Card Types
A breakdown of the various card types available to use.
Last updated
A breakdown of the various card types available to use.
Last updated
Guardians have two attributes. Attack and Health.
Some Rare cards have basic effects whilst some Epic Cards have more powerful effects.
Gold is required to hire a Guardian. Guardians can be retired (Discarded from the field) by the player who hired them, and by doing this, the player gains gold equal to half the gold needed to hire said Guardian.
Guardians are also categorized by elements as follows:
Void (Purple)
Venom (Green)
Mystic (Light)
Water (Blue)
Fire (Red)
Earth (Brown)
Element Damage Bonus:
Guardians have a 20% chance to deal +25% Critical DMG to the next Element in line.
2. Action Cards can normally be activated only during your Main Phase, and help you out with different effects.
Action Cards can normally be activated only during your Main Phase, and help you out with different effects.
Action Cards have many powerful effects, like controlling other cards or buffing Guardians. Save these cards in your hand until you can get the best results out of them.
These cards have no icon placing them in a sub-category.
Example Card Name: 'Calculated draw -
Effect: Retire(discard) a Guardian that's currently in play to gain the ability to draw 2 cards.'
These cards remain on the field once they are activated, and their effect continues while the card stays face-up on the field. By using Continuous Action Cards, you can create lasting positive effects with a single card, which is great but there is the chance that the opponent will remove it from the field before you benefit from the effect.
These Action cards give an extra effect to 1 face-up Guardian of your choice (either your own or your opponentâs, depending on the card). They remain on the field after they are activated. The Equip Action Card affects only 1 Guardian (called the equipped Guardian), but still occupies one of your Action & Reaction Zones. If possible, place it in the zone directly behind the equipped Guardian to help you remember. If the equipped Guardian is destroyed, retired, or removed from the field, its Equip Cards are destroyed.
These cards go in your Field Zone and stay there. Each player can have 1 Field Action Card on their own side of the field. To use another Field Action Card, send your current Field Action card to the Graveyard. Many Field Action effects apply to BOTH players. These cards may be placed facedown in the Field Zone, but are not active until flipped face-up.
These are special Action Cards that can be activated during any Phase of your turn, not just your Main Phase. You can also activate them during your opponentâs turn if you Set the card face-down first, but then you cannot activate the card in the same turn you Set it face-down.
2.1 Reaction cards are typically used to âcounterâ an opponent. They activate following an opposing player's actions.
Reaction Cards will help you out with different effects, just like Action Cards. The big difference between them is that you can activate Reaction Cards during your opponentâs turn. Many Action Cards have effects useful for offense, but Reaction Cards have the ability to surprise the opponent by disrupting their attacks and strategies. Using Reaction Cards can sometimes be tricky since your opponent might have to do certain things before you can unleash them.
Before you can activate a Reaction Card, you must Set it face down on the field first. You cannot activate a Reaction card in the same turn that you Set it, but you can activate it at any time after thatâstarting from the beginning of the next turn. Normal Reaction Cards have single-use effects and once their effects are resolved, they will be sent to the Graveyard, just like Normal Action Cards. They are also similar to Normal Action Cards because once activated, their effects are not likely to be stopped. However, your opponent can destroy your face-down Reaction Cards on the turn they were Set, or before the time is right to activate them. Because of this, you must formulate strategies surrounding how you use your Reaction Cards.
These cards have no icon placing them in a sub-category.
These Reaction Cards are normally activated in response to the activation of other cards and may have abilities like negating the effects of those cards. These types of Reaction Cards are effective against Normal Action Cards or Normal Reaction Cards, however, some if not most Counter Reaction Cards require a cost to activate them.
Just like Continuous Action Cards, Continuous Reaction Cards remain on the field once they are activated and their effects continue while they are face-up on the field. Some Continuous Reaction Cards have abilities similar to the Ignition Effects or Trigger Effects that can be found on Effect Guardians Cards. Continuous Reaction Cards can have effects that limit your opponentâs options, or that slowly damage your Guardians.
More to come...
Fire deals Critical Damage to Earth
Earth deals Critical Damage to Venom
Venom deals Critical Damage to Water
Water deals Critical Damage to Fire
Mystic deals Critical Damage to Void
Void deals critical Damage to Mystic