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Idea, player's main is trying to gain support. Ammases an army, striken by events, the player's two
forces face off.
Normal - Effects everything, but isn't as cost efficient as the elements that specifically target
something.
Fire - Destroys support quickly, stopping the opponent from upgrading their main. Generally has 2-3
levels per Main tree, wins by keeping the opponent a low level.
Ice - Negates key plays of the opponent to slow the opponent down, particularly effects of support
and abilities. E.g. opponent cannot place support for 1 turn.
Wind - ?
Clear - Focuses on powerful abilities to recruit basic support and events and to hamper the
opponent's main. Mind warp, reality warp etc...
Holy - Builds support quickly, levelling the main very quickly to high levels to win. Main tree has
Shadow - Focuses on events to win, particularly disasters. Gets extremely powerful, very difficult to
directly counter.
Abilities Activation Conditions depend on level of Main and currently Event, has the minimum level
requirement to activate
Support Activation Conditions are generally none, sometimes need to be activated by another
support card
Event Activation Conditions either activated by a Main/Ability or need a previous event to have
occured
Events can be normal, e.g. "Thanksgiving, both players draw 1 ability card"
Lightning destroying event cards can lead to them activating out of sync.
Support turns into the gem of their element. E.g, a Fire support becomes the ruby needed to
upgrade a Squire into a knight.
1. Main Cards
1.1 Normal
1.1.1 Examples
Squire
Level: 1
Element: Normal
Type: Warrior
Power: 100
Condition: You can only control 1 "Squire" Main when starting the game.
Effect: None
Units: 3/5 (Starts with 3 General Units, max of 5 units of any kind)
Knight
Level: 2
Element: Normal
Type: Warrior
Power: 140
Effect: Once, if this card would lose a support unit because of an effect - it is not lost.
1.1.2 Benifits
- Less power but more versitility for later upgrades. Can upgrade into any Element later.
1.2 Mono-Element
1.2.1 Examples
Gale Squire
Level: 1
Element: Wind
Type: Warrior
Power: 110
Condition: You can only control 1 "Squire" Main when starting the game.
Effect: None
Units: 3/5 (Starts with 3 plain Wind Units, max of 5 units of any kind)
Flame Squire
Level: 1
Element: Fire
Type: Warrior
Power: 110
Condition: You can only control 1 "Squire" Main when starting the game.
Effect: None
Gale Knight
Level: 2
Element: Wind
Power: 160
Effect: You can use this card as a Wind support unit when upgradeding this card, but it cannot be
removed to activate any effect.
Units: 5/8 (Requires 5 Support Units to Summon, max of 7, one must be Wind because of condition)
Flame Knight
Level: 2
Element: Fire
Power: 180
Units: 5/8
Knight's Templar
Level: 2
Element: Holy
Power: 220
Effect: If this is your highest level Main, your opponent must attack this card. Once, when this card is
attacked, you may remove 2 Holy units and attach 1 support unit from the card that attacked.
Units: 6/8
Zephyr Slayer
Level: 3
ELement: Wind
Power: 240
Effect: When this card is placed you can remove 1 Support unit to add 1 Level 3 Wind ability from
your deck to your hand.
Units: 7/9
Spark Slayer
Level: 3
Power: 280
Effect: When this card attacks, you can remove 1 Fire unit to have this card gain 20 power. This is not
limited to once per turn. If this card inflicts damage to your opponent after activating the first effect,
you can remove 1 Lightning unit to destroy a face-up event in your opponent's long lasting event
zone.
Units: 8/10
D-Evil Slayer
Level: 3
Power: 280
Effect: While this card has a Holy Support Unit, it gains 30 power for each opposing Dark Main on the
board. You can remove 1 Holy and 1 Clear Unit from this card to destroy a Dark Living Support
attached to a Dark Main.
Units: 8/10
Clear (Resonance)
1.2.2 Benifits
1.3. Poly-Element
1.3.1 Examples
Tempest Knight
Level: 2
Strength: 200
Effect: When this card is placed, return the current event to the top of the owner's event deck.
Level: 3
Strength: 270
Units: 7/9
1.3.2 Benifits
Magician
Level: 1
Element: Normal
Strength: 80
Condition: You can only control 1 "Magician" Main when starting the game.
Effect: None
Units: 4/5
Mage
Level: 2
Element: Normal
Strength: 110
Effect: Once, you can attach 1 General-types or Magician-types Support card from either player's
used pile to this card.
Units: 4/6
Ice Magician
Level: 1
Element: Ice
Strength: 90
Condition: You can only control 1 "Magician" Main when starting the game.
Effect: None
Units: 4/5
Thunder Magician
Level: 1
Element: Lightning
Strength: 90
Condition: You can only control 1 "Magician" Main when starting the game.
Effect: None
Units: 4/5
Ice Mage
Level: 2
Element: Ice
Strength: 150
Effect: Once, when your opponent activates a Main effect that involves destruction, remove 1 Ice
support unit from this card and negate that effect, then decrease the power of that card by 20.
Units: 5/7
Thunder Mage
Level: 2
Element: Lightning
Strength: 170
Effect: During your battle phase, instead of attacking, you may remove 1 Lightning support unit from
this card to destroy a face-up Long-lasting Event.
Units: 5/7
Clairvoyant
Level: 2
Strength: 200
Condition: Magician + 1 Clear + 1 Holy
Effect: Once, you can attach 1 General-types or Magician-types Support card from either player's
used pile to this card.
Units: 6/8
Thunder Sorcerer
Level: 3
Element: Lightning
Strength: 220
Effect: When this card is placed, destroy up to as many event cards in the event track as this card has
Lightning Support Units halved (rounded down).
Units: 7/9
Necromancer
Level: 4
Element: Dark
Strength: 300
Effect: Once per turn, you may target 1 Being-type Support card in either player's used pile and place
it in your Support Zone. It cannot be attached to this card as a Support Unit during the turn it is
placed.
Units: 8/11
Long-Night Sorcerer
Level: 3
Strength: 240
Effect: When this card is placed, destroy up to as many event cards in the event track as this card has
Lightning Support Units.
Units: 6/8
Dragon
Level: 1
Element: None
Strength: 160
Condition: You can only control 1 of this card at the start of the game, and may only play Fire, Wind,
Ice and Lightning support under this card and all it's upgrades.
Effect: None
Units: 1/5
Fire Dragon
Level: 2
Element: Fire
Power: 260
Effect: When your opponent places a support unit other than from the hand - you can pay 1 Fire unit
on this card to destroy it, then deal x damage to your opponent.
Units: 5/9
Ice Dragon
Level: 2
Element: Fire
Power: 230
Effect: If your opponent would select any Ice-type card as the target of an effect, you can remove 1
Ice support and negate it.
Units: 5/9
Gale Dragon
Level: 2
Element: Fire
Power: 240
Units: 5/9
Thunder Dragon
Level: 2
Element: Fire
Power: 260
Effect: When this card is placed, you can remove Lightning units (max 3) to destroy as many events
in your opponent's event track.
Units: 5/9
Level: 3
Element: Fire
Power: 320
Effect: When this card inflicts damage to an opponent through battle, you can remove least 2 Fire
units to destroy all support in each of the support zones of the Main this card battled. This card
cannot attack if it does not have any Fire units.
Units: 8/12
Tempest Dragon
Level: 3
Power: 350
Effect: When this card is placed - Destroy all face-up in your opponent's Long and Short lasting event
zones, then deal damage for each card destroyed this way.
Units: 9/12
Blizzard Dragon
Level: 3
Power: 340
Effect: When your activates a card that would destroy a card you control - You can remove 2 Ice
Units to negate the effects of all cards of the same type.
Units: 9/12
Doom Dragon
Level: 3
Element: Dragon
Power: 330
Effect: When this card is placed, destroy non-disaster events in every player's long-lasting event
zone, then place up to as many disaster events from your deck to those zones and activate their
abilities as if this were the event phase.
Units: 8/12
Level: 4
Power: 400
Units: 12/15
Level: 4
Power: 400
Condition: Dragon +
Delinquent
Level: 1
Element: Dark
Strength: 80
Effect: Unaffected by Disasters. During your first event phase, you can place "Night" on top of your
event deck.
Units: 2/5
Rogue
Level: 2
Element: Dark
Strength: 130
Effect: Unaffected by Disasters. Remove 2 Dark support units from this card to add a Level 2 or lower
Dark ability card to your hand.
Units: 5/8
Agent
Level: 3
Element: Dark
Strength: 280
Effect: Unaffected by Disasters. You can remove 2 support units from this card and send 1 event card
from your hand or in your event track to the used pile to add a Disaster to your hand.
Units: 7/10
Grifter
Level: 3
Element: Dark/Clear
Strength: 200
Effect: Unaffected by Disasters. If a disaster card is in play, your opponent takes 10 damage for every
Living support in their support zones or attached to a main they control, and they cannot be
attached to a Main or sent to the used pile to activate effects or abilities.
Units: 8/10
Assassin - Shadow
Level: 3
Element: Dark/Clear
Strength: 260
Effect: Unaffected by Disasters. If a disaster is in play, once during an opponent's turn you can send 1
Living support card in their support zone to the used pile. If "Night" is on the board, this card gains
60 power when attacking.
Units: 10/12
2. Support Cards
2.1 Types
Beings
Items
2.2 Examples
2.2.1 Beings
+20
King's Guard - Human/Living
Calvelier - Human/Living
Horse - Horse/Living
2.2.2 Items
+20 Power to Warrior Mains, may destroy 1 Event card if of Lightning Main.
3. Ability Cards
3.1 Normal
3.1.1 Examples
Cancel
Remove a normal support unit from your main to negate an opponent's ability.
Counter
3.2 Type
3.2.1
Edge
Warrior-only.
3.2 Elemental
3.2.1 Examples
Flame Edge
???
Ice Breath
???
Flamethrower
???
4. Event Cards
4.1 Normal
4.1.1 Examples
4.2 Elemental
4.2.1 Examples
Daybreak (Holy)
Summer (Fire)
Winter (Aqua)
Spring (Lightning)
Autumn (Wind)
Midnight (Dark)
Noon (Holy)
Heatwave (Fire)
Blizzard (Aqua)
Thunder (Lightning)
Storm (Wind)
4.3 Disasters
Pilaging (Dark)
Flood (Aqua)
Invasion (Normal)
5. Playmat
6. Phases
Draw Phase
Event Phase
Main Phase
Battle Phase
Closing Phase
Blade's Genesis
6 Main cards
10 Events
15 Skills
15 Support
First set -
6 Main cards
10 Events
15 Skills
15 Support
Squire 3/5
Knight 4/6
Slayer 5/7
Divine Embassedor Lv 3 (This card is dual type, Spellcaster and Cleric) - 7/9 Spellcaster/Devout + 2
Holy + 2 Lightning, should be extremely powerful for a lv 3
Events
Thanksgiving, Shortlasting - Turn player may select 1 Ability in the opponent's hand and exchange it
with one of their own.
Tax Day, Shortlasting - Turn player loses 1 Support unit per level.
Summer Solstice, Shortlasting - This turn, the level requirement for Fire ability's is reduced by 1.
Heatwave, Longlasting - At the start of each player's turn, if they do not control a Fire main deal
damage equal to 20x the level of that main.
Winter, Longlasting - The turns it would take non-Ice support to attach is increased by 1.
Winter Solstice, Shortlasting - This turn, the level requirement of Ice ability's is reduced by 1.
Spring, Longlasting -
Autumn, Longlasting -
Hurricane - Longlasting -
Inheritance - Turn player selects 1 Support card from their Deck and places it facedown next to their
Deck. After 2 turns, either place it in a Support Zone or return it to the deck.
Overslept - Turn player loses 1 Living Support Unit and skips his battle phase.
Forecasting - When this card is turned over, the player who placed it may replace this card with a
level 1 elemental event from his/her event deck.
Birthday -
Wedding -
Robbed -
King's Birthday -
Suspecion
Arrest
Conviction
Celebration
Mutiny, Disaster - The turn player's Main loses support units equal to the difference between it's
level and number of Living Support.
One on One - Turn player selects 1 Main from each player, and the difference in strength is dealt to
the player whose main has the lowest strength.
Abilities
Normal
Unit Draw - Remove 1 unit from any of your mains and draw 1 support unit.
Focus -
Edge -
Counter
Chant, Magician
Clear
Time-Reverse, Clear Level 2+ - Downgrade your opponent's Main. Any extra support units are sent to
the used pile.
Timeskip, Clear Level 2+ - In the next event phase, send the first event to the used pile.
Hypnosis, Clear Level, Magician 3+ - For the rest of this turn, your opponent cannot attack or attach
support units to their Main.
Psychosis, Clear Level 2+ - Your opponent's Main loses 1 Living support per it's level.
Mind-Break, Clear Level 2, Magician - Negate a face-up ability. Can't be used in response to an ability
being activated.
Mind-Read
Dream
Vision
Clarvoyance
Amnesia,
Weak-link, Clear Level 2 - Your opponent takes damage equal to the difference in power between his
strongest and weakest main, and for the rest of the turn neither can attack.
Dark
Snatch Lv 1 - Select an item support unit from one of your opponent's main and place it under this
card
Grand Larsony Lv 2 - Remove a support unit from this card, then when resolving this card remove 1
Item support unit from each of your opponent's mains and place it under any combination of yours,
but send to the used pile any that cannot be placed.
Fear-Monger Lv 2- Place a disaster from your deck anywhere in the event track.
Stalk
Sudden Death
Jinx
Night-vision
Holy
Purge
Purify
Sermon
Pray
Condemn
Heal
Intervention
Wind
Windcutter, Warrior
Gale
Silence
Echo
Reverb
Dragon
Ancient Roar
Claw
Support
Class type for support is what it can support, element is what it counts as under support or when
targetted by something.
Maiden, Normal, 2 turns - When this card is placed, gain some life.
Physician, Normal,
King's Soldier, Warrior - You can attach this card to a Warrior main after 3 turns
King's Guard, Warrior - Once, you take no battle damage from a battle involving a Warrior this card
supports.
King's Knight, Warrior - Add 1 Level 2 Knight from your deck to your hand.
Twin Ice Blades, Ice, 0 turns, Warrior - When this card is placed, you can attach this card immediately
to a Warrior Main this card supports. You cannot upgrade a Main this card supports to Fire.
Long Sword of Fire, Fire, 0, turns, Warrior - When this card is placed, you can attach this card
immediately to a Warrior Main this card supports. You cannot upgrade a Main this card supports to
Ice.
Red Amulet, Fire, 0 turns -
Main
Deviant -> Upgrade at normal pace, low strength but main cards abuse events
Dragon -> Upgrade slow, powerful abilities and high strength, always start off as a normal dragon
Fire -> Fire Fighter (Pun on Fire Fighter who fights fire, so literally appears as a fighter of fire)
Wind - Helps the type build momentum, generally repeat effects of the main etc
Holy -
Dark - Disaster event cards e.g. (If the current event is a disaster, gain another ability)
Main - 12 Max
Starter
Fire
- 1x Squire
- 1x Flame Knight
- 2x Flame-talker lv 1
- 2x Flame-talker lv 2
- 5x Normal Abilities
- 5x Normal Support
- 5x Fire Support
= 5x Normal Events
- 5x Fire Events
Ice
- 1x Squire
- 1x Ice Knight
- 2x Ice-talker lv 1
- 2x Ice-talker lv 2
- 5x Normal Abilities
- 5x Normal Support
- 5x Ice Support
= 5x Normal Events
- 5x Ice Events
Booster Sets
- (Knight's Genesis) Squire, Flame Knight, Ice Knight, Flame Champion, Blizzard Knight, Talkers lv 1-2
- (Magical ) Magicians
- Faith
- Black Raider
Details on Cards
Main
- Name
- Level
- Element
- Class
- Power
- Condition
- Effect
- Units
Support
- Name
- Type
- Effect
- Duration
King's Soldier
- Element: None
- Effect
- Units (Units it counts as under Main)
King's Guardsman
- Effect
- Effect
Marlin
- Effect
Gweneth
King Arthor
- Effect
Lancelot
- Effect
Excalibur
- Element: Holy
- Condition: Knight+
- Effect: The Main this card is under gains 40 power and is unaffected by Dark Abilities.
- Duration: 2
- Units: 2
Red Hare
- Element: Fire
- Type: Horse/Living
- Condition: Squire+
- Effect: ???
- Duration: 1
- Units: 1
Sword brarer
- Element: None
- Type: Human/Living
- Condition: Knight+
- Effect: When this card is placed to support a Knight/Slayer (etc), you can place 1 Sword type item
from your deck in it's other support zone, but increase it's duration by 1.
- Duration: 3
- Units: 2
Ruby Sword
- Element: Fire
- Type: Sword/Item
- Condition: Squire
- Effect: Once, when the Main requipped to this card battles, you can increase it's power by 20, then
send this equipped card to the used pile.
- Duration: 0
- Units: 1
Emerald Sword
- Element: Wind
- Type: Sword/Item
- Condition: Squire
- Effect: When this card is equipped, the Main it's equipped to may remove 1 other Wind Unit to add
1 Wind Ablity of the same level from the deck to the hand.
- Duration: 0
- Units: 1
Greatsword of Lightning
- Element: Lightning
- Type: Sword/Item
- Condition: Knight
- Effect: If the main this card is equipped to is Lightning - it may remove 2 other Lightning unit to
destroy 1 Event in the opponent's hand.
- Duration: 1
- Units: 2 Lightning
- Element: Wind
- Type: Sword/Item
- Condition: Knight
- Effect: The main this card is equipped to gains 30 power. Once, when it would lose 1 or more
support units - it loses 1 less.
- Duration: 1
- Units: 2 Wind
- Element: Fire
- Class: ???
- Units: 1
Ability
- Name
- Effect
Black Fang
Poison Fang
Shadow Step
Event
- Name
- Element
- Condition
- Effect
Summer
- Element: Fire
- Duration: Long-lasting
- Type: Event
- Condition: None
- Effect: Lower the level requirement for Fire abilities by 1. Increase the power of Fire mains by 50.
Autumn
- Element: Wind
- Duration: Long-lasting
- Type: Event
- Condition: None
- Effect: Lower the level requirement for wind abilities by 1. Increase the power of Wind mains by 50.
Winter
- Element: Winter
- Duration: Long-lasting
- Type: Event
- Condition: None
- Effect: Lower the level requirement for Ice abilities by 1. Increase the power of Ice mains by 50.
Spring
- Element: Lightning
- Duration: Long-lasting
- Type: Event
- Condition: None
- Effect: Lower the level requirement for Lightning abilities by 1. Increase the power of Lightning
mains by 50.
Night
- Element: Dark
- Duration: Long-Lasting
- Type: Event
- Condition: None
- Effect: Lower the level requirement for Dark abilities by 1. Increase the power of Dark mains by 50.
Heatwave
- Element: Fire
- Duration: Long-lasting
- Type: Disaster
- Effect: Destroy non-Fire items when they are placed in a support zone. This effect is negated if you
don't control the most Fire mains.
Hurricane
- Element: Wind
- Duration: Long-lasting
- Type: Disaster
Blizzard
- Element: Ice
- Duration: Long-lasting
- Type: Disaster
- Effect: Non-Ice Living support take 1 additional turn to attach. This effect is negated if you don't
control the most Ice mains.
ThunderStorm
- Element: Lightning
- Duration: Long-lasting
- Type: Disaster
- Effect: During the event phase, look at the first event of the opponent who controls the least
Lightning-Mains.
Summer Solstice
- Element: Fire
- Duration: Short-lasting
- Type: Event
- Effect: If you control more Fire mains, destroy non-Fire support cards or units equal to the
difference between the number of your Fire Mains and an opponent. Increase the power of Fire
Mains by 30.
Autumn Equinox
- Element: Wind
- Duration: Short-lasting
- Type: Event
Winter Solstice, Shortlasting - This turn, the level requirement of Ice ability's is reduced by 1.
- Element: Winter
- Duration: Short-lasting
- Type: Event
- Effect: Negate the effects of all non-Ice mains on the board. Increase the power of Ice Mains by 30.
Spring Equinox
- Element: Lightning
- Duration: Short-lasting
- Type: Event
- Effect: Negate the effects of non-Lightning events on the board. Increase the power of Lightning
Mains by 30.
Thanksgiving
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: Reveal 1 ability in your hand. Your opponent reveals his hand, and you may exchange your
revealed ability with one ability in his hand.
Tax Day
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: Each player's mains lose 1 support unit per their level.
Inheritance
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: Select 1 Support card from your Deck and places it facedown next to your Deck. After 2
turns, either place it in a Support Zone or shuffle it back into the deck.
Overslept
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: During your opponent's Event phase, he loses 1 Living support unit in a support zone he
controls and skips his next battle phase.
Hangover
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: ???
Forecasting
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
Birthday
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
Wedding
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: Replace this card with any first stage elemental event.
Robbed
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None.
- Effect: During your opponent's next event phase, place 1 Item support unit of theirs into your
support zone.
Mass Pilaging
- Element: Dark
- Duration: Long-Lasting
- Type: Disaster
- Condition: Night
- Effect: For each Living Dark support card you control, select and attach Item Support units attached
to an opponent's main and attach them to a Dark main you control.
- Element: Dark
- Duration: Short-lasting
- Type: Event
- Condition: Night
- Effect: Place a "Flood" event card from your hand or deck 1st in your event track.
Great Flood
- Element: Aqua
- Duration: Long-Lasting
- Type: Disaster
- Effect: All living support cards and units are destroyed, except Holy, and each player takes 10
damage per card destroyed. Fire mains lose 30 power.
Drought
- Element: Fire
- Duration: Long-Lasting
- Type: Disaster
- Condition: Summer
- Effect: Negate the effects of all living support cards in the support zones.
Mutiny, Disaster
- Element: Dark
- Duration: Long-Lasting
- Type: Disaster
- Condition: ???
- Effect: During each Event phase, the turn player selects 1 Main and loses living support units equal
to the difference between it's level and number of Living Support in his support zones.
One on One
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: ???
- Effect: Select 1 Main from each player, and the difference in strength is dealt to the player whose
main has the lowest strength.
- Element: None
- Duration: Long-lasting
- Type: Event
- Condition: ???
Season Changing
- Element: None
- Duration: Short-lasting
- Type: Event
- Condition: None
- EffectL Send the current long-lasting events with no condition to the used pile, then place 1 with a
different name in your long-lasting event zone.
Inflation
- Element: None
- Duration: Long-Lasting
- Type: Disaster
- Condition: None
- Effect: While this card is on the board, Item support units count as -1 their supprot unit worth.
Tyranny
- Element: Dark
- Duration: Long-Lasting
- Type: Disaster
- Condition: None
- Effect: The effect of the highest level Main is negated and gains 60 power. Only it may be attacked.
When this effect no longer applies to that card, destroy this card.
Dragon Festival
- Element: None
- Duration: Long-Lasting
- Type: Event
- Condition:
- Effect: Decrease the number of Units to place a Dragon main by 1. The effects of Dragon Support
cannot be negated.
Dragonic Awakening
- Element: Dark
- Duration: Short-Lasting
- Type: Disaster
- Effect: For this turn, Mains you control are treated as "Dragon" class.
Earthquake
- Element: None
- Duration: Long-Lasting
- Type: Event
- Effect:
Apocolypse
- Element: Dark
- Duration: Long-Lasting
- Type: Disaster
- Condition: ???
- Effect: Powerful
Eclipse
- Element: Clear
- Duration: Long-Lasting
- Type: Event
- Condition: ???
- Effect:
Lunar Eclipse
- Element: Clear
- Duration: Long-Lasting
- Type: Event
- Condition: ???
- Effect:
Harmonic Convergence
- Element: Clear
- Duration: Long-Lasting
- Type: Event
- Condition: ???
- Effect:
Advent
- Element: Holy
- Duration: Long-Lasting
- Type: Event
- Effect:
Easter
- Element: Holy
- Duration: Long-Lasting
- Type: Event
- Condition: Dragon Festival is face-up
- Effect:
Lent
- Element: Holy
- Duration: Long-Lasting
- Type: Event
- Effect:
Passover
- Element: Holy
- Duration: Short-Lasting
- Type: Event
- Condition: Lent
- Effect:
The Rapture
- Element: Holy
- Duration: Long-Lasting
- Type: Disaster
- Condition: ???
- Effect: Powerful
Knighting
- Element: None
- Duration: Short-Lasting
- Type: Event
- Condition: ???
- Effect: If a Squire you control has 4 units, you may place this card under it as an element of your
choice, then place a "knight" on it according to it's condition. If you cannot, then this card is sent to
the used pile instead.
Sword in the Stone
- Element: Holy
- Duration: Short-Lasting
- Type: Event
- Condition: Knight
- Effect: Select 1 Level 2 or higher Squire tree Main you control and place "Excalibur" in one of it's
support zones. For this turn, swords placed in it's support zone take 1 less turn to equip.
Surprise!
- Element: None
- Duration: Short-Lasting
- Type: Event
- Condition: Knight
Black Backlash
- Element: Dark
- Duration: Short-Lasting
- Type: Event
- Condition:
- Effect: Dark mains you control gain 30 power this turn. If this card is destroyed by your opponent's
main or ability, select that main and destroy 2 units under it, and it cannot attack or upgrade for 2
turns.
King's Birthday -
Suspecion
Arrest
Conviction
Celebration
Seduced
Main - A specific hero.
Support - People or items. Soldiers, commoers, helpers, rulers, zombies, horses. Pendants, books,
swords, shields.
Wind - Gain momentum, pace, use high level abilities quickly. No Lv1 abilities, bad lv2, good lv3
Holy -> ?