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Touhou Mode (v38)
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by Miles
A gamemode based on Touhou Hisoutensoku, one of the fighting game spinoffs of the Touhou series!
Featuring weather effects that can change the rules of the game in big and small ways.
Latest Changes
Changed Condensed Bubble priority to fix an interaction not working correctly.
New character added! Remilia will drain your life, your TP, and leave you bleeding out while she unleashes powerful minibosses and bosses! Between her healing and powerful grazes, she should be able to win a war of attrition!
Touhou Mode
by Miles
Touhou Mode has some unusual game mechanics that are unlike other Spy Cards modes. So here, I'll explain them.
1: Cards are divided up by character. You can only pick cards from one character. System cards are universal and can be picked by any character, but you are limited to no more than 3 copies of a given System card.
2: This is an ATK=DMG mode. In other words, your final ATK at the end of a round determines how much damage you deal when you win the round. DEF can reduce the damage you take if you lose a round. The starting and max HP is 75 for both players.
3: Graze is just Numb. Graze almost exclusively hits Bullet cards, so non-Bullets are generally Numb-immune.
4: In the "Weather On" variant, you get to choose two weather cards to put in your deck. These will not be drawn during a match, but instead on every even-numbered turn a random weather chosen by either player will be triggered, with the previous round giving a warning for what weather is going to occur. Weather affects both sides of the field, so try to pick an effect that works well with your deck and will give you the edge over your opponent. Picking the wrong weather for your deck could backfire badly.
5: Some other notes: Additional card draws will happen after natural card draws, and discards happen after both; unless the discard has a mid-round effect like some of Sakuya's cards, or specifically states it's an EARLY discard.
Cards
- Unless VS Invincible: On Win: If ATK (1*): Max. 20 Times: Damage Opponent 1 (ignoring modifiers)
- Unless VS Invincible: On Win: If ATK (2*): Except First 10 Times: Damage Opponent 1 (ignoring modifiers)
- VS Passive Doll: Unless VS _trigger (1): On Win: If ATK (1*): Max. 3 Times: Heal Opponent 1
- Unless Time Freeze or Tengu Downburst or NOT _phantom (1) in Hand: Unless VS Tengu's Macroburst: Draw 1 NOT Weather/NOT Future Card If Draw: If target card is _gustfan: Summon Gust Fan Token and VS Tengu's Macroburst: Opponent Draws 1 NOT Weather/NOT Future Card If Draw: If target card is _gustfan: Summon Gust Fan Token as opponent
- Unless Time Freeze or Time Slow or Tengu Downburst: Unless VS Tengu's Macroburst: Draw 2 NOT Weather/NOT Future Cards If Draw: If target card is _gustfan: Summon Gust Fan Token and VS Tengu's Macroburst: Opponent Draws 2 NOT Weather/NOT Future Cards If Draw: If target card is _gustfan: Summon Gust Fan Token as opponent
- Unless Time Freeze: If Time Slow: Unless Tengu Downburst: Unless VS Tengu's Macroburst: Draw 1 NOT Weather/NOT Future Card If Draw: If target card is _gustfan: Summon Gust Fan Token and VS Tengu's Macroburst: Opponent Draws 1 NOT Weather/NOT Future Card If Draw: If target card is _gustfan: Summon Gust Fan Token as opponent
- Per _illusionbullet: Subtract 1 From Own Max Hand Size
- VS Blindness: Per 2 _illusionbullet: Add 1 To Own Max Hand Size
- If Yukari Boss (1) in Hand: Unless Yukari Tracking: Summon Yukari Tracking
- Exile From Field (99): _hidden Token
- Passive
- Rules
- Setup (2 rounds) (Passive)
- Unless Weather Mini-Boss (1) or Sword of Scarlet Perception: Unless VS Sword of Scarlet Perception: Coin (1): Play From Deck (1): Weather or Play From Opponent's Deck (1): Weather
- Rules
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- 4
- Reimu
- Bullet
- Amulet
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- 6
- Reimu
- Bullet
- Amulet
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- 8
- Reimu
- Bullet
- Amulet
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- Summon 2 Power Amulet
- Reimu
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- ATK: 9
- ATK: 2 (only once)
- Reimu
- Bullet
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- Unity (3, Amulet)
- Reimu
- Bullet
- Amulet
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- ATK: 1
- Numb Bullet Attacker (1)
- Reimu
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- ATK: 2
- On Win: Exile Self and Setup (Summon Sliding Ascension Kick Token) and Add To Hand (1): Card Sliding Ascension Kick
- Reimu
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- 4
- 4
- Reimu
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- 4
- Reimu
- Bullet
- Border
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- 8
- Reimu
- Bullet
- Border
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- On Win: If DEF (1*): Damage Opponent 1 and Setup (Summon Permanent Border Token)
- If DEF (12): On Tie: If DEF (1*): Damage Opponent 1 and Setup (Summon Permanent Border Token)
- On Lose: Setup (Only Once: Turns into Permanent Border)
- Unless DEF (12): On Tie: Setup (Only Once: Turns into Permanent Border)
- Reimu
- Bullet
- Border
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- ATK: 2
- Numb Bullet Enemy (1)
- Reimu
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- Play From Deck (1): _reimu
- Numb Bullet Enemy (1)
- Reimu
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- VS every 2 Bullet: Summon a random Amulet card
- Reimu
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- Coin (3): Summon Concealed Orb
- Jewel Sign "Concealed Orbs of Light"
- Reimu
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- 3
- Reimu
- Bullet
- Orb
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- ATK: 9
- Spirit Sign "Fantasy Orb"
- Reimu
- Bullet
- Orb
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- DEF: 11
- Dream Sign "Demon Binding Array"
- Reimu
- Bullet
- Border
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- ATK: 2
- Is played for free when drawn.
- Not Played: Play From Hand (1): Card Yin-Yang Orb
- Reimu
- Bullet
- Orb
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- ATK: 7
- DEF: 6
- Boundary "Expanding Boundary"
- Reimu
- Bullet
- Border
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- ATK: 5
- Graze 1 Any Bullet
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1)
- Reimu
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- Empower +2 (Border)
- Fortify +2 (Border)
- Divine Arts "Demon Binding Circle"
- Reimu
- Bullet
- Border
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- Empower +4 (Orb)
- Holy Relic "Yin- Yang Sanctifier Orb"
- Reimu
- Bullet
- Orb
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- ATK: 18
- Divine Spirit "Fantasy Seal"
- Reimu
- Bullet
- Orb
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- Exile Self
- Summon Fantasy Orbs
- Setup (7 rounds) (Numb Own Card Fantasy Orbs (1))
- Reimu
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- VS HP (1): Damage Opponent 1
- Unless HP (1): Heal 1
- Reimu
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- 4
- Marisa
- Bullet
- Bomb
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- 6
- Marisa
- Bullet
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- 8
- Marisa
- Bullet
- Star
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- 14
- Marisa
- Bullet
- Laser
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- ATK: 2
- Unity (1, Star)
- Marisa
- Bullet
- Star
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- ATK: 14
- Setup (ATK-4)
- Marisa
- Bullet
- Laser
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- Unity (3, Laser)
- Marisa
- Bullet
- Laser
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- ATK: 1
- Numb Bullet Attacker (1) On Failure: Discard 1 Card
- Marisa
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- ATK: 9
- Pierce (3)
- Discard 1 Card
- Marisa
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- Setup (ATK+2)
- Marisa
- Bullet
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- ATK: 6
- On Win: Draw 1 NOT Weather Card
- On Lose: Discard 1 Card
- On Win: Setup (Summon DrawDiscard Token)
- Marisa
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- ATK: 10
- Setup (TP-1)
- Marisa
- Bullet
- Star
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- ATK: 3
- Numb Bullet Enemy (1) On Failure: Discard 1 Card
- Marisa
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- Setup (2 rounds) (ATK+4)
- Marisa
- Bullet
- Bomb
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- Setup (ATK+1)
- Setup (2 rounds) (ATK+1)
- Marisa
- Bullet
- Bomb
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- Setup (If Bomb (1): ATK+2)
- Setup (2 rounds) (If Bomb (1): ATK+2)
- Setup (3 rounds) (If Bomb (1): ATK+2)
- Marisa
- Bullet
- Bomb
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- ATK: 3
- Per Star: ATK+2
- Star Sign "Meteoric Shower"
- Marisa
- Bullet
- Star
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- ATK: 13
- On Win: Draw 1 Card. On Lose: Discard 1 Card.
- On Win: Draw 1 NOT Weather Card
- On Lose: Discard 1 Card
- On Win: Setup (Summon DrawDiscard Token)
- Marisa
- Star
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- ATK: 14
- Setup (TP-2)
- Light Sign "Luminous Strike"
- Marisa
- Bullet
- Star
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- This turn, and two turns after: Per Star: Summon 1ATK bullet. Empower +2 (Laser)
- Per Star: Summon Magic Bullet
- Empower +2 (Laser)
- Exile From Deck (1): Card Orreries Sun
- Setup (Turns into Orreries Sun)
- Setup (2 rounds) (Turns into Orreries Sun)
- Setup (2 rounds) (Add To Deck (1): Card Orreries Sun)
- Marisa
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- 1
- Marisa
- Bullet
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- ATK: 18
- Setup (ATK-6)
- Love Sign "Master Spark"
- Marisa
- Bullet
- Laser
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- ATK: 6
- Graze 1 Any Bullet Unless Graze: Discard 1 Card
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1) On Failure: Discard 1 Card
- Marisa
- Star
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- ATK: 4
- If Star (4): ATK+4
- Star Sign "Gravity Beat"
- Marisa
- Bullet
- Star
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- ATK: 3
- Setup (ATK+2)
- Setup (2 rounds) (ATK+1)
- Light Sign "Earthlight Ray"
- Marisa
- Bullet
- Bomb
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- ATK: 5
- If Laser (2): ATK+10
- Love Sign "Non-Directional Laser"
- Marisa
- Bullet
- Laser
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- Per Bomb: Setup (2 rounds) (ATK+2)
- Setup (3 rounds) (ATK+4 and Pierce (∞))
- Magical Research "Deep Ecological Bomb"
- Marisa
- Bullet
- Bomb
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- ATK: 25
- Setup (ATK-9)
- Exile Self
- Magicannon "Final Spark"
- Marisa
- Bullet
- Laser
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- ATK: 22
- Setup (ATK-4)
- Star Sign "Dragon Meteor"
- Marisa
- Bullet
- Laser
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- ATK: 16
- On Win: Draw 2 Cards. On Lose: Discard 2 Cards.
- On Win: Draw 2 NOT Weather Cards
- On Lose: Discard 2 Cards
- On Win: Setup (Summon 2 DrawDiscard Token)
- Marisa
- Star
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- ATK: 20
- Exile Self
- Always wins the turn, unless grazed.
- ATK-∞ for opponent
- Pierce (∞)
- Numb Own NOT Weather/NOT _surefire Non-Token (∞)
- Setup (Summon Sure-Fire Token)
- Marisa
- Bullet
- Laser
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- 6
- Sakuya
- Bullet
- Knife
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- 14
- Sakuya
- Bullet
- Knife
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- Unless Knife (2): ATK+4
- Sakuya
- Bullet
- Knife
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- Draw 1 Knife Card
- Setup (Unity (1, Knife))
- Draw 1 _knife Card
- Sakuya
- Bullet
- Knife
- Temporal
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- Setup (If Knife (1): ATK+3)
- Sakuya
- Bullet
- Knife
- Temporal
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- ATK: 4
- Discard 1 _knife Card If Discard: Numb Bullet Enemy (1)
- Sakuya
- Knife
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- ATK: 2
- VS ATK (5*): ATK+1
- Sakuya
- Bullet
- Knife
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- Per Knife/NOT _starknife: Max. 4 Times: Summon Dancing Knife
- Unless Knife/NOT _starknife (1): Setup (Turns into Dancing Star Sword (4))
- If Knife/NOT _starknife (1): Unless Knife/NOT _starknife (2): Setup (Turns into Dancing Star Sword (3))
- If Knife/NOT _starknife (2): Unless Knife/NOT _starknife (3): Setup (Turns into Dancing Star Sword (2))
- If Knife/NOT _starknife (3): Unless Knife/NOT _starknife (4): Setup (Turns into Dancing Star Sword (1))
- Numb Own _starsword (∞)
- Sakuya
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- 1
- Sakuya
- Bullet
- Knife
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- Coin (9): ATK+1
- Sakuya
- Bullet
- Knife
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- Coin (1): ATK+5
- Sakuya
- Bullet
- Knife
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- VS every 2 Non-Token: ATK+4
- Sakuya
- Bullet
- Knife
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- Draw 1 _temporal Card
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1)
- Sakuya
- Temporal
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- VS every 2 NOT Weather Non-Token: Summon Knives
- Sakuya
- Temporal
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- If ATK (1*): ATK+1
- Sakuya
- Temporal
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- Empower +2 (Knife)
- If Knife (5): Draw 1 Knife Card
- If Knife (5): Draw 1 Knife Card On Fail: Draw 1 _knife Card
- Sakuya
- Bullet
- Knife
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- Coin (30): ATK+1
- Sakuya
- Bullet
- Knife
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- Per 2 Knife: ATK+3 and Draw 1 Knife Card
- Per 2 Knife: ATK+3 and Draw 1 _knife Card
- Sakuya
- Bullet
- Knife
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- Unless Lose: Slows time for Opponent for 2 turns. TP-1, card draw -1, delay setup effects 1 turn
- Unless Lose: Summon Time Slow as opponent and Setup (Summon Time Slow as opponent) and Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round
- Unless Lose: Setup (Summon Time Slow Token)
- Sakuya
- Temporal
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- ATK: 4
- Discard 2 Knife Cards Per Discard: ATK+4
- Discard 2 _knife Cards If Discard: ATK+4
- Sakuya
- Knife
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- Coin (3): ATK+5
- Sakuya
- Bullet
- Knife
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- Setup (Per Knife: ATK+3)
- Sakuya
- Bullet
- Knife
- Temporal
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- On Win: Time Freeze opponent Self-exile on success
- On Win: Summon Time Freeze as opponent and Exile (1): Card Luna Dial
- On Win: Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round
- Sakuya
- Bullet
- Temporal
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- Empower +3 (Knife)
- If Knife (5): Draw 2 Knife Cards
- If Knife (5): Draw 2 _knife Cards
- Sakuya
- Bullet
- Knife
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- ATK: 7
- Discard 2 Knife Cards Per Discard: ATK+7
- Discard 2 _knife Cards If Discard: ATK+7
- Sakuya
- Knife
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- Empower +3 (Temporal)
- If Temporal (3): Time Freeze opponent Self-exile on success
- If Temporal (3): Summon Time Freeze as opponent
- If Temporal (3): Exile (1): Card Sakuya's Special Stopwatch
- If Temporal (3): Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round
- Sakuya
- Temporal
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- Copy all Knife coinflips
- Per Bounce No-Bounce: Coin (9): ATK+1
- Per Square Ricochet: Coin (1): ATK+5
- If Silver Bound: Coin (30): ATK+1
- If Luminous Ricochet: Coin (3): ATK+5
- Sakuya
- Bullet
- Knife
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- Setup (Unless Lose: Time Freeze opponent for 2 rounds)
- Setup (Unless Lose: Summon Time Freeze as opponent and Setup (Summon Time Freeze as opponent) and Exile (1): Card Sakuya's World and Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 2 Rounds)
- Sakuya
- Temporal
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- Setup (Summon Rapidfire Doll)
- Setup (Summon Passive Doll)
- Alice
- Doll
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- 3
- Alice
- Bullet
- Doll
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- Setup (Summon Laser Doll)
- Setup (Summon Passive Doll)
- Alice
- Doll
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- 5
- Alice
- Bullet
- Laser
- Doll
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- Unless Lose: Max. 3 Times: Passive
- On Lose: Lose 1 per round
- Alice
- Doll
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- 6
- Alice
- Bullet
- Doll
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- 8
- Alice
- Bullet
- Needle
- Doll
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- ATK: 3
- Per Needle: ATK+1
- Alice
- Bullet
- Needle
- Doll
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- ATK: 1
- Setup (Summon Boomerang Doll)
- Alice
- Bullet
- Needle
- Doll
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- Setup (Summon Returned Doll)
- Alice
- Doll
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- 1
- Alice
- Bullet
- Needle
- Doll
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- Unless Invisible Doll: Summon Invisible Doll
- Numb Own Card Invisible Doll (1) On Success: ATK+4
- Alice
- Bullet
- Needle
- Doll
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- Setup (Resummon)
- Alice
- Doll
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- ATK: 4
- If Bomb (4): ATK+4 and Damage Opponent 4
- Alice
- Bullet
- Bomb
- Doll
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- Setup (Summon Volatile Doll)
- Alice
- Bomb
- Doll
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- Unless Bomb Doll: Summon Bomb Doll
- Numb Own Card Bomb Doll (1)
- Alice
- Bullet
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- On Lose: Setup (Turns into Bomb Doll)
- On Tie: Passive
- On Win: Damage Opponent 5
- On Win: Setup (Summon 5 Damage Token as opponent)
- Unless Lose: Setup (Summon 2 Bomb Doll Token)
- Alice
- Bomb
- Doll
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- On Tie: Passive
- On Win: Damage Opponent 5
- On Win: Setup (Summon 5 Damage Token as opponent)
- Unless Lose: Setup (Summon Bomb Doll Token)
- Alice
- Bomb
- Doll
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- ATK: 4
- If Needle (4): Unless Needle (5): ATK+4
- Alice
- Bullet
- Needle
- Doll
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- Unity (2, Needle)
- Unless Needle (6): Summon Thousand Spear Dolls
- Alice
- Needle
- Doll
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- ATK: 5
- Per Doll: ATK+1
- Alice
- Bullet
- Doll
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- Empower +3 (Card Passive Doll)
- Numb Own Card Passive Doll (∞)
- Per Passive Doll: Summon Needle Token
- Alice
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- DEF: 5
- Summon Orbit Doll
- If Orbit Doll (3): Per _passivedoll: Summon Laser Token and Empower +3 (_passivedoll) and Numb Own _passivedoll (∞) and Numb Own Card Doll Activation (∞)
- Alice
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- Passive (max. 3 times)
- On Lose: Setup (Numb Own Card Orbit Doll (1) On Success: ATK+3 for self and Summon Laser Token) (only once)
- Alice
- Doll
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- ATK: 2
- Per Passive Doll: Empower +1 (Laser) (max. 3 times)
- Numb Own Card Passive Doll (∞)
- Alice
- Bullet
- Laser
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- Setup (Summon Sacrificial Explosion)
- Magic Sign "Artful Sacrifice"
- Alice
- Bomb
- Doll
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- ATK: 8
- If Volatile Doll: Summon Volatile Doll
- Alice
- Bullet
- Bomb
- Doll
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- ATK: 7
- Per Needle: ATK+1
- War Sign "Little Legion"
- Alice
- Bullet
- Needle
- Doll
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- Setup (Summon Shanghai Laser)
- Curse Sign "Shanghai Doll"
- Alice
- Doll
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- 7
- Alice
- Bullet
- Laser
- Doll
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- Coin (16): ATK+1
- If ATK (16): Empower +1 (Laser)
- Spy Sign "Seeker Dolls"
- Alice
- Bullet
- Laser
- Doll
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- Trigger Passive Dolls and make them Laser Per Passive Doll: Empower +1 (Laser)
- Per Passive Doll: Summon Laser Token
- Per Passive Doll: Empower +1 (Laser) (max. 3 times)
- Numb Own Card Passive Doll (∞)
- Alice
- Bullet
- Doll
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- Empower +2 (Bomb)
- Per Bomb: Damage Opponent 1
- Demonic Control "Return Inanimate"
- Alice
- Bullet
- Bomb
- Doll
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- Setup (Summon Future Doll)
- Exile Self
- Setup (2 rounds) (Summon Future Doll)
- Setup (4 rounds) (Numb Own Card Future Doll (1) and Exile From Hand (6): Future On Success: Subtract 1 From Own Max Hand Size)
- Add To Deck (1): Card Needle Jab
- Add To Deck (1): Card Future Bullets
- Add To Deck (1): Card Needle Thrust
- Add To Deck (1): Card Spin Attack
- Add To Deck (1): Card Future Laser
- Add To Deck (1): Card Self-Destruct
- Setup (Draw 2 Future Cards (ignoring limit) If Draw: Add 1 To Own Max Hand Size)
- Advance Card Futuristic Puppet Setup Effects By 1 Round
- Alice
- Doll
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- Unless Lose: Passive
- Exile From Field (6): Future On Success: Subtract 1 From Own Max Hand Size
- Draw 2 Future Cards (ignoring limit) If Draw: Add 1 To Own Max Hand Size
- On Lose: Exile From Hand (6): Future On Success: Subtract 1 From Own Max Hand Size
- Unless Lose: Setup (Summon Future Doll Token)
- Alice
- Doll
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- 3
- Alice
- Needle
- Future
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- 5
- Alice
- Bullet
- Future
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- 7
- Alice
- Needle
- Future
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- ATK: 2
- Per Needle: ATK+1
- Alice
- Needle
- Future
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- ATK: 4
- Per Laser: ATK+2
- Alice
- Bullet
- Laser
- Future
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- If TP (1*): ATK+2 and On Win: Damage Opponent 1
- Numb Own Card Future Doll (1)
- Alice
- Bullet
- Bomb
- Future
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- ATK: 10
- Per Needle: ATK+2
- War Command "Dolls of War"
- Alice
- Bullet
- Needle
- Doll
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- Setup (Summon Hourai Laser)
- Curse Sign "Hourai Doll"
- Alice
- Doll
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- 10
- Alice
- Bullet
- Laser
- Doll
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- Empower +4 (Laser)
- If Laser (4): Empower +1 (Doll)
- Crimson Sign "Holland Doll"
- Alice
- Bullet
- Laser
- Doll
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- Per 2 Needle: Summon Thousand Spear Dolls
- Lance Sign "Cute Phalanx"
- Alice
- Needle
- Doll
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- Per Bomb: Summon Lemming Dolls
- Temp Exile Self, 2 turns per summoned Doll
- Exile Self
- Setup (Add To Deck (1): Card Lemmings' Parade)
- Per Lemming Dolls: Delay Card Lemmings' Parade Setup Effects By 2 Rounds
- Advance Card Lemmings' Parade Setup Effects By 1 Round
- Alice
- Bullet
- Bomb
- Doll
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- ATK: 1 (only once)
- On Win: Damage Opponent 1
- Lose 1 per round
- On Win: Setup (Summon Damage Token as opponent)
- Alice
- Bomb
- Doll
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- 2
- Reisen
- Bullet
- Optic
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- 6
- Reisen
- Bullet
- Missile
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- 10
- Reisen
- Bullet
- Missile
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- If _illusionbullet (1): ATK+10
- Unless _illusionbullet (1): VS Reisen/Status (1): ATK+10
- Reisen
- Bullet
- Missile
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- ATK: 3
- Unity (2, _illusionbullet)
- Reisen
- Bullet
- Missile
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- ATK: 3
- Per Missile: ATK+1
- Reisen
- Bullet
- Missile
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- Numb Bullet Enemy (1) On Success: Summon Graze Check
- On Win: Setup (Unless VS _train (1): Summon 2 Blindness as opponent)
- On Tie: Setup (Unless VS _train (1): Summon Blindness as opponent)
- Reisen
- Illusion
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- Lose 1 per round
- True Numb Bullet Non-Token (∞) On Success: Summon a random Target Card card as opponent (only once)
- Reisen
- Status
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- On Win: Setup (Unless VS _train (1): Summon 2 Hallucination as opponent)
- On Tie: Setup (Unless VS _train (1): Summon Hallucination as opponent)
- Reisen
- Illusion
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- 0
- Reisen
- Bullet
- Missile
- Illusion
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- 0
- Reisen
- Bullet
- Missile
- Illusion
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- 0
- Reisen
- Bullet
- Missile
- Illusion
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- Illusion Bullets receive only halved effects from weather
- Reisen
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- Lose 1 per round
- Empower +2 (_illusionbullet) (opponent) (only once)
- Reisen
- Status
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- Summon Hide Token
- Numb Bullet Attacker (1) On Success: Exile From Opponent's Field (1): Target Card On Success: If target card is 1 TP NOT _hideexception: Add To Opponent's Deck (1): Card 1TP Hidden Card and If target card is 2 TP NOT _hideexception: Add To Opponent's Deck (1): Card 2TP Hidden Card and If target card is 3 TP NOT _hideexception: Add To Opponent's Deck (1): Card 3TP Hidden Card and If target card is 4 TP NOT _hideexception: Add To Opponent's Deck (1): Card 4TP Hidden Card and If target card is 5 TP NOT _hideexception: Add To Opponent's Deck (1): Card 5TP Hidden Card and If target card is 6 TP NOT _hideexception: Add To Opponent's Deck (1): Card 6TP Hidden Card and If target card is 7 TP NOT _hideexception: Add To Opponent's Deck (1): Card 7TP Hidden Card and If target card is 8 TP NOT _hideexception: Add To Opponent's Deck (1): Card 8TP Hidden Card and If target card is 9 TP NOT _hideexception: Add To Opponent's Deck (1): Card 9TP Hidden Card and If target card is 10 TP NOT _hideexception: Add To Opponent's Deck (1): Card 10TP Hidden Card and If target card is 0 TP NOT _hideexception: Add To Opponent's Deck (1): Card 0TP Hidden Card and If target card is -1 TP NOT _hideexception: Add To Opponent's Deck (1): Card -1TP Hidden Card and If target card is Card Homing Amulets: Add To Opponent's Deck (1): Card 2TP Hidden Card and If target card is Card Power Amulet: Add To Opponent's Deck (1): Card 3TP Hidden Card and If target card is Card Buster Amulet: Add To Opponent's Deck (1): Card 4TP Hidden Card and If target card is 3 TP Knife: Add To Opponent's Deck (1): Card 3TP Hidden Card and If target card is 7 TP Knife: Add To Opponent's Deck (1): Card 7TP Hidden Card and If target card is 3 TP Cyclone: Add To Opponent's Deck (1): Card 3TP Hidden Card and Summon Graze Check
- Reisen
- Optic
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- Return From Exile To Own Hand (1): 1 TP NOT _hideexception On Success: Play From Hand (1): Target Card
- On Exile: Return From Exile To Own Deck (1): 1 TP
- On Exile: Return From Exile To Own Hand (1): 1 TP
- Reisen
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- ATK: 3
- Summon 2 Hide Token
- Reisen
- Bullet
- Optic
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- ATK: 2
- VS each _hidden: Numb Bullet Attacker (1) On Success: Summon Graze Check
- Reisen
- Optic
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- ATK: 4
- On Win: Summon 4 Hide Token and Setup (Summon 4 Win Hide Token)
- Reisen
- Bullet
- Optic
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- Not Played: If TP (4): Play From Hand (1): Card Disbelief Aspect On Success: Setup (Summon To Hand (3): _illusionbullet and Add 3 To Own Max Hand Size)
- On Play: Setup (Summon Moon Bullets)
- Reisen
- Illusion
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- ATK: 2
- Numb Bullet Boss (1) On Success: Summon To Hand (4): _illusionbullet and Add 4 To Own Max Hand Size and Summon Graze Check On Failure: Numb Bullet Mini-Boss (1) On Success: Summon To Hand (3): _illusionbullet and Add 3 To Own Max Hand Size and Summon Graze Check On Failure: Numb Bullet Effect (1) On Success: Summon To Hand (2): _illusionbullet and Add 2 To Own Max Hand Size and Summon Graze Check On Failure: Numb Bullet Attacker (1) On Success: Summon To Hand (1): _illusionbullet and Add 1 To Own Max Hand Size and Summon Graze Check
- Reisen
- Illusion
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- DEF: 2
- Per Graze Check: Summon To Hand (1): _illusionbullet and Add 1 To Own Max Hand Size
- Reisen
- Illusion
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- ATK: 8
- Obscure 2 Cards On Win: Obscure 2 Cards
- Summon 2 Hide Token
- On Win: Summon 2 Hide Token and Setup (Summon 2 Win Hide Token)
- Reisen
- Bullet
- Optic
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- ATK: 4
- Opponent Discards 1 Card Apply 2 Confusion
- Opponent Discards 1 NOT _phantom Card
- Summon 2 Confusion as opponent
- Reisen
- Bullet
- Illusion
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- Lose 1 per round
- Discard 10 NOT _phantom Cards If Discard: Draw 1 NOT Weather/NOT Future Card (only once)
- Delay Card Demotivation Setup Effects By 1 Round (only once)
- Delay Card Discarder Setup Effects By 1 Round (only once)
- Reisen
- Status
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- VS each Non-Token: Damage Opponent 2 Hidden Cards cause 2x damage
- VS each NOT Weather Non-Token: Damage Opponent 2
- VS each _hidden: Damage Opponent 2
- Reisen
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- Graze ∞ Bullet Enemies Setup (Apply 2 Blindness)
- Numb Bullet Enemy (∞) On Success: Summon Graze Check
- Setup (Summon 2 Blindness as opponent)
- Reisen
- Illusion
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- Empower +3 (Missile)
- Illusion Bomb "Mind Starmine"
- Reisen
- Bullet
- Missile
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- If ATK+DEF (10): Gain Passive ATK+1 or DEF+1 Something happens if you take too much
- If ATK plus DEF (10): Summon Life Elixir
- If Life Elixir (4): ATK+30 for self and Take 25 Damage and Numb Own Card Life Elixir (∞) and Exile Self
- Reisen
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- Passive
- Coin (1): ATK+1 for self or DEF+1 for self
- Reisen
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- Empower +4 (Illusion)
- Per 2 Illusion: Setup (Apply 1 Hallucination)
- Per 2 Illusion: Setup (Summon Hallucination as opponent)
- Reisen
- Illusion
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- ATK: 10
- Per Optic: Obscure 2 Cards VS each Hidden Card: ATK+2
- Per Optic: Summon 2 Hide Token
- VS each _hidden: ATK+2
- Reisen
- Bullet
- Optic
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- Play all Illusion Bullets Opponent Discards 2 Cards Per 2 Illusion: Apply 1 Confusion
- Play From Hand (99): _illusionbullet
- Opponent Discards 2 NOT _phantom Cards
- Per 2 Illusion: Summon Confusion as opponent
- Reisen
- Bullet
- Missile
- Illusion
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- ATK: 15
- Double Opponent's Statuses
- Per Reisen/Status: Summon a random Target Card card as opponent
- Reisen
- Bullet
- Optic
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- ATK: 18
- On Win: permanently Obscure opponent's entire deck and Exile Self
- On Win: Exile Self
- On Win: Summon Lunacy as opponent
- On Win: Setup (Summon Lunatic Red Eyes Token)
- Reisen
- Bullet
- Optic
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- Passive
- Exile From Deck (99): NOT _hidden/NOT Future/NOT Weather On Success: If target card is 1 TP NOT _hideexception: Add To Deck (1): Card 1TP Hidden Card and If target card is 2 TP NOT _hideexception: Add To Deck (1): Card 2TP Hidden Card and If target card is 3 TP NOT _hideexception: Add To Deck (1): Card 3TP Hidden Card and If target card is 4 TP NOT _hideexception: Add To Deck (1): Card 4TP Hidden Card and If target card is 11 TP: Add To Deck (1): Card 11TP Hidden Card and If target card is 66 TP: Add To Deck (1): Card 66TP Hidden Card and If target card is 5 TP NOT _hideexception: Add To Deck (1): Card 5TP Hidden Card and If target card is 6 TP NOT _hideexception: Add To Deck (1): Card 6TP Hidden Card and If target card is 7 TP NOT _hideexception: Add To Deck (1): Card 7TP Hidden Card and If target card is 8 TP NOT _hideexception: Add To Deck (1): Card 8TP Hidden Card and If target card is 9 TP NOT _hideexception: Add To Deck (1): Card 9TP Hidden Card and If target card is 10 TP NOT _hideexception: Add To Deck (1): Card 10TP Hidden Card and If target card is 0 TP NOT _hideexception: Add To Deck (1): Card 0TP Hidden Card and If target card is -1 TP NOT _hideexception: Add To Deck (1): Card -1TP Hidden Card and If target card is Card Homing Amulets: Add To Deck (1): Card 2TP Hidden Card and If target card is Card Power Amulet: Add To Deck (1): Card 3TP Hidden Card and If target card is Card Buster Amulet: Add To Deck (1): Card 4TP Hidden Card and If target card is Card Yin-Yang Orb: Add To Deck (1): Card 0TP Hidden Card and If target card is 1 TP Knife/NOT Temporal: Add To Deck (1): Card 1TP Hidden Card and If target card is 2 TP Knife/NOT Temporal: Add To Deck (1): Card 2TP Hidden Card and If target card is 3 TP Knife/NOT Temporal: Add To Deck (1): Card 3TP Hidden Card and If target card is 4 TP Knife: Add To Deck (1): Card 4TP Hidden Card and If target card is 6 TP Knife: Add To Deck (1): Card 6TP Hidden Card and If target card is 7 TP Knife: Add To Deck (1): Card 7TP Hidden Card and If target card is 1 TP Temporal: Add To Deck (1): Card 1TP Hidden Card and If target card is 2 TP Temporal/NOT Knife: Add To Deck (1): Card 2TP Hidden Card and If target card is 2 TP Temporal/Knife: Add To Deck (1): Card 2TP Hidden Card and If target card is 3 TP Temporal: Add To Deck (1): Card 3TP Hidden Card and If target card is 4 TP Temporal: Add To Deck (1): Card 4TP Hidden Card and If target card is 5 TP Temporal: Add To Deck (1): Card 5TP Hidden Card and If target card is 10 TP Temporal: Add To Deck (1): Card 10TP Hidden Card and If target card is Card Disbelief Aspect: Add To Deck (1): Card 4TP Hidden Card and If target card is Card Photosynthesis: Add To Deck (1): Card 5TP Hidden Card and If target card is Card Border Between 2D and 3D: Add To Deck (1): Card 2TP Hidden Card and If target card is Card Trip to the Old Station: Add To Deck (1): Card 10TP Hidden Card and If target card is Card Gust Fan: Add To Deck (1): Card 0TP Hidden Card and If target card is 2 TP Cyclone: Add To Deck (1): Card 2TP Hidden Card and If target card is 3 TP Cyclone: Add To Deck (1): Card 3TP Hidden Card and If target card is 4 TP Cyclone: Add To Deck (1): Card 4TP Hidden Card and If target card is 5 TP Cyclone: Add To Deck (1): Card 5TP Hidden Card and If target card is 8 TP Cyclone: Add To Deck (1): Card 8TP Hidden Card and If target card is 7 TP Cyclone: Add To Deck (1): Card 7TP Hidden Card
- Exile From Hand (99): NOT _hidden/NOT _phantom On Success: If target card is 1 TP NOT _hideexception: Add To Hand (1): Card 1TP Hidden Card and If target card is 2 TP NOT _hideexception: Add To Hand (1): Card 2TP Hidden Card and If target card is 3 TP NOT _hideexception: Add To Hand (1): Card 3TP Hidden Card and If target card is 4 TP NOT _hideexception: Add To Hand (1): Card 4TP Hidden Card and If target card is 11 TP: Add To Hand (1): Card 11TP Hidden Card and If target card is 66 TP: Add To Hand (1): Card 66TP Hidden Card and If target card is 5 TP NOT _hideexception: Add To Hand (1): Card 5TP Hidden Card and If target card is 6 TP NOT _hideexception: Add To Hand (1): Card 6TP Hidden Card and If target card is 7 TP NOT _hideexception: Add To Hand (1): Card 7TP Hidden Card and If target card is 8 TP NOT _hideexception: Add To Hand (1): Card 8TP Hidden Card and If target card is 9 TP NOT _hideexception: Add To Hand (1): Card 9TP Hidden Card and If target card is 10 TP NOT _hideexception: Add To Hand (1): Card 10TP Hidden Card and If target card is 0 TP NOT _hideexception: Add To Hand (1): Card 0TP Hidden Card and If target card is -1 TP NOT _hideexception: Add To Hand (1): Card -1TP Hidden Card and If target card is Card Homing Amulets: Add To Hand (1): Card 2TP Hidden Card and If target card is Card Power Amulet: Add To Hand (1): Card 3TP Hidden Card and If target card is Card Buster Amulet: Add To Hand (1): Card 4TP Hidden Card and If target card is Card Yin-Yang Orb: Add To Hand (1): Card 0TP Hidden Card and If target card is 1 TP Knife/NOT Temporal: Add To Hand (1): Card 1TP Hidden Card and If target card is 2 TP Knife/NOT Temporal: Add To Hand (1): Card 2TP Hidden Card and If target card is 3 TP Knife/NOT Temporal: Add To Hand (1): Card 3TP Hidden Card and If target card is 4 TP Knife: Add To Hand (1): Card 4TP Hidden Card and If target card is 6 TP Knife: Add To Hand (1): Card 6TP Hidden Card and If target card is 7 TP Knife: Add To Hand (1): Card 7TP Hidden Card and If target card is 1 TP Temporal: Add To Hand (1): Card 1TP Hidden Card and If target card is 2 TP Temporal/NOT Knife: Add To Hand (1): Card 2TP Hidden Card and If target card is 2 TP Temporal/Knife: Add To Hand (1): Card 2TP Hidden Card and If target card is 3 TP Temporal: Add To Hand (1): Card 3TP Hidden Card and If target card is 4 TP Temporal: Add To Hand (1): Card 4TP Hidden Card and If target card is 5 TP Temporal: Add To Hand (1): Card 5TP Hidden Card and If target card is 10 TP Temporal: Add To Hand (1): Card 10TP Hidden Card and If target card is Card Disbelief Aspect: Add To Hand (1): Card 4TP Hidden Card and If target card is Card Photosynthesis: Add To Hand (1): Card 5TP Hidden Card and If target card is Card Border Between 2D and 3D: Add To Hand (1): Card 2TP Hidden Card and If target card is Card Trip to the Old Station: Add To Hand (1): Card 10TP Hidden Card and If target card is Card Gust Fan: Add To Hand (1): Card 0TP Hidden Card and If target card is 2 TP Cyclone: Add To Hand (1): Card 2TP Hidden Card and If target card is 3 TP Cyclone: Add To Hand (1): Card 3TP Hidden Card and If target card is 4 TP Cyclone: Add To Hand (1): Card 4TP Hidden Card and If target card is 5 TP Cyclone: Add To Hand (1): Card 5TP Hidden Card and If target card is 8 TP Cyclone: Add To Hand (1): Card 8TP Hidden Card and If target card is 7 TP Cyclone: Add To Hand (1): Card 7TP Hidden Card
- Reisen
- Status
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- Setup (2 rounds) (ATK+4)
- ATK: 4
- ATK: -4
- Yukari
- Bullet
- Gap
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- Setup (ATK+10)
- ATK: 10
- ATK: -10
- Yukari
- Bullet
- Border
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- Unless Gap (2): Setup (6 rounds) (ATK+6)
- If Gap (2): Unless Gap (3): Setup (5 rounds) (ATK+6)
- If Gap (3): Unless Gap (4): Setup (4 rounds) (ATK+6)
- If Gap (4): Unless Gap (5): Setup (3 rounds) (ATK+6)
- If Gap (5): Unless Gap (6): Setup (2 rounds) (ATK+6)
- If Gap (6): Unless Gap (7): Setup (ATK+6)
- If Gap (7): ATK+6
- ATK: 6
- ATK: -6
- Yukari
- Bullet
- Gap
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- ATK: 1
- Setup (ATK+7)
- ATK: 7
- ATK: -7
- If Gap (5): Advance Card Bound to the Grave Setup Effects By 1 Round
- Yukari
- Bullet
- Gap
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- Setup (3 rounds) (ATK+2)
- Per Border: Setup (3 rounds) (ATK+1)
- ATK: 2
- ATK: -2
- Per Border: ATK+1
- Per Border: ATK-1
- Yukari
- Bullet
- Border
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- Setup (If Parasol (1): ATK+4)
- Advance Card Flesh Dismantler Setup Effects By 1 Round
- ATK: 4
- ATK: -4
- Yukari
- Parasol
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- Setup (3 rounds) (If Parasol (2): ATK+8)
- Advance Card Flesh Dismantler Setup Effects By 1 Round
- ATK: 8
- ATK: -8
- Yukari
- Bullet
- Parasol
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- Coin (1): Summon Border Short Token and Setup (2 rounds) (ATK+12) or Summon Border Long Token and Setup (4 rounds) (ATK+12)
- ATK: 12
- ATK: -12
- Yukari
- Bullet
- Border
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- Numb Bullet Enemy (1) On Success: Setup (5 rounds) (Summon a random Target Card card)
- Yukari
- Gap
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- Advance Card Universe of Matter & Antimatter Setup Effects By 99 Rounds
- Setup (99 rounds) (ATK+8)
- Setup (99 rounds) (Numb Own Card Universe of Matter & Antimatter (∞))
- ATK: 8
- ATK: -8
- Yukari
- Bullet
- Gap
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- Setup (Summon Watchful Eye)
- Setup (3 rounds) (Numb Own Card Watchful Eye (1))
- ATK: 5
- ATK: -5
- Yukari
- Bullet
- Gap
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- On Win: ATK+5
- Unless Win: Passive
- Setup (Summon Watchful Eye Token)
- Yukari
- Gap
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- Setup (Numb Bullet Attacker (1) On Success: Setup (ATK+2))
- Yukari
- Gap
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- Setup (5 rounds) (Unity (4, Parasol))
- Yukari
- Gap
- Parasol
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- Advance Card Wings of the Chimera Setup Effects By 99 Rounds
- Setup (99 rounds) (Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1))
- Setup (99 rounds) (Numb Own Card Wings of the Chimera (∞))
- Yukari
- Gap
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- Setup (2 rounds) (ATK+2)
- On Play: Setup (2 rounds) (Resummon)
- On Play: Summon 2D3D Token
- Yukari
- Bullet
- Border
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- Coin (4): Setup (ATK+2)
- Exile Self, On Success: Add to hand in 3 rounds Not Played: If Non-Token (1): DEF+2
- Not Played: If NOT Weather Non-Token (1): DEF+2
- Exile Self On Success: Setup (3 rounds) (Add To Hand (1): Card Chen)
- Yukari
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- Per Border: Setup (2 rounds) (ATK+3)
- Yukari
- Bullet
- Border
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- Per Border: Setup 1 round of ATK+4 (max. 4 rounds)
- Setup (ATK+4)
- If Border (2): Setup (2 rounds) (ATK+4)
- If Border (3): Setup (3 rounds) (ATK+4)
- If Border (4): Setup (4 rounds) (ATK+4)
- Yukari
- Border
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- Setup (ATK+9)
- Exile Self, On Success: Add to hand in 5 rounds Not Played: Fortify +1 (Non-Token)
- Not Played: Fortify +1 (NOT Weather Non-Token)
- Exile Self On Success: Setup (5 rounds) (Add To Hand (1): Card Ran Yakumo)
- Yukari
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- Setup (3 rounds) (ATK+4 and Resummon)
- Exile Self
- On Numb: Un-Exile
- On Numb: Return From Exile To Own Deck (1): Card Objective Border
- Yukari
- Bullet
- Border
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- Setup (Per Gap Non-Token: Setup (Per Gap Non-Token: Setup (ATK+1)))
- Yukari
- Bullet
- Gap
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- Per Border: Copy that Border's Setup Effects
- Per Laser Orbs: Setup (ATK+10)
- Per Bewitching Bait: Setup (3 rounds) (ATK+2) and Per Border: Setup (3 rounds) (ATK+1)
- Per Border Short Token: Setup (2 rounds) (ATK+12)
- Per Border Long Token: Setup (4 rounds) (ATK+12)
- Per Border Between 2D and 3D: Setup (2 rounds) (ATK+2)
- Per 2D3D Token: Setup (2 rounds) (Summon Border Between 2D and 3D)
- Per Laced with Venom, per Border: Setup (2 rounds) (ATK+3)
- Per Quadruple Barrier: Setup (ATK+4)
- Per Quadruple Barrier: If Border (2): Setup (2 rounds) (ATK+4)
- Per Quadruple Barrier: If Border (3): Setup (3 rounds) (ATK+4)
- Per Quadruple Barrier: If Border (4): Setup (4 rounds) (ATK+4)
- Per Objective Border: Setup (3 rounds) (ATK+4 and Summon Objective Border Copy)
- Per Objective Border Copy: Setup (3 rounds) (ATK+4)
- Yukari
- Border
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- Summon Magic Eyes
- Exile Self
- Magic Eyes last until win, then all Gap setups trigger next round
- Yukari
- Bullet
- Gap
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- On Win: Setup (Unless VS _train (1): Advance Gap Setup Effects By 99 Rounds)
- On Win: Setup (Unless VS _train (1): Return From Exile To Own Deck (1): Card The Magic Eye of Laplace)
- Setup (Summon Magic Eyes Token)
- Unless Win: Passive
- Yukari
- Gap
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- Setup (-1 round) (Win round)
- Exile Self
- VS Won Token: Unless VS Typhoon Token: Unless Three Heavenly Tokens: VS each Attack Token: Max. 20 Times: Heal 1
- VS Won Token: Unless VS Typhoon Token: Unless Three Heavenly Tokens: VS every 2 Attack Token: Except First 10 Times: Heal 1
- Unless Won Token: Unless VS _train (1): Unless Typhoon Token: Unless VS Three Heavenly Tokens: Per Attack Token: Max. 20 Times: Damage Opponent 1
- Unless Won Token: Unless VS _train (1): Unless Typhoon Token: Unless VS Three Heavenly Tokens: Per 2 Attack Token: Except First 10 Times: Damage Opponent 1
- Unless Three Heavenly Tokens: Per Damage Token: Heal 1
- VS each Healing Token: Damage Opponent 1
- Per Mist Token: Take 1 Damage
- Unless VS Three Heavenly Tokens: VS each Mist Stigma Token: Heal Opponent 1
- Unless VS _train (1) or Three Heavenly Tokens: VS each Potential Damage Token: Damage Opponent 1
- Unless VS _train (1): Per Potential Healing Token: Heal 1
- Unless VS _train (1): VS each Potential Mist Token: Heal 1
- Unless VS _train (1): Unless Three Heavenly Tokens: Per Potential Mist Stigma Token: Take 1 Damage
- VS each Sliding Ascension Kick Token: Numb Card Sliding Ascension Kick (1) On Failure: Opponent Discards 1 Card Sliding Ascension Kick Card
- VS Permanent Border Token: Unless Three Heavenly Tokens: VS each Defence Token: Heal 1
- VS Permanent Border Token: Summon Permanent Border as opponent
- VS Fantasy Orbs: If Tied Token: Numb Card Charged Orb (1) and VS Won Token: Numb Card Charged Orb (2)
- VS each DrawDiscard Token: Opponent Discards 1 Card On Fail: Numb Non-Token (1)
- VS Time Slow Token: Advance NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round and Draw 1 NOT Weather/NOT Future Card
- VS Time Slow Token: Destroy 1 Rounds of Card Private Square Setup Effects
- Numb Card Passive Doll (1) On Success: Per Attack Token: Max. 3 Times: Heal Opponent 1
- VS Bomb Doll Token: Unless VS Bomb Doll Token (2): Numb Card Bomb Doll (1)
- VS Bomb Doll Token (2): Numb Card Bomb Doll (1) and Summon Bomb Doll as opponent
- Unless Won Token: Numb Card Orbit Doll (1) On Success: ATK+3 for opponent and Summon Laser Token as opponent
- VS Future Doll Token: Numb Card Future Doll (1) On Success: Numb Future (∞) and Exile From Opponent's Hand (6): Future On Success: Subtract 1 From Opponent's Max Hand Size
- VS each Win Hide Token: Exile From Deck (1): _hidden
- VS Lunatic Red Eyes Token: Numb Own Card Lunacy (∞) and Return From Opponent's Exile To Deck (1): Card Lunatic Red Eyes and Exile From Deck (99): _hidden and Exile From Hand (99): _hidden
- VS Won Token: VS each Watchful Eye Token: Summon Watchful Eye as opponent
- Unless Won Token: Per Watchful Eye Token: Summon 5 Attack Token and If Watchful Eye: Numb Own Card Watchful Eye (∞)
- VS Won Token: VS each Magic Eyes Token: Summon Magic Eyes as opponent
- VS Diamond Token: Numb Own Card Attack Token (∞) On Success: Summon Defence Token as opponent
- If Time Slow Token: Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round and Opponent Discards 1 NOT Weather/NOT Future Card and Unless VS TP (1): Numb Non-Token (1) On Success: Exile From Opponent's Field (1): Target Card On Success: Return From Opponent's Exile To Hand (1): Target Card
- VS Won Token: VS each Hakutoken: Numb Card Hakuroken (1)
- Unless Won Token: Unless VS _train (1): Per Hakutoken: Summon Hakuroken
- VS Won Token: VS each Soul Torch Token: Return From Exile To Own Deck (1): any and Return From Opponent's Exile To Deck (1): Card Soul Torch
- Unless Won Token: Unless VS _train (1): Per Soul Torch Token: Exile From Opponent's Deck (1): Enemy and Exile From Deck (1): Card Soul Torch
- Unless Won Token: Unless VS _train (1): VS each A Token Saved: Numb Card A Penny Saved (1) On Failure: Opponent Discards 1 Card A Penny Saved Card
- VS Won Token: Per A Token Saved: Exile From Deck (1): Card A Penny Saved On Success: Add To Hand (1): Card A Penny Saved
- VS Won Token and Snow Token: Return From Exile To Own Hand (1): any
- Unless Won Token: Unless VS _train (1): If Snow Token: Exile From Opponent's Hand (1): NOT _phantom
- Unless VS _train (1): Destroy 1 Rounds of Card Monsoon Setup Effects and Destroy 1 Rounds of Opponent's Card Monsoon Setup Effects
- VS TP Steal Token: VS TP (1*): Numb Card TP Steal Token (1)
- VS TP Steal Token: Numb Non-Token (1) On Success: Exile From Opponent's Field (1): Target Card On Success: Return From Opponent's Exile To Hand (1): Target Card
- Yukari
- Bullet
- Gap
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- 4
- Patchouli
- Bullet
- Wood
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- 6
- Patchouli
- Bullet
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- 8
- Patchouli
- Bullet
- Fire
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- 10
- Patchouli
- Bullet
- Water
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- ATK: 7 (only once)
- Patchouli
- Bullet
- Fire
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- Per Fire: ATK+1
- If Royal Flare: Per Metal: ATK+1
- Patchouli
- Bullet
- Fire
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- ATK: 3
- If Wipe Moisture (2): ATK+1
- If Wipe Moisture (3): ATK+1
- Patchouli
- Fire
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- Summon Spring Token (only once)
- If Fire (1): Summon Spring Token (only once)
- If Metal (1): Summon Spring Token (only once)
- If Earth (1): Summon Spring Token (only once)
- If Water (1): Summon Spring Token (only once)
- If Moon (1): Summon Spring Token (only once)
- If Sun (1): Summon Spring Token (only once)
- Per 2 Spring Token: Numb Bullet Enemy (1)
- Patchouli
- Wood
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- ATK: 12
- VS each Bullet: ATK-2
- Checks for Bullets after Graze
- Patchouli
- Bullet
- Wood
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- Numb Bullet Attacker (1) On Success: Summon Lightning Bolt
- Patchouli
- Wood
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- ATK: 1
- Pierce (2)
- Patchouli
- Bullet
- Wood
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- ATK: 5
- Pierce (2)
- Patchouli
- Bullet
- Metal
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- ATK: 8
- Pierce (4)
- Patchouli
- Bullet
- Metal
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- Setup (Per Autumn Edge: Damage Opponent 1 and Per Autumn Blade: Damage Opponent 2 and Per Lightning Bolt: Damage Opponent 1 and Per Elemental Harvester: Damage Opponent 3 and Per Saint Elmo's Pillar, per Fire: Damage Opponent 1 and If Sunshower: Damage Opponent 5)
- Per Left-handed Folding Fan: Setup (Damage Opponent 2)
- Patchouli
- Bullet
- Metal
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- 3
- 3
- Patchouli
- Bullet
- Earth
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- ATK: 4
- DEF: 4
- DEF+4 for opponent
- Patchouli
- Bullet
- Earth
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- On Lose: If ATK (1*): ATK-1 for self and DEF+1 for self (only once)
- Unless Win: Setup (Summon Diamond Token)
- Patchouli
- Earth
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- ATK: 6
- VS each Bullet Enemy: DEF+1
- Patchouli
- Bullet
- Water
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- VS each NOT Weather Non-Token: DEF-1 for self and If DEF (0): ATK+2 for self
- Patchouli
- Bullet
- Water
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- VS each NOT Weather Non-Token: Summon Bubble as opponent
- Patchouli
- Bullet
- Water
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- If Bubble (10): Numb Own NOT System Enemy (∞)
- Unless Bubble (10): Lose 1 per round
- If Bubble (10): Lose 10 per round
- Patchouli
- Status
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- Per DEF: ATK+1 VS Every 2DEF: ATK+1 Checks after Pierce
- If DEF (1*): ATK+1
- VS DEF (2*): ATK+1
- Patchouli
- Bullet
- Earth
- Water
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- ATK: 3
- Pierce (6)
- Prevent Graze (1)
- Prevent Numb Non-Token (1)
- Patchouli
- Metal
- Wood
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- ATK: 7
- Per Fire: Pierce (2)
- Patchouli
- Bullet
- Fire
- Metal
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- Creates a Bubble Shield with 25HP Exile Self
- Summon 25 Bubble Shield
- Exile Self
- Patchouli
- Water
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- Passive
- VS ATK (1): ATK-1 for opponent and Numb Own Card Bubble Shield (1)
- Multiply Future Damage Effects by 0
- Patchouli
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- If Wood (2): ATK+6
- If Wood (4): Passive
- If Wood (4): Exile Self On Success: Setup (99 rounds) (Return From Exile To Own Deck (1): Card Satellite Sunflower)
- Unless Wood (4): Advance Card Satellite Sunflower Setup Effects By 99 Rounds
- Patchouli
- Bullet
- Moon
- Wood
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- Per Wood: Heal 1 and Setup (TP+1)
- Draw 1 Card Lasts 3 rounds
- Draw 1 NOT Weather Card
- On Play: Setup (Resummon) and Setup (2 rounds) (Resummon)
- Exile Self On Success: Setup (3 rounds) (Return From Exile To Own Deck (1): Card Photosynthesis)
- Patchouli
- Sun
- Wood
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- VS each Non-Token: ATK+3
- VS each NOT Weather Non-Token: ATK+3
- Patchouli
- Bullet
- Fire
- Water
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- ATK: 4
- DEF: 4
- Convert half of opponent's ATK to DEF
- VS ATK (2*): ATK-1 for opponent and DEF+1 for opponent
- Patchouli
- Bullet
- Earth
- Metal
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- VS each Non-Token: Fortify +1 (Water) and Empower +1 (Earth)
- VS each NOT Weather Non-Token: Fortify +1 (Water) and Empower +1 (Earth)
- Patchouli
- Bullet
- Moon
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- Empower +5 (Fire)
- Metal cards gain Fire tribe this turn
- Empower +5 (Metal)
- Per Saint Elmo's Pillar, per Metal: Pierce (2)
- Patchouli
- Bullet
- Sun
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- Setup (for 3 rounds, summon 2ATK bullet Per Unique Element)
- Exile Self
- Setup (Summon 3 Philosopher's Stones)
- Patchouli
- Fire
- Wood
- Metal
- Earth
- Water
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- Lose 1 per round
- If Fire (1): Summon Fire Stone (only once)
- If Wood (1): Summon Wood Stone (only once)
- If Metal (1): Summon Metal Stone (only once)
- If Earth (1): Summon Earth Stone (only once)
- If Water (1): Summon Water Stone (only once)
- Patchouli
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- 2
- Patchouli
- Bullet
- Fire
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- 2
- Patchouli
- Bullet
- Wood
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- 2
- Patchouli
- Bullet
- Metal
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- 2
- Patchouli
- Bullet
- Earth
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- 2
- Patchouli
- Bullet
- Water
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- ATK: 6
- If Sun (2): ATK+6
- If Moon (2): ATK+6
- Patchouli
- Bullet
- Sun
- Moon
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- 1
- Aya
- Bullet
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- 2
- Aya
- Bullet
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- 4
- Aya
- Bullet
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- 6
- Aya
- Bullet
- Cyclone
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- Coin (1): ATK+1
- Aya
- Bullet
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- ATK: 1
- Unity (2, 0 TP Non-Token)
- If Indication to the Divine: Unity (2, Cyclone Attacker or Effect or Mini-Boss)
- Aya
- Bullet
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- ATK: 2
- Unity (1, Cyclone)
- If Cyclone (3): Draw 1 _cyclone Card
- Aya
- Bullet
- Cyclone
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- Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token
- Numb Bullet Enemy (1) (only once)
- Aya
- Cyclone
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- ATK: -1
- Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token
- Numb Bullet Attacker (1)
- Unless Non-Token (2): Summon Graceful Dash
- Aya
- Cyclone
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- If 0 TP Non-Token (2): ATK+1 and Empower +2 (Card Wind Sickle Veiling) and Empower +3 (Card Sickle Weasel Veiling) and Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token
- If Indication to the Divine: Unless 0 TP Non-Token (1): If Cyclone Attacker or Effect or Mini-Boss (2): ATK+1 and Empower +2 (Card Wind Sickle Veiling) and Empower +3 (Card Sickle Weasel Veiling) and Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token and If 0 TP Non-Token (1): Unless 0 TP Non-Token (2): If Cyclone Attacker or Effect or Mini-Boss (1): ATK+1 and Empower +2 (Card Wind Sickle Veiling) and Empower +3 (Card Sickle Weasel Veiling) and Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token
- Aya
- Bullet
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- Coin (7): Setup (ATK+1) and ATK+1 and ATK-1
- Aya
- Bullet
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- ATK: 2
- Per _draw: ATK+1
- Per Ibuki Gourd: ATK+2
- If Cyclone (3): Per Wind from the Maple Fan: ATK+1
- If Wind Standing of the Tengu: Per any in Hand: ATK+1
- If Tengu Limited Special: Per any in Hand: ATK-1 and Per any in Hand: ATK+1
- If Sarutahiko's Guidance: ATK+2
- If Dark Daymare: ATK+2
- If Tempest: ATK+4
- If Illusionary Dominance: Per 0 TP Non-Token: ATK+1
- Aya
- Bullet
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- Advance Card Tengu Pebbles Setup Effects By 99 Rounds
- Per 0 TP Non-Token: Summon Pebble Counter
- Setup (99 rounds) (Numb Own Card Tengu Pebbles (∞) and Numb Own Card Pebble Counter (∞))
- If Indication to the Divine: Per Cyclone Attacker or Effect or Mini-Boss: Summon Pebble Counter
- Aya
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- 1
- Aya
- Bullet
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- ATK: 2
- DEF: 2
- Discard 10 Cards If Discard: If target card is 0 TP: Draw 1 1 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 1 TP: Draw 1 2 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 2 TP: Draw 1 3 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 3 TP: Draw 1 4 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 4 TP: Draw 1 5 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 5 TP: Draw 1 6 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 6 TP: Draw 1 7 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is 7 TP: Draw 1 8 TP Card On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card and If target card is -1 TP: Draw 1 0 TP Card If Draw: If target card is _gustfan: Summon Gust Fan Token On Fail: Draw 1 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 TP Card
- Aya
- Bullet
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- ATK: 9
- Aya
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- Play From Hand (1): Attacker On Success: Summon a random Target Card card
- Aya
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- Per Draw effect: ATK+3 Gust Fan does not apply
- Per _draw: ATK+3
- Per Ibuki Gourd: ATK+6
- If Cyclone (3): Per Wind from the Maple Fan: ATK+3
- If Wind Standing of the Tengu: Per any in Hand: ATK+3
- If Tengu Limited Special: Per any in Hand: ATK-3 and Per any in Hand: ATK+3
- If Sarutahiko's Guidance: ATK+6
- If Dark Daymare: ATK+6
- If Tempest: ATK+12
- If Illusionary Dominance: Per 0 TP Non-Token: ATK+3
- Aya
- Bullet
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- ATK: 10
- Pierce (2)
- Wind Sign "Wind of the Tengu Path"
- Aya
- Bullet
- Cyclone
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- Draw cards until 2 above hand limit.
- Draw 9 NOT Weather Cards
- Draw 2 NOT Weather Cards (ignoring limit)
- Aya
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- ATK: 4
- Empower +2 (Cyclone)
- Per 2 Cyclone: Draw 1 Cyclone Card
- Per 2 Cyclone: Draw 1 _cyclone Card
- Aya
- Bullet
- Cyclone
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- ATK: 6
- Steal opponent's natural draws this turn Natural draws are not "draw effects"
- Aya
- Bullet
- Cyclone
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- Draw 2 Cards Graze 1 Any Bullet
- Draw 2 NOT Weather Cards If Draw: If target card is _gustfan: Summon Gust Fan Token
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1)
- Aya
- Cyclone
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- For 3 rounds: Summon Tengu Fan, summon a Pebble per turn, & Exile self
- Summon Tengu Fan
- Setup (3 rounds) (Numb Own Card Tengu Fan (1) On Success: Subtract 1 From Own Max Hand Size)
- Summon Pebble
- Setup (Summon Pebble)
- Setup (2 rounds) (Summon Pebble)
- Exile Self On Success: Setup (3 rounds) (Add To Deck (1): Card Route Forbidden to Man)
- Aya
- Bullet
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- ATK: 14
- Draw 2 Cards
- Draw 2 NOT Weather Cards If Draw: If target card is _gustfan: Summon Gust Fan Token
- Aya
- Bullet
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- On Play: Modify TP Cost (Set to 0): Cyclone Non-Boss
- On Play: Modify TP Cost (-2): 2 TP _cyclone
- On Play: Modify TP Cost (-3): 3 TP _cyclone
- On Play: Modify TP Cost (-4): 4 TP _cyclone
- On Play: Modify TP Cost (-5): 5 TP _cyclone
- On Play: Modify TP Cost (-7): 7 TP _cyclone
- Aya
- Cyclone
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- Per 0 TP Non-Token: Play (1): 0 TP and Draw 1 Card
- Per 0 TP Non-Token: Play (1): 0 TP and Draw 1 NOT Weather Card If Draw: If target card is _gustfan: Summon Gust Fan Token and Empower +2 (Card Wind Sickle Veiling) and Empower +3 (Card Sickle Weasel Veiling)
- Exile From Field (99): 0 TP Enemy On Success: Return From Exile To Own Deck (1): 0 TP Enemy
- Aya
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- 6
- Remilia
- Bullet
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- 10
- Remilia
- Bullet
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- Numb Bullet Attacker (1) On Failure: ATK+2
- Numb Bullet Attacker (1) On Failure: ATK+2
- Remilia
- Vampiric
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- ATK: 1
- If Vampiric (3): ATK+2
- Remilia
- Vampiric
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- ATK: 2
- Remilia
- Vampiric
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- ATK: 2
- On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- If Trickster Devil: On Win: Unless Stigmatizer: Setup (Summon 6 Healing Token) and Heal 6 and If Stigmatizer: Setup (Summon 6 Damage Token as opponent) and Damage Opponent 6
- Remilia
- Vampiric
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- ATK: 4
- On Win: Add To Opponent's Deck (1): Card Bleeding
- On Win: Summon Scarlet Devil Token
- Remilia
- Bullet
- Spear
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- Lifesteal (6) for Opponent
- Exile Self
- On Lose: Unless VS Stigmatizer: Setup (Summon 6 Healing Token as opponent) and Heal Opponent 6 and VS Stigmatizer: Setup (Summon 6 Damage Token) and Take 6 Damage
- VS Trickster Devil: On Lose: Setup (TP+1 as opponent) and Setup (TP-1)
- Remilia
- Status
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- ATK: 7
- Pierce (1)
- Lifesteal (6)
- If Trickster Devil: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- On Win: Unless Stigmatizer: Setup (Summon 6 Healing Token) and If Stigmatizer: Setup (Summon 6 Damage Token as opponent) and Damage Opponent 6
- Remilia
- Vampiric
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- ATK: 3
- If Bat Bullet: ATK+3
- Remilia
- Bullet
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- ATK: 5
- Pierce (1)
- Draw 2 NOT Weather/NOT Future Cards
- Remilia
- Bullet
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- ATK: 3
- VS Bleeding: ATK+5
- Remilia
- Bullet
- Spear
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- Numb Bullet Enemy (1)
- Numb Bullet Enemy (1)
- Remilia
- Vampiric
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- ATK: 6
- Summon Shockwave
- Remilia
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- 12
- Remilia
- Bullet
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- ATK: 8
- Multiply Future Healing by 0
- Remilia
- Bullet
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- ATK: 8
- Add To Opponent's Deck (1): Card Bleeding
- On Win: Add 2 more
- On Win: Add To Opponent's Deck (2): Card Bleeding
- Summon Scarlet Devil Token
- On Win: Summon 2 Scarlet Devil Token
- Remilia
- Bullet
- Spear
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- ATK: 6
- Steal 1TP On Win: Steal 1TP more
- On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- Setup (TP-1 as opponent) and Setup (TP+1)
- If Trickster Devil: On Win: Unless Stigmatizer: Setup (Summon 6 Healing Token) and Heal 6 and If Stigmatizer: Setup (Summon 6 Damage Token as opponent) and Damage Opponent 6
- Remilia
- Vampiric
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- ATK: 6
- DEF: 6
- Pierce (6)
- Remilia
- Bullet
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- ATK: 2
- Graze 2 Any Bullets
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1)
- Numb Bullet Boss (1) On Failure: Numb Bullet Mini-Boss (1) On Failure: Numb Bullet Enemy (1)
- Remilia
- Vampiric
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- ATK: 6
- Per Chain Gang: ATK+6
- Remilia
- Bullet
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- Per Vampiric: Lifesteal (6)
- If Trickster Devil: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- Per Vampiric: On Win: Unless Stigmatizer: Setup (Summon 6 Healing Token) and If Stigmatizer: Setup (Summon 6 Damage Token as opponent) and Damage Opponent 6
- Remilia
- Vampiric
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- VS each Bleeding anywhere: Empower +1 (Spear)
- If none, add 1 per Spear
- VS each Bleeding: Empower +1 (Spear)
- VS each Bleeding in Hand: Empower +1 (Spear)
- VS each Bleeding in Deck: Empower +1 (Spear)
- Unless VS Bleeding or Bleeding in Hand or Bleeding in Deck: Per Spear: Add To Opponent's Deck (1): Card Bleeding
- Remilia
- Bullet
- Spear
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- ATK: 30
- Per TP: Lifesteal (6)
- Exile Self
- Unless Mountain Vapour: If TP (1*): On Win: Unless Stigmatizer: Setup (Summon 6 Healing Token) and Heal 6 and If Stigmatizer: Setup (Summon 6 Damage Token as opponent) and Damage Opponent 6
- If Trickster Devil: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- Remilia
- Vampiric
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- ATK: 66
- Exile Self
- Per Bleeding inflicted: Cost -6TP permanently
- Remilia
- Bullet
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- ATK: 14
- Double healing and TP steals
- Multiply Healing by 2
- Per _tpsteal: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- If Demon King Cradle: Setup (TP-1 as opponent) and Setup (TP+1)
- If Trickster Devil: Per _trickstertpsteal: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- Remilia
- Vampiric
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- Numb Bullet Attacker (1) On Success: Summon Graze Check
- System
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- System
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- On Win: Summon Time Slow as opponent and Delay Opponent's NOT Rules/NOT Weather/NOT _freezeexempt Setup Effects By 1 Round
- On Win: Setup (Summon Time Slow Token)
- System
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- ATK: 1
- On Win: Setup (Resummon)
- Setup (Summon Hakutoken)
- System
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- DEF+1 for self
- ATK-1 for self
- Exile Self
- Setup (Turns into Sacrificial Doll)
- Setup (Add To Deck (1): Card Sacrificial Doll 2)
- System
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- Setup (TP+2)
- System
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- DEF: 1
- Numb Bullet Enemy (1) On Success: Summon Graze Check
- System
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- Coin (3): ATK+1
- On Win: Exile From Opponent's Field (1): Enemy and Exile Self
- Setup (Summon Soul Torch Token)
- System
- Bullet
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- Setup (ATK+1 and Pierce (4))
- System
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- Draw 2 NOT Weather/NOT Future Cards If Draw: If target card is _gustfan: Summon Gust Fan Token
- System
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- Add 1 To Own Max Hand Size
- Exile Self On Success: Setup (Add To Deck (1): Card Tengu Fan 2)
- Setup (Turns into Tengu Fan)
- System
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- ATK: 3
- On Win: Opponent Discards 1 NOT _phantom Boss Card On Fail: Opponent Discards 1 NOT _phantom Mini-Boss Card On Fail: Opponent Discards 1 NOT _phantom Enemy Card
- System
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- Coin (1): DEF+2
- Unless Lose: Exile Self and Add To Hand (1): Card A Penny Saved
- Setup (Summon A Token Saved)
- System
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- VS each Enemy: ATK+1
- System
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- Unless VS Sword of Scarlet Perception: Play From Deck (1): Weather (only once)
- Numb Card Sword of Scarlet Perception (∞)
- System
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- Lifesteal (15)
- Unless Stigmatizer: Setup (Summon 15 Healing Token) and If Stigmatizer: Setup (Summon 15 Damage Token as opponent) and Damage Opponent 15
- Unless Win: Setup (Summon 15 Potential Healing Token)
- If Trickster Devil: On Win: Setup (TP-1 as opponent) and Setup (Modify TP Cost (-1): _train as opponent) and Setup (TP+1) and Setup (Summon TP Steal Token)
- System
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- Setup (TP-1)
- Setup (TP-1 as opponent)
- Setup (Setup (TP-1))
- Setup (Setup (TP-1) as opponent)
- Setup (2 rounds) (Setup (TP-1))
- Setup (2 rounds) (Setup (TP-1) as opponent)
- System
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- DEF: 1
- Prevent Numb Non-Token (1)
- System
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- ATK+1 for self
- DEF-1 for self
- ATK+1 for opponent
- Pierce (1)
- Exile Self
- Setup (Turns into Control Rod)
- Setup (Add To Deck (1): Card Control Rod 2)
- System
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- Exile Self
- Turns into Three Heavenly Drops
- Setup (Add To Deck (1): Card Three Heavenly Drops 2)
- System
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- On Win: Damage Opponent 10
- On Lose: Take 10 Damage
- On Win: Setup (Summon 10 Potential Damage Token and Summon 10 Damage Token as opponent)
- On Lose: Setup (Summon 10 Potential Damage Token as opponent and Summon 10 Damage Token)
- On Tie: Setup (Summon 10 Potential Damage Token and Summon 10 Damage Token as opponent)
- System
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- 2
- System
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- 1
- System
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- 2
- System
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- 1
- System
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- Graze 1 Bullet Enemy.
- Setup (Turns into Sunny)
- Unless VS Weather (1): Summon Sunny as opponent
- Weather
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- Empower +2 (Mini-Boss) Empower +4 (Boss)
- Setup (Turns into Drizzle)
- Unless VS Weather (1): Summon Drizzle as opponent
- Weather
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- Setup (TP+2)
- Setup (Turns into Cloudy)
- Unless VS Weather (1): Summon Cloudy as opponent
- Weather
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- 1/4 of ATK carries over to next turn
- Setup (Turns into Blue Sky)
- Unless VS Weather (1): Summon Blue Sky as opponent
- Weather
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- Empower +1 (NOT System Effect)
- Setup (Turns into Hail)
- Unless VS Weather (1): Summon Hail as opponent
- Weather
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- Graze 1 Non-Bullet Enemy.
- Setup (Turns into Spring Haze)
- Unless VS Weather (1): Summon Spring Haze as opponent
- Weather
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- On Win: Lifesteal (1) per 2ATK.
- Setup (Turns into Heavy Fog)
- Unless VS Weather (1): Summon Heavy Fog as opponent
- Weather
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- On Win: Exile From Opponent's Hand (1): any
- Setup (Turns into Snow)
- Unless VS Weather (1): Summon Snow as opponent
- Weather
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- Pierce (10)
- Setup (Turns into Sunshower)
- Unless VS Weather (1): Summon Sunshower as opponent
- Weather
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- On Win: Damage dealt is boosted by 50%.
- Setup (Turns into Sprinkle)
- Unless VS Weather (1): Summon Sprinkle as opponent
- Weather
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- Draw 4 Cards
- Draw 4 NOT Weather/NOT Future Cards If Draw: If target card is _gustfan: Summon Gust Fan Token
- Setup (Turns into Tempest)
- Unless VS Weather (1): Summon Tempest as opponent
- Weather
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- All your cards are hidden, can play up to 2, ignoring costs. Discard cards costing > 10TP
- Setup (Turns into Mountain Vapour)
- Unless VS Weather (1): Summon Mountain Vapour as opponent
- Discard 10 11 or 66 TP Cards
- Exile From Hand (99): any On Success: Add To Hand (1): Card Hidden Card
- Setup (TP+200)
- Weather
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- On Lose: Damage taken is halved.
- Setup (Turns into River Mist)
- Unless VS Weather (1): Summon River Mist as opponent
- Weather
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- Both players will deal damage based on ATK, not just the winner.
- Setup (Turns into Typhoon)
- Unless VS Weather (1): Summon Typhoon as opponent
- Weather
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- Per Enemy: Heal 2 Per Mini-Boss: Heal 4 Per Boss: Heal 6
- Setup (Turns into Calm)
- Unless VS Weather (1): Summon Calm as opponent
- Weather
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- Per Enemy: Damage Opponent 1 Per Mini-Boss: Damage Opponent 2 Per Boss: Damage Opponent 3
- Setup (Turns into Diamond Dust)
- Unless VS Weather (1): Summon Diamond Dust as opponent
- Weather
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- VS each Non-Token: ATK+1 for self
- Setup (Turns into Dust Storm)
- Unless VS Weather (1): Summon Dust Storm as opponent
- Weather
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- Empower +2 (Non-Token) Per Non-Token: Take 1 Damage.
- Setup (Turns into Scorching Sun)
- Unless VS Weather (1): Summon Scorching Sun as opponent
- Weather
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- On Tie: Stats carry over to the next turn.
- Setup (Turns into Monsoon)
- Unless VS Weather (1): Summon Monsoon as opponent
- Weather
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- Turns into a random Weather card
- Turns into a random Weather Mini-Boss card
- Weather