Destiny Reserve
Active use (max 1): gain Destiny equal to current round +8.
Browse seasonal fates by visitor and pool.
724 fates · 29 pools
Filters show potentially available offers for your character and side job. Round, cards held, and other conditions still apply; these are listed on each offer.
Rounds 1–5 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Active use (max 1): gain Destiny equal to current round +8.
Active use (max 1): Exchange Chance +1, draw 1 sect cards of your current phase.
Active use (6-round cooldown): Cultivation +1, Max HP -2.
Active use (max 2): Cultivation -3, draw 3 cards.
Active use (max 2): randomly transform all cards in hand into other cards.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 3 random cards to gain.
Cultivation and Physique required to breakthrough are reduced by 2.
Exchange storage limit -12. After rounds 3/5/8/11, you may breakthrough to Foundation/Virtuoso/Immortality/Incarnation regardless of Cultivation.
Each battle win, Destiny damage dealt to the opponent is reduced by 1 (min 1), and you gain 1 Exchange Chance.
Active use (max 1): reduce Cultivation and Physique required for your next breakthrough by 5.
If Exchange is 0 at battle start, gain 1 extra Exchange next round.
Max HP +2; deck may hold 1 extra Continuous or Consumption cards.
Active use (max 1): add 4 cards of your current phase to the card pool.
Active use (max 2): randomly upgrade 1 Regular Card of Meditation Phase in hand or deck.
Lose 1 Cultivation when chosen; after Round 10, draw 2 cards, Exchange Chance +3.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Qi.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions DEF.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Cloud Sword.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Unrestrained Sword.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Sword Formation card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Sword Intent.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card with default attacks ≥2.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Astral Move card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Hexagram.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Thunder card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Post Action.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 card whose text mentions HP effects.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Wood Spirit card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Fire Spirit card.
Usable after Foundation (max 2): Cultivation -1, Exchange Chance +1, draw 1 Earth Spirit card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Metal Spirit card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 Water Spirit card.
Active use (max 1): set Physique to (current Physique cap -5).
Usable after Foundation (max 4): Cultivation -1, Exchange Chance +1, draw 1 Crash Fist card.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Force.
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Phy..
Usable after Foundation (max 3): Cultivation -1, Exchange Chance +1, draw 1 sect card whose text mentions Agility.
Rounds 1–3 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Active use (1-round cooldown): the next time you Absorb a level-2 or level-3 sect Regular Card this round, upgrade the first sect Regular Card in your deck that has the same phase as the absorbed card but a lower level.
Active use (1-round cooldown): transform the rightmost sect card in your hand, inheriting its level and phase, prioritize conjuring cards already present in the card pool.
Active use (max 1): lose 1 Cultivation, choose 1 card of your current phase from the card pool to draw. Each time you break through your phase, reset this Immortal Fate's uses.
Active use (2-round cooldown): lose the rightmost Regular Card in hand (from Round 12 onward, not limited to Regular Card) and remove all copies of it from the card pool.
After this Immortal Fate's cooldown ends, upgrade the lost card by 1 level and return it to your hand.
Rounds 7–13 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Active use (2-round cooldown): lose 1 Cultivation, draw 1 side-job card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 card whose text mentions Chase or Agility (prefer Immortality+).
Active use (max 4): lose 1 Cultivation, Exchange Chance +1, draw 1 sect card (prefer Immortality).
Destiny +18; Max HP +2; Exchange Chance +2.
After Round 13: lose 2 Cultivation to gain 2 Daoist Rhyme Aura.
If hand is not empty, at battle start gain 12% HP and equal Max HP.
Active use (3-round cooldown): lose 1 Cultivation and 6 Destiny (min 1); choose a Incarnation-or-lower Regular Card in hand or deck to gain its level-1 copy.
Active use (max 1): randomly upgrade 1 Immortality or Incarnation card in hand or deck.
Active use (max 1): upgrade the first level-1 card in deck.
Active use (max 1): lose 1 Cultivation, choose 1 sect card from your current pool to gain.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 3 random cards (prioritizing cards not yet gained this run).
Active use (max 1): gain Max HP equal to current round number.
Active use (max 2): lose 1 Cultivation, choose 1 of 3 random cards with Absorb effects (may include special and high-level cards).
15 cards, at the levels shown. Pool recorded from replays.
Active use (max 1): gain Exchange equal to current round number minus 3.
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Cloud Sword card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Sword Formation card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Spirit Sword card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 card whose text mentions Sword Intent (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Astral Move card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 card whose text mentions Hexagram (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Five Elements card (prefer Immortality+, matching deck slot 1's element).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 sect card whose name contains Primordial.
Active use (2-round cooldown): lose 1 Cultivation, draw 1 Crash Fist card (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 sect card whose text mentions Phy. (prefer Immortality+).
Active use (2-round cooldown): lose 1 Cultivation, draw 1 card whose text mentions Debuff (prefer Immortality+).
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Lose 1 Cultivation to gain 1 Dream - Qi Perfusion; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cloud Sword Pierce the Star; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cloud Sword - Riddle; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Flying Fang Sword; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cloud Dance Rhythm; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Dharma Spirit Sword; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Unrestrained Sword Zero; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Consonance Sword Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cloud Sword - Touch Earth; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Reflexive Sword; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Contemplate Spirits Rhythm; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cloud Sword - Spirit Coercion; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Astral Move - Block; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Thunder And Lightning; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Yin Yang Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Flower Sentient; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Hunter Hunting Hunter; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Shifting Stars; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Flame Hexagram; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Snake in Reflection; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Qi Therapy; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Dotted Around; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - White Snake; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Heaven Hexagram; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Add 4 Dream - Revitalized to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Lose 1 Cultivation to gain 1 Dream - Falling Thunder; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Metal Spirit Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Cosmos Seal; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Water Spirit Billows; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Primordial Infinity Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Water Spirit Spring; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Wood Spirit Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Fire Spirit Flash Fire; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Metal Spirit Iron Bone; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Earth Spirit Steep; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Five Elements Heavenly Marrow Rhythm; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Wood Spirit Bud; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Fire Spirit Formation; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Earth Spirit Cliff; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Water Spirit Turbulent; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Elusive Footwork; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Shura Roar; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Exercise Soul; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Surging Waves; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Crash Fist Blitz; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Styx Agility; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Vigorous Force; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Mountain-Cleaving Palms; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Bearing the Load; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Overwhelming Force; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Lose 1 Cultivation to gain 1 Dream - Exercise Fist; on each breakthrough, automatically upgrade the phase of Dream cards in hand or deck.
When absorbing Incarnation Phase Dream card, gain 5 Max HP and 5 Exchange Chance.
Rounds 8–13 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
At the start of battle, apply 1Decrease ATK to the opponent.
Max HP+4.
At battle start, gain 1 Guard Up.
The last 4 cards in deck gain 1 ATK.
Before you are first attacked in battle, gain 1 turns of Dive (incoming attacks reduced by 40%).
Speed +3.
At Round 13: lose 1 Cultivation, gain 1 Dream - Space Spiritual Field.
At Round 14: lose 1 Cultivation, gain 1 Dream - Predicament for Immortals.
At Round 13: lose 1 Cultivation, gain 1 Dream - Heavenly Time Recurring.
At Round 10: lose 1 Cultivation, gain 1 Dream - Echo Formation.
At Round 8: lose 1 Cultivation, gain 1 Dream - Divine Brush.
The first time you gain Qi in battle, gain 2 extra Qi.
At the start of each turn, gain 2 DEF (from Round 13 onward, change to 4 DEF).
Active use (max 3): at the start of the next battle, if you act first or have the same Cultivation as the opponent, gain 10 HP and Max HP; If you act second, gain Will of Desperate Combat.
Rounds 1–3 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Each breakthrough, Immortal Fate options always include Fortunes and Luck. Gaining 5 extra Exchange when refining Fate cards. If you do not choose Fortunes and Luck, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Meteor Quench; Destiny cost to pick it is halved. If you do not choose Meteor Quench, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Thunder Tribulation. If you do not choose Thunder Tribulation, gain 1 Exchange Chance.
Gain 1 extra Exchange each round, but Exchange storage limit becomes 1. Each breakthrough, Immortal Fate options always include The Way of Adaptation. If you do not choose The Way of Adaptation, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Store Qi. If you do not choose Store Qi, gain 1 Exchange Chance.
Exchange Chance -3. Each breakthrough, Immortal Fate options always include Epiphany. If you do not choose Epiphany, gain 1 Exchange Chance.
On breakthrough, refresh all Immortal Fate options (total 5 uses).
Upon reaching Round 13, convert unused refreshes into Exchange Chance.
On Dao Rhyme premonition, refresh all Dao Rhyme options (total 5 uses).
After choosing the Round 15 Dao Rhythm, convert unused refreshes into Exchange Chance.
Exchange Chance +3; Each breakthrough, Immortal Fate options always include Additional Side Job. If you do not choose Additional Side Job, gain 1 Exchange Chance.
The next 2 cards gained via Dao Rhyme premonition cost 1 Cultivation and grant 1 extra card.
Each breakthrough, Immortal Fate options always include Mad Obsession. If you do not choose Mad Obsession, -3 Exchange Chance.
Each breakthrough, Immortal Fate options always include Rule Of The Cloud; choosing it costs 1 Cultivation and draws 1 Cloud Sword of that phase. If you do not choose Rule Of The Cloud, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Sword Rhyme Cultivate; choosing it costs 1 Cultivation and draws 1 card whose text mentions Sword Intent. If you do not choose Sword Rhyme Cultivate, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Sword Formation Guard; choosing it costs 1 Cultivation and draws 1 sect card whose text mentions DEF. If you do not choose Sword Formation Guard, gain 1 Exchange Chance.
Dao Rhyme premonition always includes Unrestrained Sword - Two and Unrestrained Sword - Zero. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Cloud Sword - Moon Shade and Cloud Sword - Dragon Roam. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Giant Kun Spirit Sword and Dharma Spirit Sword. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Flow Cloud Chaos Sword and Sword Intent Surge. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Chain Sword Formation and Rule Sky Sword Formation. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Each breakthrough, Immortal Fate options always include Divination. If you do not choose Divination, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Stargaze. If you do not choose Stargaze, gain 1 Exchange Chance.
Dao Rhyme premonition always includes Astral Move - Tiger and Polaris Citta-Dharma. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Six Lines Formacide and Heaven Hexagram. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Stillness Citta-Dharma and Great Spirit. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Escape Plan and Hunter Hunting Hunter. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Snake in Reflection and Parting Grass to Seek Snake. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Each breakthrough, Immortal Fate options always include Astral Eclipse. If you do not choose Astral Eclipse, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Cycle Of Five Elements. If you do not choose Cycle Of Five Elements, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Concentrated Element; choosing it costs 1 Cultivation and draws 1 Five Elements card (preferring your deck's most common element). If you do not choose Concentrated Element, gain 1 Exchange Chance.
Dao Rhyme premonition always includes Wood Spirit - Fragrant and Wood Spirit - Willow Leaf. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Fire Spirit - Flash Fire and Fire Spirit - Blazing Prairie. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Earth Spirit - Quicksand and Earth Spirit - Combine World. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Metal Spirit - Shuttle and Metal Spirit - Giant Tripod. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Water Spirit - Great Waves and Water Spirit - Combine Rivers. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Primordial Smash and Primordial Infinity Formation. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Physique cap +1. Each breakthrough, Immortal Fate options always include Physique Master. If you do not choose Physique Master, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Full of Force; choosing it costs 1 Cultivation and draws 1 card whose text mentions Force. If you do not choose Full of Force, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Mark of Dark Heart; choosing it costs 1 Cultivation and draws 1 sect card whose text mentions Debuff. If you do not choose Mark of Dark Heart, gain 1 Exchange Chance.
Each breakthrough, Immortal Fate options always include Regenerating Body. If you do not choose Regenerating Body, gain 1 Exchange Chance.
Dao Rhyme premonition always includes Exercise Marrow and Realm-Killing Palms. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Crash Citta-Dharma and Crash Fist - Blink. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Surging Waves and Gather Intense Force. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Soul Cleaving and Shura Roar. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Dao Rhyme premonition always includes Styx Agility and Crane Footwork. At Round 14, lose 2 Cultivation to gain 1 Daoist Rhyme Aura.
Rounds 1–9 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Active use (max 1): choose 1 of 3 random special sect cards (costs 10 Destiny on pick); when you reach that card's phase, lose 1 Cultivation to gain it and add 5 same-named cards to the pool.
If none suit you, choose Try Again to restore the uses of Cunning Move Scroll at the start of next round.
Based on observed offers; assumes the misplaced Five Elements and Duan Xuan cards have been swapped into their correct sects.
Usable after Foundation (max 1): lose 1 Cultivation and 10 Destiny, lose your current-phase Immortal Fate then re-select Immortal Fate.
Active use (max 1): choose 1 of 3 random level-2 Immortality or Incarnation sect cards (costs 5 Destiny on pick); when you reach that card's phase, lose 1 Cultivation to gain it.
If none suit you, choose Try Again to restore the uses of Sect Scroll at the start of next round.
Rounds 3–7 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Active use (max 1): Destiny -5 (min 1); your next 12 card absorbed this round grant 3 Destiny.
Active use (max 1): Destiny -2 (min 1), Exchange storage cap +10; your next 15 card absorbed this round grant 1 Exchange.
Active use (max 1): Destiny -5 (min 1); your next 15 card absorbed this round grant 1 Max HP.
Rounds 5–13 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Active use (max 3): Destiny -5 (lose 5 extra Destiny per use of this Immortal Fate, min 1), Exchange and storage limit +5.
Active use (max 3): Destiny -5 (lose 5 extra Destiny per use of this Immortal Fate, min 1), Max HP +5.
Active use (max 3): Destiny -6 (lose 5 extra Destiny per use of this Immortal Fate, min 1), draw 1 cards.
Active use (max 3): Destiny -5 (lose 5 extra Destiny per use of this Immortal Fate, min 1), randomly upgrade 1 Regular Cards in hand or deck.
Active use (max 3): Destiny -4 (lose 5 extra Destiny per use of this Immortal Fate, min 1), transform all sect and side-job cards in hand, keeping the card's type, level, and phase
the rightmost three cards in hand do not participate in the transformation.
Rounds 3–8 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Choose 1 card from Xiaoyao - Breathless, Xiaoyao - Imbalance, Xiaoyao - Irreversible, Xiaoyao - Lawless to gain.
At the start of next round, all players who chose Carefree Practice-series Immortal Fates gain 2 Destiny.
Choose 1 card from Xiaoyao - Breathless, Xiaoyao - Imbalance, Xiaoyao - Irreversible, Xiaoyao - Lawless to gain.
At the start of next round, all players who chose Carefree Practice-series Immortal Fates gain 1 Exchange.
Choose 1 card from Xiaoyao - Breathless, Xiaoyao - Imbalance, Xiaoyao - Irreversible, Xiaoyao - Lawless to gain.
At the start of next round, all players who chose Carefree Practice-series Immortal Fates gain 1 Max HP.
Choose 1 card from Xiaoyao - Breathless, Xiaoyao - Imbalance, Xiaoyao - Irreversible, Xiaoyao - Lawless to gain.
At the start of next round, all players who chose Carefree Practice-series Immortal Fates lose 1 Cultivation to gain 1 level-3 Carefree Tune.
Rounds 8–13 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
On select: lose 1 Cultivation to choose and gain 1 Meditation Phase Regular Card.
Active use: choose a deck slot. Each time you play a Meditation Phase Regular Card in that slot during battle, Chase.
Use again: reselect a deck slot.
At Round 9: lose 1 Cultivation, gain 1 The Untrammeled Traveler.
Active use (max 1): Cultivation -1, choose 1 of Xiaoyao - Formless, Xiaoyao - Seamless, Xiaoyao - Reproduction to gain.
Each time you make a normal attack, gain 14 Agility.
The first normal attack in the last 7 slots each battle becomes a copy of the card in the previous slot (max level 2, restored after battle).
Active use (max 1): Cultivation -1, choose 1 Regular Card from your opponent's deck last round to gain.
The first time you make a normal attack in battle, consume it to gain 3 Guard Up.
The first time you make a normal attack in battle, consume it to gain 3 Increase ATK.
Choose a deck slot; in battle, every time you play a Foundation Phase or belowRegular Card in that slot, repeat its effect.
Active use: choose a different deck slot.
In battle, each time you play a non-normal-attack card in the last 3 deck slots, Skip it.
Active use: disable this effect; use again to re-enable.
First time you use a normal attack during battle, consume it and apply 3 stacks of Weakened and 1 stacks of Decrease ATK to the opponent.
Rounds 8–13 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Choose a deck slot; the first card played in that slot each battle makes your next attack apply 3 Internal Injury to the opponent.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle repeats 4 times: each time randomly remove 1 Debuff; if fewer than 4 Debuff are removed, gain 2 HP per missing stack.
Active use: choose a different deck slot.
Choose a deck slot; the first Regular Card played in that slot each battle is upgraded (restored after battle).
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants you HP and Max HP equal to 18% of the HP lost this battle.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle makes the opponent's next downgradable card downgrade (restored after battle).
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants 3 Temporary Guard Up (all lost at the start of next turn).
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle reduces the opponent's HP and Max HP by 6 and Consumes the opponent's next played card.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle gains 6 ATK.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants DEF +6 and 2 Moon Water.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle: Sword Intent +2; per 2 Sword Intent, deal 1 DMG to the opponent.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle makes the next 3 slots Star Point.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants Hexagram +1, and per Hexagram you have, gain 1 HP and Max HP.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle: apply 1 Internal Injury; per 1 Debuff on the opponent, gain 1 DEF.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants +5 DEF for each Five Elements in your deck.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle grants an effect based on its Five Elements:
Metal Spirit: Penetrate +4;
Water Spirit or Wood Spirit: Qi +2;
Fire Spirit or Earth Spirit: DEF +8.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle gains an effect based on its Five Elements:
Water Spirit: Force of Water triggers one extra time at the end of this turn
Wood Spirit: convert up 2 Increase ATK into Wood Thorn.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle gaints an effect: +1Force cap, and for your next {otherParams 0} attacks, gain 1Force.
Active use: reselect a deck slot.
Choose a deck slot; the first card played in that slot each battle grants Phy. +3, then per 6 Phy., gain 1 DEF.
Active use: choose a different deck slot.
Choose a deck slot; the first card played in that slot each battle: HP +6 (gain 1 extra per Debuff on you).
Active use: choose a different deck slot.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Add 6 Cloud Sword - Sunset Glow to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Azure Dragon Sword Formation to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Beast Spirit Sword Formation to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Dragon Devours Clouds to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Apex Sword Citta-Dharma to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
At Round 13: lose 1 Cultivation, gain 1 Step Moon Into Cloud.
At Round 16, upgrade Step Moon Into Cloud in your hand or deck to level 2.
Add 6 Spiritual Hexagram Divination to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Throw Petals to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Astral Move - Twin Swallows to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Water Drop Erosion to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Astral Move - Dragon Slay to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Thunder Citta-Dharma to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Wild Crossing Seal to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Boulder Seal to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Wave Cutter Seal to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Wood Spirit - Rhythm Fire to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Earth Spirit - Rhythm Metal to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Upon reaching Round 14: lose 1 Cultivation, gain 1Water Spirit - Tsunami.
Add 5 Dark Spirit Possession to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Crash Fist - Tiger Subdue to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Instant Shadow Strike to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 3 Carefree Shadowless Fist to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Crash Fist - Double to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Styx Three Hit to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Upon reaching Round 14: lose 1 Cultivation, gain 1Eerie Melody Buries Soul.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Add 6 Swift Shadow Flying Sword to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Cloud Sword - Chase Wind to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Spirit Pivot Sword Formation to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Flying Leopard Spirit Sword to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Sword Shadow Barrier to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Drawing the Bow at the Tiger to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Astral Move - Ko Fight to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Spirit Snake Coiling Pillar to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Astral Move - Stretch to the card pool. After Round 8, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Branch Break Acupressure to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Earth Spirit - Burrow to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Wood Spirit - Spring Breeze to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Water Spirit - Ride the Waves to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Metal Spirit - Returning Edge to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Fire Spirit - Vein Burn Rhythm to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Primordial Spirit Transmutation to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Mystic Spirit Healing to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Crash Fist - Shatter to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Thousand Souls Strike to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Blood Shadow Escape to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Aerial Sweep to the card pool. After Round 8, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Drunken Fist Stance to the card pool. After Round 6, if you do not own that card, lose 1 Cultivation to deal that card.
Rounds 1–3 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Once you reach the phases corresponding to Cloud Sword - Touch Sky, Cloud Sword - Softheart, and Cloud Sword - Moon Shade, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Sword Slash, Tri-Peak Sword, and Flying Spirit Shade Sword, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Giant Tiger Spirit Sword, Giant Roc Spirit Sword, and CentiBird Spirit Sword Rhythm, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Unrestrained Sword - One and Unrestrained Sword - Two, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Guard Qi, Mirror Flower Sword Formation, and Rule Sky Sword Formation, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Sword Defence, Contemplate Spirits Rhythm, and Sword Intent Surge, lose 1 Cultivation to gain the matching card.
Exchange storage has no limit;
at the start of each round, if you did not exchange with Shift As Cloud last round, gain 2 extra Exchange.
If your Destiny ≤50, gain 2 extra Exchange each round.
Bloodline Potential's draw effect changes to choosing 1 of 3 cards of your phase to gain.
Active use (3-round cooldown): lose 1 Cultivation, choose 1 of 3 random Cloud Swords or Unrestrained Swords (no lower than your previous phase) to gain.
On breaking through to Foundation, Virtuoso, and Immortality, lose 2 Cultivation to draw 2 cards of that phase.
Curiosity gains 1 extra trigger
After each battle loss, Curiosity gains 1 extra trigger.
After Round 4: lose 2 Cultivation to gain 2 Cloud Sword - Flying Sand.
Ignore the use limit of Immortal Fate Swordsmith. Effective from Round 3: after a battle win, Clear Heart Sword Embryo gains 1 ATK.
When refining a card learned by Swordplay Talent, gain 1 Exchange Chance.
Cards gained from Swordplay Talent are upgraded by 1 level.
Once you reach the phases corresponding to Astral Move - Hit and Polaris Citta-Dharma, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Wind Hexagram, Thunder Hexagram Rhythm, and Heaven Hexagram, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Stillness Citta-Dharma, Qi Therapy, and Great Spirit, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Flower Sentient, Ruthless Water, and Snake in Reflection, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Zhen Hexagram, Falling Thunder, and Thunder And Lighting, lose 1 Cultivation to gain the matching card.
Active use (3-round cooldown): lose 1 Cultivation, choose 1 of 3 random cards whose text mentions Qi or HP (no lower than your previous phase) to gain.
Active use (max 1): lose 1 Cultivation, choose 1 of 3 random cards of your current or previous phase to draw.
After each Bloodline Power draw, reset this Heavenly Derivation Immortal Fate's uses.
Active use (3-round cooldown): lose 1 Cultivation, choose 1 of 3 random cards whose name contains Thunder or Hexagram (no lower than your previous phase) to gain.
Innate Spirit Body's draw effect changes to choosing 1 of 3 random same-phase cards to draw.
Hand size +10; each round, gain 1 less Cultivation and draw 1 extra card.
All your Star Power gains instead apply equal Internal Injury to the opponent.
Active use: disable this effect, use again to re-enable
Effective from Round 3: when playing Perfectly Planned, gain 3 temporary Guard Up, lost at the start of your next turn.
When Wind in Sky draws, prioritize cards you have not gained and no lower than your previous phase.
After Round 4: lose 2 Cultivation to gain 2 Jade Scroll of Yin Symbol.
Once you reach the phases corresponding to Fire Spirit Formation and Fire Spirit - Blazing Prairie, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Earth Spirit Formation and Earth Spirit - Combine World, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Metal Spirit Formation and Metal Spirit - Giant Tripod, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Water Spirit - Waves, Water Spirit Formation, and Water Spirit - Great Waves, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Five Elements Fleche, Primordial Smash, and Primordial Infinity Formation, lose 1 Cultivation to gain the matching card.
After choosing, available after winning 6 battles in total (once per run): upgrade the first upgradable card in your deck.
After Round 6: lose 1 Cultivation to gain 1 Gourd Of Leisurely.
After Round 6: lose 1 Cultivation to gain 1 level-2 Spirit Formation card matching your innate Five Elements (Wood Spirit Formation/Fire Spirit Formation/Earth Spirit Formation/Metal Spirit Formation/Water Spirit Formation).
Exchange +5;
Continuous effects of Five Element (Wood/Fire/Earth/Metal/Water) Spirit Formations can be triggered not only by their own element but also by their generating element (Fire/Earth/Metal/Water/Wood).
After Round 4: lose 2 Cultivation to gain 2 Wood Spirit - Peach Blossom Seal.
Active use (4-round cooldown): lose 1 Cultivation, choose 1 of 3 random Earth or Metal Spirit cards (no lower than your previous phase) to gain.
At battle start, Activate Wood Spirit; each Wood Spirit card's Qi cost instead costs 3 HP.
Active use (max 1): convert the Five Elements Spirit Seal in deck slot 1 into a level-1 Five Elements Secret Seal.
Active use (3-round cooldown): transform a random card in hand into a level-1 Fire Spirit card of the same phase.
At battle start, additionally Activate the Five Elements of the card in Five Elements Jade Vessel slot 2.
After Round 6: lose 1 Cultivation to gain 1 Heavenly Rain.
Once you reach the phases corresponding to Windward Palms and Realm-Killing Palms, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Crash Fist - Subdue Dragon and Crash Citta-Dharma, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Vigorous Force, Majestic Qi, and Surging Waves, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Double Trouble and Soul Cleaving, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Embracing Qi Technique, Exercise Bones, and Crane Footwork, lose 1 Cultivation to gain the matching card.
Once you reach the phases corresponding to Exercise Fist, Overlord Lifting the Cauldron, and Exercise Soul, lose 1 Cultivation to gain the matching card.
After each round, remaining Exchange increase by 10% (rounded down, max +3)
When Unyielding Learning grants Exchange, also gain equal Phy. cap.
When refining a card that grants Phy., gain 1 Phy. (capped).
Active use (4-round cooldown): lose 1 Cultivation, choose 1 of 3 random Crash Fist or Phy.-granting cards (no lower than your previous phase) to gain.
After Round 5: lose 1 Cultivation to gain 1 Gone Crazy.
At the start of each odd round, gain 4 extra Exchange, 2 Max HP, and 2 Cultivation (choosing this Immortal Fate on an odd round also triggers once immediately); at the start of each even round, lose 3 Exchange, 2 Max HP, and 2 Cultivation.
Immortal Fate Zen Mind Forging Body grants 1 extra Phy. at the start of each battle, and the Phy. cap-on-win effect has no use limit.
Level-1 cards in hand may combine with level-2 cards to make level-3 cards; this combination costs 3 Physique and fails if Physique is insufficient. If you have Immortal Fate Memory Fragment, this combination costs no Physique.
After Round 4: lose 2 Cultivation to gain 2 Counter Move.
After Round 3: lose 1 Cultivation to gain 1 Double Stick.
After Round 7: lose 2 Cultivation to gain 2 Spirit Feather.
Active use (3-round cooldown): lose 1 Cultivation, choose 1 of 3 random cards whose text mentions Qi or Agility (no lower than your previous phase) to gain.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
After Round 6: lose 1 Cultivation to draw 1 Cloud Sword - Softheart.
Active use (unlocks at Round 13): transform Cloud Sword - Softheart in hand into Ultimate - Cloud Sword - Softheart, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Raven Spirit Sword.
Active use (unlocks at Round 13): transform Raven Spirit Sword in hand into Ultimate - Raven Spirit Sword, or vice versa.
After Round 4: lose 1 Cultivation to draw 1 Unrestrained Sword - One.
Active use (unlocks at Round 14): transform Unrestrained Sword - One in hand into Ultimate - Unrestrained Sword One, or vice versa.
After Round 4: lose 1 Cultivation to draw 1 Consonance Sword Formation.
Active use (unlocks at Round 12): transform Consonance Sword Formation in hand into Ultimate - Consonance Sword Formation, or vice versa.
Add 8 Cloud Sword - Starry Sky to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Contemplate Spirits Vitality Rhythm to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Cloud Sword - Clarity to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Unrestrained Sword - Divine to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Heavenly Will - Earth Evil to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 13: lose 1 Cultivation to gain 1 Cloud Sword - Dragon Spring, and add 2 Fusion Orb to the pool.
After Round 12: lose 1 Cultivation to gain 1 Unrestrained Sword: Cloudstill, and add 3 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Cloud Sword - Flying Snow Shade, and add 1 Fusion Orb to the pool.
After Round 14: lose 1 Cultivation to gain 1 Cloud Sword - Wildfire, and add 1 Fusion Orb to the pool.
After Round 12: lose 1 Cultivation to gain 1 CentiBird Delicate Bracelet, and add 2 Fusion Orb to the pool.
Add 8 cards each of Cloud Sword - Hidden Loong, Unrestrained Sword - Dragon Coiled, and Unrestrained Sword - Twin Dragons to the pool.
After Round 13: lose 1 Cultivation, gain 1 Cloud Sword - Shadow Chase, and add 2 card Fusion Orb to the card pool.
Add 4 Unrestrained Sword - Cat Claw to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 10: lose 1 Cultivation to gain 1 Cloud Sword - Cat Shadow, and add 4 Fusion Orb to the pool.
Add 3 Ultimate - Cloud Sword Cat Paw to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 14: lose 1 Cultivation to gain 1 Clear Heart Sword Formation, and add 1 Fusion Orb to the pool.
Add 4 cards each of Rule Sky Sword Formation, Chain Sword Formation, and Spirit Pivot Sword Formation to the pool.
After Round 13: lose 1 Cultivation, gain 1 Cloud Sword - Moon Spin, and add 1 card Fusion Orb to the card pool.
After Round 12: lose 1 Cultivation to gain 1 CentiBird Swift Shadow Art, and add 2 Fusion Orb to the pool.
Add 5 cards each of Synergy Sword Formation and Emptiness Sword Formation to the card pool.
After Round 12: lose 1 Cultivation, gain 1 Floating Cloud Chain Steps, and add 2 card Fusion Orb to the card pool.
After Round 4: lose 1 Cultivation to draw 1 Stillness Citta-Dharma.
Active use (unlocks at Round 13): transform Stillness Citta-Dharma in hand into Ultimate - Stillness Citta-Dharma, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Yin Yang Formation.
Active use (unlocks at Round 13): transform Yin Yang Formation in hand into Ultimate - Yin Yang Formation, or vice versa.
After Round 8: lose 1 Cultivation to draw 1 Six Lines Formacide.
Active use (unlocks at Round 13): transform Six Lines Formacide in hand into Ultimate - Six Lines Formacide, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Hunter Becomes Preyer.
Active use (unlocks at Round 12): transform Hunter Becomes Preyer in hand into Ultimate - Hunter Becomes Preyer, or vice versa.
Add 6 cards each of Drawing the Bow at the Tiger and Spiritual Hunter to the card pool.
Add 8 Thunderbolt Tune to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Fleeting Glimpse to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Astral Move - Jump to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Great Galaxy to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 6: lose 1 Cultivation to gain 1 Traces Revitalized, and add 3 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Ultimate - Only Traces.
After Round 10: lose 1 Cultivation, gain 1 Astral Move - Ferry, and add 1 card Fusion Orb to the card pool.
After Round 13: lose 1 Cultivation to gain 1 Polaris Ultimate Base, and add 1 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Thunder Flash Twice, and add 3 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation, gain 1 Astral Move - Subduing, and add 1 card Fusion Orb to the card pool.
After Round 10: lose 1 Cultivation to gain 1 Suspicious Flame Flutter, and add 1 Fusion Orb to the pool.
Add 3 Ultimate: Flame Flutter to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 9: lose 1 Cultivation to gain 1 Thousand Star Explosion, and add 4 Fusion Orb to the pool.
After Round 12: lose 1 Cultivation to gain 1 Purple Starburst, and add 4 Fusion Orb to the pool.
After Round 12: lose 1 Cultivation to gain 1 Star Moon Six Lines Fan, and add 3 Fusion Orb to the pool.
Add 4 cards each of Star Born Rhythm, Astral Move - Dragon Slay, Meteorite Meteor, and Astral Move - Twin Swallows to the pool.
After Round 12: lose 1 Cultivation to gain 1 Astral Move - Rescue, and add 3 Fusion Orb to the pool.
After Round 10: lose 1 Cultivation to gain 1 Yin Fu Formacide, and add 3 Fusion Orb to the pool.
After Round 6: lose 1 Cultivation to draw 1 Water Spirit Formation.
Active use (unlocks at Round 13): transform Water Spirit Formation in hand into Ultimate - Water Spirit Formation, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Wood Spirit - Forest Guard.
Active use (unlocks at Round 13): transform Wood Spirit - Forest Guard in hand into Ultimate - Wood Spirit - Forest Guard, or vice versa.
After Round 4: lose 1 Cultivation to draw 1 Metal Spirit Formation.
Active use (unlocks at Round 13): transform Metal Spirit Formation in hand into Ultimate - Metal Spirit Formation, or vice versa.
Add 8Five Elements Spirit Strike to the card pool. Upon reaching Round 6: lose 1 Cultivation, draw 1Five Elements Spirit Strike.
Active use (unlocked at Round 12): convert Five Elements Spirit Strike in hand into Ultimate - Five Elements Spirit Strike, or convert back.
Add 6 Metal Spirit - Meteor to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Cosmos Brush to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Five Elements Spiritual Field to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Wood Spirit Forceage Formation to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 6: lose 1 Cultivation, gain 1 Fire Spirit - Blast.
Active use (unlocks at Round 13): transform Fire Spirit - Blast in your hand into Ultimate: Fire Spirit Blast, or vice versa.
After Round 13: lose 1 Cultivation to gain 1 Heavenly Marrow Gourd, and add 2 Fusion Orb to the pool.
Add 6 cards each of Wild Crossing Seal and Settle the Storm to the card pool.
Add 6 Water Spirit - Leisurely to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 13: lose 1 Cultivation to gain 1 Primordial Reverse Overcome Formation, and add 2 Fusion Orb to the pool.
After Round 12: lose 2 Cultivation to gain 2 Ultimate: Overcome with each other.
After Round 12: lose 1 Cultivation, gain 1 Heavenly Marrow Reverse Overcome, and add 2 card Fusion Orb to the card pool.
After Round 13: lose 1 Cultivation to gain 1 Wood Spirit - All Things Grow, and add 2 Fusion Orb to the pool.
Add 4 Fire Spirit - Blossom Burn Seal to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 13: lose 1 Cultivation to gain 1 Ultimate - Water Spirit Spring Rain.
After Round 6: lose 1 Cultivation to gain 1 Kun Wu Molten Ring, and add 4 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Water Spirit - Surge Wave, and add 3 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Ultimate - Kun Wu Metal Ring.
After Round 10: lose 1 Cultivation to gain 1 Harmony of Water and Fire, and add 2 Fusion Orb to the pool.
After Round 10: lose 1 Cultivation to gain 1 Quicksand Secret Seal, and add 2 Fusion Orb to the pool.
After Round 12: lose 1 Cultivation to gain 1 Five Elements Carefree Dream, and add 2 Fusion Orb to the pool.
Add 8Seal Suppression Citta-Dharma to the card pool. Upon reaching Round 4: lose 1 Cultivation, draw 1Seal Suppression Citta-Dharma.
Active use (unlocked at Round 12): convert Seal Suppression Citta-Dharma in hand into Ultimate: Seal Suppression Citta-Dharma, or convert back.
After Round 6: lose 1 Cultivation to draw 1 Crash Footwork.
Active use (unlocks at Round 13): transform Crash Footwork in hand into Ultimate - Crash Footwork, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Windward Palms.
Active use (unlocks at Round 14): transform Windward Palms in hand into Ultimate - Windward Palms, or vice versa.
After Round 6: lose 1 Cultivation to draw 1 Exercise Bones.
Active use (unlocks at Round 13): transform Exercise Bones in hand into Ultimate - Exercise Bones, or vice versa.
After Round 4: lose 1 Cultivation to draw 1 Ghost Howling.
Active use (unlocks at Round 13): transform Ghost Howling in hand into Ultimate - Ghost Howling, or vice versa.
Add 8 Spiritage And Exercise to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 5 Exercise To The Utmost to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 6 Force Spiritage Formation to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 Crash Fist - Star Seizing to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 4: lose 1 Cultivation, gain 1 Overlord Lifting the Cauldron.
Active use (unlocks at Round 13): transform Overlord Lifting the Cauldron in your hand into Ultimate: Overlord's Cauldron Lift, or vice versa.
After Round 13: lose 1 Cultivation to gain 1 Unceasing Universe, and add 3 Fusion Orb to the pool.
Add 3 Ultimate: Unceasing Exercising to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 10: lose 1 Cultivation to gain 1 Endless Spirit Arcana, and add 3 Fusion Orb to the pool.
Add 4 Soul Overwhelming Palm to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 3 Ultimate - Overwhelming Power to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 9: lose 1 Cultivation to gain 1 Styx Night Footwork, and add 4 Fusion Orb to the pool.
After Round 6: lose 1 Cultivation to gain 1 Mad Demon Stance, and add 3 Fusion Orb to the pool.
After Round 10: lose 1 Cultivation to gain 1 Crash Fist - Return to Xuan, and add 4 Fusion Orb to the pool.
After Round 13: lose 1 Cultivation to gain 1 Myriad Mystery Forge Spirit, and add 3 Fusion Orb to the pool.
Add 3 Ultimate: Meditation of Xuan to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
After Round 13: lose 1 Cultivation to gain 1 Dodge and Weave, and add 2 Fusion Orb to the pool.
Remove the Mortal Body restriction on gaining Qi (gaining Qi no longer converts to gaining Physique instead).
Add 8 cards each of Surging Waves, Overwhelming Force, and Ultimate - Crash Footwork to the pool.
After Round 12: lose 1 Cultivation to gain 1 Asura Black Dragon Staff, and add 4 Fusion Orb to the pool.
After Round 11: lose 1 Cultivation to gain 1 Riding the Wind, and add 2 Fusion Orb to the pool.
Add 4 Ultimate: Spirit Feather to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Rounds 6–12 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
After Round 13: lose 2 Cultivation to gain 2 Spring Course Tea.
If you do not attack on your turn, gain 1 Sword Intent at turn end.
Switch your side job to Musician; add 4 cards each 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 Cloud Sword can also trigger Sword Qi to deal DMG.
Active use (max 1): you gain 2 Spring Course Tea; all other characters gain 1 Spring Course Tea at the start of next round.
Each Sword Formation played grants 1 Cloud Sea; each time Cloud Sea triggers and decreases, gain 2 DEF.
After Round 14: lose 1 Cultivation to gain 1 Unrestrained Sword - Flame Dance.
After Round 10: lose 2 Cultivation to gain 2 Cloud Sword - Avalanche.
At battle start, treat 1 Cloud Swords as already played and gain 2 Cloud Sea.
Active use (max 1): Destiny +3, Exchange Chance +1;
each time Bloodline Potential draws, this Heavenly Derivation Immortal Fate gains 1 extra use.
After Round 12: lose 1 Cultivation to gain 1 Sky Delicate Bracelet.
After Round 9: lose 1 Cultivation to gain 1 Cloud Sword - Pray Rain.
After Round 9: lose 2 Cultivation to gain 2 Exquisite Sword Formation.
At battle start, gain 1 Qi per 2 Cloud Swords in hand or deck (max 3).
After Round 11: lose 1 Cultivation to gain 1 Spirit Cat Chaos Sword.
Each Cloud Sword played grants 1 Cloud Sea; each time Cloud Sea triggers, gain 1 Qi.
Active use (max 1): lose 3 Cultivation to gain 1 each of Dried small fish, Catnip, Cat Teaser.
If your Destiny is below 50, at battle start gain 15% of current HP and Max HP.
Add 3 Ultimate - Cloud Sword Cat Paw to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
At battle start, treat 1 Unrestrained Sword as already played.
Active use (3-round cooldown): lose 1 Cultivation to randomly gain 1 Unrestrained Sword (no higher than your phase; may be a special one)
11 cards. Pool recorded from observed offers.
At battle end, if Clear Heart Sword Embryo is adjacent to a Cloud Sword, lose 1 Cultivation to draw 1 Cloud Sword; if adjacent to an Unrestrained Sword, lose 1 Cultivation to draw 1 Unrestrained Sword.
Clear Heart Sword Embryo gains 4 ATK; the ATK bonus cap of Immortal Fate Swordsmith is removed.
Active use (1-round cooldown): choose an existing Clear Heart Sword Embryo-related Immortal Fate to re-pick its options.
After playing Clear Heart Sword Embryo, convert all Qi into Sword Qi, and may trigger Sword Qi once to deal DMG.
Active use (3-round cooldown): randomly upgrade 1 Cloud Sword in hand or deck; if none can be upgraded, lose 1 Cultivation to draw 1 Cloud Sword.
When playing Clear Heart Sword Embryo, gain 5 Cloud Sea and treat it as 2 extra Cloud Swords played.
Ignore the use limit of Immortal Fate Swordsmith, and Clear Heart Sword Embryo gains 1 extra ATK each round.
Active use (max 2): lose 4 Cultivation to randomly gain one each of Cloud Sword, Unrestrained Sword, Spirit Sword, and Sword Formation cards.
Drag a level-2 Sword card onto a level-1 Sword card of the same phase in hand to combine and upgrade the level-1 Sword card.
Active use (max 1): lose 1 Cultivation, choose 1 of 4 random Sword cards of your current or previous phase to gain and add to the cards learned by Immortal Fate Swordplay Talent.
After Round 12: lose 2 Cultivation to gain 2 Swift Shadow Sword Formation; Swift Shadow Sword Formation also counts as Cloud Sword, Unrestrained Sword, Spirit Sword, and Sword Formation.
The first Sword Formation played each battle grants 7 DEF and 1 Guard Up.
Active use (4-round cooldown): lose 1 Cultivation, choose 1 card learned by Swordplay Talent to gain (must meet current phase).
The first time you gain HP or Max HP each battle, additionally gain HP equal to 20% of your current Max HP.
Active use (max 1): halve remaining Exchange and remove all Foundation-phase cards from the card pool.
Active use (3-round cooldown): lose 1 upgradeable card in hand whose text mentions Post Action; it returns upgraded at the start of next round.
Each time you gain HP or Max HP, gain 1 extra point.
After Round 10: lose 1 Cultivation to gain 1 Within Reach.
After Round 12: lose 1 Cultivation to gain 1 Fury Thunder.
At battle start, upgrade the first card in deck whose text mentions Chase or whose name contains Thunder (restored after battle).
The first 3 times you gain Hexagram each battle, gain 1 extra point.
The first card whose name contains Thunder used to attack each battle first applies 1 Wound to the opponent, and the attack gains Smash DEF.
After Round 9: lose 2 Cultivation to gain 2 Rotary Divination Hexagram.
At battle start, the opponent gains 1 extra stack each time they receive Internal Injury for the next 3 times.
At battle start, gain 1 Star Power; if your Cultivation is 5 or more higher than the opponent's, gain 1 more Star Power.
Lantern Spirit Awakening's effect becomes "At the start of each round, lose 1 Cultivation to gain 1 Daoist Rhyme Aura".
Skip the card in your deck slot 5; if it is an Astral Move card, gain 1 Qi and 3 HP.
Active use: disable this Immortal Fate; use again to re-enable.
If deck slot 8 is empty, place Heptastar Soulstat at battle start; if Heptastar Soulstat already exists, upgrade it instead.
Each time you play the card in deck slot 8, apply 2 Internal Injury to the opponent.
The first 7 Astral Move cards played each battle make the next slot a Star Point.
The first time HP drops to 0 in battle, lose all Star Power and Hexagram; gain 3 HP and Max HP per point lost; then continue fighting if HP >0.
At battle start, upgrade the first Astral Move card or card whose name contains Hexagram in deck (restored after battle).
After Round 12: lose 1 Cultivation to gain 1 Star Moon Folding Fan.
At battle end, save remaining Hexagram (max 6); gain the saved Hexagram at the start of the next battle.
When playing a card on a Star Point, apply 1 Internal Injury to the opponent (max 3 times per battle).
Exchange +5;
exchanging with your last Exchange prioritizes cards of your current phase.
At battle start, if you act second, your next Post Action triggers immediately; if you act first, gain 1 Exchange Chance.
After Round 11: lose 1 Cultivation to gain 1 Face Isolation.
Active use (unlocks at Round 11): transform Face Isolation in hand into Strike Vacuity, or vice versa.
Cards whose names contain "Hexagram" apply 1 Weakened to the opponent on first use.
After Round 12: lose 1 Cultivation to gain 1 Solitary Void Golden Scroll.
At battle start, if the slot before Solitary Void Golden Scroll is empty, place Face Isolation there; if the slot after is empty, place Strike Vacuity; for each slot that cannot be filled, upgrade Solitary Void Golden Scroll by 1 level instead (restored after battle).
Whenever the opponent gains Internal Injury, Weakened or Flaw, you gain 1 Qi.
At battle start, upgrade the first card in deck whose text mentions Qi or Hexagram (restored after battle).
Add 6 Water Spirit - Leisurely to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Each Metal Spirit card played grants 1 Qi; each Water Spirit card played grants 2 Penetrate.
After Round 14: lose 1 Cultivation to gain 1 Inheritance of Five Elements.
After Round 13: lose 1 Cultivation to choose and gain 1 Five Elements Slash (Wood Spirit Slash/Fire Spirit Slash/Earth Spirit Slash/Metal Spirit Slash/Water Spirit Slash).
Active use (max 2): your next Exchange of any Five Elements card transforms it into the Five Elements that generates it (keeping phase and level).
When gaining Qi in battle, additionally gain 4 HP and Max HP (max 3 times per battle).
At battle start, Activate the Five Elements that are Five Element Generating Interaction and Overcoming Interaction of Five Elements your innate Five Elements.
Active use (max 1): choose 1 of 5 random Five Elements cards to gain, and change your Innate Element to that element.
After Round 9: lose 2 Cultivation to gain 2 Overcome with each other.
The first card whose name contains Spirit Formation played each battle repeats its level-1 effect.
After Round 12: lose 1 Cultivation to gain 1 Five Elements Heavenly Marrow Rhythm.
Five Elements Heavenly Marrow Rhythm works even when your deck has only 2 Five Elements.
At battle start, gain 3 HP and Max HP for each distinct Five Elements in your deck.
Force of Water DMG effects instead become one attack, and HP lost when Injured to the opponent is increased by 50%.
At battle start, Activate Wood Spirit and gain 2 Qi.
Each time you Activate Water Spirit, also Activate Earth Spirit; each time you Activate Earth Spirit, additionally gain 8 DEF.
Lose 1 Cultivation when chosen to draw 1 Water Spirit cards.
At battle start, upgrade the first Water Spirit card in deck (restored after battle).
After Round 13: lose 1 Cultivation to gain 1 Wood Spirit - All Things Grow, and add 2 Fusion Orb to the pool.
At each turn end, gain 1 DEF per 2 stacks of Force of Water.
After Round 13: lose 1 Cultivation to gain 1 Earth Spirit - Landslide.
After Round 10: lose 1 Cultivation to gain 1 Metal Spirit - Vigorous.
At battle start, Activate Earth Spirit and gain 8 DEF.
At battle start, Activate Metal Spirit and gain 4 Penetrate.
Takes effect from Round 13: Each Earth Spirit card played grants 2 Penetrate.
At battle start, gain 1 extra HP and Max HP per 10 HP you have.
Takes effect from Round 13: At the start of your turn, if HP ≤20, gain 1 Guard Up (once per battle).
At battle start, Activate Fire Spirit and reduce the opponent's Max HP by 4.
Takes effect from Round 13: The first Fire Spirit card played each battle gains 6 ATK.
Takes effect from Round 13: At battle start, upgrade the first Fire Spirit card in deck.
Active use (max 2): lose 1 Cultivation to choose 1 Secret Seal to gain.
Each time you Activate a Five Elements in battle, if that element was already activated, gain 1 Qi (once per turn).
At battle start, upgrade the first Wood Spirit card in deck (restored after battle).
Count Five Elements in the Five Elements Jade Vessel toward distinct Five Elements in deck. (Note: cards in the Five Elements Jade Vessel do not trigger Passive.)
At the start of each round, if the Five Elements Jade Vessel has an empty slot, randomly generate 1 Herbalist Growth card. (Note: cards in the Jade Vessel do not trigger Growth.)
Effective from Round 10: at the start of each round, lose the card in the Five Elements Jade Vessel slot 3 and remove all same-named cards from the card pool.
At battle start, gain 2 Hexproof and 9 HP.
Active use: disable this effect (gaining Hexproof); use again to re-enable.
Attacking with a card that costs Qi or whose text mentions Qi gains 3 ATK.
Physique and cap +4. Each time you pay HP cost in battle, gain 1 Phy..
At each battle end, gain 1 Phy. per 2 Debuff on you. If you have ≥10 Debuff, permanently gain 1 Max HP.
After Round 13: lose 1 Cultivation to gain 1 Unceasing Universe, and add 3 Fusion Orb to the pool.
When playing an HP cost card, deal DMG to the opponent equal to 40% of the required HP cost.
After each battle, upgrade level-1 cards in deck whose name contains Palm to level 2.
The first time you gain Force each battle, gain 2 extra.
At the start of each battle, gain 1 Increase ATK and 2 Internal Injury.
Active use: disable this effect; use again to re-enable.
After Round 10: lose 1 Cultivation to gain 1 Crash Fist - Styx Night.
After Round 12: lose 1 Cultivation to gain 1 Styx Moon's Glow.
When attacking with the card in deck slot 8, gain 1 ATK per 3 Debuff on you.
When playing a card, if Qi is insufficient, you may spend Styx instead of Qi.
After Round 13: lose 1 Cultivation to gain 1 Wan Xuan Demon Breaking Palm.
Each time you play a card whose name contains Palm, gain 2 Agility.
Force cap +6; when attacking with a card whose name contains Palm, Force is not lost.
Add 3 Ultimate: Meditation of Xuan to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Max HP +4;
each stack of Regeneration/Internal Injury triggered at the start of each side's turn changes from ±1 HP to ±2 HP.
Active use: disable this Heavenly Derivation Immortal Fate; use again to re-enable.
After Round 10: lose 2 Cultivation to gain 2 Shift Stance.
Whenever you switch Stance, if you switch to Fist, gain 1 Force; if you switch to Stick, gain 1 Increase ATK.
The first time you Injure the opponent each battle: if you are in Fist Stance, apply 1 Decrease ATK; otherwise apply 1 Weakened.
Lock your Stance to Stick. Switch Stance effect changes to +3 Phy. and +3 DEF。
After Round 10: lose 1 Cultivation to gain 1 Wind-Riding Flash.
The first 5 times you gain Agility each battle, additionally gain 1 Phy..
After Round 10: lose 1 Cultivation to gain 1 Cyclone Palm.
Rounds 1–6 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Lose 1 Cultivation to gain 1 Power of Huan. At Round 10, automatically upgrade Power of Huan in hand or deck to level 2.
Lose 1 Cultivation to gain 1 Power of Turtle. At Round 10, automatically upgrade Power of Turtle in hand or deck to level 2.
Lose 1 Cultivation to gain 1 Power of Rat. At Round 10, automatically upgrade Power of Rat in hand or deck to level 2.
Lose 1 Cultivation to gain 1 Power of Raccoon. At Round 10, automatically upgrade Power of Raccoon in hand or deck to level 2.
Lose 1 Cultivation to gain 1 Power of Parrot. At Round 10, automatically upgrade Power of Parrot in hand or deck to level 2.
Lose 1 Cultivation, randomly gain 1 Power of Huan/Power of Turtle/Power of Rat/Power of Raccoon/Power of Parrot.
At the start of each round, this card transforms into another Spirit Pet Power card.
Upon reaching Round 10, upgrade this card to level 2.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Your Chase cannot be stopped by any effect when triggered.
After Round 13: Max HP +20 and gain 1Shadow Owl Rabbit.
Rounds 1–1 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
At Round 15: lose 1 Cultivation, gain 1 Mountain-Splitting Sword.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Flowing-Light Wheel.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Time-Revert Mirror.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Heaven-Cleaving Axe.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Sky-Mending Stone.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Soul-Locking Pagoda.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Heart-Commanding Zither.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Long-Living Seal.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Chaos-Suppressing Bell.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Divine-Refining Cauldron.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
At Round 15: lose 1 Cultivation, gain 1 Life-Transforming Vessel.
When absorbing Divinity Phase Fusion cards, gain 8 Max HP and 8 Exchange Chance.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Hand size limit +4; for each card kept in hand, gain 1 Speed (does not stack with similar effects).
After reaching Round 3/5/8/11, break through to Foundation / Virtuoso / Immortality / Incarnation Phase without meeting the Cultivation requirement.
Rounds 3–13 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
At battle start, both sides gain 2 Qi.
Active use: disable this effect; use again to re-enable.
At battle start, both sides gain 1 Increase ATK.
Active use: disable this effect; use again to re-enable.
At battle start, both sides gain 15% of current HP and equal Max HP.
Active use: disable this effect; use again to re-enable.
At battle start, both sides gain 3 Internal Injury.
Active use: disable this effect; use again to re-enable.
At battle start, neither side can trigger Chase for 1 turns.
Active use: disable this effect; use again to re-enable.
At battle start, both sides lose 15% of current HP and equal Max HP.
Active use: disable this effect; use again to re-enable.
At battle start, upgrade both sides' next 1 played cards (restored after battle).
Active use: disable this effect; use again to re-enable.
In battle, both sides lose 2 HP each time they attack.
Active use: disable this effect; use again to re-enable.
At the start of battle, turn the Regular Card in the last 3 slots of both decks into level 3.
Active use: disable this effect; use again to re-enable it.
From the start to the end of each player's third turn during battle, the DMG and ATK they deal to the opponent are reduced by 40%
Active use: disable this effect, use again to re-enable.
Rounds 1–1 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Add 8 M - Raven Spirit Sword to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Light Sword to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Spiritage Sword to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Cloud Sword Touch Sky to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Cloud Sword Conceal to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Flying Fang Sword to the card pool. After Round 10, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Cloud Dance Rhythm to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Unrestrained Sword Dragon Coiled to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Consonance Sword Formation to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Diligent Sword to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Cutting Weeds to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Ruthless Water to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Shifting Stars to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Astral Fleche to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Incessant to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Earth Hexagram to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Dotted Around to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Flower Sentient to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Yin Yang Formation to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Vitality Blossom to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Fire Spirit Flame Eater to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Water Spirit Billows to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Wood Spirit Recovery to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Metal Spirit Needle to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Five Elements Circulation to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Earth Spirit Mountains to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Cosmos Seal to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Metal Spirit Seal to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Earth Spirit Formation to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Fire Spirit Seal to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Youthful Vigor to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Exercise Bones to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Sinking Qi to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Double Trouble to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Rakshasa Pouncing to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Crash Fist Poke to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Standing Firm to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Magnanimous Righteousness to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Crash Fist Entangle to the card pool. After Round 12, if you do not own that card, lose 1 Cultivation to deal that card.
Add 8 M - Endless Entanglement to the card pool. After Round 9, if you do not own that card, lose 1 Cultivation to deal that card.
Rounds 3–13 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Active use (max 1): rechoose your side job; remove remaining old side-job cards and those below your previous phase from the pool.
Exchange and storage limit +10; add 4 Incarnation cards of every other side job to the pool.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 4 random cards of other side jobs (no lower than your previous phase) to gain.
Add 4 Enlightenment Elixir to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Upon reaching Round 12: lose 1 Cultivation, gain 1 level-2Ice Spirit Guard Elixir.
Upon reaching Round 12: lose 1 Cultivation, gain 1 level-2Thousand Evil Incantation.
Add 4 Divine Walk Fulu to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Add 4 Chord In Tune to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Upon reaching Round 12: lose 1 Cultivation, gain 1 level-2Predicament for Immortals.
Upon reaching Round 11: lose 1 Cultivation, gain 1 level-2Finishing Touch.
Upon reaching Round 11: lose 1 Cultivation, gain 1 level-2Flying Brush.
Upon reaching Round 11: lose 1 Cultivation, gain 1 level-2Meru Formation.
Active use (max 2): upgrade the first Continuous card in deck.
Active use (max 2): cause 1 random Mutate-eligible Herbalist card in hand to Mutate.
Add 4 Space Spiritual Field to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Upon reaching Round 11: lose 1 Cultivation, gain 1 level-2Envelop In Disaster.
Upon reaching Round 12: lose 1 Cultivation, gain 1 level-2Cycle of Fate.
Active use (max 1): upgrade the first side-job card in deck.
Active use (max 1): lose 1 Cultivation, choose 1 side-job card from your current pool to draw.
Active use (2-round cooldown): transform the rightmost side-job card in hand into a sect card of your phase.
Active use (max 1): lose 4 Cultivation to gain 1 each of Practice Writing, Ask Dao By Paint, Reason By Analogy, Wonderful Strokes.
Add 3 Ultimate: Finishing Touch to the card pool. After Round 13, if you do not own that card, lose 1 Cultivation to deal that card.
Active use (2-round cooldown): transform the rightmost side-job card in hand into a random level-2 card (prefer Virtuoso+).
Rounds 8–12 · Skip: 5 exchanges · Fates offered when you skip → Suanni’s pool 2
Active use (max 2): lose 1 Cultivation, choose 1 Alchemist card of your phase or lower to gain.
Active use (max 2): lose 1 Cultivation, choose 1 Talismanist card of your phase or lower to gain.
Active use (max 2): lose 1 Cultivation, choose 1 Musician card of your phase or lower to gain.
Active use (max 3): lose 1 Cultivation, choose 1 Painter card of your phase or lower to gain.
Active use (max 3): lose 1 Cultivation, choose 1 Formation Master card of your phase or lower to gain.
Active use (max 2): lose 1 Cultivation, choose 1 Herbalist card of your phase or lower to gain.
Active use (max 2): lose 1 Cultivation, choose 1 Fortuneteller card of your phase or lower to gain.
Rounds 1–10 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
Cloud Hit triggers immediately in battle.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 7 random Cloud Spirit Sword Sect cards (no lower than your previous phase) to gain.
At battle start, gain 1 Hexagram and make the last 6 deck slots Star Point.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 7 random Heptastar Pavilion cards (no lower than your previous phase) to gain.
Five Elements triggers immediately in battle, first time you play a Five Elements sect card, Upgrade it.
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 7 random Five Elements Alliance cards (no lower than your previous phase) to gain.
On pick, gain Phy. equal to current round × 5. At the start of each battle, gain 3 Phy..
Active use (2-round cooldown): lose 1 Cultivation, choose 1 of 7 random Duan Xuan Sect cards (no lower than your previous phase) to gain.
Rounds 1–1 · Skip: 3 exchanges · Fates offered when you skip → Suanni’s pool 1
When you break through, the Immortal Fate options always include Sword In Sheathed/Endurance As Cloud Sea/Shade Of Cloud/Spring Course Tea. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Fire Flame Blade/Drift Ice Blade/Avalanche/Flame Dance. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Coral Sword/Dragon Scale/Pray Rain/Sky Delicate Bracelet. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Cat Paw/Cat Soul Bless/Spirit Cat Chaos Sword/Lithe As Cat. After selecting 2 of them in total, this ceases to take effect.
Gain 1 Clear Heart Sword Embryo.
When you break through, the Immortal Fate options always include Blade Forging/Sword Pattern Carving/Qi Forging/Quench Of Sword Heart.
When you break through, the Immortal Fate options always include Wind Rose/Swift Shadow Sword Formation. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Only Traces/Birdie Wind/Avatar of Bird Shade/Cut Off Mundane. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Ultimate Hexagram Base/Within Reach/Fury Thunder. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Crimson Yarn Guard/Flame Flutter/Rotary Divination Hexagram/Lantern Spirit Awakening. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Astrology/Starburst/Heptastar Soulstat/Astral Divination Hexagram. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Rest and Outwit/Best Choice/Act Underhand/Star Moon Folding Fan. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Jade Scroll of Yin Symbol/Spirit Hexagram Evolves/Hexagrams Explain/Solitary Void Golden Scroll. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Mark Of Five Elements/Gourd Of Leisurely/Avatar Of Five Elements/Inheritance of Five Elements. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Overcome with each other/Five Elements Anima. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Peach Blossom Seal/Mark of Water Spirit/Spring Rain/Blossom Dance. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Quench Of Wood Spirit/Kun Wu Metal Ring/Vigorous/Landslide. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Fire Spirit Generation/Five Elements Explosion/Flame Soul Rebirth/Swift Burning Seal. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Herbs Flourish/Heavenly Rain/Five Elements Gather Qi/Forget Worries. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Unceasing Exercising/Unbounded Qi/Undying Body/Unwavering Soul. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Overwhelming Power/Courage to Fight/Cracking Fist/Stance of Fierce Attack. After selecting 2 of them in total, this ceases to take effect.
When you gain or lose Styx, you gain HP instead of losing it.
When you break through, the Immortal Fate options always include Entering Styx/Gone Crazy/Styx Night/Styx Moon's Glow. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Mind-Body Resonance/Memory Fragment/Meditation of Xuan/Wan Xuan Demon Breaking Palm. After selecting 2 of them in total, this ceases to take effect.
Your starting stance is Fist.
When you break through, the Immortal Fate options always include Counter Move/Indomitable Will/Shift Stance. After selecting 2 of them in total, this ceases to take effect.
When you break through, the Immortal Fate options always include Wind Spirit Forging/Cyclone Palm/Wind-Riding Flash/Become the Tempest. After selecting 2 of them in total, this ceases to take effect.
Active use (max 1): reduce Cultivation and Physique needed for your next breakthrough by 5.
If used after reaching Incarnation, instead gain 1 Cultivation and 4 Physique cap.
After Virtuoso: Exchange and storage limit +6.
After Virtuoso: Max HP +6.
Destiny +14.
Active use (max 1): draw 1 sect card of your current phase.
Active use (max 1): lose 1 Cultivation, choose an existing Regular Card to gain its level-1 copy.
Active use (max 1): Exchange Chance +3; if deck slot 1 is a Regular Card, add 6 level-1 copies of it to the pool.
Active use (max 1): Exchange Chance +2; your next 6 exchanges this round prioritize side-job cards.
Active use (max 3): remove all copies of the rightmost card in hand from the pool.
Active use (max 1): if your Destiny ≤50: Exchange Chance +4, Max HP +4.
Upon breaking through your phase, refresh Immortal Fate options, limited to 3 uses total.
Upon reaching Round 13, convert unused refreshes into Exchange Chance.
Active use (max 1): lose 1 Cultivation, choose any 1 card from your current pool to draw.
Active use (max 3): lose 1 Cultivation, choose 1 of 3 random cards (prioritize Virtuoso+ and cards not yet gained this run).
Destiny +12;
after Virtuoso: Max HP +3; Exchange Chance +3.
Active use (max 1): upgrade the first level-1 card in deck.
After Virtuoso: Exchange and storage limit +10.
After Immortality: Max HP +10.
Active use (max 4): lose 1 Cultivation, Exchange Chance +1, draw 1 sect card (prefer Immortality).
After Round 13: lose 2 Cultivation to gain 2 Daoist Rhyme Aura.
Active use (max 5): remove all copies of the rightmost card in hand from the pool.
Active use (max 1): if your Destiny ≤50: Exchange Chance +6, Max HP +6.
After rounds 3/5/8/11, you may breakthrough to Foundation/Virtuoso/Immortality/Incarnation regardless of Cultivation. After reaching Incarnation, gain 3 Exchange.
Active use (max 1): Exchange Chance +4; your next 3 exchanges this round prioritize cards of your phase.
Upon breaking through your phase, refresh Immortal Fate options, limited to 5 uses total.
Upon reaching Round 13, convert unused refreshes into Exchange Chance.
Active use (max 1): Exchange Chance +4; if the first two cards in your deck are Regular Card, add 4 level-1 copies of these two cards to the card pool.