Spirit Battle CCG

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Spirit Battle CCG
Designer Dillon Phipps
Date 17/05/2007
Players 2
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

This is a set that I created a couple of years ago, and I would like to see how well it works. I've played a few games with different decks that I made for me, my brother, and my neighbor, but I would appreciate any other input that you all may have.

In this game, you are a Spirit Master, utilizing the "essences" of the spirits that are hidden in your world. You will need to use everything in your arsenal to defeat your opponents.

Special Rules

What You Need To Play

-Two decks containing at least 40 cards but no more than 100 cards -Counters for addition and subtraction results(these could be pennies, or anything that can show addition or subtraction) -A coin for possible flip effects and deciding who will go first

Set-Up

1. First, each player shuffles their deck. Then, switch decks and let the other player cut your deck while you cut their deck. 2. Draw 5 cards. This will be your starting hand. 3. Decide who will go first. You can flip a coin or play rock-paper-scissors. 4. After you have decided who will go first, the game begins!

Object of the Game

If your opponent runs out of cards in their deck AND field, or if they run out of their three Critical Hit points, you win!

Steps in a Turn

Draw Phase. Take the top card of your deck and place it into your hand. Play Phase 1. Play cards from your hand. Effect Phase 1. Activate effects that you want to activate or that must be activated at this time. Attack Phase. Battle your opponent’s active Essence. Effect Phase 2. Activate effects that you want to activate or that must be activated at this time. Play Phase 2. Play cards from your hand. Remember that you cannot overlap Essences that you played this turn. End Phase. End your turn. Your opponent’s turn begins now.

What You Can Do During Each of the Steps of a Turn

Draw Phase. Draw the top card of your deck. Your opponent now has the option to activate Reaction cards in response to the draw or Change cards at this time. You may do the same. Play Phase 1. Play no cost Essences(or Essences without a number in the “Essence” box, located in the top right corner of the card), overlap for cost Essences(or Essences with number in the “Essence” box), play Action cards, or play Change cards. You may do as many of these in a Play Phase as you wish, however, you may not overlap Essences until the Essence you are overlapping has been in play for at least one turn. Any effects from playing Essences, Actions, or Change cards take place immediately. Your opponent has the option to play Reaction cards in response to an effect or activation of a card or Change cards at this time. You may do the same. Effect Phase 1. You may now activate Essence effects that can be activated. Your opponent can play Reaction or Change cards in response to the effect at this time. You may do the same. Attack Phase. Your active Essence my attack your opponent’s active Essence or make a Critical Hit move on your opponent. You may only do this once per turn and only with your active Essence. Your opponent can play Reaction or Change cards in response to the attack at this time. You may do the same. NOTE: The player who goes first skips this step on their first turn only. Effect Phase 2. See Effect Phase 1. Play Phase 2. See Play Phase 1. REMEMBER: You still cannot overlap Essences that you played this turn. End Phase. This ends your turn and signals the beginning of your opponent’s turn.

How Speed Effects the Game

Speed results in Counter Attacks. If your Essence’s Speed is higher than the opponent’s Essence’s speed when they attack, halve your attack (rounded down to the nearest one) and do that much damage to the opponent’s Essence.

Losing Essences

When an Essence on your side of the field takes damage equal to or greater than its HP, it gets discarded. It is then placed in the discard pile and remains there until an effect moves it somewhere else. You then place in a replacement Essence from your side of the field (if you have one). You may also choose to discard any Essence on your side of the field at any time, given that you have two or more Essences on the field.

Attacking with a Lower Strength than your Opponent's Shield

You can still do damage with a lower Strength! Simply subtract your opponent’s Shield minus your Strength. Then, halve the total (rounded down to the nearest 1).


Deck Building Rules

-No deck may contain less than 40 or more than 100 cards. -You may have no more than 3 of a certain card in your deck. For example, you cannot have 4 Mega Angel or 5 Miniature Dragon in your deck. -You may not have more than 1 of the following cards in your deck: Lord Demon Breakdown Water Dragon Lord Angel Servant of the Skies Wind Dragon Aqua Queen Salamander Fire Dragon Pyro King Falcon Earth Dragon Highly Reactive Bomber Mermaid Light Dragon Tide Shifter Rock Collector Dark Dragon Truth Seeking Warrior Priest of Truth Dragon Master Digression Priest of Evil Blow Away Explosion Destruction -You may not have more than 2 of the following cards in your deck: Burnout Seize Glorious Resurrectioner Time Stop Sneak Attack Double-Up Swordsman of Destiny Steam Phantom Vile Jester Doom Curse Liquidate Fortress Wall


Card List

1
Aqua Queen
Essence
Water-Ruler's Might: If you have a "Fishrink" or "Sonic Fish" on the field when you play this card, you may search your deck for two cards, show them to your opponent, and place them into your hand. Shuffle the deck afterward.-HP 21-Strength 17-Shield 28-Speed 19
1
Beast of Wind
Essence
Wind-Tornado: Every three turns, the card your opponent would have drawn at the beginning of their turn is discarded instead and they do not draw.-HP 39-Strength 40-Shield 17-Speed 25
0
Beetle
Essence
Earth/Wind- A bug with a large horn for attacking and a hard shell for defending.-HP 13-Strength 15-Shield 18-Speed 16
1
Blaze Sword
Essence
Fire- Thought to be held by a ghost knight, it swings violently in the night.-HP 20-Strength 30-Shield 11-Speed 19
0
Boulder Bird
Essence
Earth/Wind- A heavy and hard bird that has trouble flying.-HP 18- Strength 12- Shield 18- Speed 15
0
Boulder Prince
Essence
Earth- Ruler's Might: If you have a "Boulder Bird" or "Snail" on the field when you play this card, draw 2 cards.-HP 21-Strength 18- Shield 17-Speed 3
1
Breeze Apprentice
Essence
Wind- Strong Winds: Flip a coin. If heads, switch your opponent's active Essence with another. If tails, switch your active Essence with another.-HP 20-Strength 15- Shield 35- Speed 26
0
Breeze Princess
Essence
Wind- Ruler's Might: If you have a "Harpy" or "Sonic Fish" on the field when you play this card, you may search your deck for a card, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 13- Strength 7-Shield 19- Speed 17
0
Bright Wall
Essence
Light- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30-Speed 0
0
Crab Demon
Essence
Water/Dark- An evil crab with an armored shell. It lives only in polluted waters.-HP 15-Strength 10- Shield 12- Speed 6
1
Dark Dragon
Essence
Dark- Sweep of the Black: You may discard all Light Essences on your opponent's side of the field by discarding a Dark Essence on your side of the field.-HP 29- Strength 40- Shield 10-Speed 39
2
Demonic Blaster
Essence
Dark/Fire- Ammo Blaster: You may offer one "Mini Demon" or "Evil Fire" from your side of the field to raise each of this card's stats by the amount of the offered card's stats.-HP 42-Strength 30-Shield 21- Speed 53
0
Dim Wall
Essence
Dark- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30- Speed 0
0
Doom Finder
Essence
Dark- Evil Eye: When you summon this card, you may search your deck for one "Vile Cave" and place it into your hand. Shuffle the deck afterward.-HP 8-Strength 13-Shield 24- Speed 7
6
Dragon Master
Essence
Dark/ Light/ Earth/ Wind/ Fire/ Water- Master: This card may only be summoned by overlapping a "Dark Dragon", "Light Dragon", "Water Dragon", "Fire Dragon", "Earth Dragon", and "Wind Dragon". All effects other than this one do not effect "Dragon Master". In five turns, destroy this Essence.-HP 150-Strength 150-Shield 150- Speed 150
1
Earth Dragon
Essence
Earth- Miracle of the Yellow: You may discard all Wind Essences on your opponent's side of the field by discarding an Earth Essence on your side of the field.-HP 42-Strength 33- Shield 21-Speed 17
0
Evil Fire
Essence
Fire/Dark- A pitch black flame of despair.-HP 21- Strength 19- Shield 9-Speed 20
0
Falcon
Essence
Wind- Air Search: You may search your deck for any pureWind Essence, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 9- Strength 18-Shield 15-Speed 21
1
Fallen Angel
Essence
Dark/Light- Vengeance: When this card is sent to the discard pile, destroy the top 2 cards of your opponent's deck.-HP 19-Strength 21-Shield 14-Speed 27
1
Fire Dragon
Essence
Fire- Power of the Red: You may discard all Water Essences on your opponent's side of the field by discarding a Fire Essence on your side of the field.-HP 53- Strength 42- Shield 17- Speed 21
0
Firefly
Essence
Fire/Wind- A bug that shines brightly each night.-HP 13-Strength 8-Shield 17-Speed 13
0
Fishrink
Essence
Water- A fish with the odd ability to shrink.-HP 10-Strength 12- Shield 15- Speed 16
0
Flare Fist
Essence
Fire- It attacks everything it sees.-HP 18-Strength 20-Shield 7-Speed 11
0
Floating Flame
Essence
Fire/Wind- In the Essence world, if this Essence burns dimly above your head, it signals the approach of death.-HP 13-Strength 19-Shield 19-Speed 4
0
Floating Wall
Essence
Wind- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30-Strength 0-Shield 30-Speed 0
0
Flying Ghost
Essence
Wind/Dark- A floating phantom of evil.-HP 4-Strength 7-Shield 23- Speed 17
1
Fortress Wall
Essence
Earth- Omega Block: You must overlap a card with "wall" in its name in order to play this card. No other Essence on your side of the field may be attacked while this card is in play.-HP 80-Strength 0-Shield 80-Speed 0
2
Gargoyle of Stone
Essence
Earth- Crumble: When this Essence is sent to the discard pile, search your deck for a "Rockman", "Pebble", or "Rock Area" and place it on your side of the field. Shuffle your deck afterward.-HP 15-Strength 50-Shield 40- Speed 2
2
Giant Snowman of the Desert
Essence
Water- Meltdown 3: If you overlap a "Snowman of the Desert" to play this card, it is all you have to overlap. This effect activates every time your opponent attacks. This Essence dodges the attack and negates it. If you overlapped a "Snowman of the Desert" to play this card, every time this effect activates, gain +10 to all stats.-HP 15-Strength 15-Shield 15- Speed 15
1
Giant Whale
Essence
Water- Blowhole: Offer Essences with "fish" in their name from your side of the field in order to make your opponent destroy the same number of Essences that you offered for this effect.-HP 32-Strength 29-Shield 29-Speed 8
1
Glorious Resurrectioner
Essence
Light- Revival: Once per turn, you may return one card of your choice from your discard pile and add it to your hand.-HP 15-Strength 20-Shield 25-Speed 25
0
Harpy
Essence
Wind- An odd flying creature. Details are unknown.-HP 9-Strength 18-Shield 14- Speed 20
0
Highly Reactive Bomber
Essence
Fire/Earth- Reaction to an Explosion: When you summon this Essence, search your deck for one Reaction card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 5-Strength 23-Shield 5-Speed 14
0
Holy Adviser
Essence
Light- Knowledge: Your opponent must show you their hand.-HP 14- Strength 11-Shield 19-Speed 19
0
Ice Wall
Essence
Water- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
0
Law Keeper
Essence
Light/Dark- A two-sided judge of justice and destruction.-HP 20-Strength 10-Shield 5- Speed 7
0
Ligarth Radian
Essence
Light- Once a powerful Light spirit, his potential has yet to be released.-HP 19-Strength 12-Shield 19-Speed 10
0
Light Bringer
Essence
Light- Holy Eye: When you summon this card, you may search your deck for one “Cloud Arena” and place it in your hand. Shuffle the deck afterward.-HP 15-Strength 13-Shield 19-Speed 18
1
Light Dragon
Essence
Light- Gift of the White: You may discard all Dark Essences on your opponent’s side of the field by discarding a Light Essence on your side of the field.-HP 40-Strength 10-Shield 39-Speed 29
0
Little Snowman of the Desert
Essence
Water- Meltdown: This effect activates when your opponent attacks. This Essence dodges the attack and negates it.-HP 1-Strength 1-Shield 1-Speed 1
2
Lord Angel
Essence
Light- Almighty Angel: When this card comes into play, all non-Angel effects are negated.-HP 39-Strength 32-Shield 41-Speed 57
2
Lord Demon
Essence
Dark- Command Demon: When this card comes into play, all non-Demon effects are negated.-HP 41-Strength 57-Shield 32-Speed 39
0
Magmus
Essence
Fire/Earth- Magma Flow: All Fire essences gain +5 Speed while this card is on the field.-HP 19-Strength 12- Shield 18-Speed 11
2
Mega Angel
Essence
Light/Wind- Heaven’s Ray: Discard a “Cloud Arena” or a “Mini Fire Angel” from your hand to destroy all cards in your opponent’s hand.-HP 55-Strength 30-Shield 20-Speed 36
0
Mermaid
Essence
Water- Aqua Search: You may search your deck for any pure Water Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 10-Strength 7-Shield 20-Speed 19
0
Miniature Dragon
Essence
?- Elemental Shift: This card’s element is declared by its owner when summoned.-HP 16-Strength 16-Shield 16- Speed 16
0
Mini Demon
Essence
Dark- A servant to Lord Demon whose Speed is well known among smaller Essences.-HP 12-Strength 7-Shield 10-Speed 18
0
Mini Fire Angel
Essence
Light/Fire- A small, flaming angel sent to seek out the wicked.-HP 12-Strength 18-Shield 5-Speed 15
0
Mole Digger
Essence
Dark/Earth- This little creature has been the cause of many earthquakes.-HP 18-Strength 13-Shield 19-Speed 15
1
Molten Beast
Essence
Fire- Melting: Each turn, this Essence loses 10 in each of its stats.-HP 100-Strength 100-Shield 100-Speed 100
1
Phoenix
Essence
Fire- Reborn from Ashes: Once this Essence has been sent to the discard pile, search your deck or discard pile for one “Phoenix” and place it in your hand. Shuffle your deck if it came from your deck.-HP 25-Strength 19-Shield 15-Speed 30
0
Pretty Princess
Essence
Light- A beautiful young soon-to-be ruler of Light.-HP 11-Strength 8-Shield 3-Speed 18
0
Priest of Evil
Essence
Dark- Vile Search: You may search your deck for any pure Dark Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 15- Strength 11-Shield 19-Speed 15
0
Priest of Light
Essence
Light- Bright Search: You may search your deck for any pure Light Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 11-Strength 15-Shield 20-Speed 16
1
Pyrobber
Essence
Fire- Steal: When this Essence destroys an opponent’s Essence, randomly select a card from your opponent’s hand and place it in yours. After you use it, place it in your opponent’s discard pile. Return it after the match if you do not use it.-HP 29-Strength 15-Shield-19-Speed 35
1
Pyro King
Essence
Fire- Ruler’s Might: If you have a “Volcano Bird” or a “Flare Fist” on the field when you summon this card, draw 4 cards.-HP 17-Strength 29-Shield 20-Speed 16
0
Pyro Wall
Essence
Fire- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
0
Rescue Dolphin
Essence
Water- This animal is thought to be a guardian angel in disguise.-HP 14-Strength 14-Shield 20-Speed 20
0
Rock Catapulter
Essence
Earth- Rocky Eye: When you summon this card, you may search your deck for one “Rock Area” and place it in your hand. Shuffle the deck afterward.-HP 25-Strength 25-Shield 1-Speed 1
0
Rock Collector
Essence
Earth- Ground Search: You may search your deck for any pure Earth Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 10-Strength 7-Shield 20-Speed 19
0
Rockman
Essence
Earth- Created by the crumbling statues from long ago, it is vengeful and seeks those who crushed it.-HP 17-Strength 20-Shield 15- Speed 1
0
Rock Wall
Essence
Earth- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
0
Salamander
Essence
Fire- Lava Search: You may search your deck for any pure Fire Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 8-Strength 12-Shield 17-Speed 19
1
Saved Spirit
Essence
Light- Unlocked Potential: If you overlapped a Ligarth Radian for this card, you may make a critical hit move with this card as your attack..-HP 22-Strength 29-Shield 15-Speed 15
0
Seeker Fish
Essence
Water- Aqua Eye: When you summon this card, you may search your deck for one “Flooded Plains” and place it in your hand. Shuffle the deck afterward.-HP 17-Strength 15-Shield 11-Speed 17
2
Servant of the Skies
Essence
Light/Wind- Second in Command: If an Essence comes into play with a Speed higher than this card, destroy this card (unless the summoned card is a Lord Angel). If your opponent cannot defeat this Essence within 5 turns of this card being in the active position, destroy the top 20 cards of their deck.-HP 31-Strength 29-Shield 30-Speed 50
1
Shark
Essence
Dark/Water- A vicious meat-eater that slashes through its enemies at high speeds.-HP 25-Strength 20-Shield 10-Speed 15
0
Sky Seeker
Essence
Wind- Sky Eye: When you summon this card, you may search your deck for a “Mountaintop” and place it in your hand. Shuffle the deck afterward.-HP 21-Strength 6-Shield 7-Speed 25
0
Snail
Essence
Water/Earth- Sticky Gunk- When this Essence is in the active position, all its opponent’s Speeds are reduced to zero.-HP 5-Strength 5-Shield 20-Speed 1
1
Snowman of the Desert
Essence
Water- Meltdown 2: This effect activates when your opponent attacks. This Essence dodges the attack and negates it. If you overlapped a “Little Snowman of the Desert” to play this card, every time this effect activates gain +5 to all stats.-HP 5-Strength 5-Shield 5- Speed 5
0
Sonic Fish
Essence
Water/Wind- Speed Draw: When you play this card, draw two cards from the top of your deck.-HP 10-Strength 10-Shield 19-Speed 21
3
Steam Phantom
Essence
Water/Fire/Dark- Ghost Pass: This card may attack any Essence on your opponent’s side of the field.-HP 15-Strength 31-Shield 42-Speed 21
1
Swordsman of Destiny
Essence
Earth- Destiny Battle: If this Essence is in the active position, whoever loses their active Essence first loses the match.-HP 19-Strength 35-Shield 31-Speed 18
0
Tide Shifter
Essence
Water- Changing Tides: When you summon this Essence, search your deck for one Change card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 12- Strength 18-Shield 11-Speed 19
0
Truth-Seeking Warrior
Essence
Earth/Light- Taking Action: When you summon this Essence, search your deck for one Action card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 14-Strength 19-Shield 19-Speed 8
0
Vile Jester
Essence
Dark- Trickery: While there is a card with “King”, “Queen”, “Prince”, or “Princess” in its name on the field, this card can attack any of your opponent’s Essences.-HP 19-Strength 20-Shield 13-Speed 12
0
Volcano Bird
Essence
Fire/Wind- Bird’s Eye: When you summon this card, you may search your deck for a “Volcano” and place it in your hand. Shuffle the deck afterward.-HP 17-Strength 9-Shield 10-Speed 17
1
Water Dragon
Essence
Water- Aid of the Blue: You may discard all Fire Essences on your opponent’s side of the field by discarding a Water Essence on your side of the field.-HP 21-Strength 17-Shield 42- Speed 33
0
Water Warrior
Essence
Water/Earth- A strong warrior born from the waves.-HP 19-Strength 18-Shield 7-Speed 9
0
Weeping Queen
Essence
Light- Sorrow: This Essence my attack on your opponent’s turn also.-HP 13-Strength 11-Shield 21-Speed 3
1
Wind Bomber
Essence
Wind- Bomb Drop: Offer two Wind Essences on your side of the field to make your opponent discard the top card of their deck.-HP 20-Strength 31-Shield 22-Speed 51
1
Wind Dragon
Essence
Wind- Blessing of the Green: You may discard all Earth Essences on your opponent’s side of the field by discarding a Wind Essence on your side of the field.-HP 17-Strength 21-Shield 33-Speed 42
0
Wolfoul
Essence
Earth/Dark- A dark wolf who is constantly seeking prey. It does not rest until it has killed something.-HP 12-Strength 21-Shield 11-Speed 15
0
Za of the Yin and Yang
Essence
Light/Dark- Yin-Yang: If there are two “Za of the Yin and Yang” on the field, double the stats of this card.-HP 14-Strength 15-Shield 19-Speed 20
Abyss
Action
This may only be equipped to a Dark Essence. Increase its Strength and Shield stats by 3 each.
Blow Away
Action
Choose one of your opponent’s cards on the field. Place it on the bottom of your opponent’s deck. It may not be searched for and is placed back on the bottom of the deck after shuffling.
Breeze
Action
This may only be equipped to a Wind Essence. Increase its Strength and Speed stats by 3 each.
Burnout
Action
Destroy three of your opponent’s Essences.
Cloud Arena
Action
This card gives +2 to all stats of Light Essences in your and your opponent’s hands, field, and decks until this card’s effect is negated.
Destruction
Action
Destroy all cards on the field, including your own.
Doom Curse
Action
Equip this to one of your Essences. If it is sent to the discard pile, your opponent’s active Essence is sent to the discard pile as well.
Dragon Tower
Action
Once per turn, you may search your deck for a card with the word “Dragon” in its name, show it to your opponent, and place it in your hand. Shuffle the deck afterward.
Flooded Plains
Action
This card gives +2 to all stats of Water Essences in your and your opponent’s hands, field, and decks until this effect is negated.
Mountaintop
Action
This card gives +2 to all stats of Wind Essences in your and your opponent’s hands, field, and decks until this effect is negated.
Painful Sacrifice
Action
You may discard any number of cards in your hand to draw that many cards from the top of your deck.
Pebbles
Action
This may only be equipped to an Earth Essence. Increase its HP and Strength stats by 3 each.
Rays
Action
This may only be equipped to a Light Essence. Increase its Speed and HP stats by 3 each.
Ripple
Action
This may only be equipped to a Water Essence. Increase its Speed and Shield stats by 3 each.
Rock Area
Action
This card gives+2 to all stats of Earth Essences in your and your opponent’s hands, field, and decks until this effect is negated.
Seek
Action
Draw two cards from the top of your deck. Then discard one card from your hand.
Spark
Action
This may only be equipped to a Fire Essence. Increase its HP and Shield stats by 3 each.
Vile Cave
Action
This card gives +2 to all stats of Dark Essences in your and your opponent’s hands, field, and decks until this effect is negated.
Volcano
Action
This card gives +2 to all stats of Fire Essences in your and your opponent’s hands, field, and decks until this effect is negated.
Aiding Wind
Change
Switch your active Essence with another of your Essences.
Blocker
Change
For one turn, one of your opponent’s Essences cannot attack. Your opponent may choose another one of his or her Essences to attack with.
Boost
Change
For one turn, all of your Essences gain 2 extra Strength or Shield points.
Chains
Change
For one turn, all of your opponent’s Essences lose 2 Speed points.
Double Image
Change
Copy any Essence on the field, including stats and abilities.
Eruption
Change
Once this card is activated, change the element of every Essence to Fire.
Limiting Wind
Change
Switch your opponent’s active Essence with another.
Liquidate
Change
For one turn, all of your opponent’s Essences’ stats become 1.
Massive Growth
Change
Once this card is activated, change the element of every Essence to Earth.
Meltdown
Change
After activation, your active Essence counts as having been attacked once.
Moonlight
Change
Once this card is activated, change the element of every Essence to Dark.
Shieldbreak
Change
For one turn, all of your opponent’s Essences lose 2 Shield points.
Speed Up
Change
For one turn, all of your Essences gain three extra Speed points.
Sunlight
Change
Once this card is activated, change the element of all Essences to Light.
Tidal Wave
Change
Once this card is activated, change the element of all Essences to Water.
Tornado
Change
Once this card is activated, change the element of all Essences to Wind.
Weapon Smash
Change
For one turn, all of your opponent’s Essences lose 2 Strength points.
Bombing Site
Reaction
After a field is played, destroy the field and negate its effects.
Breakdown
Reaction
You may activate this card when your opponent draws a card. Destroy all other cards in their hand.
Chain Reaction
Reaction
Activate this when your opponent plays a card. Destroy that card.
Cursed Reversal
Reaction
When an opponent plays an Essence, switch the Strength and HP of that Essence with one of your own. This effect lasts until negated.
Destruction of Weapons
Reaction
When your opponent plays an equipment, destroy all equipped Action cards on the field.
Digression
Reaction
When your opponent overlaps for an Essence, destroy the overlapped Essence. The original Essence being overlapped remains on the field.
Double or Nothing
Reaction
When a player draws cards, they must flip a coin. If tails, they draw no cards. If heads, they draw double the original amount.
Double Up
Reaction
When you draw cards, draw twice as many for one turn.
Explosion
Reaction
When your opponent plays an Essence, choose one of its stats. Destroy all Essences on the field with a lower stat than the chosen stat.
Last Chance for Rescue
Reaction
Discard your hand. When your opponent makes a Critical Hit move with an overlapped Essence, they take a Critical Hit also.
No Actions
Reaction
After activation, your opponent cannot play Action cards for two turns.
Seize
Reaction
When your opponent searches their deck, destroy the top four cards of their deck before they search.
Sneak Attack
Reaction
When your opponent’s Essence attacks, draw three cards.
Thief
Reaction
When your opponent summons an Essence with an effect, negate all effects for one turn.
Time Stop
Reaction
After activation, your opponent’s turn ends immediately.