 Eternal Mage | • Steals the ability of the first enemy it faces and disables the abilities of the enemy’s cards for one turn. | + Excellent for countering powerful cards − Its ability can be useless against cards like White Panther | 1.8k | 3.7k |
 White Tiger | • On entry, this card slashes the enemy with the highest attack and inflicts bleeding, which deals 10% of this card’s damage per turn for two turns. | + Decent against slightly stronger cards − Not that great after the entry turn | 1.4k | 2.8k |
 Shadow Duelist | • 25% chance to make the opponent attack the next card in their party, dealing 40% damage. | + Good for Infinite Tower and PvP | 1.4k | 2.8k |
 Ice Empress Shinigami | • After an opponent attacks this card three times, their damage is reduced by 90%. | + Good for Story, Raids, and other modes where you face only one card − Weak in PvP and Infinite Tower | 1.4k | 2.8k |
 Flame Tyrant | • Ignite the battlefield on entry, causing all enemies to burn for 15% of their maximum HP each turn while this card remains alive. | + Excellent in the first position when paired up with good support cards + Decent in basically every game mode − Weak if the opponent can disable its ability or one-shot it | 1.2k | 2.4k |
 Black Flame | • Enemies will be permanently burned for 5% of their maximum HP if they enter the field after this card is defeated. | − Ability is very situational except for Raids | 1.1k | 2.2k |
 Forest Sage | • Increases the HP and damage of ally cards by 25% after this card is defeated. | + Excellent support when first in the party | 980 | 1.9k |
 Lunar Guardian | • Gains 100% more HP and damage whenever she gets stunned. (Does not stack) | + Potentially insane against cards with a lot of stuns − Unreliable | 980 | 1.9k |
 The Impure Ghost | • Summons a rib cage that protects the card for two turns on entry. | + Good ability that lets it defeat one card without taking damage | 704 | 1.4k |
 Blue Slime | • Converts 40% of the damage dealt into HP after attacking | + Powerful healing effect | 704 | 1.4k |
 Mist Hashira | • 10% base chance to dodge attacks. • For every 15% HP this card loses, the dodge chance increases by 5%. | − It might just get one-shot by the time its ability is in full effect | 572 | 1.1k |
 Terrible Tornado | • Reflects the first attack of an opponent back at them, dealing 30% of the intended damage. | + Excellent for Raids | 490 | 980 |
 Elite Shadow Knight | • For every Elite Shadow Knight alive in your party besides this one, this card attacks an additional time and deals 20% more damage per attack. | + Excellent if you have a whole party of them | 464 | 928 |
 Sun Lion | • Gains 100% more damage and HP during a Harvest Moon Cycle | + Very powerful during the Harvest Moon Cycle − Underwhelming during the other Moon Cycles | 464 | 928 |
 Esper Prodigy | • Gain damage equal to 100% of your missing HP. | + Decent comeback potential | 434 | 868 |
 Wizard King | • 25% chance to warp time and heal back damage from the last attack after every turn. | + With enough luck, it can survive for a long time − Weak against cards that reduce RNG chances | 398 | 796 |
 Red Pilot | • Boosts the damage of all ally cards by 15% while in the party. | + Good support card when it is first in the party | 377 | 753 |
 Ice Empress | • Freezes opponent for two turns when defeated. | + Good for Story and Raids | 363 | 726 |
 Shadow Knight | • Attacks again for every Shadow Knight alive in your party besides this one. | + Decent if you have a full party of them | 363 | 726 |
 Bald Hero | • 5% chance to deal damage equal to 100% of the opponent’s maximum HP. | − Extremely low proc chance | 363 | 726 |
 Healing Fist | • Heals allies by 10% of their maximum HP after being attacked while this card is in the party. | + Decent support card − The heal is not that great | 341 | 682 |
 Insect Hashira | • 30% chance to disable the opponent’s ability for two turns after attacking. | − Weak if the ability doesn’t proc | 323 | 646 |
 Sword Saint | • Damages the enemy’s entire party by 5% of their maximum HP after every attack. | − Unreliable against stronger cards | 286 | 572 |
 Berserker Shinigami | • Revives to 50% HP after a fatal hit and gains 50% damage until defeated. (Only activates once) | + Very powerful in all game modes | 286 | 572 |
 Psycho Stalker | • 25% chance to dodge an attack and counterattack, dealing 30% of this card’s damage. | + Decent dodge chance − Low counterattack damage | 277 | 554 |
 Crimson Vampire | • 50% chance to revive back to full HP when defeated. (Only activates once) | + Excellent when the ability procs | 257 | 514 |
 Snake Hashira | • 20% chance to dodge an attack every turn. | − Low dodge chance with no other effects | 257 | 514 |
 White Ghoul | • After attacking, mark the field and damage opponents for 10% of their maximum HP when they enter. | − Practically useless in game modes where you fight only one card | 232 | 464 |
 Awakened Wild Hunter | • Weakens the opponent, causing the next attack to deal 50% more damage. | + Decent against equally strong cards | 232 | 464 |
 Titania | • Blocks attacks that deal less than 25% of your maximum HP. | + Very strong against weaker cards and when paired up with damage reduction effects − Weak against stronger cards | 213 | 426 |
 Stark Gunner | • The next attack deals 75% more damage if this card was stunned in any way. | − Very situational | 195 | 389 |
 Black Demon | • 50% chance to reduce opponent RNG skill chances by half after attacking. | − Useful only when attacking first | 186 | 372 |
 Fire Dragon | • 10% chance to burn the opponent’s party for two turns, dealing damage equal to 5% of their maximum HP to each of them. | − Very low ability proc chance and damage | 176 | 352 |
 Shadow Monarch | • This card takes 10% more damage from enemy attacks. | − Just bad | 176 | 352 |
 Masked Emperor | • After each attack, command the opponent to damage themselves for 20% of their current damage. | + Excellent for Raids and against cards with a high amount of HP | 168 | 336 |
 Black Swordsman | • Does a follow-up attack that deals damage equal to 20% of the opponent’s maximum HP. (Does not work on NPCs) | + Very good in PvP − Useless in Raids, Infinite and Battle Tower, and Story | 159 | 317 |
 Death Log | • Instantly defeat the opponent after three successful attacks. (Does not work on NPCs) | + Decent in PvP − No point in bringing it against NPCs | 142 | 284 |
 Golden Vampire | • 20% chance to freeze time, skipping the opponent’s next two turns. | + Very powerful if luck is on your side | 140 | 280 |
 Homeroom Teacher | • Enter rage mode and gain 20% more damage and HP on entry. | + Decent and consistent damage and HP boost | 134 | 268 |
 Dark Avenger | • Applies two turns of black flames to an opponent, dealing damage equal to 10% of their maximum HP. (Does not stack) (Does not work on NPCs) | − Decent only in PvP | 119 | 238 |
 Promised Child | • Has a 30% chance to release a burst of wind, dealing 20% extra damage and healing for 10% of maximum HP. | − Unreliable and weak effect | 109 | 217 |
 Crow Master | • 75% chance to dodge the first attack on entry. | + Decent when attacking first | 88 | 176 |
 Deranger Assassin | • Attacks two times in a row and takes damage equal to 20% of maximum HP each turn. | + Very strong against weaker cards that you can one-shot with two consecutive attacks | 80 | 160 |
 The Irregular | • Increases damage and HP by 25% after defeating an opponent. | + Very strong if it gets the chance to snowball | 72 | 143 |
 Thunder Flash | • Have a 30% chance to summon a lightning bolt, boosting your damage by 30% on the next turn. | − Only a 10% damage increase on average | 68 | 136 |
 Ripple Knight | • Heal for 10% of the damage dealt to the opponent. | − Insignificant healing amount | 64 | 127 |
 Golden Wind | • Heals 15% of maximum HP after attacking an opponent. | + Decent healing because it scales based on its maximum HP | 62 | 123 |
 Muscle Head | • Deals damage equal to 12% of the opponent’s maximum HP on entry. | + Decent for Raids and Story | 58 | 116 |
 Half-Demon Swordsman | • 30% chance to absorb the opponent’s attack, increasing this card’s damage by 15%. | + Excellent when luck is on your side | 55 | 109 |
 Light Admiral | • Causes a flashbang on entry, reducing the attack of the opposing party by 10%. | − Only a decent support card | 44 | 88 |
 Star Fist | • 50% chance to attack again. Each subsequent attack decreases this chance by 10%. | + Very strong when the ability procs | 42 | 84 |
 Blade Rebel | • Reduces the opponent’s damage by 10% after every attack. | − Insignificant damage reduction | 37 | 74 |
 Water Hashira | • Increases maximum HP by 25% on entry. | + Decent HP boost on entry | 34 | 67 |
 Sacred Ronin | • Survive a fatal attack with 1 HP. | + A free S-tier support card effect | 32 | 63 |
 Metal Alchemist | • 30% chance of deflecting an opponent’s attack back to them, dealing 12% of the original damage. | − Insignificant ability proc chance and returning damage | 32 | 63 |
 Knight of Light | • 20% chance to blind an enemy for one turn, causing them to miss their attack. | − Very low proc chance | 28 | 55 |
 Golden King | • Disable the opponent’s ability for one turn on entry. | + Good for countering cards with strong abilities | 22 | 44 |
 Shadow Summoner | • 15% chance to strike with a dark aura that does 5x damage. | + Low proc chance, but it can potentially one-shot cards when it does proc | 19 | 38 |
 Crimson Eyes | • Stun the opponent for one turn on entry. | + You potentially get one free attack before the other cards get a turn | 18 | 36 |
 Cat Burglar | • 25% chance to summon a thunderbolt, disabling the opponent’s skill for the rest of the fight. | − Very situational | 15 | 30 |
 Chainsaw Fiend | • 25% chance to apply a bleed effect that lasts two turns and deals damage equal to 10% of the opponent’s maximum HP. | − Low ability proc chance and damage | 11 | 22 |
 Space Cowboy | • Counterattacks after taking damage, firing six shots, each dealing damage equal to 5% of this card’s maximum HP. | − Decent only against cards of similar strength | 11 | 21 |
 Science King | • Randomly picks between gaining 15% HP or 15% increased damage on entry. | + Decent HP or damage boost on entry | 9 | 18 |
 Wild Hunter | • Gain a charge after every attack, granting 10% more damage and HP with each charge. (Maximum three charges) | + Good if it can survive for more than two rounds | 8 | 16 |
 Green Bomber | • Explodes on death, dealing damage equal to the maximum HP of this card. | + Good for bypassing effects that let other cards revive or survive on 1 HP | 7 | 14 |
Published: Apr 24, 2025 10:25 PM GMT+9