recursal/Fanatic-Fandom huggingface dataset:
Royal Guard 2

## RG 02

Previous Versions can be found here.

Royal Guard 2 (RG 02), like in Undertale, is paired with RG 01. They cost the same, have swapped stats and own a Dust effect that affect each other. Since **Beta 30.0**, both are Basic monsters (until Beta 54.1) and their Dust affect all other Royal Guards as well.

**S**ince **Beta 40.0**, when RG 02 dies, all Royal Guards in your hand get their cost reduced by 2G, including other RG 02's. And with its already strong body, this becomes a big threat to the enemy, possibly the biggest of them all, as it can deal a lot of damage (the most due to having the highest ATK out of all RG's) and doesn't need a second RG on the board to make use of its effect.

## Trivia

* There used to be an easter egg which happened if both RG 01 and RG 02 were on the field. RG 02 would remove their chestplate and RG 01 would get nervous, just like in Undertale.
	+ Description: "Armor so hot..."
Strafe: Previous Versions

Current version can be seen here.

Originally costing 5G to deal 2 damage to all enemies, its price was increased to 6G in **Alpha 3.2**, decreased back to 5G in **Beta 2.6** only to be returned back to 6G in **Beta 4.3**. **Beta 4.6** nerfed it further by only dealing 2 damage to all enemy monsters, so no longer the opponent.

**Beta 4.8** decreased the cost back to 5G again, but also nerfed the effect again. Now, it will do 1-2 damage to all enemy monsters. This was buffed to 1-3 damage in **Beta 7.1**.

**Beta 10.1** started returning it to its roots, as it now deals 2 damage to all enemy monsters like its Beta 4.6 version, but keeping it at 5G. And **Beta 13.1** brought it to its original version, dealing 2 damage to all enemies for 5G. **Beta 18.1** went a step further and lowered its cost to 4G.

**Beta 25.0** nerfed it back down a bit, as it now will only deal DMG to the opponent if they have more HP than you, giving Strafe the same treatment as Punishment. **Beta 34.0** increased its cost back to 5G. **Beta 35.0** reduced its cost back to 4G but removed the secondary effect.

### Stats

SOUL Type: Justice

Cost:

* 5 (Post Alpha 3.0)
* 6 (Post Alpha 3.2)
* 5 (Post Beta 2.6)

* 6 (Post Beta 4.3)
* 5 (Post Beta 4.8)
* 4 (Post Beta 18.1)
* 5 (Post Beta 34.0)
* 4 (Post Beta 35.0, Current)

Effect:

* Deal 2 DMG to all enemies. (Post Alpha 3.0)
* Deal 2 DMG to all enemy monsters. (Post Beta 4.6)
* Deal 1-2 DMG to all enemy monsters. (Post Beta 4.8)
* Deal 1-3 DMG to all enemy monsters. (Post Beta 7.1)
* Deal 2 DMG to all enemy monsters. (Post Beta 10.1)
* Deal 2 DMG to all enemies. (Post Beta 13.1)
* Deal 2 DMG to all enemy monsters.
	+ If you have less HP, deal 2 DMG to all enemies instead. (Post Beta 25.0)
* Deal 2 DMG to all enemy monsters. (Post Beta 35.0, Current)

Rarity: White (Common)

 Trivia

* Beta 33.0 updated its image.
	+ For Justice, it shares this with Punishment, Undyne's Spears and Shootout.
Snow Poff

Snow Poff is one of the 14 new cards added in Beta 7.6. Previous Versions can be found here.

## General

Upon death, Snow Poff summons a Greater Dog to the board, one of the best Taunt monsters in the game. However, there are a few things that make it weaker to make up for the -3 cost.

* Greater Dog only gains its passive +2 HP as long as you have a Dog in your hand. Otherwise it will be left with 4/7.
* Because it will only summon a Greater Dog if it caught one when played, Snow Poffs summoned from other effects are pretty much useless.
* Snow Poff can't attack on its own due to Disarmed and it lacks Taunt, so other than outside resources, it has to rely on its 3rd effect: taking 1 DMG whenever an enemy monster attacks.
	+ Snow Poff doesn't have to be the target of the attacks. It functions pretty much like a Support effect that checks enemy monsters rather than your own.

## Card Skins

* Snowdoggo (by Jake Horror)
* Snowdog (by Diamaincrah)
Scissor Dancer

Scissor Dancer was added in Beta 30.0. Previous Versions can be found here.

Scissor Dancer is a very good card, on par with Fuku Fire for being slightly more expensive and limited, but having more survivablility and usability. This is because its Magic is targetable and can deal 4 DMG, but only if the target is already damaged. Otherwise, it will only deal 1 DMG.

Because of this, Scissor Dancer is best used in combination with other monsters that either have Haste (or Charge), such as Spider, or a damage dealing Magic, such as Loox or Vulkin. Perseverance and Justice can also use their spells to damage the monster, making this a good addition to decks of those classes.
Another Chance: Previous Versions

Current Version can be found here.

Another Chance is a Determination Deck Effect Card. It used to give the user an extra life for 3G. This was reduced to 2G in **Beta 2.6** but returned to 3G in **Beta 5.3**.

With Beta 6.7 making Another Chance not work for non-DT players if they get one with Echo Flower and the class getting a rework in Beta 6.8, **Beta 6.8** also increased the cost of this card to 6G. This, however, was dropped to 5G in **Beta 7.1** and reduced back to its original 3G in **Beta 7.3. Beta 7.6** increased it to 4G.
**Beta 10.1** reworked the class again, and changed the whole purpose of this card. This card will now give a monster of your choice the Dust effect of being resurrected with -2/-2, making it work like a single use of The Heroine's ability, but able to stay on the board with 0/1 even if they only had 2/2 before they died. **Beta 11.0** buffed the effect by now also saving the ATK and HP buffs of the monster before being resurrected.

**Beta 21.0** reworked the card again. Now, with +1 cost to 5G, it can only be used on enemy monsters, but when the monster it's used on dies, it will summon a base version of the same monster on your board. **Beta 27.0** buffed this by giving that monster +1/+1 as well. **Beta 34.0** buffed this again by reducing it back to 4G.

**Beta 48.0** reworked the class and most of its spells, this included. Now, for 6G, it kills all monsters on the board (much liker Hyper Goner). Afterwards, a random Lost Soul is summoned as replacement for each of them. **Beta 48.1** reduced its cost back to 5G. (The Lost Souls themselves were also changed in both to fit the new designed class.) Its cost was reduced further down to 2G in **Beta 52.1**. But it effectively became very much like Sacrfice, as it can now only kill a single ally monster of your choice, but will restore 3 HP to you after doing so. A Lost Soul is still summoned, but this is now one from the chain rather than randomly.

### Stats

Soul Type: Determination

Cost:

* 3 (Pre Beta 2.6)
* 2 (Post Beta 2.6)
* 3 (Post Beta 5.3)
* 6 (Post Beta 6.8)
* 5 (Post Beta 7.1)
* 3 (Post Beta 7.3)
* 4 (Post Beta 7.6)
* 5 (Post Beta 21.0)
* 4 (Post Beta 34.0)
* 6 (Beta 48.0)
* 5 (Post Beta 48.1)
* 2 (Post Beta 52.1, Current)

Effects:

* Gain an extra life. (Post Alpha 3.0)
* Give a monster:
	+ "Dust: Resurrect with -2/-2 (min: 0/1)." (Post Beta 10.1)
	+ "Dust: Resurrect with -2/-2 (min: 0/1) (keep ATK/HP buffs)." (Post Beta 11.0)
* Give an enemy monster:
	+ "Dust: Summon an enemy copy of this." (Post Beta 21.0)
	+ "Dust: Summon an enemy copy of this with +1/+1." (Post Beta 27.0)
* Kill all monsters and replace them with random Lost Souls. (Post Beta 48.0)
* Kill an ally monster to restore 3 HP to you and summon the next Lost Soul.
	+ (Post Beta 52.1, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Determination, it shares this with Will to Fight, Resurrection, Same Fate, Hyper Goner and Sacrifice.
Ultimathrash

## Ultimatrash

Ultimathrash is the 9th DT card added in Undercards. (4th DR DT coming after the vessel) It's an interesting DT that doesn't have any special abilities besides charge and candy. But if you combine it with the evil plan artifact, it will burn Ultimathrash no matter where it is. In trade for burning Ultimathrash, it will turn the evil plan artifact into ultimate fusion, which will start at 7 counters and give each thrashing part from lowest to highest cost. Playing a thrashing part will lower the counter by one. When it reaches 0, it will put a final gambit in your deck, dealing 7 damage to all enemies, restoring 7 hp to all allies, and spawning ultimathrash.

## TRIVIA

* Ultimathrash is currently the only DT in the game that changes a normal artifact into a different artifact
* Ultimathrash is the second of two cards that has a description that doesn't describe an ability. (the first being Sad Dummy)
Royal Guard 3: Previous Versions

Current Version can be found here.

Royal Guard 3 (RG 03) was added in **Beta 30.0**, alongside RG 04, as the only Undertale monsters added in this Deltarune Release Themed update. Much like RG 01 and RG 02, RG 03 and RG 04 have swapped stats, being in the middle ground of the other two, and are Common instead of Basic.

Since their release, all four of them changes at the same time, starting in **Beta 40.0**, where their effects able to affect other RG's of the same kind. In RG 03's case, this meant that before, when it died, all ally RG's except other 03's gained Candy. Now, all ally RG's gain it.

### Stats

ATK: 8

HP: 9

Cost: 9

Abilities:

* Dust: Give all ally RG's Candy (except 03). (Post Beta 30.0)
* Dust: Give all ally RG's Candy. (Post Beta 40.0, Current)

Rarity: White (Common)
Space Cooler: Previous Versions

Current Version can be found here.

Space Cooler was added in **Beta 36.0** as a 2/6 monster with the ability to give +1/+1 to 2 random monsters in your hand at the end of every turn. Before its release, it was revealed with 7 HP instead. It shares this release change with Shrine Mascot. **Beta 49.0** gave it +1 ATK. **Beta 54.1** gave it another +1 ATK, but nerfed its effect to only give +1/+1 to 1 monster in your hand instead of 2.

### Stats

ATK:

* 2 (Post Beta 36.0)
* 3 (Post Beta 49.0)
* 4 (Post Beta 54.1, Current)

HP:

* 7 (Pre-release)
* 6 (Post Beta 36.0, Current)

Cost: 3

Abilities:

* Turn end: Give +1/+1 to 2 random monsters in your hand. (Post Beta 36.0, Current)
* Turn end: Give +1/+1 to 1 random monster in your hand. (Post Beta 54.1, Current)

Rarity: Blue (Rare)
Xela

## Appearance

Xela is a muscular man of above average height with burn scars on his upper body. He has black locks and a gray beard due to his beast man heritage. he has unusual pink eyes and wears black and gold goggles sometimes. He is usually seen wearing the Blackworm Highschool uniform with a green jaket over it.

## Personality

Xela is lazy to the core which earned him the title lazy justice. He doesn't like to use his full power because he finds it a bother and he highly values friendship. Coupled with is laziness is a poor sense of humor and most jokes just go over his head. In battle he is usually calm amd collected but in most situations he won't go all out.

## Powers & Abilities

*Void Slime: He can transform and cover his body with a pinkish crystal and his internal organs become a viscous liquid charges with energy. He can preform powerful energy based attacks and create weapons from the crystal.*

*Shadow Slave*: he can create a copy of himself that has all his physical strength and intelligence. however this copy doesn't have magical powers.

**Immense magical power**

**Master hand to hand combat**

**High intelligence**

**Incredible speed**

**Incredible stamina**

**Incredible durability**
Whimsun

Whimsun is a 3/2/4 card of base rarity. It gains +1 ATK for each other ally monster when played.

## Strategy

Whimsun is a good card for zoo decks, those which specialize in apply pressure via board presence for cheap. Whimsun can essentially act as a conditional 3/5/4, which is a very good statline for the cost. Using cards that summon monsters, such as Iced Butterfly, can make it much easier to get Whimsun to full strength.

It is worth considering when the best time to play Whimsun is. Even if you do not get the full ATK, sometimes the trade in stats are made up for by being stronger in the early game. 5/4 stats are not that strong going into the mid to late game, so it is best not to hold on to Whimsun just to try and get their full effect.
Vulkin: Previous Versions

Current Version can be seen here.

Originally, Vulkin was 2/5 and costed 5G to play to and deal 3 damage to a target of your choice, exactly the same as Justice's Punishment.

**Alpha 2.7** gave it -2 HP and -1 cost. **Beta 4.8** gave it -1 HP, dropping its HP even further to a mere 2, leaving it with 2/2 for 4G.

But not long after that, **Beta 5.0** buffed Vulkin back up to its original state, but with +1/-1, so with 3/4 for 5G. **Beta 6.5** dropped its cost back to 4G, but made its ability deal only 2 damage instead of 3.

**Beta 14.0** dropped its ATK back to 2, leaving it with 2/4 for 4G, the same stats and cost as its Cloud.

### Stats

ATK:

* 2 (Pre Beta 5.0)
* 3 (Post Beta 5.0)
* 2 (Post Beta 14.0, Current)

HP:

* 5 (Pre Alpha 2.7)
* 3 (Post Alpha 2.7)
* 2 (Post Beta 4.8)
* 4 (Post Beta 5.0, Current)

Cost:

* 5 (Pre Alpha 2.7)
* 4 (Post Alpha 2.7)
* 5 (Post Beta 5.0)
* 4 (Post Beta 6.5, Current)

Abilities:

* Battlecry/Enter/Magic: Deal 3 damage. (Pre Beta 6.5)
* Battlecry/Enter/Magic: Deal 2 damage. (Post Beta 6.5, Current)

Rarity: White (Common)
Vulkin's Cloud: Previous Versions

Current Version can be found here.

Cloud was added in **Beta 13.4**, introducing Transparency. This effect makes the monster unable to be targeted by anything until the monster attacks, which removes it. It had this alongside a SoT effect that would make it deal its ATK as DMG to a random enemy (monster or player). It had 2 ATK for this, as well as 4 HP and Cost.

**Beta 41.1** gave it its first change, alongside a nerf to Transparency itself. The effect will now be removed at the start of the monster's next turn. Cloud's effect can now also not target the opponent directly anymore. But to compensate, its ATK was raised to 3. Unfortunately, **Beta 42.0** nerfed its ATK back to 2.

### Stats

ATK:

* 2 (Post Beta 13.4)
* 3 (Post Beta 41.1)
* 2 (Post Beta 42.0, Current)

HP: 4

Cost: 4

Abilities:

* Transparency.
	+ Turn start: Deal its ATK as DMG to a random enemy. (Post Beta 13.4)
	+ Turn start: Deal its ATK as DMG to a random enemy monster. (Post Beta 41.1, Current)

Rarity: Blue (Rare)
Scissor Dancer: Previous Versions

Current Version can be found here.

Scissor Dancer was released in **Beta 30.0** with 3/3 for 4G and the Magic effect of dealing 1 DMG to an enemy monster of your choice, which would take 4 DMG instead if it was damaged. **Beta 33.0** nerfed it to 2 ATK, while **Beta 37.0** nerfed its Magic to be able to target ally monsters and only deal the increased DMG to monsters on the middle 2 slots. **Beta 47.1** buffed its ATK back to 3, while **Beta 55.0** removed its central slot limitation (but kept ally monsters targetable). **Beta 55.1** gave it +1 HP and cost (and mentioned an effect update, but it stayed the same).

### Stats

ATK:

* 3 (Post Beta 30.0)
* 2 (Post Beta 33.0)
* 3 (Post Beta 47.1, Current)

HP:

* 3 (Post Beta 30.0)
* 4 (Post Beta 55.1, Current)

Cost:

* 4 (Post Beta 30.0)
* 5 (Post Beta 55.1, Current)

Abilities:

* Magic: Deal 1 DMG to an enemy monster. If it's damaged, deal 4 DMG instead. (Post Beta 30.0)
* Magic: Deal 1 DMG to a monster. If it's damaged and on a central slot, deal 4 DMG instead. (Post Beta 37.0)
* Magic: Deal 1 DMG to a monster. If it's damaged, deal 4 DMG instead. (Post Beta 55.0, Current)

Rarity: White (Common)

### Trivia

* After its effect nerf of Beta 37.0, it temporarily was still only able to target an enemy monster like before. This was fixed without a direct mention, possibly during Beta 41.1 or Beta 42.0 (as they mentioned bug fixes), with the latest possible moment being when it was buffed in Beta 47.1.
* Beta 51.1 updated its image.
Siphoning: Previous Versions

Current Version can be found here.

Siphoning was added in **Beta 27.0** as Perseverance's 3rd Rare Spell. Its first change was already in **Beta 28.0**, which it shares with Bravery's Rage and Justice's Fast Sanction.

At first, this card would only work on monsters under KR, silencing the monster and make you restore HP equal to half its ATK, making it work as a reverse Brain Shift. Beta 28.0 made it now no longer need the KR to Silence.

**Beta 29.0** reworked its effect. It returned to just being able to silence monsters if they are under KR, but now affects all monsters on the board, making it similar to Contamination. The healing effect is still there, but is now set to restore 3 HP to you for each monster that got silenced. Its cost was increased from 2G to 3G for this, but was brought back to 2G in **Beta 31.0** alongside another effect change. It now no longer silences and you only restore 2 HP for each monster under KR instead of 3. But because it no longer silences, it can work multiple times in a row.

**Beta 43.1** buffed it a bit by now letting it restore 2 HP to a target initially, with each KR'd monster adding up to that, identical to Goner Clam's buff earlier on (though it works with Future instead of KR). The effect is now also targetable rather than always on you (though this wasn't part of Goner Clam's buff). **Beta 44.0** reduced its cost and the healing from each KR'd monster drop by/to 1, but the initial heal was increased to 3.

### Stats

SOUL Type: Perseverance

Cost:

* 2 (Post Beta 27.0)
* 3 (Post Beta 29.0)
* 2 (Post Beta 31.0)
* 1 (Post Beta 44.0, Current)

Effects:

* Silence a monster under KR. You restore 50% of its ATK. (Post Beta 27.0)
* Silence a monster. If under KR, you restore 50% of its ATK. (Post Beta 28.0)
* Silence all monsters under KR. You restore 3 HP for each. (Post Beta 29.0)
* Restore 2 HP to yourself for each monster under KR. (Post Beta 31.0)
* Restore 2 HP. Restore 2 more HP for each monster under KR. (Post Beta 43.1)
* Restore 3 HP. Restore 1 more HP for each monster under KR. (Post Beta 44.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Perseverance, it shares this with Poison, Pollutant Gas, Termination and Contamination.
Sad Dummy

Sad Dummy was added in Beta 57.0.

Being added during April Fools, rather than a custom sprite, it instead has a joke description. As a result, it doesn't have an actual ability in-game, making it a vanilla 5/9 for 7G, thus slightly more expensive but much bulkier than Aaron.

## Card Skins

* WAITING FOR A NEW NAME (by Diamaincrah)
Rage: Previous Versions

Current Version can be found here.

Rage was added in **Beta 27.0** as Bravery's 3rd Rare Spell. Its first change was already in **Beta 28.0**, which it shares with Perseverance's Siphoning and Justice's Fast Sanction.

At first, under the cost of 3G, it was able to deal the ATK of an ally monster of your choice as DMG to the monster in front of it. In Beta 28.0, this was buffed by now making the excess DMG be dealt to the opponent (but 6 at most) for 4G. **Beta 34.0** buffed it again by returning its cost to 3G, but keeping the 2nd effect.

**Beta 38.0** buffed the effect yet again. Now, instead of dealing the excess DMG to the opponent, it gives +1/+1 to the selected monster first. As a result, this spell will deal 1 more DMG to the monster in front of it, and can be followed by the actual attack of your monster, which also deals 1 more DMG. **Beta 39.1** increased its cost back to 4G. This was brought back yet again in **Beta 41.0** alongside a slight effect change. The monster will now attack the monster in front of it rather than just dealing its ATK as DMG, meaning counter-DMG will now apply.

**Beta 42.0** reworked the class as a whole. This resulted to Rage being replaced by Overgrowth.

### Stats

SOUL Type: Bravery

Cost:

* 3 (Post Beta 27.0)
* 4 (Post Beta 28.0)
* 3 (Post Beta 34.0)
* 4 (Post Beta 39.1)
* 3 (Post Beta 41.0)
* N/A (Post Beta 42.0, Current)

Effects:

* Deal an ally monster's ATK as DMG to the monster in front of it. (Post Beta 27.0)
	+ Deal the excess DMG to the opponent (max: 6). (Post Beta 28.0)
	+ Give it +1/+1 first. (Post Beta 38.0)
* Give an ally monster +1/+1 and it attacks the monster in front of it. (Post Beta 41.0)
* N/A (Post Beta 42.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 update its image.
	+ For Bravery, it shares this with Aaron's Secret, Final Charge and Froggit Trio.
Pyrope

Previous versions can be found here.

Pyrope is a 5/3/5 of Common rarity. They have Transparency, and the ability that whenever they attack a monster they also deal 2 DMG to the opponent.

## Strategy

Pyrope is hard to take advantage of due to them having abysmal stats. Their ability sounds fine on paper, but they often will just die in 1 or 2 turns resulting in very low damage being dealt. Transparency can actively harm Pyrope given that they can't be given Haste to immediately deal 2 burst DMG. Pyrope wants to attack monsters but they can't really do much given their 5 HP. Pyrope really doesn't have a use given that other cards can deal burst DMG straight up and will have better stats on top of it. Pyrope should be avoided in most cases given their low statline with an effect that does not fit that statline.

## Card Skins

* Barbecue Pyrope (by Jake Horror)
	+ This skin has been removed from the shop
Tea Set: Previous Versions

Tea Set was added in **Beta 50.1** as a Token Spell for Cracked Table. It would restore 4 HP to a target of your choice for 1G. If a monster was targeted, it would gain a bonus +1/+1. **Beta 53.0** increased its cost to 2G.

### Stats

Main spell giver: Cracked Table

Cost:

* 1 (Post Beta 50.1)
* 2 (Post Beta 53.0, Current)

Effect: Restore 4 HP. Give a targeted monster +1/+1, too.

Rarity: Green (Token)
Antisocial Strawberry Wikia

## Welcome to the Antisocial Strawberry Wikia :3

This is a wiki about a OEL manga being created by an aspiring author.

## What's it about?

It's a world filled with Giants, Magical and Exotic creatures, Gods, Fairies, Elves a group of students attending a school for the magically gifted try to survive a plethora of dangerous situations.

## 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.
Starwalker: Previous Versions

Current Version can be found here.

Starwalker was added in **Beta 30.0**. Its first change, alongside many other Deltarune cards, was in **Beta 31.0**. It was buffed by triggering its effect if you have at least 2 spells in your hand instead of 3. This was reverted in **Beta 35.0**.

**Beta 52.1** nerfed it further. Now if its effect triggers, its own cost is reduced by 2G instead of 3G. Since it's a 4G monster, this leaves it at 2G instead of 1G.

**Beta 53.0** reworked it entirely, taking Ranger Rudinn's design by turning from a 3/2 Rare to a 4/4 Common with the Magic of choosing a card in your hand and returning it to your deck with -4 cost. But this will only work if your hand lacks any Rare and Epic cards, just like Starwalker Bird. Luckily, during the transition, that effect was buffed to make generated cards (cards not starting in your deck) not be included.

### Stats

ATK:

* 3 (Post Beta 30.0)
* 4 (Post Beta 53.0, Current)

HP:

* 2 (Post Beta 30.0)
* 4 (Post Beta 53.0, Current)

Cost: 4

Abilities:

* Charge. Turbo: Reduce its cost ...
	+ by 3G if your hand has 3+ spells. (Post Beta 30.0)
	+ by 3G if your hand has 2+ spells. (Post Beta 31.0)
	+ by 3G if your hand has 3+ spells. (Post Beta 35.0)
	+ by 2G if your hand has 3+ spells. (Post Beta 52.1)
* Magic: If your deck has no non-Generated Rare or Epic cards, choose a card in your hand. Return it to your deck with -4 cost. (Post Beta 53.0, Current)

Rarities:

* Blue (Rare) (Post Beta 30.0)
* White (Common) (Post Beta 53.0, Current)
Snow Storm: Previous Versions

Current version can be seen here.

Prior to **Beta 3.4**, Snow Storm was 7G and caused both players to draw cards until they had 6 each in their hands. This was to due Patience's original Passive Effect, which was to deal 30 DMG to the opponent once they tried to draw cards from an empty deck (which would kill them, aside from Determination, who would lose a life). However, with the change of that passive during Beta 2.9 to paralyzing all enemies on their first turn, Snow Storm was reworked to transform every monster on the board into Ice. With this, its cost dropped to 5G. (The original version is now being used as the ability for the River Person.)
**Beta 5.7** increased its price to 8G, however, as it was very widely used and able to change the game situation frequently, making it incredibly hard to beat when used correctly in combination with other cards. **Beta 6.7** increased it again to 9G, but that was only for 1 update, as **Beta 6.8** decreased its cost to 7G but now doesn't transform all monsters into just Ice, but also Ice Cap and Snowman, all at random. This was done to prevent a situation where the Patience user had 2 or 3 Ice on the field and their opponent 4 Ice, making it impossible to get rid of them which led into cards dying because of a full hand. Combine that with the Patience user placing Pyrope and/or Gaster, and it was pretty much lost hope for their opponent.

**Beta 7.4** dropped its cost to 6G, while **Beta 15.0** brought it back up to 7G and **Beta 24.0** brought it even further to 8G. **Beta 28.0** brought it back down again to 7G, but also changed its effect completely again. Now, it simply kills all paralyzed monsters, making it the equivelant of Perseverance's Contamination.

With the next big Patience Rework of **Beta 55.0**, Snow Storm was replaced with Self Reflection. Its sprite was re-used for Change of Winds at the same time.

### Stats

Soul Type: Patience

Cost:

* 7 (Post Alpha 3.0)
* 5 (Post Beta 3.4)
* 8 (Post Beta 5.7)
* 9 (Beta 6.7)
* 7 (Post Beta 6.8)
* 6 (Post Beta 7.4)
* 7 (Post Beta 15.0)
* 8 (Post Beta 24.0)
* 7 (Post Beta 28.0)
* N/A (Post Beta 55.0, Current)

Effects:

* Both players draw cards until they have 6 in their hand. (Post Alpha 3.0)

* Turn all monsters into an Ice. (Post Beta 3.4)
* Turn all monsters into an Ice, Ice Cap or Snowman. (Post Beta 6.8)
* Kill all paralyzed monsters. (Post Beta 28.0)
* N/A (Post Beta 55.0, Current)

Rarity: Purple (Epic)
The Warrior

The Warrior was added in Beta 30.0. Previous Versions can be found here.

The Warrior is near-equal in Stats and equal in Rarity as Ice Wolf. As such, this card also has a negative effect tied to it. In this case, it will deal 5 DMG to itself when played, actually starting out as a 7/4 in a damaged state.

You can very effectively combine this with Candy Dish to give it Candy to let it restore to 7/7 before the enemy's next turn starts. (But it'll still be in a damaged state, so vulnerable to Asgore and Scissor Dancer). The Warrior is also very useful in a Kindness deck due to its access to many healing spells.

Another viable combo is with Action Figures, since you can create a silenced copy of a cheap but powerful monster without any downsides.
Sword Emblem

Sword Emblem was added in Beta 39.1. Previous Versions can be found here.

Since Beta 40.0, as a 4/4 for 7G with Armor (1), Sword Emblem is very similar to Big Hat Charles, which has +1/+1 (so 5/5) instead of a Magic. This Magic lets Sword Emblem obtain either Taunt or Haste, depending if it's played left or right respectively.

Playing it on the left effectively turns Sword Emblem into a Receptionist 2 with +2/+2/+2 at the cost of 1 Armor, giving it has both upsides and downsides to it.

Playing it on the right gives it Haste, which makes its entire concept more similar to Mister Society, which also obtains Haste from playing it on one side of the board. Compared to Mr. Society though, Sword Emblem costs 3G more for +1 ATK and +1 Armor.
Snowman: Previous Versions

Current Version can be found here.

Snowman started out as an effectless 1/3 for 1G card all the way until **Beta 6.5**, where it gained the ability to paralyze the monster in front of it when played. **Beta 6.7** nerfed its HP to 2.

**Beta 31.0** reworked its effect. It can now target any monster to paralyze, but only works if you have less monsters than your opponent (a restriction like that of Strength and Froggit Trio). However, being the first monster with this type of restriction, it was shown that it will count itself when checking on the amount, meaning the effect won't trigger if you only have 1 less monster before playing it. **Beta 32.0** buffed that by making it able to trigger when both boards are equal in numbers (still counting itself). Its effect was now limited to only affect enemy monsters again. **Beta 41.0** nerfed its Cost to 2.

**Beta 54.0** reworked it entirely. Gaining +2/+2 and +1 Cost, it's now a 3/4 for 3G with the Dust of adding itself back to your hand but with -1/-1/-1 base stats. This makes it a very small version of The Heroine.

### Stats

ATK:

* 1 (Pre Beta 54.0)
* 3 (Post Beta 54.0, Current)

HP:

* 3 (Pre Beta 6.7)
* 2 (Post Beta 6.7)
* 4 (Post Beta 54.0, Current)

Cost:

* 1 (Pre Beta 41.0)
* 2 (Post Beta 41.0)
* 3 (Post Beta 54.0, Current)

Abilities:

* N/A (Pre Beta 6.5)
* Magic: Paralyze the monster in front of it. (Post Beta 6.5)
* Magic: Paralyze a monster if you have less than your opponent. (Post Beta 31.0)
* Magic: Paralyze an enemy monster if you have as many or less than your opponent. (Post Beta 32.0)
* Dust: Return to your hand with -1/-1/-1 base. (Post Beta 54.0, Current)

Rarity: White (Common)
Ugly Fish: Previous Versions

Current Version can be found here.

Ugly Fish was added in **Beta 9.2**. Its ability will make any monster damaged by it reduce their ATK by 2. When first released, it was bugged and only dropped ATK by 1. **Beta 9.3** fixed it.

**Beta 10.2** buffed it by giving it Taunt. **Beta 13.1** changed its Taunt into Haste. It also gained -1/+1 with it (though not right away. It was still a 3/7 at first, then changed to a 2/7 and finally to a 2/8). **Beta 34.0** removed its Haste.

### Stats

ATK:

* 3 (Post Beta 9.2)
* 2 (Post Beta 13.1, Current)

HP:

* 7 (Post Beta 9.2)
* 8 (Post Beta 13.1, Current)

Cost: 6

Abilities:

* Strike: Give -1 ATK. (Beta 9.2)
* Strike: Give -2 ATK. (Post Beta 9.3) **[BUG FIX]**
* Taunt. Strike: Give -2 ATK. (Post Beta 10.2)
* Haste. Strike: Give -2 ATK. (Post Beta 13.1)
* Strike: Give -2 ATK. (Post Beta 34.0, Current)

Rarity: White (Common)
Punk Hamster

Punk Hamster was added in Beta 21.0, revealed here the day prior. Previous Versions can be found here.

Punk Hamster was the first card shown with the new Turbo ability, but it turns out that this effect triggers when the monster is drawn, a mechanic that already existed in the form of Mines.

So when this card is drawn, you take 4 DMG. However, as a trade-off, it has a solid 3/3/3 and a Dust effect that adds it to the enemy's deck.

Because of this, once they draw it, they take 4 DMG as well, but will then have a 3/3/3 themselves. This will keep on going endlessly until the Punk Hamster is either killed while silenced, overdrawn or gets transformed/removed by cards like Red Bird or Dimensional Box.

Since its effect only activates when drawn, it is advised to have this in your starting hand.
Puzzle Box: Previous Versions

Current Version can be found here.

Puzzle Box was added in **Beta 30.0**, obtainable through an enemy's Rouxls Kaard. For 3G, it will Silence all enemy Rouxls Kaard, making it intentionally very weak, much like Pre-Beta 56.0 Dog Residue. **Beta 54.1** changed it to allow the owner to Silence any monster, making it much more useful, but still weak due to being a Penetration with triple the cost.

### Stats

Main Spell giver: Rouxls Kaard

Cost: 3

Effects:

* Silence all enemy Rouxls Kaard. (Post Beta 30.0)
* Silence a monster. (Post Beta 54.1, Current)

Rarity: Green (Generated/Token)
Royal Guard 1

## RG 01

Previous Versions can be found here.

Royal Guard 1 (RG 01), like in Undertale, is paired with RG 02. They cost the same, have swapped stats and own a Dust effect that affect each other. Since **Beta 30.0**, both are Basic monsters (until Beta 54.1) and their Dust affect all other Royal Guards as well.

**S**ince **Beta 40.0**, when RG 01 dies, all Royal Guards on your board gain Taunt, including other RG 01's. And with its already strong body, this becomes a big threat to the enemy as it can deal a lot of damage (despite having the lowest ATK out of all RG's) and they can expect more RGs to come, which would make the Dust very powerful.

## Trivia

* There used to be an easter egg which happened if both RG 01 and RG 02 were on the field. RG 02 would remove their chestplate and RG 01 would get nervous, just like in Undertale. They also gained a description (which was blank because they didn't have an ability before Beta 8.1 and the easter egg was removed before that update).
	+ Description when nervous: ''...''
Shyren

Previous versions can be found here.

Shyren is a 3/2/4 monster of Base rarity. When played, she can restore 4 HP to any target. This includes any other monster, the opponent, or the player.

## Strategy

Shyren is best used as a way to heal a monster after it has attacked and taken damage, but Shyren can also be a situational way to heal yourself despite being worse than Vegetoid at doing so. Shyren lacks a good statline and a super impactful effect to really worth be using in most decks, but she can be versatile enough if your deck really needs some monster healing, even though Water Cooler can do a similar job.

## Card Skins

* Singer Fish (by Jeffa Pegas)
* After the Concert (by Shionbluu)
Soul Drain: Previous Versions

Current Version can be found here.

Soul Drain was added in **Beta 51.0** as a 0G spell that would simply deal 2 DMG to the user to let them draw a card. **Beta 53.0** changed it to make the user destroy a card of their choice from their hand for 2G and draw 2 new cards. If the destroyed card was a Lost Soul, its Dust would trigger.

### Stats

SOUL Type: Determination

Cost:

* 0 (Post Beta 51.0)
* 2 (Post Beta 53.0, Current)

Effects:

* Deal 2 DMG to yourself to draw a card. (Post Beta 51.0)
* Burn a card in your hand to draw 2 cards. If it's a Lost Soul, trigger its Dust. (Post Beta 53.0, Current)

Rarity: Blue (Rare)
Soulless Kris

* Kris
* Cage

Soulless Kris was added as Beta 50.0's Determination monster, teased here the day before. This marks it the 7th DT (and 2nd DR one, after Kris) added to Undercards. Previous Versions can be found here.

## Overview

Much like Chara, Soulless Kris has the ability to give a single Artifact: **Dark Fountain**. This Artifact fills your hand with random Deltarune monsters once it reaches 20 or more counters. Dark Fountain gains a counter every time you have played a card you haven't played this game.

Because of this, Dark Fountain requires you to play 20 unique monsters in order to get the Deltarune Cards in your hand. However, the cards will also count towards the requirement, allowing you to chain bursts of cards to play, allowing you to always have something to fight the opponent back with.

Soulless Kris also adds counters to Dark Fountain when you play the card, allowing past monsters to count towards the requirement.

Keep in mind, that this could also be a hurt to you, since it fills your hand and may cause you to overdraw if you do not have enough gold to play any cards.

## Card Skins

* Krispy Soul Dinner (by Asrite)
	+ Originally belonged to Kris.
* Souls of LOVE (by Asrite)
	+ Originally belonged to Kris.
* Good Kris (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
* Heartless (by Diamaincrah)
	+ Left Behind (sold seperately)
* None. (by Nasrin\_AnoirX)
	+ Vessel of 7 Souls (sold seperately)
Stuffed Doll

Stuffed Doll was added in Beta 51.0.

Stuffed Doll is quite an aggressive Taunt monster, as after you made it attacks something (be it an enemy monster or the opponent themselves), it will attack once more on its own, but will attack a random enemy monster only.

Luckily, before the automatic attack, it gains +1 Dodge, meaning that it won't take counter-DMG from it (kinda like as if it has Ranged for the moment). If the automatic attack targets a monster with 0 ATK, or if there's something that causes counter-DMG taken to be reduced to 0, such as Diamond Boy 1, then it will keep its Dodge.

However, it won't stack. Meaning that if it has any Dodge after you made it attack, the Dodge it has will be set to 1 and it will then initiate its own attack. Still, it can work well with Pie, allowing it to attack 2 monsters on its first turn without taking any damage in return because of its 2 moments of Dodge (1).
Toy Block

## Toy Blocks

Toy Block was added in Beta 30.0. Previous Versions can be found here.

Since Beta 52.0, Toy Block is a 4G 5/3 monster that swaps its ATK and HP whenever your turn starts or you end your turn. This means that if no damage or stat buffs are involved, it is a 5/3 during your turn, but a 3/5 during the opponent's.

With its effect granting it more ATK during your turn, and more HP during your opponent's turn, it can be an effective target for Protection or Glad Dummy to give it Taunt (which it had before Beta 41.1).
Robot 98

Robot 98 was added in Beta 23.0. Previous Versions can be found here.

Since Beta 54.1, Robot 98 gains a fitting but massive +98 Dodge when played. Combined with the also fitting stats of 9/8, this sounds very strong. However, any Dodge it has will be removed at the start of the owner's every turn. This effectively means that, much like Transparency monsters, it's meant to survive its first turn safely due to its (psuedo-)DMG immunity. But unlike Transparency monsters, it's actually targetable.

This is a very good card as you're most likely to either able to attack at least once, being on its next turn, or the enemy is forced to use a silencer or insta-kill themselves to get rid of it before it can attack. Any of these is very useful, as it either costs the opponent a lot of HP or one or more very valuable cards.

Keep in mind that unlike before, it doesn't have any beneficial abilities on its own due to obtaining the Dodge through Magic. On the contrary, its Turn start effect only removes its Dodges, making it safe for one to give it other buffs.
Strength

## Effect

Give +1/+1 to 2 random ally monsters.

Effect updates and description changes can be seen here.

Strength is Bravery's Basic spell. Since Beta 42.0, when used, it will give +1/+1 to 2 random ally monsters. Keep in mind that it can't give a single monster the boost twice.

As such, it's highly recommended to only use this when you have more than 1 monster on the board, or the boost gets wasted. It's a good bonus for any monster ready to attack, being able to deal out more DMG and able to have more chance of survival.

In the late game, you can follow this up with an Overheat to deal 1 more DMG to all enemy monsters.
So Sorry

* So Sorry
* Doodlebog

Previous versions can be seen here. Previous Versions of Doodlebog can be seen here.

So Sorry is a good card for those with enough money to quickly deploy monsters such as the Integrity deck. It is also useful if you're in dire need of cards to deploy or wish to fill your hand or board to effectively use the abilities of cards such as Lemon Bread and Whimsalot.

So Sorry adds 2 Doodlebog to your hand when placed on the field, if there is only enough space for one then one Doodlebog will take its place. The Doodlebogs have decent stats, being 2/2/2 with the Magic effect of gaining +1 HP when played on the 1st or 2nd board slot, or +1 ATK when played on the 3rd or 4th.

## Card Skins

* Awkward So Sorry (by BlueKitty12)
	+ Chalk Doodlebog (sold separately)
* Drew this for you (by Asrite)
Ugly Fish

Ugly Fish was added in Beta 9.2. Previous Versions can be found here.

Whenever Ugly Fish damages an enemy monster, that monster will gain -2 ATK, no matter if Ugly Fish attacks or counter-attacks. This is a very powerful ability, able to cripple down a couple of monsters while it lives due to its high HP. The effect also works when it ends up dying in the process, as long as it makes contact with another monster.

As such, the best counters are by killing or simply removing it with spells and effects. Muffet's Pet in particular is useful due to its 2 ATK.

Speaking of Pet, Ugly Fish can work very well alongside it, due to its effect being used to lower enemy monsters' ATK stat to be in Pet's killing range. This works even greater by giving Ugly Fish Taunt by using Protection or Glad Dummy.
Sad Customer: Previous Versions

Current Version can be found here.

Sad Customer was added to the game all the way back during **Beta 2.3** and got never changed since its release, until **Beta 8.1**. Starting as a 1/4 for 3G monster, it was turned into a 4/5 for 6G one (gaining +3/+1 for +3G). Its effect was also changed from reducing the enemy's gold by 2G to 3G.

**Beta 13.1** gave it -1 HP. **Beta 21.0** folled that up by reducing the enemy's gold by 2G again. **Beta 27.0** gave it +1 ATK. And **Beta 40.0** gave it -1/+1, swapped its stats from 5/4 to 4/5, returning them to its Beta 8.1 state (but with the weaker Magic).

### Stats

ATK:

* 1 (Post Beta 2.3)
* 4 (Post Beta 8.1)
* 5 (Post Beta 27.0)
* 4 (Post Beta 40.0, Current)

HP:

* 4 (Post Beta 2.3)
* 5 (Post Beta 8.1)
* 4 (Post Beta 13.1)
* 5 (Post Beta 40.0, Current)

Cost:

* 3 (Post Beta 2.3)
* 6 (Post Beta 8.1, Current)

Abilities:

* Magic: The enemy loses 2 gold. (Post Beta 2.3)
* Magic: The enemy loses 3 gold. (Post Beta 8.1)
* Magic: The enemy loses 2 gold. (Post Beta 21.0, Current)

Rarity: White (Common)

## Trivia

* Its change in Beta 8.1 was mostly done to make it more similar to Gaster Follower 2, similar to how Goner Kid was similar to Monster Kid.
	+ Ficus Licker, added in Beta 39.1, continued this by being similar to Gaster Follower 1.
Redacted

Redacted was added in Beta 9.3. Previous Versions can be found here.

Redacted is an interesting monster. Much like Gaster, this monster was unable to be found without editing the Undertale game files. But unlike Gaster, who now can be found legit, this monster still can't. As a result, it is a Follower that also used the Future effect. As of Beta 46.0, this effect has been replaced by Synergy.

When played, an enemy monster of your choice gains -2/-2, making it quite a powerful crippling card that can also instantly kill low HP monsters. If you've played another Follower beforehand, it also gains Haste, increasing its effectiveness.
Worming Up

## Effect

Summon 2 Worms with +2 ATK.

Worming Up is Perseverance's 1st Deltarune, 3rd Common (4th if including Worsening) and 9th overall Spell added in Beta 43.0. Previous Versions can be found here.

Since Beta 54.0, Worming Up summons 2 Worms for you with a +2 ATK boost, resulting in them having 2/2. They are able to attack right away thanks to their Haste and inflict the enemy's monsters with KR as well as healing you up while doing so.

Keep in mind that unlike before, any other Worm is unaffected, making the only requirement for optimal use is having 2 empty slots for the Worms to spawn on.

Because the enemy monsters get inflicted with KR, this gives combo potential with Siphoning for even more healing, Pollutant Gas for small burst DMG or Termination to outright kill one of the attacked monsters. Contamination can also be used to kill the enemy's entire board, but it's rather expensive and a single Worming Up can only give KR to 2 monsters.
Ragel

Ragel, the dancing mushroom from Temmie Village, was added in Beta 23.0. Previous Versions can be found here.

Ragel is a very crazy card, giving random effects to all monsters on the board (except itself) when played. As of Beta 49.0, these consist of Taunt, Candy, +1 Dodge and +1 Armor.

All of these are positive, meaning that Ragel is best used when the opponent's board is empty and yours as full as possible.
Sad Dragon

Sad Dragon was released in the Beta 7.6 update, alongside 13 other cards. Previous Versions can be found here.

Sad Dragon is the 2nd card to gain the Dodge ability (the first being Sans). Since Beta 36.1, Dodge doesn't reset, meaning due to its mere 1 Dodge, it will only negate the first source of DMG it would take. But even that can give a little room for error.
Red Bush

Red Bush was added in Beta 30.0, but was changed quite a few times in its first few hours. Previous Versions can be found here.

Since Beta 51.1, Red Bush is a 3G 1/4 Plant with Transparency and an Aura effect of having its ATK changed based on other ally Plants on your board. Since Beta 54.1, it will gain +1 ATK for each one. And even though it's a Plant itself, it won't include itself, meaning its ATK will be 1 if you lack any other Plant.

Due to Transparency, it's unable to be silenced by most cards, which makes it much more likely to survive at least until your next turn, when it can attack. If played correctly, it's able to bring its own ATK up to 4 before initiating the attack, without even including effects of other cards.

You can also place down more Red Bushes. While they don't affect themselves, they do affect each other.
Yellow Snail

Yellow Snail, alongside Blue Snail and Red Snail, are cards 4-6/11 shown here on Twitter and released in Beta 18.1. Previous Versions can be found here.

Like the others, it's a 1/1/1 monster and has a Magic effect that gives a buff to all other Snails on your board. In this case, it gives +1 HP.

## Card Skins

* Yellow Sprinter (by Moonlightring)
	+ This skin has no Avatar.
* Yellow Careless (by Jake Horror)
Whimsalot: Previous Versions

Current Version can be found here.

Whimsalot, Whimsun's CORE/Hard Mode counterpart in Undertale, was for the longest time also the upgraded version of Whimsun in Undercards, with higher stats and a simmilar ability. Only instead of gaining ATK, it gains both ATK and HP for each ally monster in play (so up to +3/+3). Originally, it costed 7G for a 4/4, thus at most effective use, it would be a 7/7/7.

**Alpha 2.1** dropped its cost to 6G due to the fact that Final Froggit (at that time) also costed 7G, but had 6/6 by default, for which Whimsalot needed 2 ally monsters. **Beta 5.3** gave it +1 HP, **Beta 15.0** +1 cost (bringing it back to 7G) and **Beta 17.0** +1 ATK, leaving it with 5/5, so 8/8 at most after its Magic.

It stayed like this until **Beta 53.1**, where alongside another +1 HP, its Magic was changed. Now, it gives +1/+1 to a random monster in your hand. But still for each other ally monster, this effect is repeated. This means it does it 1-4 times and it can target any monster in your hand each time.

### Stats

ATK:

* 4 (Pre Beta 17.0)
* 5 (Post Beta 17.0, Current)

HP:

* 4 (Pre Beta 5.3)
* 5 (Post Beta 5.3)
* 6 (Post Beta 53.1, Current)

Cost:

* 7 (Pre Alpha 2.1)
* 6 (Post Alpha 2.1)
* 7 (Post Beta 15.0, Current)

Abilities:

* Magic: Gain +1/+1 for each ally monster. (Pre Beta 53.1)
* Magic: Give +1/+1 to a random monster in your hand. Repeat this for each other ally monster. (Post Beta 53.1, Current)

Rarity: White (Common)

### Trivia

* Its sprite is actually unused, because it only has 1 wing.
	+ Beta 21.1 updated it, using the same sprite, but zoomed in.
Silly Strings

## Effect

Kill an enemy non-DT monster. Add a copy to the top of your deck that costs 1.

Silly Strings is a Deltarune Epic Spell for Integrity, added Season 70.5 as a replacement for Dispatch. Previous versions can be found here.

This Spell allows the player to kill an enemy monster in play of their choice, which then is sent to the top of the player's deck costing only 1G.

This card is incredibly valuable on monsters that cost around as much or more than the spell itself, allowing the player to remove a large threat from the enemy's board and, the very next turn, utilize it as your own at a significantly reduced cost. It is especially effective on high cost cards that have immediate effects as they are played, such as Muffet, Jevil, or Golden Mascot.

This cards main weakness is the high cost requirement to use, and the extra turn needed in order to use the copy generated. However, with any deck cycle or natural draw card, such as Dream, it is possible to play the 1 cost copy the same turn you play Silly Strings, potentially applying immense pressure to the opponent.