recursal/Fanatic-Fandom huggingface dataset:
Energy Ramp

Energy Ramp isn't a mechanic, however in Blue Plains decks this may very well be a mechanic, as you must know how to manipulate your energy.

## Strategies

### Using Energy Ramp

Energy ramp cards are the most swingiest cards in the game, making one turn make the entire battle be in your favor. There are two factions that have card that give energy: Nicelands and also Blue Plains. Blue Plains is the most important, but to get Nicelands out of the way, use their energy ramp cards to kill one of their creatures early on with your Subliminal Strength, since your opponent will not expect the burst come from a nicelands deck. As for Blue Plains, using Astral Energy will easily ramp up to play big spells that can close out the game.

### Going Against Energy Ramp

It is almost impossible to stop Energy Ramp, since it mainly happens on the opponent's turn. All that can be said, is be prepared for a brutal swing by the opponent if they use energy ramp.
Revenge

This mechanic makes it to where all damage dealt to any of your creatures is stored, and then at the beginning of your turn, deals that much damage to a random opposing creature.

## Strategies

### Using the mechanic

The best way to use Revenge at it's full potential is by protecting the creature that has revenge. What you need to do is give one of your minions heroic, so the creature with Revenge is protected and it can deal the damage it needs to deal. This is a very powerful mechanic, as long as it can go off. If people are afraid to attack due to the Revenge, then that gives an extra turn because they didn't take the time to attack.

### Going against it

If someone plays revenge on one of their creatures, you have two options. Kill that creature, and if you can't, wait. This makes it to where the opponent couldn't fully use the card to it's potential. However, it gave them an extra turn. So there is no real way to get behind Revenge unless you are capable to destroy that creature in one shot.
Vampire Teeth

## Review

This card is not a mono Sandylands card. Then again, Life Leech is not a mono Sandylands card. It is great in mixed faction decks, but then again, all Life Leech is great in mixed faction decks. So don't use it if you choose to only play with only Sandylands cards, only mixed decks. Especially Cornfields, because if a creature has about 100 attack, then they are also gaining 100 health back, and that is a complete drawback to what the opponent has been trying to do all this time, and that's kill that creature.
Useless Swamp Cards

## Useless Swamp Cards

### Poison

* Reverse Plague Seed
* Toilet Token
* Toilet of Doom
* Skull Juice
* Smelly Belly
* Deathbloom Toxins
* Blinding Toxins
* Toxic Cotton
* Plagued Dice
* Skeleton Key
* Plague Dealer
* Patient Zero
* Puma Paw
* Alien Abduction
* Staff of Sickness
* Ogre Gas
* Un-empty Coffin

### Block Card

* Witch Slap
* Swamphole
* Plagued Dice
* Enfeebling Poison

### Blind

* Smelly Blindfold
* Swamphole
* Fog of Isolation
* Ogre Gas
* Toilet of Doom
* Patient Zero
* Enfeebling Poison

### Life Leech

* Bone Amulet
* Soggy Vampire Teeth
* Candy Bites
* Storm of Coughs
* Vampire Banker
* Nightosphere Tooth

### Useless Swamp Landscape

* Useless Swamp
* Bone Amulet
* Swampy Savings

### **​**Silence

* Witch Slap
* Broken Imp Brain

Miscellaneous

* Sugary Muck
* Swamp Foot
* Alien Abduction
* Toilet of Gloom
* Patient Zero
* Candy Bites
* Plagued Dice
* Puma Paw
* Ogre Gas
* Enfeebling Poison
* Premade Grave
Scarab Juice

## Text

50% Life Leech, and if it has 50% or more help it also gets counterattack.

## Review

This card is not meant for just a Sandylands deck. Life Leech is gaining that percentage of life that your creature dealt. Due to the fact that Sandylands barely has any attack to back themselves up for something like this, it is practically useless. However, if this card is mixed with a powerful Cornfields creature, then that creature will gain back a lot of health, because the power of the attack of a Cornfields creature is usually devastating to deal with. So all in all, this card is useless in a mono Sandylands deck, but great in a multi-faction deck.
Heroic

Just like Taunt in Hearthstone, Heroic makes it to where you must attack the creature with Heroic. This allows protection for your other creatures, and to pile on the defense on that particular creature.

## Strategies

### Using Heroic

Heroic is a very gutsy mechanic. Before you give something heroic, be sure that you can stabilize the board so it doesn't die right away. With that said, Heroic can protect other creatures that have beneficial buffs, or are just too weak to take another hit. Having Revenge on one creature while another creature has heroic is great because it basically takes off a turn for the opponent, besides, it is nearly impossible to deal with the creature without taking a lot of damage in the process.

Another strategy is to place Thorns on the creature with Heroic, so if a creature attacks, they will be penalized for doing so.

Another strategy is placing heroic on a creature that has the useless swamp landscape attached to it, now creatures are forced to attack and penalized

### Going Against Heroic

One of the best ways to deal with Heroic is to remove it entirely. There are only a few cards could do that though. Heroic is not necessarily a problem unless that creature has Thorns or if it is protecting a Revenge creature, so just be aware of the situation. If it has Thorns , play Magic Attacks; if it is protecting a Revenge creature, the best thing to do is wait a turn unless you can kill off both of those creatures.
Cornfields Cards

Here is a list of all the Cornfields cards.

## Cornfields Cards

### Attack Up

* Aggressive Growth
* Unbroken Spirit
* Cross Pollination
* Ro's Credit Card
* Primal Rage
* Gang Up
* BFFs
* Underdogs
* Lucky Penny
* Brazenness
* Toxic Toughness
* Corn Phalanx
* Bow of Ro
* Husker's Amulet
* Genie's Wish
* Lost Kung Fu Manual
* Eagerness
* Legion of Pops
* Third Wind

### Bulls-Eye

* Aggressive Growth
* Primal Rage
* Maize Meal
* Bow of Ro
* Gang Up
* Ring of Damage
* Maize Arrow
* Taco Tazer
* Homefield Advantage

### Haste

* Brazenness
* Frenzy Ring
* Eagerness
* Homefield Advantage

### Counter Attack

* Unbroken Spirit
* Genie's Wish
* Cornish Rage

### Cornfields Landscape Cards

* Amber Waves
* Blood for Corn
* Taco Tazer
* Cornlands

### Slow

* Cripple Seeds
* The Reaping

### Miscellaneous

* Field Dressing (Removes buffs)
* Feast of Corn
* Ghost of Maize
* Hoe of Ro
* Toxic Toughness
Kruxogar il Violento

**Turbine di lame** *(CD 80 secondi)*: Si lancia contro il nemico vorticando la spada causando tanti danni. Lvl up: Danni +10%

    **Spada della Promessa** *(Passiva)*: Si concentra sulla sua forza interiore per aumentare il suo ATK. Lvl up: ATK +5%

     **Lama Tempestosa** *(CD 90 secondi)*: Entra in Berserk causando molti danni a 4 nemici casuali. Lvl up: Danni +5%

     **Meditazione** *(Passiva)*: Rievoca gli insegnamenti del suo maestro per aumentare i suoi HP. Lvl up: HP +5%

**Ottenibile da: Mercato Nero, Negozio Speciale, Negozio del Coraggio**

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Shield of Weakness

## Review

This is a great card when you are playing the defensive approach. 3 MP for 3 creatures to have Defense Up and Thorns is very efficient for it's cost. This is much better in the mid game. Turn 3 is when all of your creatures are normally placed down. Turn 4 is the point where you want to start and attack. More than likiely you will only be able to attack once. Therefore, you can place a cheap Thorns spell on one of your creatures. In the mid game however, the more impactful creatures are able to atttack. The more damage they do with Thorns on board, the more the opponent's creatures get punished for attacking you. Especially if all of your creatures have Thorns on board. This card can help accomplish that. Thus, making your creatures much harder targets. The Defense Up is just an added bonus to a crazy effect.
Nicelands (Card)

## Text

Nicelands

Effect: Creature heals 10% HP at the beginning of every turn. Creature is confused and can no longer target specific enemies. A Creature can only have one Landscape at a time.

## Review and Strategies

The Nicelands Landscape is the only landscape which only costs 1 energy. This allows it to be both a good disruptor and a good support card. It can be both a great card and also a terrible card depending on how it was used

**Pros:** The Nicelands' heal is a great counter for Poison. It is also useful against enemies that deal little damage and is very good for sustaining up to the later stages of the game.

**Cons:** It can be quite annoying and sometimes greatly detrimental to the player when the attack lands on a wrong target. The 10% heal also becomes practically useless in the later stages of the game, thus making the card only a huge obstacle

### Using the Card Effectively

The card's support ability (10% Heal every turn) is most useful in the early stages of the game (the first five turns). Use the card during the first 2 turns to allow it to heal any minor damages taken. It allows cards to last until the later stages with little health losses and it also reduces energy expenditure for healing. It is recommended to use Consume Landscape effects or use a different landscape after the early parts of the game as the card's confusion effect becomes more of a hindrance and the Heal becomes useless.

The Nicelands' confusion effect cannot be avoided. It will be negated when there is only one enemy present. Double team magic attack and Triple team magic attack effects can be used and the creature will still attack the selected target.

The Niceland's confusion effect is also useful against enemies in the later parts of the game. Use the Landscape on an enemy making them attack random creatures.

The Nicelands, being a card that only uses 1 energy, can be used to disrupt the flow of the enemy team. When the enemy uses a landscape like Cornfields or Blue Plains which costs 4 or more energy, you can use the Nicelands card to change the enemy's landscape and disrupt their flow.

### Fighting against the Card

When a creature has Nicelands active on it. It is good to note that that creature wont be too much of a problem anymore since it cant attack specific targets. It would be best to use high damage attacks against it.

It is very hard to stop the Nicelands Landscape from disrupting your flow, so you have to learn to live with it and do not get frustrated.
Nicelands Landscape

Creature heals 10% HP at the beginning of every turn. Creature is confused and can no longer target specific enemies.

## Strategies

### Using The Landscape

The nice thing about Nicelands is that it is the cheapest landscape to play. However, it is less impactful compared to the others. it does have some value though. The Heal 10% can stall Poison longer. Even better, if your creature has only 10% Poison, then it can't die from it, even if it has only 10% health left. The reason this is, is because at the start of every turn, all positive effects trigger first (heal), then the negative effects (Poison). The confusion aspect of the landscape doesn't necessarily matter if you aren't targeting a specific creature. Another thing that can be done is placing it on one of the opponent's creatures. This will make it impossible for the enemy to target one of your creatures.

### Going Against The Landscape

Truth be told, the only reason it would impact you, is if they would place it on one of your creatures to make it harder to target a specific creature. In that case, just attack with another creature if you still need to target a creature.
Silmarill

**Lama della Verità** *(CD 70 secondi)*: Colpisce un nemico con la sua arma, causa abbastanza dannie silenzia un nemico per un turno. Lvl up: Danni +10%

    **Ultima Parola** *(Passiva)*: L'ultimo che colpisce vince. Aumenta il suo Critico. Lvl up: Critico +5

     **Tempesta di luce** *(CD 120s)*: Colpisce tutti i nemici causando un pò di danni, ha il 35% di possibilità di silenziarli per 2 turni. Lvl up: Danni +5%, possibilità di silenziare +3%

     **Destrezza** *(Passiva)*: Aumenta la sua destrezza per proteggere i suoi compagni. Aumenta la sua Velocità. Lvl up: Velocità +5%

**Ottenibile da: Mercato Nero, Negozio Speciale, Negozio dell'Onore**

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Miracle☆Paradise (Single)

Miracle☆Paradise* Type A

## Release Chronology

**Miracle☆Paradise**(ミラクル☆パラダイス) is the 7th single by i☆Ris.

## Official Description

* English
* Japanese

テレビアニメ「プリパラ」第2クールオープニングテーマ！

▼初回封入特典：「i☆Ris　トモチケ」（全6種の内1種ランダム封入）〈サンプル画像〉
## Tracklist

* Type A
* Type B

### CD

1. Miracle☆Paradise (ミラクル☆パラダイス)
2. Kokoro no Woto (ココロノヲト)
3. Miracle☆Paradise (ミラクル☆パラダイス) (Instrumental)
4. Kokoro no Woto (ココロノヲト) (Instrumental)

### DVD

1. Miracle☆Paradise (ミラクル☆パラダイス) -Music Video-
2. Miracle☆Paradise (ミラクル☆パラダイス) -Off Shot Movie-

- Miracle☆Paradise (ミラクル☆パラダイス)

- Kokoro no Woto (ココロノヲト)

- Special Kiss

- Miracle☆Paradise (ミラクル☆パラダイス) (Instrumental)

- Kokoro no Woto (ココロノヲト) (Instrumental)

- Special Kiss (Instrumental)

## Navigation

 **Sub-units** | SoLaMi♡SMILE* Akaneya Himika
* Serizawa Yu
* Kubota Miyu
 • Dressing Pafé* Yamakita Saki
* Shibuya Azuki
* Gensōkyoku WONDERLAND
* Defy the fate
* Believe in
* Ryūsei
* Love Magic
* Color
* §Rainbow
* Believer’s HEAVEN
* Realize!
* ayatsunagi
 • Th!s !s i☆Ris!!* Dream Parade
* Bright Fantasy
* YuRuYuRu Happy Days
* Over the future
* Secret Garden
* My Bright...
* Tetsuwan Gāru
* Vampire Lady
* Fanfare
* Goin'on
* Raspberry night
 • WONDERFUL PALETTE* Shining Star
* Re:Call
* Daily Berry!!
* Ichizu -Budokan ver.-
* Ready Smile!!
* Heart Crash!
* Kimi no Kanosei
* Dear...
* Growing days
* Lovely Time
* DETERMINE
* WONDERFUL PALETTE
* Feel it
* Puzzle
* Sensu・of・Wonder☆
 • Shall we☆Carnival* Happy Lucky☆Dream Carnival
* Memorial
* Endless Notes
* Ultimate☆MAGIC
* Spending
* Changing point
* Utakata no Hikari
* FANTASTIC ILLUSION
* TIN TONE
* One Kiss
 **Mini Albums** | Cover☆Ris* We Are!
* Sorairo Days
* Seikanhikō
* Ojamajo Carnival!!
* 1000%SPARKING!
 **Singles** | Color* Color
* Ramune Sunset
 • Ichizu* Ichizu
* i☆Doloid
* Get Over
 • §Rainbow* §Rainbow
* Susume Adventure
* Motteke! Sailor Fuku
 • WONDERLAND* Gensōkyoku WONDERLAND
* Last Moment
* EDGE OF HEAVEN
* Moshimo Mainichi ga Christmas Dattara
 • Itazura Taiyo* Itazura Taiyo
* Happy New World☆
* Dream☆Land
 • Make it!* Make it!
* Yume no Tsubasa
* Secret Pure Love
 • **Miracle☆Paradise*** Miracle☆Paradise
* Kokoro no Woto
* Special Kiss
 • Realize!* Realize!
* Mirai no Namae
* Waku Doki Shitai!
 • Dream Parade* Dream Parade
* Summer Vacation Love
* Make it! -SoLaMiDressing ver-
 • Bright Fantasy* Bright Fantasy
* NEXTAGE
* Hachamecha×Strike
 • Goin'on* Goin'on
* Baby...
* Kirari
 • Ready Smile!!* Ready Smile!!
* trust
* Garnet
 • Re:Call* Re:Call
* Kagami no Labyrinth
* Manatsu no Hanabi to Himitsu Kichi
 • Shining Star* Shining Star
* jewel
* HERO
 • Memorial* Memorial
* Kirakira Good day
* Otoko
 • Changing point* Changing point
* Amekoi
* Sotsugyōshiki
 • Endless Notes* Endless Notes
* Innocent Innovation
 • Ultimate☆MAGIC* Ultimate☆MAGIC
* Arien Hodo Fever
 • FANTASTIC ILLUSION* FANTASTIC ILLUSION
* Thank you forever!
 • Summer Dude* Summer Dude
* 5 STAR☆
* Cheer up
 • 12gatsu no Snowry/Heartbeat Kyujousho* 12gatsu no Snowry
* Heartbeat Kyujousho
 • Queens Bluff* Queens Bluff
* Dream Travelers
Sandylands

## Intro to Sandylands

Sand Creatures are tough to kill! Their abilities are centered around taking hits and returning the damage back ! In this page we will show the mechanics most used in Sandy Land cards, strategies to use it and go against it, and the cards themselves. Sand Creatures have moderate HP and attack compared to Creatures of other planes. Where the really shine is with **Thorns** - almost every creature comes packed with a Thorns card. This allows them to increase their overall damage and deters your opponent from attacking recklessly.
Blue Plains

Blue Plains Creature's Cards allow them to leech energy and devastate enemies with Magic Attacks. In this page we will show the mechanics most used in Blue Plains cards, strategies to use it and go against it, and the cards themselves. Blue Plains creatures usually have high magic attacks,  but not always. Blue Plains creatures are usually meant to defend themselves until they can use a proper magic attack. Depending on the creature, the magic attack can be laughable, or devastating. Blue Plains creatures usually use shield cards to last out from the enemy until they can use a magic attack, depending on the creature of course.
Briar Patch

## Review

This card is very efficient for it's low energy cost. Having Thorns on almost all of your creatures on the board makes it to where your creatures are a lot less likely to be targeted by creatures with high attacks. This card will make sure your board is completely stabalized, because the opponent will be more than likely lose their creatures if they attack it. Only downside, is that Shield stops any Thorn effects, and Magic Attacks are not affected by Thorns .Other than that, there really is no stopping the value of this card. This card will either stall the game because they don't want to attack into your creatures, or it will win the game because they will attack into your creatures (chipping away the opposing creature's own health in the process)
Billionaire Cactus

## Review

Compared to the other Thorn  and draw effect cards, this card is simply too slow. Thorns is a relatively cheap effect. It normally costs 1 MP or 2 MP for area Thorns . Draw effects seem to be more expensive with another ability added on to it. This does help get draw out of a high MP cost creature, but there are better ways to do it.
Blue Plains Cards

This is a list of all the Blue Plains Cards

## Blue Plains Cards

### ​Magic Attack

* Abraca Amadeus
* Elven Bullying
* Blue Eye Ring
* Glowing Green Snot
* Elf Blood
* Spirit Glove
* Blue Comet
* Magic Doorknob
* Spooky Scary Scroll

### Shield

* Crystal Skin
* Elf Tailsman
* Dirtied Staff
* Scroll of Bad Breath
* Arcane Shield
* Elf Blood
* Spirit Glove
* Magic Ring
* Blood Transfusion

### Magic Crystal Ramp

* Wizard Rawk
* Astral Energy
* Warp

### Energy Sap

* Garbage Can Juice
* Dark Portal
* Psychic Tempest
* Hyperactive Brain
* Red Magic
* Dirtied Staff

### ​Miscellaneous

* Pay to Win
* Ghost Thief
* Glowing Green Snot
* Dirtied Staff
* Scroll of Bad Breath
* Ultimate Magic Hands
* Mind Block
* Clairvoyant Daggerstorm
* Dark Portal
* Migraine
* Illusory Anchor
* Ham Comet
* Blood Transfusion
* Red Magic
* Spooky Scaried Scroll
* Crystal Ball
* Warp
Toilet Token

## Text

Creatures will take damage every turn. Stacks increse amount of damage.

## Review

Great card for AI because If an A.I has few creatures but has high health, you can use poision cards to quickly kill high level creatures because of draining a % of hp rather than a specific number.This card does have draw backs some spells can stop poision making it almost useless, but then again, everything has a counter.
Cornfields Landscape Cards

Drag Attacks hit 2x but this creature can no longer draw cards. In this page, it will discuss just how powerful this landscape is.

## Strategies

### Using the Landscape

This Landscape is a great way to close out the game. Once this Landscape is out on the field, the lack of card draw is barely an impact. One thing about this Landscape, is it chips away Shield quicker, because each attack gets rid of one shield. Once Cornfields is on a creature, it would be best to give that creature Haste, making it to where the attacks just don't stop. It is possible to kill a creature, or two in one turn with this landscape.

### Going Against the Landscape

If you can not deal with this landscape, make sure you can deal with the creature right away. This landscape poses the creature as an instant threat. The Landscape is very expensive, so it will usually take up a turn. So try and kill the creature before the following turn.
Hungry Scarabs

## Text

25% Life Leech for each of your creatures on the board.

## Review

As often stated, this card is not just for Sandyland decks. This is used for multiple factions, especially Cornfields. However, this is one of the best Life Leech cards in Sandylands, because Life Leech will almost always be at 100%. Mix this card with a high attack creature and you will be good to go.
Cactus Costume

**Cactus Costume** places Thorns on a target creature on the battlefield

Cactus Costume is a Spell Card useful for disrupting the enem

## Review

The card is really good for adding pressure, and making your opponent think twice about attacking you. Because of its low MP cost it can be used relatively early in the game. Or mid to late game when you want to keep your Thorns topped up on your creatures.
Crymson

**Lancia di Fiamme** *(CD 88s)*: Infiamma la propria lancia e colpisce un nemico causando tanti danni e accecandolo per 2 turni. Lvl up: Danni +10%

    **Lancia Infuocata** *(Passiva)*: Ricopre la sua lancia con un metallo ardente per aumentare il suo ATK. Lvl up: ATK +6%

     **Vento Ardente** *(CD 85 seconds)*: Vortica la sua lancia per creare un tornado di fiamme causando molti danni a 3 nemici casuali. Lvl up: Danni +5%

     **Audacia** *(Passiva)*: Mostra il suo coraggio nel proteggere i suoi cari. Aumenta i suoi HP. Lvl up: HP +5%

**Ottenibile da: Negozio, Negozio Speciale, Mercato Nero, Wanted, Livelli Elite (Capitoli: 5-7, 11-7)**

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Sand Volcano

### Description

Sandylands. If Targeted creature is above 8% Health, also gets Heroic for 2 Turns

**Sand Volcano** is a Landscape card that has two abilities: the Sandylands Landscape, which is automatically applied, and Heroic, which can only be applied if certain conditions are met.

## Strategy

### **Overview**

This card is great for redirecting incoming damage away from high priority creatures or creatures that can't take a hit.

### **Tips**

This card works very well defensively on creatures with high HP so it can tank incoming damage and works even better if the target creature has Thorns . Now creatures are forced to attack and gain damage from the Thorns. This deadly combo is the bane of most corn decks.

Offensively, putting this on one of the opponent's creatures allows an automatic critical hit on the creature with Sandylands. This makes it a lot easier to destroy the target. The bonus Heroic ability doesn't necessarily affect the situation because the creature with Sandylands on it becomes a target that can be killed easily.

## Creatures With This Card

### **Sandylands:**

* Ra
* Dust Bunny
Garen

**Giudizio Finale** *(CD 70s)*: Colpisce un nemico con la sua spada benedetta e causa molti danni, ha l'80% di possibilità di silenziarlo per 2 turni. Lvl up: Danni +10%

    **Coraggio** *(Passiva)*: Incanala il suo coraggio per difendere i suoi amici. Aumenta i tuoi HP. Lvl up: HP +5%

     **Colpo Fatale** *(CD 60s)*: Invoca il potere della giustizia e causa tanti danni ad un nemico, ha il 10% di possibilità di causare Morte in 2 turni. Lvl up: Danni +5%, possibilità Morte +2%

     **Volontà del Re** *(Passiva)*: Aumenta il suo ATK per brama di vendetta. Lvl up: ATK +5%

**Ottenibile da: Modalità Speciale, Mercato Nero, Negozio Speciale**

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Elektra

**Colpo Oscuro** *(CD 88 secondi)*: Usa le tue abilità di killer per causare abbastanza danni a 4 nemici casuali. Lvl up: Danni +5%

 **Passo Oscuro** *(Passiva)*: Concentra le sue energie sulle sue gambe per aumentare la sua Velocità. Lvl up: Velocità +5%

 **Cerchio Mortale** *(CD 88s)*: Lancia la tua cerchio-lama per causare abbastanza danni ad un nemico, e ha l'80% di possibilità di silenziarlo per 2 turni. Lvl up: Danni +5%, possibilità di Silenziare +4%

 **Soffio Vitale** *(Passiva)*: Individua le debolezze dei suoi avversari. Aumenta il suo Colpo Mortale. Lvl up: Colpo Mortale +5

**Ottenibile da: Negozio del Coraggio, Mercato Nero, Negozio Speciale, Wanted, Livelli Elite (Capitoli: 4-7, 10-7, 16-7)**

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Spirit Torch

## Review and Strategies

**Pros:** The Spirit Torch is a great card. With its ability to heal up to 3 creatures for up to 45% of the creature's maximum health (heal is dependent on the number of cards in your hand) It can easily turn the tides of a battle against an enemy who uses non fatal area attacks. It is also very cost effective for it has a low energy cost for its high healing rate.

**Cons:** The Spirit Torch's 45% heal might be hard to use during critical moments in a game. It is also unable to show its full capabilities in many battles as enemy creatures tend to focus attacks on only one creature.

### **Using the card effectively**

As said earlier it can be hard to setup a full 45% heal for a critical moment in the game. This problem can be easily solved by always having 6-8 cards on hand to ensure a minimum area heal of 30%.

A good strategy is to pair the card with Thorns and Heroic. Using the two Mechanics will make the enemy spread out their attacks, allowing the Spirit Torch to show maximum effectiveness (Healing multiple creatures).

Another way to spread out the enemy attacks is by using the Nicelands Landscape on enemy creatures.

* See Thorns and Heroic for recommendations and strategies on using the Mechanic
* See Nicelands Landscape  article for recommendations and strategies on using the Landscape's effect on enemy creatures
Kalec Crystallus

**Vendetta di Ghiaccio** *(CD 88s)*: Congela la propria spada per causare un pò di danni a tutti i nemici, e ha il 20% di possibilità di congelarli per 1 turno. Lvl up: Danni +8% e possibilità di Congelamento +2%

    **Spada di Ghiaccio** *(Passiva)*: Aumenta la sua abilità con questa spada leggendaria. Aumenta il suo ATK. Lvl up: ATK +6%

     **Zero Assoluto** *(CD 88 secondi)*: Colpisce il nemico in posizione 3 con tutta la sua forza causando tanti danni. Lvl up: Danni +10%

     **Dono di Sindragosa** *(Passiva)*: Riceve energia e supporto da Sindragosa per aumentare i suoi HP. Lvl up: HP +5%

**Ottenibile da: Mercato Nero, VIP, Livello Bonus**

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Sandylands Landscape

Sandylands is a landscape that deals 5% damage to the entire enemy team at the start of the turn. This creature will always be critically hit. This can be used in a variety of different ways, which will be explained in this page.

## Strategies

### Using the Landscape

One of the best ways to use this landscape is to put it on one of the enemy creatures, making it to where it always gets critically hit. This is very relevant, because it kills off the opponent's creature much easier. The only downside is that it deals 5% damage to your team at the start of your turn. However, it isn't that huge of a downside, because it is more than likely the creature with the landscape will quickly be killed.

Another thing that can be done is placing it on one of your creatures with Thorns on it, your creature will take a lot of damage, but so will theirs. The Sandylands Landscape is very versatile depending on the situation.

### Going Against the Landscape

The landscape must be consumed as fast as possible. This is a landscape that is very hard to deal with, and sometimes game ending. So make sure the Sandylands Landscape is completely out of the picture.
Civil Unrest

## Review

This card is highly efficient. It completely maximizes Revenge value. The good news about this card is that each individual creature with Revenge will attack a different opposing creature. This maximizes the value, being able to slowly pick away at your opponent's creature's HP total.Just be cautious. Each creature that has Revenge will be posed as an instant threat. They will immediately try to be killed. Make sure you are able to protect them so they can activate Revenge .
I☆Ris LIVE 2021 ～storiez～

## Release Chronology

**i☆Ris LIVE 2021 ～storiez～** is the final live held by i☆Ris as a 6-member group, after the announcement of member Azuki's graduation. It was held on March 28, 2021 at Pacifico Yokohama National Convention Hall.

## Official Description

* English
* Japanese

3月28日(日)パシフィコ横浜にて開催される6人体制ラストライブ『i☆Ris LIVE 2021 ～storiez～』をアニマックスで独占生放送されることが決定しました！

## Setlist

1. Color
2. §Rainbow
3. Dream Parade
4. Arien Hodo Fever
5. Believe in
6. Sensu・of・Wonder☆
7. Ready Smile!!
8. Miracle☆Paradise
9. Bright Fantasy
10. Shining Star
11. Make it!
12. Realize!
13. Goin'on
14. Kirari
15. Sotsugyōshiki
16. Memorial

## Navigation

 **Sub-units** | SoLaMi♡SMILE* Akaneya Himika
* Serizawa Yu
* Kubota Miyu
 • Dressing Pafé* Yamakita Saki
* Shibuya Azuki
* Gensōkyoku WONDERLAND
* Defy the fate
* Believe in
* Ryūsei
* Love Magic
* Color
* §Rainbow
* Believer’s HEAVEN
* Realize!
* ayatsunagi
 • Th!s !s i☆Ris!!* Dream Parade
* Bright Fantasy
* YuRuYuRu Happy Days
* Over the future
* Secret Garden
* My Bright...
* Tetsuwan Gāru
* Vampire Lady
* Fanfare
* Goin'on
* Raspberry night
 • WONDERFUL PALETTE* Shining Star
* Re:Call
* Daily Berry!!
* Ichizu -Budokan ver.-
* Ready Smile!!
* Heart Crash!
* Kimi no Kanosei
* Dear...
* Growing days
* Lovely Time
* DETERMINE
* WONDERFUL PALETTE
* Feel it
* Puzzle
* Sensu・of・Wonder☆
 • Shall we☆Carnival* Happy Lucky☆Dream Carnival
* Memorial
* Endless Notes
* Ultimate☆MAGIC
* Spending
* Changing point
* Utakata no Hikari
* FANTASTIC ILLUSION
* TIN TONE
* One Kiss
 **Mini Albums** | Cover☆Ris* We Are!
* Sorairo Days
* Seikanhikō
* Ojamajo Carnival!!
* 1000%SPARKING!
 **Singles** | Color* Color
* Ramune Sunset
 • Ichizu* Ichizu
* i☆Doloid
* Get Over
 • §Rainbow* §Rainbow
* Susume Adventure
* Motteke! Sailor Fuku
 • WONDERLAND* Gensōkyoku WONDERLAND
* Last Moment
* EDGE OF HEAVEN
* Moshimo Mainichi ga Christmas Dattara
 • Itazura Taiyo* Itazura Taiyo
* Happy New World☆
* Dream☆Land
 • Make it!* Make it!
* Yume no Tsubasa
* Secret Pure Love
 • Miracle☆Paradise* Miracle☆Paradise
* Kokoro no Woto
* Special Kiss
 • Realize!* Realize!
* Mirai no Namae
* Waku Doki Shitai!
 • Dream Parade* Dream Parade
* Summer Vacation Love
* Make it! -SoLaMiDressing ver-
 • Bright Fantasy* Bright Fantasy
* NEXTAGE
* Hachamecha×Strike
 • Goin'on* Goin'on
* Baby...
* Kirari
 • Ready Smile!!* Ready Smile!!
* trust
* Garnet
 • Re:Call* Re:Call
* Kagami no Labyrinth
* Manatsu no Hanabi to Himitsu Kichi
 • Shining Star* Shining Star
* jewel
* HERO
 • Memorial* Memorial
* Kirakira Good day
* Otoko
 • Changing point* Changing point
* Amekoi
* Sotsugyōshiki
 • Endless Notes* Endless Notes
* Innocent Innovation
 • Ultimate☆MAGIC* Ultimate☆MAGIC
* Arien Hodo Fever
 • FANTASTIC ILLUSION* FANTASTIC ILLUSION
* Thank you forever!
 • Summer Dude* Summer Dude
* 5 STAR☆
* Cheer up
 • 12gatsu no Snowry/Heartbeat Kyujousho* 12gatsu no Snowry
* Heartbeat Kyujousho
 • Queens Bluff* Queens Bluff
* Dream Travelers
Punch-O-Matic

## Text

Counterattack x3, Revenge, and Thorns for 2 turns.

## Review

This card is pretty effective. Having Revenge makes the creature become a potential threat to where the opponent wants to defeat the creature as soon as possible. Having Counter Attack and Thorns on the other hand, makes the creature a much harder target. Therefore, the Revenge effect will more than likely go off because your creature is protected with Counter Attack and Thorns .

The only downside to this card, is it won't often see too much play, because it is too expensive. It often takes up an attack or an entire turn. Only use this card when you have to for that very reason.
Useless Swamp

Swamp Creatures can apply status effects that cripple your opponent and deal damage over time. In this page we will show the mechanics most used in Useless Swamp cards, strategies to use it and go against it, and the cards themselves.

Useless Swamp Creatures in a mixed deck are almost always played first, to get poison, blind dealing cards. A deck composed of them can be really hard to counter. Especially if you don't have a card to negate the negative statuses like Purified Eagle Eyes  or cards that grant Shields. Swamp creatures are usually meant to slowly poison/cripple the enemy and wait as they slowly die.
Dustomancy

## Review

Even though this combination is a bit odd, however it comes in handy when you to want to end the game quicker by using high magic statistic creature to attack opponent's creature. Revenge is compliment to this card and 6 mana costs card means that it could fill your floop meter much faster and place you in an advantageous point.
Fog of Isolation

## Text

1x Blind. If the enemy player has 2 or more creatures in his hand 3x more Blind.

## Review

This card is absolutely insane in the early game. If you get this card in your hand at the start of the round (which happens more often than not), then you basically control the board state. Making a creature have to attack 4 times to finally get a hit in is extreme value. It is even better when the creature has a high MP cost, making it where they have to waste a turn attacking into nothing.
Sloth Paw

## Review

This card is quite efficient against low MP cost creatures in the early game, and high MP cost creatures in the late game. The reason why it helps against low MP cost creatures is because it can stop a double attack until turn 6. Recommendation, play this card on turn 4 for maximum early game value. For the late game it helps, because it can completely stop a high MP cost creature from doing a double attack on you almost completely. Sometimes this doesn't always happen. The good news is, it will stop the opponent from playing their resources if they still wish to attack twice.
Battle arena

## Info

   The Battle Arena houses the campaigns. It has 7 battlers who are unlocked upon completion of the previous battler. The Battle Campaigns are titled Treehouse Tourney by Jake, Friend Fight by Finn, Bubblegum Battle by Princess Bubblegum, Marcy's Melee by Marceline, Firey Fued by Flame Princess, Lumpin' Good time by Lumpy Space Princess, and The Tournament by GrandPrixe.
Pocket Sand

**Pocket Sand** is an offensive Landscape Card with two abilities that are automatically applied, Area and the Sandylands Landscape.

## Strategy

### **Overview**

This card is only valuable placed on the opposing creatures since Area is a primarily offensive ability.

### **Tips**

Targeting 3 enemy creatures with this card will cost any of your creatures 15% of their health every turn; so once you play this you've got to act fast to make use of those guaranteed critical hits. However, since the opponent's creature always gets critically hit, it will be much faster to kill the opposing creature, making the weakness of losing health not much of a problem.  Another useful thing you can do with this card is to place it on your enemies and give one of your creatures Revenge. Since each creature will be dealt 15% damage at the start of the opposing player's turn, that means the Revenge damage will quickly add up.

When fighting with a cornfields deck or generally, a deck that doesn't use Magic Attacks. Pocket Sand may be used in tandem with the Briar Patch in order to effectively disrupt many drag attack heavy cards. Cornfields creatures would usually have a lower health when compared to Sandlands creatures of the same level. This is a one for one strategy and both cards are hard to come by at the same time, but this is very effective against a drag attack heavy deck.

## Creatures With This Card

### **Sandylands:**

* Dust Bunny
* Fummy
Magic Attacks

A creature deals damage equal to their magic damage stat to a specific enemy. This is a very powerful tool to use, and this page will explain why that is.

## Strategies

### Using The Mechanic

Magic Attacks, are the strongest attacks in the game. However, the cards that activate the attack tend to be quite expensive to play. The best way to get around this is by having cards that increase your energy to be able to play them quicker. Such as Blue Plains, or Astral Energy. Since having excessive energy is seen quite often in Blue Plains decks, there is no need to worry about having enough energy to play the cards. Also, Thorns are **not** affected by Magic Attacks.

### Going Against The Mechanic

There are two great ways of dealing with Magic Attacks. Blind is a great way to do it, because the opponent will completely miss that attack, which also wastes them a card too. An even better way is by using the Shield mechanic, which negates any damage dealt to that creature. If those cards aren't available to you, then you will have to take the hit.
Thorns

Thorns is a mechanic in the game that reflects all damage back to the creature dealing it. This only works with drag attacks, it is **useless** against magic attacks.

## Strategies

### Using the Card

Thorns make it very painful to hit your creatures. However, it is not likely all of them will have thorns. Probably the best way to go is to put heroic onto the creature that currently has thorns. This will be devastating, because the opponent either has to wait to attack or take a beating while trying to finish you off. Thorns, if used correctly, can very well close the game. When the opponent uses Magic Attack, the creature that attacked will be punished.Thorns can also trigger Revenge on your creatures

### Going Against the Card

Blue Plains or Useless Swamp is the best way to fight back against thorns. Blue Plains has magic attacks, which thorns do not affect. Or if you want to take a different approach, shield works too, because it blocks any damage dealt to the creature.

For Useless Swamp, you can simply use poison, because the spell is causing the damage, not the creatures.
Purified Eagle Eyes

**Purified Eagle Eyes** is a Spell card that has two abilities that are automatically applied: a weak Heal and a debuff remover of Blind and Poison.

## Strategy

### **Overall**

This card is fairly average considering it's weak heal but very useful second ability. Poison and Blind are some of the most frustrating mechanics to deal with during battles and this card puts a stop to them.

### **Tips**

Being able to remove Poison and Blind on your creature can be pretty nice. However, they can easily be placed back on your creature again. Therefore, when this card is played, be sure to quickly attack the opponent with your remaining magic.

It would be best to wait until a creature has 25% poison before using the card in order to save its effect

This card is also very useful against Useless Swamp  that rely on debuffs to defeat the opponent.
Counter Attack

Whenever a creature is attacked, that creature will automatically deal a drag attack back. Stacks increase amount of times effect occurs.

## Strategies

### Using the Mechanic

Counterattacks can be very useful to persuade your opponent to not attack your creature and go for another. Since it lasts all game until you actually trigger it, unlike thorns, it's very useful to protect a target that may have high damage or specific cards. Going for a counterattack on a creature that has low health or is about to die however might not be a good idea, since your opponent will choose to kill it anyway. Note that attack buffs on a creature with counterattack will consume the attack-up, so if you really want to persuade your opponent not to kill a creature, attack buffs and counterattack will do the job.

### Going Against the Mechanic

For going against the mechanic, you can either ignore that creature or trying to tank the damage done with a friendly creature that does not have a lot of priority in the fight (i.e. low attack creatures that your opponent won't kill). Being able to heal after counterattacks is also helpful, so Niceland cards are a nice counter to this mechanic. Other than that, there isn't a specific card that gets rid of counterattack. However, if your opponent is trying to combo counterattacks with attack ups, then the Niceland card - Mayo Slick can be very useful since it removes Bulls-Eye and Attack Up.
Lokacje

## **​Wyspy (Główne)**

(Wyspy Główne) I Wyspa

(Wyspy Główne) II Wyspa

(Wyspy Główne) III Wyspa

(Wyspy Główne) IV Wyspa

## **Lokacje zniszczone**

(Lokacje Zniszczone) Ruiny Starego Miasta

## **Lokacje skalne**

(Lokacje Skalne) Labirynt

(Lokacje Skalne) Jaskinie

## **Lokacje na wodzie**

(Lokacje Na Wodzie) Mosty

(Lokacje Na Wodzie) Mielizna

## **Lokacje zamieszkane**

(Lokacje Zamieszkane) Wioska Tubylców

(Lokacje Zamieszkane) Grota Ostatniego Smoka

(Lokacje Zamieszkane) Zamek
Vengance

## Review

The cards usefulness lies in its low mp cost, it's really good when you want to dictate the pace of battle. Opponents may be scared to attack you because each individual attack just adds up more damage for the creature with Revenge to store. This will often take a turn off of attacks from your opponent, especially if they can't get to the creature with Revenge on it.
Card wars Kingdoms guide Wikia

## Welcome to the Card wars Kingdoms guide Wikia

This is a wikia all about the new Card Wars Kingdom Adventure time game. It is a guide to the mechanics and strategies that can be done.

## Factions

* Sandylands
* Useless Swamp
* Blue Plains
* Cornfields
* Nicelands

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Morph

Morph is when a creature is turned into a harmless frog with only 25% of it's starting attack and magic. Morph also gets rid of shields, and vice versa, shields remove morph.

## Strategies

### Using Morph

Morph is a very effective mechanic. You can use it on a very powerful creature to weaken their forces, making it a lot easier to survive the upcoming blow. This is especially good since it can completely ruin your opponents next turn. Like if your opponent is trying to burst one of your creatures down with corn attack buffs, morph will stop that from happening. It's also good against blue plains decks, since it can delay there magic attacks for a turn, however blue plain decks usually have several creatures with high magic attack, so even if you morph one creature a magic attack can just go on another creature. Morph can also remove the shields used by blue plains cards. Another thing you can do is combo it off with a card called Sloppy Kisses. Sloppy Kisses deals 20% damage automatically, but insta-kills a Morph creature. Which is powerful because the combo is not hard to pull off.

### Going Against It

If someone uses a Morph card against you, just be wary of what may come up next. It makes it very easy to attack into the creature. The plus side is, you can still draw cards while a creature is in Morph. So that isn't an issue. They can also deal with other creatures while your creature is currently in Morph, because it is weak, and there really is no point in attacking it at the time. One strategy that can be done is to Silence your creature so the insta-kill with Sloppy Kisses can no longer happen, because no one can target it. If you have a card that grants shield you can use that card to instantly remove morph.
Slow

Drag attacks cost 1 more energy. Stacks increase the number of turns this effect is active.

## Strategies

### Using the Mechanic

Slow is good for stopping your opponent's game plan, especially early on in the first 5-6 turns. When your opponent is either attacking to accumulate cards, or attacking with corn damage buffs to kill creatures early on, slowing can completely shut down that plan, forcing your opponent to make awkward attacks. Be sure to target creatures with slow that have high attack, or cards that your opponent will want. However, using it late game might be fairly bad if your facing Nicelands or Blue Plains decks that focus on using big magic attacks rather than attacking with their creatures.

### Going Against the Mechanic

There isn't really a lot you can do to combat this mechanic. If your opponent casts a slow card, they will usually try to slow the creatures you want to attack with, so either attack with your other creatures, or just try to still go for the cards you're looking for and keep attacking with the slowed creature. It can be helpful to have creatures that yield same cards so that if your opponent slows down 1 creature, you can still attack with the other and try to get the same cards you're looking for. Also, try to seperate your priority creatures so that they don't get affected by the area slow Sandylands card.
Brak kursora w grze

Brak kursora w grze - uniemożliwiający grę, błąd, którego można naprawić,

## **Co robi ten bug?**

Ten błąd (jak sama nazwa wskazuje) nie pokazuje nam naszego kursora. Bardzo często współpracuje z bugiem "Zanikanie elementów gry".

## **Kiedy pojawia się ten bug?**

- Ten bug pojawia się najczęściej na nowszych komputerach i laptopach. Już na samym starcie gry, kiedy lądujemy w menu głównym zauważamy, że nie mamy naszego kursora i musimy grać wybierając wszystko "na ślepo".
Lily

**Lato B** *(CD 90s):* Attacca un nemico casuale con il 50% di possibilità di confonderlo per 1 turno. Lvl up: Danni +10%, possibilità di Chaos +3%

**Dolce Rapidità** *(Passiva):* Sii tenera ma veloce! Aumenta la Velocità. Lvl up: Velocità +6%

**Ultimo Ballo** *(CD 110s):* Esegui la danza dell'Amore Fatale. Causa qualche danno alle retrovie e ha il 20% di possibilità di confonderli per 2 turni. Lvl up: Danni +5%, possibilità di Chaos +4%

**Carica Romantica** *(Passiva):* Concentra il potere dell'Amore suoi tuoi pugni. Aumenta l'ATK. Lvl up: ATK +5%

**Ottenibile da: Modalità Speciale, Mercato Nero**

Guida Base | Guida Completa | Personaggi | Facebook
Defense Up

Decrease the amount of damage taken by 25%. Stacks increase amount of turns the effect is active.

## Strategies

### Using this Mechanic

Defense up cards are alright in most circumstances, but in some circumstance can be very good. For the times it can be great, against corn decks, it can negate the one shot burst. Be sure to play defense up cards on creatures that have high priority in the battle, or creatures your opponent will want to kill first. It's important to note that defense up ignores magic attacks, so against blue plains and nicelands, defense up cards isn't worth casting. Since in almost any stage of the game your opponent will attack, whether for cards, or damage, so defense up can almost always negate some damage.

### Going Against this Mechanic

This mechanic isn't really that much impactful, so even if your opponent casts a defense up card on a creature, you still shouldn't hesitate to attack anyways.
Cactus Coffee

## Text

Revenge. If creature's HP is below 50%, it gets Defense Up for 2 turns.

## Review

As always, a 1 MP Revenge card is absolutely insane. It automatically poses a threat on the board. The other part of the card is very situational. It will be more than likely that your creature will be less than 50% HP at one point. Don't make your creature get 50% or less HP to trigger the second effect. Defense Up is stronger when your creature has more HP, so it basically counteracts the value of the effect.
Blind

Next attack misses. Stacks increase amount of attacks missed. This page will show just how broken this mechanic can become.

## Strategies

### Using The Mechanic

A good strategy for using this is against Cornfields decks right after they buff up one of their creatures to do a massive drag attack. This makes it to where they waste all the cards they used to buff up their team. Another thing that can be done is to use Blind on Blue Plains creatures, because they tend to have devastating Magic Attacks . Blind makes it to where they have to waste a normal attack on a creature first, therefore making it less likely to see a Magic Attack on that turn. However, a creature with Blind will still get a card, so be sure to cast this specifically when there will either be a lot of damage buffs coming or magic attacks coming.

### Going Against The Mechanic

Sometime or another, the creature with Blind will have to attack, so do it early. No need to waste magic crystals on a later turn. There are ways to remove Blind, but it isn't necessary.