play a Water Spirit card, gain 1 Penetrate.
After reaching round 13: Cultivation -1, choose and gain 1 Five Elements Slash (Wood Spirit Slash/Fire Spirit Slash/Earth Spirit Slash/Metal Spirit Slash/Water Spirit Slash).
Each time you gain Qi in battle, additionally gain 4 HP and Max HP (Limit 3 times per battle).
Use (2 charges): Next time you Exchange a Five Elements card, transform it into a Generating Five Elements card (maintains Phase and Level).
Fuse in hand: Gourd Of Leisurely + Five Elements Heavenly Marrow Rhythm = Heavenly Marrow Gourd.
After the first successful Fusion, add 4 Fusion Orb to the pool.
Round 5+: -1 Cultivation, gain 1 Gourd Of Leisurely.
Round 14+: -1 Cultivation, gain 1 Inheritance of Five Elements.
Round 5+: -2 Cultivation, gain 2 Settle the Storm.
Add 6 Water Spirit - Leisurely to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Battle start: Activate the innate Five Elements generating element and overcoming element.
Exchange Card Chance + 5;
The continuous effect of Five Elements (Wood/Fire/Earth/Metal/Water) Spirit Formations can also be triggered by the element it generates (Fire/Earth/Metal/Water/Wood).
First time using a card with 'Spirit Formation' in its name each battle, repeat its Level 1 effect
At battle start, gain 3 HP and Max HP for each different Five Elements type in your deck.
Use (1 charges): Choose 1 from 5 random cards of different Five Elements, and change your Innate Element to that element.
Fuse in hand: Overcome with each other + Primordial Infinity Formation = Primordial Reverse Overcome Formation.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 9+: -2 Cultivation, gain 2 Overcome with each other.
At round 12, lose 1 Cultivation and gain 1 Five Elements Heavenly Marrow Rhythm.
Five Elements Heavenly Marrow Rhythm also takes effect when deck contains only 2 types of Five Elements.
Force of Water damage effect becomes an attack instead, and HP deducted when Injured opponent increased by 50%.
Battle start: Activate Wood Spirit and gain 1 Qi.
Battle start: If deck contains 3+ types of Five Elements, next round +1 Max HP. If deck contains 5+ types of Five Elements, next round +1 Exchange Chance.
After battle, both players gain 1 additional Exchange Chance.
Each time you Activate Water Spirit, additionally Activate Earth Spirit; each time you Activate Earth Spirit, additionally gain 8 DEF.
Fuse in hand: Water Spirit - Spring Rain + Wood Spirit - Willow Leaf = Wood Spirit - All Things Grow.
After the first successful Fusion, add 6 Fusion Orb to the pool.
Fuse in hand: Wood Spirit - Peach Blossom Seal + Fire Spirit - Vein Burn Rhythm = Fire Spirit - Blossom Burn Seal.
After the first successful Fusion, add 8 Fusion Orb to the pool.
-2 Cultivation, gain 2 Wood Spirit - Peach Blossom Seal.
Round 12+: -1 Cultivation, gain 1 Ultimate - Water Spirit Spring Rain.
Battle start: for every 10 HP you have, gain 1 extra HP and max HP.
Battle start: Activate Earth Spirit and gain 4 DEF.
Battle start: Activate Metal Spirit and gain 2 Penetrate.
At battle start, Activate Wood Spirit; each 1 Qi cost of Wood Spirit cards is changed to cost 2 HP.
Fuse in hand: Metal Spirit - Vigorous + Water Spirit - Ride the Waves = Water Spirit - Surge Wave.
After the first successful Fusion, add 4 Fusion Orb to the pool.
Round 13+: -1 Cultivation, gain 1 Earth Spirit - Landslide.
Round 10+: -1 Cultivation, gain 1 Metal Spirit - Vigorous.
At round 12: Lose 1 Cultivation, gain 1 Ultimate - Kun Wu Metal Ring.
When breaking through to Virtuoso and Immortality, Secret Seal Affinity can also select 'Secret Seal' cards.
Battle start: Activate Fire Spirit and reduce opponent's max HP by 2.
When counting different Five Elements in deck, Fire Spirit counts as 2 types of Five Elements.
At your turn start, if HP ≤ 20, gain 1 stack of Guard Up (once per battle).
Lose 2 Cultivation, gain 2 Fire Spirit Secret Seal;
Each time you use Fire Spirit Secret Seal, for each Qi you have, reduce opponent's HP and Max HP by an additional 1.
After playing a Fire Spirit card for the first time in each battle, gain 5 additional ATK.
Use (2-round cooldown): Transform a random card in hand into a Fire Spirit card of the same Phase.
Fuse in hand: Water Spirit Secret Seal + Fire Spirit - Flash Fire = Harmony of Water and Fire.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Each time you gain Increase ATK, 1 stack becomes Wood Thorn.
Battle start: additionally Activate the Five Elements of the card in Five Elements Pure Vase slot 2.
In battle, each time a Five Elements is Activate, if that element was already Activate, gain 1 Qi (once per turn).
Battle start: Upgrade the first Wood Spirit card in deck. Revert after battle.
When counting different Five Elements types in deck, Five Elements in the Five Elements Pure Vase are also counted. (Note: Cards in the Five Elements Pure Vase do not trigger Passive.)
At the start of each round, if there is an empty slot in the Five Elements Pure Vase, randomly generate 1 Plant Master Growth card. (Note: Cards in the Five Elements Pure Vase do not trigger Growth.)
Fuse in hand: Forget Worries + Five Elements Circulation = Five Elements Carefree Dream.
After the first successful Fusion, add 6 Fusion Orb to the pool.
Round 5+: -1 Cultivation, gain 1 Heavenly Rain.
Round 13+: -1 Cultivation, gain 1 Forget Worries.
Use (1 charges): Raise Physique to current Physique cap - 5.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 Crash Fist card.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Force-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Physique-related effects.
Use (3 charges): -1 Cultivation, +1 Exchange Chance. Draw 1 sect card with Agility-related effects.
Use (2-round cooldown): -1 Cultivation. Draw 1 Crash Fist card (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with Physique effects (Prioritize Immortality phase or higher).
Use (2-round cooldown): -1 Cultivation. Draw 1 sect card with Debuff effects (Prioritize Immortality phase or higher).
+1 Physique cap. On breakthrough, Immortal Fate options always include Physique Master.
Each breakthrough, Immortal Fate options always include Full of Force; when Full of Force is selected, -1 Cultivation, draw 1 card with Force-related effects.
Each breakthrough, Immortal Fate options always include Mark of Dark Heart; when Mark of Dark Heart is selected, -1 Cultivation, draw 1 sect card with Debuff-related effects.
Each breakthrough, Immortal Fate options always include Regenerating Body.
Add 8 M - Youthful Vigor to pool. Starting from round 9, auto-draw 1 if at correct phase and missing it.
Add 6 M - Double Trouble to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 M - Crash Fist Poke to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 M - Crash Fist Entangle to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Add 6 Dark Spirit Possession to pool. Starting from round 10, auto-draw 1 if at correct phase and missing it.
Add 8 Crash Fist - Tiger Subdue to pool. Starting from round 9, auto-draw 1 if at correct phase and missing it.
Add 8 Instant Shadow Strike to pool. Starting from round 12, auto-draw 1 if at correct phase and missing it.
Add 4 Carefree Shadowless Fist to pool. Starting from round 13, auto-draw 1 if at correct phase and missing it.
Daoist Rhyme Omen always offers Exercise Marrow and Realm-Killing Palms.
Daoist Rhyme Omen always offers Crash Citta-Dharma and Crash Fist - Blink.
Daoist Rhyme Omen always offers Surging Waves and Gather Intense Force.
Daoist Rhyme Omen always offers Soul Cleaving and Shura Roar.
Daoist Rhyme Omen always offers Styx Agility and Crane Footwork.
When chosen: -1 Cultivation, gain 1 Crash Footwork. Use (unlocks round 12): Transform Crash Footwork in hand into Ultimate - Crash Footwork, or reverse.
When chosen: -1 Cultivation, gain 1 Windward Palms. Use (unlocks round 13): Transform Windward Palms in hand into Ultimate - Windward Palms, or reverse.
Lose 1 Cultivation upon selection, gain 1 Exercise Bones.
Use (Unlock on round 13): Transform Exercise Bones in hand to Ultimate - Exercise Bones, or vice versa.
Lose 1 Cultivation upon selection, gain 1 Ghost Howling.
Use (Unlock on round 12): Transform Ghost Howling in hand to Ultimate - Ghost Howling, or vice versa.
Physique cap +4;
During battle, each time you lose HP due to HP cost, gain 1 Physique.
When attacking with cards that need Qi or have Qi in their description, + 3 more ATK.
When Unyielding Learning grants Exchange Chance, also gain an equal amount of Physique cap.
At the start of each round, remaining Exchange Chance increases by 10% (rounded down, max +3).
Fuse in hand: Unceasing Exercising + Vast Universe = Unceasing Universe.
After the first successful Fusion, add 8 Fusion Orb to the pool.
-2 Cultivation, gain 2 Unceasing Exercising.
At round 14: Lose 1 Cultivation, gain 1 Eerie Melody Buries Soul.
Battle start: gain 2 Hexproof, and add 9 HP.
Use: Disable the effect of “gain Hexproof”; use again to lift the disablement.
When using a card with HP cost, deal DMG equal to 40% of the required HP cost to opponent.
When absorbing a card with Physique-boosting effects, gain 2 Physique (not exceeding cap).
After each battle, upgrade level 1 cards with 'Palm' in their name in deck to level 2.
When using a card with HP cost, gain 1 Qi (once per turn).
Gain 2 additional Force the first time you gain Force in each battle.
Fuse in hand: Overwhelming Power + Soul Cleaving = Soul Overwhelming Palm.
After the first successful Fusion, add 6 Fusion Orb to the pool.
At round 12: Lose 1 Cultivation, gain 1 Ultimate - Overwhelming Power.
At the start of each battle, gain 1 Increase ATK and 2 Internal Injury.
Use: Disable the effect of this Heavenly Derivation Fate; use again to lift the disablement.
When using a card without enough Qi, can consume Styx in place of Qi.
Each battle: gain 2 stacks of Styx.
Only need 9 Agility to trigger Chase.
When attacking with the 8th card in your deck, gain 1 additional ATK for every 3 stacks of Debuff on yourself.
Fuse in hand: Crash Fist - Styx Night + Elusive Footwork = Styx Night Footwork.
After the first successful Fusion, add 6 Fusion Orb to the pool.
Fuse in hand: Gone Crazy + Drunken Fist Stance = Mad Demon Stance.
After the first successful Fusion, add 4 Fusion Orb to the pool.
Round 5+: -1 Cultivation, gain 1 Gone Crazy.
Round 10+: -1 Cultivation, gain 1 Crash Fist - Styx Night.
Round 12+: -1 Cultivation, gain 1 Styx Moon's Glow.
When gaining Physique, also gain 1 Qi (once per turn).
Zen Mind Forging Body gains 1 extra Physique at battle start, and the Physique cap increase on victory has no use limit.
Gain 2 Agility each time you play a card with "Palm" in its name.
Force Cap +6. When attacking with a card whose name contains "Palm", Force will not decrease.
Fuse in hand: Wan Xuan Demon Breaking Palm + Spirit Forging Finger = Myriad Mystery Forge Spirit.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 13+: -1 Cultivation, gain 1 Wan Xuan Demon Breaking Palm.
Round 8+: -1 Cultivation, gain 1 Meditation of Xuan.
Max HP + 4;
Each stack of Regeneration/Internal Injury triggered at the start of each player's turn changes from +/-1 HP to +/-2 HP.
Use: Disable the effect of this Heavenly Derivation Fate; use again to lift the disablement.
Lock your Stance to Stick. Switch Stance effect changes to +1 Force, +1 Force cap and +3 DEF
Each time you Switch Stance, deal 3 DMG to the opponent.
Whenever switching Stance, if switching to Fist, gain 1 Force; if switching to Stick, gain 1 Increase ATK.
After the first time you Injured the opponent in each battle: if you are in Fist stance, apply 1 Decrease ATK; otherwise, apply 1 Weakened.
Fuse in hand: Shift Stance + Crash Fist - Blink = Dodge and Weave.
After the first successful Fusion, add 8 Fusion Orb to the pool.
Round 10+: -2 Cultivation, gain 2 Shift Stance.
First time gaining Qi in battle, also gain 5 Agility.
Each time you use Spirit Feather, gain 1 extra Qi.
For the first 5 times you gain Agility in each battle, additionally gain 1 Physique.
For every 2 Qi, all Crash Fist cards gain 1 ATK (Max 4).
Fuse in hand: Wind-Riding Flash + Elusive Footwork = Riding the Wind.
After the first successful Fusion, add 6 Fusion Orb to the pool.
Round 7+: -2 Cultivation, gain 2 Spirit Feather.
Round 9+: -1 Cultivation, gain 1 Cyclone Palm.
Round 10+: -1 Cultivation, gain 1 Wind-Riding Flash.