recursal/Fanatic-Fandom huggingface dataset:
So Sorry: Previous Versions

Current Version be be seen here.

When it was first released, So Sorry costed 7G for a 4/5 monster that would add 2 Doodlebogs (originally a 2G 3/3 vanilla monster) to your hand. **Beta 4.6** lowered its cost to 6G, making it more reliable and able to be placed alongside one or two Doodlebogs as soon as Turn 4.

   **Beta 6.2** nerfed it with -1 HP, **Beta 10.2** buffed it with another cost drop to 5G, and **Beta 48.0** buffed it again with +1 HP, reverting the previous nerf.

### Stats

ATK: 4

HP:

* 5 (Pre Beta 6.2)

* 4 (Post Beta 6.2)
* 5 (Post Beta 48.0, Current)

Cost:

* 7 (Pre Beta 4.6)
* 6 (Post Beta 4.6)
* 5 (Post Beta 10.2, Current)

Ability:

* Bettlecry/Enter/Magic: Add 2 Doodlebog to your hand.

Rarity: Blue (Rare)
Pyrope: Previous Versions

Current Version can be found here.

Pyrope originally had stats of 0/8, before being nerfed to 0/6 in **Alpha 2.2**, and changed to 1/5 in **Beta 4.2**.

**Beta 4.6** gave it the *Can't attack* ability, making it unable to attack despite having 1 ATK (so its still possible to hurt attacking enemies).

**Beta 6.4** changed it back to its original state of 0 ATK but able to attack (and damage with the help of ATK buffs), but kept its 5 HP.

### Trivia

There was a glitch discovered during Beta 4.5 that allowed for a turn to be skipped or for 6 damage to be dealt if you ended your turn just before the timer ran out with the Pyrope on board, this has since been fixed.

### Stats

ATK:

* 0 (Pre Beta 4.2)
* 1 (Post Beta 4.2)
* 0 (Post Beta 6.4, Current)

HP:

* 8 (Pre Alpha 2.2)
* 6 (Post Alpha 2.2)
* 5 (Post Beta 4.2, Current)

Cost: 5

Abilities:

* At the end of your turn, deal 3 damage to the enemy player. (Pre Beta 4.6)
* Can't attack. At the end of your turn, deal 3 damage to the enemy player. (Post Beta 4.6)
* At the end of your turn, deal 3 damage to the enemy player. (Post Beta 6.4, Current)

Rarity: White (Common)
Staff

## Basic

As of May 2022 (Season 70), there are 51 staff members. Staff members are people chosen by Balancers/Designers or Supporters/Moderators/Coordinators depending on the role. Staff members are given certain permissions, a role in Undercards (different name color) and a special avatar (only for former and current Moderators and above).

**Translators**: Translators don't have any moderator-powers, but their job is to help Onutrem translate the game.

**Testers**: Testers don't have any moderator-powers, but their job is to test changes to cards meant for a future update in the Test Server before they are fully released.

**Artists**: Artists don't have any moderator-powers, but their job is to make card skins. Each of these skins also end up as avatars (usually 1, but occasionally 0 or 2).

**Designers**: Designers don't have any moderator-powers, but their job is to help Onutrem design effects for cards, which are then discussed with Balancers regarding their codability and usability too see if they would fit in the game.

**Balancers**: Balancers don't have any moderator-powers, but their job is to help Onutrem balance the game. They also give feedback to creations from Designers and are the ones that submit the final design, with complete effect and stats.

**Supporters**: Supporters have half moderator-powers. They can mute and DM anyone they wish. Their job is to monitor the chat.

**Moderators**: Moderators have full moderator-powers. They can mute, chat-ban, and DM anyone they wish. Their job is to monitor the chat and help Onutrem.

**Coordinators**: Coordinators have full moderator-powers. They can mute, chat-ban, and DM anyone they wish. Their job is to monitor the chat, help Onutrem, manage the staff team, and organize events.

**Administrator(s)**: Administrator is an exclusive role only given to the developer, Onutrem. Administrators are in charge of the game. They have all of the permissions mentioned above.

## Staff members

### Coordinators (2)

* Alplayex
* Crystal

### Moderators (7)

* captainraddy
* Diamaincrah
* Lurker
* Legendary
* AcidDownpour
* Sktima
* Altergeist

### Supporters (3)

* Kamainu
* Jasuanti
* Napstablook92

### Balancers (8)

* Crystal
* JetmanSkye
* Mr Peanutbutter
* AcidDownpour
* Sktima
* Kunzut1k
* AG
* lolcal

### Designers (2)

* Hardstuck.
* ItsAlex

### Artists (11)

* Emerald.
* \_98za89\_
* Diamaincrah
* JetmanSkye
* The Zodiac
* Kazma
* Virsenus
* Nagasriel
* Shionbluu
* Nasrin\_AnoirX
* CathChicken

### Testers (18)

* CMD\_God
* Sagume Kishin
* feildmaster
* HAIL SATAN
* tails55
* JetmanSkye
* MysteryHD
* bantikat
* Jazmin290
* Napstablook92
* lowercaseNumber
* Reisus Inabaka
* .(^-^) .
* Count Murko
* Raiden
* Vector5557
* Magolor79
* Astra53

### Translators (13)

* nexit
* Emerald.
* \_98za89\_
* feildmaster
* Diamaincrah
* IcyMatt
* MysteryHD
* Jasuanti
* Sktima
* Punai
* misterSD
* Ultrag645
* Кyra
Snail Bucket: Previous Versions

Current Version can be found here.

Snail Bucket was added in **Beta 50.0** as a 2/2 for 3G monster that would summon 2 random 1G Snails when it dies. The summoned Snails can't be two of the same and both would trigger their Magic. **Beta 55.1** limited this to just summoning a Red Snail and Yellow Snail (thus no longer Blue Snail or Burning Snail) and only made one of them trigger their Magic.

### Stats

ATK: 2

HP: 2

Cost: 3

Abilities:

* Dust: Summon and trigger the Magic of ...
	+ 2 random different 1G Snails. (Post Beta 50.0)
	+ a Red Snail and Yellow Snail. Trigger one of them. (Post Beta 55.1, Current)

Rarity: White (Common)
Super colored cards

Super colored cards are alternative versions of cards. But they are very cool because they are in different colors. But that's not all! They also have new cool effects. There are currently 42 super colored cards.

**How to get them?**

Buying a super colored pack for 1000 gold or 5€ in the shop. Crafting one with super colored fragments.

**Can I put a normal and a colored Annoying Dog in the same deck?
Nope, it's an alternative card. By the way, it's not "colored Annoying Dog" but it's "Super colored Annoying Dog".**

**How can I get a super colored fragment?**

You can get super colored fragments by disenchanting super colored cards.

Results:

* This was later revealed as part of the April Fools' 2017 update.
* Even though they said there would be 42 super colored cards, only 4 were shown.
Undyne's Spears: Previous Versions

Current version can be seen here.

When class spells were released in **Alpha 3.0**, this card costed 4G to deal 6 DMG randomly split among all enemy monsters. **Alpha 3.2** increased the cost to 6G, and **Beta 2.6** brought it down to 5G.

**Beta 3.1** nerfed the effect to deal 5 DMG instead of 6. **Beta 4.5** followed that by increasing the cost back to 6G, but **Beta 14.0** brought it back down to 5G.

### Stats

SOUL Type: Justice

Cost:

* 4 (Post Alpha 3.0)
* 6 (Post Alpha 3.2)
* 5 (Post Beta 2.6)
* 6 (Post Beta 4.5)
* 5 (Post Beta 14.0, Current)

Effects:

* Deal 6 DMG randomly split among all enemy monsters. (Post Alpha 3.0)

* Deal 5 DMG randomly split among all enemy monsters. (Post Beta 3.1, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image (which removed 1 Spear to have as many as the DMG).
	+ For Justice, it shares this with Punishment, Strafe and Shootout.
Rudinn: Previous Versions

Current Version can be found here.

Rudinn was added in **Beta 30.0** as a 1/3 for 2G monster simply with the newly added Ranged effect, which made it not take counter-damage. **Beta 39.1** increased its ATK and Cost by 1. **Beta 47.0** gave it another +1 ATK, but also removed Ranged, which resulted in a full rework. Now, it has a Magic effect that would add a random Deltarune monster with a cost of 2-4 to your hand and give it +1 ATK. **Beta 65.1** buffed this Magic effect, allowing you to look at and pick one of two monsters instead of automatically adding one to your hand.

### Stats

ATK:

* 1 (Post Beta 30.0)
* 2 (Post Beta 39.1)
* 3 (Post Beta 47.0, Current)

HP: 3

Cost:

* 2 (Post Beta 30.0)
* 3 (Post Beta 39.1, Current)

Abilities:

* Ranged. (Post Beta 30.0)
* Magic: Add a random 2-4G Deltarune monster to your hand with +1 ATK. (Post Beta 47.0,)
* Magic: Look at 2 random Deltarune monsters costing 2-4 G and choose one. Add it to your hand with +1 ATK. (Post Beta 56.1, Current)

Rarity: White (Common)
Red Wagon

## Soul Cage's Wagon

Red Wagon was added in Beta 30.0. Previous Versions can be found here.

Red Wagon functions similar to Dimensional Box, able to catch a monster and potentially remove it entirely from the game, but is released when its holder dies. However, Red Wagon can only be used on ally monsters, which you usually don't want to be removed.

This is because Red Wagon also has Haste, so it can attack right away, and is meant to be killed instantly and release your own monster. Unlike Dimensional Box, since Beta 53.0 however, the caught monster will not be released back onto the board. Instead, it gets added to your deck, still reset to its base, but now with an added +3/+3.

As such, Red Wagon also functions similar to a mix between Doggo and Malius, able to add one of your monsters to your deck with increased stats, but is a monster from your board rather than your hand.

Doubling effects like those of Cloning, Mad Mew Mew, and Angel of Death will keep the caught monster, effectively allowing you to double it with little penalty.
Useless Bird: Previous Versions

Current Version can be found here.

Useless Bird was added in **Beta 30.0**. It's named this way as it has Disarmed and adds two more randomly chosen Disarmed monsters to your hand (except for itself or a DT monster, specifically Chara). Like many other Deltarune cards, it was slightly changed in **Beta 31.0**. For Useless Bird, this meant a +1 buff in HP, from 3 to 4. With Chara's rework in Beta 31.2, **Beta 32.0** reworded the effect. It no longer has the DT limitation, but no DT monster has Disarmed anymore.

**Beta 49.0** reworked Will, a requirement to effectively use this. As such, Useless Bird was reworked (among a couple other Disarmed monsters). While its stats remained the same, its new effect is a combination of both Taunt and Transparency (of which the former doesn't work until the latter goes away).

### Stats

ATK: 3

HP:

* 3 (Post Beta 30.0)
* 4 (Post Beta 31.0, Current)

Cost: 4

Abilities:

* Disarmed. Magic: Add to your hand 2 random ...
	+ other Disarmed monsters (except Chara). (Post Beta 30.0)
	+ **[Chara rework]** (Post Beta 31.2)
	+ other Disarmed monsters. (Post Beta 32.0)
* Taunt. Transparency.

Rarity: White (Common)
Trash Tornado

Trash Tornado was released in Beta 12.0, alongside Librarian. Previous Versions can be found here.

Trash Tornado makes both players return all the cards they have in their hand to their deck. Then they will draw the same number of cards, so neither hand is actually changed in amount.

Since Beta 49.0, the user only draws a card before the main effect, thus their new hand will have as many cards as how many they had before playing Trash Tornado.

This can be good to swap out some cards you want to use later in game, as a sort of Mulligan. You can also use it if you think the enemy has a combo ready in their hand. Using this will very likely prevent that. Finally, you can use it to re-trigger many Turbo effects.
Toriel: Previous Versions

Current version can be seen here.

Originally Toriel's ability allowed her to bring the ATK of a single monster of your choice, both enemy and ally, to 0. With this effect and 4/6, she costed 6G. **Beta 1.3** undocumentedly changed that to 7G as well as changing her effect to setting a monster's ATK to 1 instead of 0. **Beta 2.0** dropped her cost back to 6.

**Beta 5.2** gave her +3/+2, making her end up with 7/8, just like her ex-husband Asgore. Her effect was also improved to match him by targeting all enemy monsters rather that a single one of your choice. So she now sets all enemy monsters' ATK to 1. (Her old has somewhat been given to Faun for a while.) Her cost was also increased by 5, making her cost 11G, but this was increased to 13G in the next update, **Beta 5.3**, making that also match Asgore (who was 13G at that time).

**Beta 8.1** nerfed her effect by also giving the enemy monsters Taunt. This can really backfire if the opponent plays Asriel, which restores their ATK, but keeps Taunt on them. Because of this, **Beta 8.3** reduced her cost from 13G back to 11G, no longer matching Asgore's. **Beta 24.0** reworked her effect again, now setting the enemy monsters' ATK to 2, but no longer giving them Taunt. Her cost was increased to 12G for this, but was brought back to 11G in **Beta 27.0**.

**Beta 28.0** reworked her again. She gained -2/-3 and -3G, leaving her at 5/5 for 8G, thus no longer matching any of her stats with those of Asgore. Her effect was brought back to set the ATK of a single monster to 1, but can now only target enemy monsters. She will also gain HP equal to the amount of ATK the target lost. This was shown to be very powerful, so **Beta 29.0** nerfed her HP to just a mere 2, followed by **Beta 32.1** dropping it to 1. **Beta 34.0** brought it back up to 2, but also increased her cost by 1G to 9G.

### Stats

ATK:

* 4 (Pre Beta 5.2)

* 7 (Post Beta 5.2)
* 5 (Post Beta 28.0, Current)

HP:

* 6 (Pre Beta 5.2)
* 8 (Post Beta 5.2)
* 5 (Post Beta 28.0)
* 2 (Post Beta 29.0)
* 1 (Post Beta 32.1)
* 2 (Post Beta 34.0, Current)

Cost:

* 6 (Pre Beta 1.3)
* 7 (Pre Beta 1.3)
* 6 (Post Beta 2.0)
* 11 (Beta 5.2)
* 13 (Post Beta 5.3)
* 11 (Post Beta 8.3)
* 12 (Post Beta 24.0)
* 11 (Post Beta 27.0)
* 8 (Post Beta 28.0)
* 9 (Post Beta 34.0, Current)

Abilities:

* Magic: Set a monster's ATK to 0. (Pre Beta 1.3)
* Magic: Set a monster's ATK to 1. (Post Beta 1.3)
* Magic: Set all enemy monsters' ATK to 1. (Post Beta 5.2)
* Magic: Set all enemy monsters' ATK to 1 and give them Taunt. (Post Beta 8.1)
* Magic: Set all enemy monsters' ATK to 2. (Post Beta 24.0)
* Magic: Set an enemy monster's ATK to 1 and gain HP equal to its lost ATK. (Post Beta 28.0, Current)

Rarity: Gold (Legendary)

Song: Heartache

### Trivia

* When Toriel's effect was reworked to gain HP in Beta 28.0, both the patch notes and the card didn't specifically mention that it could only be used on enemy monsters.
	+ With her nerf in Beta 29.0 (to 2 HP), the wording was also fixed. This was also mentioned in the patch notes, listed as a "wording update".
Spade King

## King of Spades

Spade King was added in Beta 36.1. Previous Versions can be found here.

## Overview

Spade King is a 6/8 Taunt monster and its Magic will kill any monster with a current HP of 2 or lower.

This card works very well against aggro and zoo decks, more so against those that use Snail or Tem decks due to the low HP of most of its monsters. Can also work rather well after a Same Fate as an alternative Woshua, but is quite more risky as it costs 3 more and kills your monsters affected by Same Fate as well. However, it has the edge over Woshua when it comes to monsters with types of Armor and Dodge.

## Card Skins

* Darkest of Kings (by Diamaincrah)
* Darkest King (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.

## Trivia

* Spade King is the first Legendary to both start and have Taunt by default.
	+ It was the only one until Beta 51.0, with the release of Legendary Artifact.
Will to Fight

## Effect

Add the next Lost Soul to the top of your deck with +2/+2 and Haste.

Will to Fight was Determination's original Common Spell Card, alongside Resurrection. Effect updates and description changes can be seen here.

Since Beta 48.0, Will to Fight adds the next Lost Soul in the cycle, a 3G Dust monster, to the top of your deck with +2/+2 and Haste. This allows it to guarantee a trigger of its Dust most of the time by attacking something it would die to. But the HP boost makes it harder to do so.

Check the Lost Soul image for the order they are given. It matches with DT's Passive as well as Resurrection and Another Chance. Universal among all 'Lost Soul Generators', Thrashing Machine cannot be obtained. If any of the 3 spells is used by a non-DT player and they obtain a Lost Soul, it will instead be a random one.
Rudolph: Previous Versions

Current Version can be found here.

Rudolph was added in **Beta 45.1**, as a 5G 5/4 Epic with the Magic of restoring 5 HP to his owner. However, this can only be done if the user has no spell in their deck at the moment. **Beta 52.0** buffed the healing to 6 HP as well as the limitation. Generated spells, so spells that didn't start in your deck, don't count anymore.

### Stats

ATK: 5

HP: 4

Cost: 5

Abilities:

* Magic: Restore 5 HP to you if your deck has no spell. (Post Beta 45.1)
* Magic: Restore 6 HP to you if your deck has no non-Generated spell. (Post Beta 52.0, Current)

Rarity: Purple (Epic)
Snowman

Previous Versions can be found here.

Since Beta 54.0, Snowman functions as a very tiny version of The Heroine, able to revive itself after dying with lower base stats. However, rather than directly onto the board, it revives itself to your hand, thus you will need to pay for it again. Luckily, with its revival it lowers its cost as well.

It starts as a 3/4 for 3G and will gain -1/-1/-1 every death. Because of this, it has 4 lives in total and costs a total of 6G (0G for the last 0/1). Just like with The Heroine, if it's reset in some way (bounce, caught and release, etc.) it will turn back into a 3/4 for 3G.

## Card Skins

* Still Waiting (by Diamaincrah)
* Snow Bunny Friend (by Shionbluu)
* Memories of the Snow (by Shionbluu)
	+ Only available through Christmas (2020) Bundle.
Rage

## Effect

Give an ally monster +1/+1 and it attacks the monster in front of it.

**WARNING: AS OF SEASON 42, THIS CARD HAS BEEN REPLACED BY OVERGROWTH. THIS SPELL BEEN READDED IN SEASON 63, AS REPLACEMENT OF DOUBLE TROUBLE**

Rage is a Bravery spell released in Beta 27.0. As 2nd card revealed for this update, it can be seen here. Previous Versions can be seen here.

This card will allow you to make an ally monster attack twice, as when using it, it will attack the monster in front. Before doing so, it will gain +1/+1.

This can help to deal an extra amount of DMG when taking down a strong monster, and works well with Strength due to that buff being included. You can also use it to bypass a Taunt monster without the need for Penetration.
Rabbick

* Rabbick
* Clean Rabbick

Rabbick and Clean Rabbick were added in Beta 30.0. Previous Versions of Rabbick can be found here. Previous Versions of Clean Rabbick can be found here.

## General

As of Beta 36.1, Rabbick has a Turbo effect that adds a Clean Rabbick to your hand. Its Dust summons one instead. Clean Rabbick is identical to Tiny Froggit for being a 0G 1/1 effectless monster, and, which is also the case with Green Flower is a Generated monster. However, unlike those 2, Rabbicks lacks a Tribe.

With the increased support for Turbo, Rabbick can be a good addition to those decks. However, like other Turbo cards, if drawn in the starting hand, the player will not have a Clean Rabbick added along with Rabbick.

## Card Skins

* Late at night (by Jake Horror)
	+ Early in the Morning (sold seperately)

## Trivia

* Between Beta 30.0 and Beta 36.1, Rabbick was the first and only monster with the same Turbo & Dust effect.
River Person

River Person is one of the 14 new cards added in Beta 7.6.

River Person has an ability that uses to belong to Snow Storm, before Patience got reworked in Beta 2.9 and Snow Storm in Beta 3.4, alongside Sharing being removed for Slowing.

This is a very good card, as you can make the opponent lose cards due to a full hand. This is especially the case when you place the Annoying Dog after playing the the River Person. It also works very well with Lemon Bread.

Countering the River Person is somewhat easy. Due to it's high cost, it might not be possible for the owner to place another card, especially before Turn 10. The opponent can then use Expulsion (in Integrity) or Endogeny (in general) to put the River Person back, making the owner lose the next drawn card instead.

## Card Skins

* Singer River Person (by BlueKitty)
* Mystery Guy (by Nasrin\_AnoirX)
Updates

This page is to keep track of all content that needs to be done. Please strikethrough seasons you've completed, or if you've done part of a season, list either all the cards you've done, or the cards that still need to be completed, and tell us which one of the two is applicable.

S61

MS60

S60

MS59

S59

MS58

S58

MS57

S57

MS56 - Completed Previous Versions of Hooded Ralsei, Dynamite Stick, Rudinn, Bloxer, Punk Hamster, Evil Bluepritns, Painting, Bratty, Magic Crystal, and Astigmatism. Pictures needed.

S56 - Completed Previous Versions. Pictures needed.

Below S56: ???
Snowy

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

Snowy deals 2 DMG to a target of your choice when played, just like Vulkin. However, if the target dies, you will receive a random spell in your hand that is equal to the cost of the killed monster. This can be of any class, making Snowy one of the few monster able to do so alongside Snowdin Sign.

Keep in mind that the secondary effect will fail if there is no spell of that cost, which is any monster with a cost of 11G or more (with the exception of 38G, which would give a Hyper Goner, but is almost impossible to accomplish). Also keep in mind that like most cards, this is unable to give any Generated Spells.
Undyne's Spears

## Effect

Deal 5 DMG randomly split among all enemy monsters.

Undyne's Spears is one of Justice's two original Rare Spells, the other being Explosion. Effect updates and description changes can be seen here.

## Overview

When played, Undyne's Spears will deal 5 DMG split into five instances of 1 DMG hits among enemy monsters. The targets of each hit are random--as such, it is possible for one monster to receive the full 5 DMG, or for a monster to avoid taking any.

If a monster reaches 0HP during the effect, it will not be eligible for any further hits. If all monsters on the opponent's field have 0HP before all 5 hits are dealt, the effect ends prematurely, with the unused damage being wasted. Dust effects do not activate during Undyne's Spears, however other effects that rely on a monster taking damage will go off for each hit.

## Strategy

Undyne's Spears are excellent for cleaning up the opponent's monsters of their health is low, and can be used in conjunction with other Justice damage spells and the Justice soul power to ensure a board clear.

Conversely, they are incredibly poor if your opponent has a single monster with a large amount of HP, as the spears may hit that monster and reduce the destructiveness of the card. If faced with high HP monsters, directly modify their HP to a lower value with cards like Chaos Duck so that they are easier to deal with.

Dust effects do not activate during the damage dealing, so do not count on destroying a monster summoned by a Dust effect when using Undyne's Spears.

Using Undyne's Spears with Same Fate can quickly clear the opponent's board, but possibly at the price of your own monsters as well.

As each hit counts for only 1 DMG, cards that ignore small amounts of damage such as Mad Dummy, Armor monsters, or Diamond Boy 1 will render this card completely useless, as they are able to soak up the damage at no cost to their own HP.

In a pinch, Undyne's Spears can be paired with Asgore to damage most, if not all, of your opponent's monsters for Asgore's effect.
Sugar Pot

Sugar Pot was added in Beta 36.0 as one of the cards using the new mechanic of "target hand" effects. Previous Versions can be found here.

When used, a monster in your hand of your choice will gain +2/+2. This can be helpful to avoid Heats Flamesman from killing any 1 HP monster you have in your hand right away upon summoning and when you don't want them to. Also usable on cards like Jumping Frog that rely on handbuffs to improve their effects.
School Tem: Previous Versions

Current Version can be found here.

School Tem was added in **Beta 30.0** as a 1/2 for 3G Charge Tem with the additional ability of gaining +1/+1 if you summon a monster with more ATK than itself. **Beta 55.0** changed that to a Magic that requires you to burn a card in your hand (so remove it from play) with a cost of 2G or less. By doing so, it will gain ATK and HP equal to its cost (gaining nothing from a 0G card but still burn it). **Beta 55.1** buffed that by always giving it +2/+2, no matter the card's cost.

### Stats

ATK: 1

HP: 2

Cost: 3

Abilities:

* Charge. Whenever you summon a monster with more ATK, gain +1/+1. (Post Beta 30.0)
* Charge. Magic: Burn a <= 2G card in your hand to ...
	+ gain its cost in ATK and HP. (Beta 55.0)
	+ gain +2/+2. (Post Beta 55.1, Current)

Rarity: Blue (Rare)
Susie

Second card revealed for Beta 30.0 here. Previous Versions can be found here.

Since Beta 51.1, Susie effectively uses Soothing on all monsters on the board (though with 1 more HP), setting their ATK and HP to 3, with the exception of herself and, since Beta 55.1, all enemy monsters not directly in front of her when played.

With 7 HP, this makes her survive even 2 attacks from the monster in front of her if no other cards are accounted for. Due to her Taunt, using Solidity will boost her to a 4/8 for 8G, able to kill Mad Dummy on her own.

Even if she gets killed earlier, she should already have completed her main purpose, this being weaken enemy monsters and strengthen yours.

## Card Skins

* Leader Susie (by Moonlightring)
* Fight Me (by Jacky Bunny - Fan Artist)
* Defensive Susie (by Asrite)
* Bad Girl (by Jake Horror)
* Chilling Susie (by BlueKitty)
* Menacing Susie (by Asrite)
* Summer Bad Girl (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.

## Trivia

* Unlike the other Heroes, Susie didn't receive a Skin and Avatar upon release.
* Her 2nd Skin, Fight Me, is Jacky Bunny's 1st, making it:
	+ The first to be made by an unofficial Artist.
	+ The first to also be made into a **Profile Skin**.
* Fight Me's file was originally 10x as big as any Skin before it.
* Susie is the first Legendary to have Taunt by default after a rework (and the 3rd to have Taunt by default overall).
Throne

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

Throne lets you draw a single card, but with a few differences:

* It will never be another Throne.
* It will always be the highest rarity possible (except Determination, so the highest possible is Legendary).

This can be used if you have a legendary you have and need at this moment, like Undyne or Asriel Dreemurr. However, due to its 3G, you might not be able to play that monster afterwards, so play this in advance.
Water Sausage

## Typha

Water Sausage was added in Beta 50.0.

Water Sausage is currently the only monster that has both Taunt and a Turbo as well as the only Turbo Plant.

Its Turbo effect makes it simply restore 3 HP to you, but this can still make it a decent addition to a Turbo-based deck for being the only healing Turbo effect.
Real Knife: Previous Versions

Current Version can be found here. Current Version of Chara can be found here.

Real Knife was added in **Beta 52.1** as a Generated card from Chara's reworked **Genocide** Artifact. It allowed the user to Silence and kill any monster on the board for 3G. But this came at the cost of reducing your max HP in a similar way as Fatigue. **Beta 55.1** nerfed it by no longer being able to Silence before killing nor able to target ally monsters.

### Stats

Main spell giver: Chara

Cost: 3

Effects:

* Increase the Genocide counter by 1. Reduce your max HP by the counter.
	+ Silence and kill a monster. (Post Beta 52.1)
	+ Kill an enemy monster. (Post Beta 55.1, Current)

Rarity: Green (Generated)
Teacher Toriel

Teacher Toriel is one of the two Legendary monsters added in Beta 51.0 (the other being Legendary Artifact).

She activates every Turbo effect in your hand, and also gains +1/+1 for each of them. So at most, she can activate 6 Turbo effects and gain +6/+6, which makes her end up at 10/11. This is very strong for a 10G, effectively making her an advanced version of Cash Register (even without the full use).

## Card Skins

* Snail Anatomy Online Class (by Diamaincrah)
Shopping: Previous Versions

Current Version can be found here.

When class spells were added in **Alpha 3.0**, Shopping costed 4G to make you draw 2 cards. This stayed all the way until **Beta 6.7**, where its cost dropped to 3G.

**Beta 14.0** brought changes to the card by changing its effect. Now, it will make you draw a card for every 5 gold you have (including the 3G of Shopping itself, similar to an old Mettaton EX). So it will fail if you don't have 5G and, when taking in account an empty hand after use, will make you overdraw cards starting from 40G.

**Beta 22.0** reworked this card entirely. While the card itself costs 0G, you lose all the gold you currently have to summon a random monster from your deck that has a cost equal to the amount of gold you spent. This was buffed in **Beta 24.0** where it now summons a copy of the card, and buffed again in **Beta 25.0** where if you don't have a monster with the exact cost, it chooses the most expensive cheaper monster instead.

**Beta 44.0** brought its cost back to its original 4G. Its effect got reworked once more. Now, you draw cards until you've drawn a combined cost of 10G or more out of the cards you've drawn or until you have 7 cards in your hand (making you not overdraw at any time). This was changed in **Beta 52.1** to making you draw 3 cards with a cost of 5G or lower. **Beta 54.1** reduce its cost back down to 3G.

### Stats

SOUL Type: Integrity

Cost:

* 4 (Post Alpha 3.0)
* 3 (Post Beta 6.7)
* 0 (Post Beta 22.0)
* 4 (Post Beta 44.0)
* 3 (Post Beta 54.1, Current)

Effects:

* Draw 2 cards. (Post Alpha 3.0)
* Draw a card for every 5 gold you have. (Post Beta 14.0)
* Lose your gold. Summon from your deck:
	+ A random monster with equal cost. (Post Beta 22.0)
	+ A copy of a random monster with equal cost. (Post Beta 24.0)
	+ A copy of your most expensive monster (max: your gold). (Post Beta 25.0)
* Draw cards until their cost is => 10 or your hand is full. (Post Beta 44.0)
* Draw 3 <= 5G cards. (Post Beta 52.1, Current)

Rarity: Blue (Rare)
Reaper Bird: Previous Versions

Current Version can be found here.

Since its release, Reaper Bird has always been a 6G 6/4 Amalgamate that would make you draw a card opon playing it. Its first change was all the way in **Beta 19.0**, where its Magic was improved, as if you now draw an Amalgamate, the drawn card will gain +2 HP and Candy. **Beta 29.0** reworked it with stat changes, being -2 ATK and -1 Cost, leaving it at 4/4 for 5G.
**Beta 41.1** gave it a second Tribe: Frog (as a Final Froggit is part of its body). **Beta 43.1** followed this by expanding its effect to also give drawn Frogs +2 HP and Candy. (This doesn't stack with other Reaper Birds, who are both Tribes, for +4 HP.) **Beta 47.1** nerfed its Magic to ONLY draw an Amalgamate or Frog. However, Reaper Bird itself gained +1 ATK as well as a Synergy effect that would give the drawn card +1/+1.

### Stats

ATK:

* 6 (Pre Beta 29.0)
* 4 (Post Beta 29.0)
* 5 (Post Beta 47.1, Current)

HP: 4

Cost:

* 6 (Pre Beta 29.0)
* 5 (Post Beta 29.0, Current)

Abilities:

* Magic: Draw a card. (Pre Beta 19.0)
* Magic: Draw a card. Give a drawn Amalgamate +2 HP and Candy. (Post Beta 19.0)
* **[Now counts as a Frog.]** (Post Beta 41.1)
* Magic: Draw a card. Give a drawn Amalgamate/Frog +2 HP and Candy. (Post Beta 43.1)
* Magic: Draw an Amalgamate or Frog. Synergy: Give it +1/+1. (Post Beta 47.1, Current)

Rarity: White (Common)

### Trivia

* Beta 21.1 updated its image.
* Being released upon the game's launch and having its first change in Beta 19.0 makes Reaper Bird take 2nd place with both the longest gap between changes as well as the longest gap between its release and first change.
	+ Woshua takes 1st place by also being released upon the game's launch, but having its first change in Beta 21.0.
Snowdin Sign

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

When played, this card adds a random spell of your class to your hand, similar to Trader Temmie, but a one-time, instant use. And when it dies, it will add a random spell in general to your hand, which are taken from the same pool as Arcane Scepter, just the craftable class spells. So that means not spells like Thundersnail, Gaster Blaster or Load.

This card works well in decks that use the Arcane Scepter Artifact, which are full of spells. As such, this is best used in Perseverance or Justice, as they (especially PV) have spells that other classes can't benefit from.
Skateboard Girl: Previous Versions

Skateboard Girl was added in **Beta 18.1**. Current Version can be found here.

Starting with 4/4 for 5G, **Beta 24.0** gave it its first change, a +1 HP buff. **Beta 26.0** folled by giving it +1 ATK as well. **Beta 28.0** brought both its ATK and HP back down to 4, but also dropped its Cost to 4. **Beta 29.0** buffed its effect, and will now only return to your hand if it attacked.

### Stats

ATK:

* 4 (Post Beta 18.1)
* 5 (Post Beta 26.0)
* 4 (Post Beta 28.0, Current)

HP:

* 4 (Post Beta 18.1)
* 5 (Post Beta 24.0)
* 4 (Post Beta 28.0, Current)

Cost:

* 5 (Post Beta 18.1)
* 4 (Post Beta 28.0, Current)

Ability:

* Haste. End of turn: Return to your hand. (Post Beta 18.1)
* Haste. End of turn: Return to your hand if it attacked. (Post Beta 29.0, Current)

Rarity: Blue (Rare)
Starwalker Bird

## Starflyer

Starwalker Bird was added in Beta 30.0. Previous Versions can be found here.

Starwalker Bird is a Common monster that, since Beta 47.0, has a Magic effect that only works if your deck lacks any Rare and Epic cards. Luckily, since Beta 53.0, Generated cards (those that didn't start in your deck, shown with a Gear Icon) don't count. So its effect will still work even if you have a Generated Rare in your deck.

On its own, it is a decent 5/5 for 6G. But through this restriction, since Beta 49.0, it lets you draw 3 cards.

This restriction is exactly like that of Starwalker (Ranger Rudinn before Beta 53.0), making them work very well together.
Puppet Scarf

Puppet Scarf is a Legendary artifact.

At the end of every turn, every ally monster without Transparency will have their ATK and HP swapped.

## Strategy

Puppet Scarf is an artifact you should build most of your deck around. Using high-ATK Haste monsters to attack and then become more defensive during the enemy player's next turn is one usecase, though this comes at the cost of lower ATK if it survives on your next turn. Another usecase of Puppet Scarf is using cards that remove negative effects, like Heal for example, to make really strong monsters. Since lost HP or lost ATK are considered negative effects, removing those negative effects reverts any HP loss or ATK loss caused by the swapping of ATK and HP (i.e. 4/6/3 would become a 4/3/6 at the end of your turn, and then when you remove the negative effects from it, it becomes a 4/6/6). This strategy can lead to some pretty powerful monsters really early on, but due to the limited number of ways to remove negative effects and the weird nature of Puppet Scarf, this kind of deck tapers out quickly. Puppet Scarf can also be used to make Kris more powerful on their second turn, passing on huge ATK buffs. Overall Puppet Scarf is very gimmicky but it has some fun interactions that can lead to some decent results.
Spade King: Previous Versions

Current Version can be found here.

Spade King was added in **Beta 36.1** with the ability to kill all monsters with a cost of 4 or lower and gain +2/+2 for each. The next update, **Beta 37.0**, changed this to kill all monsters with a BASE cost of 4 or lower, so cards like Lesser Dog and especially Inflation have no impact on Spade King's (in)ability to kill monsters affected by those.

Spade King's effect was again changed in the following update, **Beta 38.0**, but at a larget impact. Now, it will kill monsters with a current HP of <= 2. He was made more consistant in **Beta 51.0**, gaining +4/+4 base stats (to 6/8, which was equal to 2 kills), but no longer gaining stats from its Magic.

### Stats

ATK:

* 2 (Post Beta 36.1)
* 6 (Post Beta 51.0, Current)

HP:

* 4 (Post Beta 36.1)
* 8 (Post Beta 51.0, Current)

Cost: 9

Abilities:

* Taunt. Magic: Kill all monsters with ...
	+ <= 4 cost. Gain +2/+2 for each. (Beta 36.1)
	+ <= 4 base cost. Gain +2/+2 for each. (Beta 37.0)
	+ <= 2 HP. Gain +2/+2 for each. (Beta 38.0)
	+ <= 2 HP. (Post Beta 51.0, Current)

Rarity: Gold (Legendary)

Song: Chaos King
Vending Machine: Previous Versions

Current Version can be found here.

Vending Machine was added in **Beta 54.0** as a 4/5 for 5G that was able to add an exclusive spell, Popator Chisps, to your hand. The spell's cost would be reduced by 1G for every all monster with a Tribe. Originally, this was done through a Delay effect, but **Beta 56.0** buffed it to a Magic.

### Stats

ATK: 4

HP: 5

Cost: 5

Abilities:

* Delay: Add a Popato Chisps to your hand with -1 cost for each ally Tribe monster. (Post Beta 54.0)
* Magic: Add a Popato Chisps to your hand with -1 cost for each ally Tribe monster. (Post Beta 56.0, Current)

Rarity: Blue (Rare)
Punishment

## Effect

Deal 4 DMG to a monster.

Previous Versions can be found here.

Punishment is Justice's Basic Spell card. It simply deals 4 damage to any monster you want, bypassing Taunt.

This can be a good card to get rid of certain cards that can work against you, like Diamond Boy 1 and especially Mad Dummy. You can also use it as some chip damage to monsters that your passive can finish off or when you're about to use Asgore.

You can also combo it with a Mettaton NEO, placing it and killing it right away with Punishment, making you deal 10 damage to all monsters and 5 to the opponent (if no other cards are accounted for). Just make sure you do this when you don't have any valuble monsters on the board.
Script Bomb: Previous Versions

Current Version can be found here.

Script Bomb was added in **Beta 21.0** as a member and support card of the Bomb Tribe, as like the other Bombs, it would kill itself at the start of your next turn to trigger an effect. In this case, drawing two cards. But if you drew a Bomb, the cost of it would be reduced by 2G.

It didn't change at all until **Beta 46.1**, where its effect was upgraded to now draw 1 card when it dies in general with Dust, and its SoT effect makes that Dust trigger once more, resulting in the 2nd draw. But the cost reduction was expanded to all cards rather than just Bombs, which resulted in the Tribe being removed (as no other cards have effects that affect the Tribe). Its HP dropped from 6 to 5 for this.

### Stats

ATK: 1

HP:

* 6 (Post Beta 21.0)
* 5 (Post Beta 46.1, Current)

Cost: 3

Abilities:

* Turn start: Sacrifice this to ...
	+ draw 2 cards. Drawn Bombs gain -2 cost. (Post Beta 21.0)
	+ trigger its Dust. Dust: Draw a card with -2 cost. (Post Beta 46.1, Current)

Rarity: White (Common)
Rope Dog

Rope Dog is a Rare Dog (matching Annoying Dog, who is the same character) added in Beta 51.0. Previous Versions can be found here.

Rope Dog is a 6/4 Haste for only 3G, but summons an enemy Mace to compensate. Some strategies to counter this would be playing Rope Dog when the enemy has a full board, or silencing the Mace. As the Delay effect will occur even if Rope Dog is removed from the board, you could attack another Taunt, and the Mace would die at the end of your turn, either taking Rope Dog with it (unless Rope Dog's HP was buffed enough), or just dying meaninglessly if Rope Dog is dead.

## Card Skins

* Now Kiss (by Diamaincrah)
	+ Only available through Christmas (2020) Bundle.
* Pinata Dog (by BlueKitty)
* A Cute Death Weapon (by Asrite)
Head Hathy

* Head Hathy
* Breaking Love

Head Hathy was added in Beta 50.1, alongside its generated spell.

Head Hathy is one of the cards introducing the Shock effect, which triggers every time you cast a spell with a base cost of 2G or more. However, in Head Hathy's case, it will not trigger for generated spells.

This is because it gives a 2G generated spell itself, being Breaking Love, which simply gives 2G back. But it will trigger other Shock effects as well, making it a great support card for decks featuring those.
Redacted: Previous Versions

Current Version can be found here.

Redacted was added in **Beta 9.3** as the 4th monster with a Future ability. This ability would give a Goner Kid or a random Follower for each active Future effect (including itself) and add them to your deck. **Beta 10.1** nerfed its effect by not giving Goner Kids anymore. After a long time, **Beta 44.0** nerfed its effect again by not giving new Redacted either.

   **Beta 46.0** entirely reworked the Tribe to fit with Gaster's rework to a Legendary. Future was replaced with Synergy, another Magic-like effect that triggers when you have played a monster of the same tribe as it beforehand on the same turn. Redacted gained both a Magic and Synergy. Its Magic would give an enemy monster of your choice -2/-2. Its Synergy would also give it Haste. It also got its first stat changes, +1 Cost and -2 HP, going from 4/3/5 to 5/3/3.

### Stats

ATK: 3

HP:

* 5 (Post Beta 9.3)
* 3 (Post Beta 46.0, Current)

Cost:

* 4 (Post Beta 9.3)
* 5 (Post Beta 46.0, Current)

Abilities:

* Future (4): For each active Future effect, add to your deck:
	+ A random <= Rare Follower or Goner Kid. (Post Beta 9.3)
	+ A random <= Rare Follower. (Post Beta 10.1)
	+ A random Common Follower. (Post Beta 44.0)
* Magic: Give an enemy monster -2/-2. Synergy: Gain Haste. (Post Beta 46.0, Current)

Rarity: Blue (Rare)

## Trivia

* Beta 33.1 updated its wording to now mention the Follower Tribe that was added the previous update.
	+ Goner Kid was actually also a Follower during Beta 33.0, but with this rewording, Goner Kid lost it to make Redacted not end up changed mechanically.
	+ Goner Clam, added in Beta 36.0, was not made a Follower for the same reason.
Snail Pen: Previous Versions

Current Version can be found here.

Snail Pen was added in **Beta 50.0** with the ability of triggering the Magic of any Snail you summon, effectively doubling it. **Beta 54.0** increased its HP from 2 to 3, while **Beta 54.1** made it only trigger the Magic of Snails with a base cost of <= 2G. While all actual Snails with Magic were only 1G to begin with, this was (most likely) done to prevent it being used with most monsters obtained from Evil Blueprints.

### Stats

ATK: 2

HP:

* 2 (Post Beta 50.0)
* 3 (Post Beta 54.0, Current)

Cost: 3

Abilities:

* Whenever you summon a Snail, trigger its Magic. (Post Beta 50.0)
* Whenever you summon a base <= 2G Snail, trigger its Magic. (Post Beta 54.1, Current)

Rarity: Blue (Rare)
Receptionist 1: Previous Versions

Current Version can be found here.
Receptionist 1, originally just named *Receptionist*, was added in **Beta 7.6**. It was renamed to Receptionist 1 after Receptionist 2 was added in **Beta 9.1**.

It used to gain 1 gold for every kill it made, but this was reworked in **Beta 9.3**. Now, it gives 1 gold for every time it gets damaged, no matter how much that damage is, for the cost of 7G instead of 6G. **Beta 10.2** returned the cost to 6G.

**Beta 13.1** buffed it again. While it gained -1/-1 to end up with 3/5, it now gives 2 gold whenever it gets damaged. **Beta 20.2** reworked the effect by now reducing the cost of a random card in your hand by 2 instead of giving you 2 gold. This can also affect cards that are 0-1G, making it more risky to use.

### Stats

ATK:

* 4 (Post Beta 7.6)
* 3 (Post Beta 13.1, Current)

HP:

* 6 (Post Beta 7.6)
* 5 (Post Beta 13.1, Current)

Cost:

* 6 (Post Beta 7.6)
* 7 (Post Beta 9.3)
* 6 (Post Beta 10.2, Current)

Abilities:

* Kill: Earn 1 gold. (Post Beta 7.6)
* Hurt: Earn 1 gold. (Post Beta 9.3)
* Hurt: Earn 2 gold. (Post Beta 13.1)
* Hurt: Give a random card in your hand -2 cost. (Post Beta 20.2, Current)

Rarity: White (Common)
Rabbick Hole

Rabbick Hole was added in Beta 39.0. Previous Versions can be found here.

Rabbick Hole is a 3/4 Epic Haste monster for a pretty high cost of 7G. But it also has a Dust effect that lets it summon a Rabbick, a 4/3 monster that, upon its death, summons a 1/1 Clean Rabbick. As a result, this card chains into 3 cards total, with a combined 8/8 in stats.
Seam

Seam is the Legendary monster added in Mid-Season 45 (Beta 45.1). Previous Versions can be found here.

Seam is an extremely powerful late-game monster, being able to give +2/+3 to all monsters you have in your hand AND deck when you only have at most 3 cards left in your deck (thus this can affect 9 cards at most).

Justice synergizes very well with Seam, as it has powerful Card-draw spells, such as Powerhouse and Blitz Quiz: Powerhouse will draw 2 cards and reduce the cost of all cards in your hand, giving you more opportunity to empty your hand quicker and use Blitz Quiz's Zap Cannon to draw 2 cards and finish a low-health monster. All of this together helps you activate Seam early, killing your opponent in a matter of time. If needed, Jevil's Diamond Chaos can act as another Seam fuel, but it's better to save him for Spade Chaos or Devilsknife value.

## Card Skins

* Take what you need (by Diamaincrah)
* Lanterns (**GIF** by Oranjican)
* Glowing Toy Cat (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
Toy Block: Previous Versions

Current Version can be found here.

Toy Block was added in **Beta 30.0** as a 3G 5/2 Taunt monster that would swap its own ATK and HP at the end of each turn (making it 2/5 when the enemy's turn starts). **Beta 41.1** gave it +1G and reworked its effect, losing Taunt and swapping its base ATK and HP as a result. Its new effect would give it +1 ATK at the end of each turn and +1 HP at the start (making it now start with 3/5 for the enemy). **Beta 52.0** reworked it again, kinda giving a mix of both versions. It still is 4G, lacks Taunt and has a SoT and EoT effect that does the same, but that effect is now swapping its own stats like it did first. Its base stats also swapped back, but with an added +1 HP, leaving it at 5/3.

### Stats

ATK:

* 5 (Post Beta 30.0)
* 2 (Post Beta 41.1)
* 5 (Post Beta 52.0, Current)

HP:

* 2 (Post Beta 30.0)
* 5 (Post Beta 41.1)
* 3 (Post Beta 52.0, Current)

Cost:

* 3 (Post Beta 30.0)
* 4 (Post Beta 41.1, Current)

Abilities:

* Taunt. Turn end: Swap its ATK and HP. (Post Beta 30.0)
* Turn start: Gain +1 HP. Turn end: Gain +1 ATK. (Post Beta 41.1)
* Turn start & Turn end: Swap its ATK and HP. (Post Beta 52.0, Current)

Rarity: White (Common)
Tree: Previous Versions

Current Version can be found here.

Tree was added in **Beta 18.1** as the first monster to only have Disarmed. It started out with 3/4 for 2G, but **Beta 20.0** reworked it by giving it +2/+2/+1, while **Beta 22.0** buffed it with -1/+1, leaving it with 4/6 for 4G.

**Beta 50.1** buffed it once more, now with an additional effect. A Synergy effect that upon trigger, will make it Silence itself. It was reworked in **Beta 52.1**. No longer having Disarmed, it now has a Magic that makes it deal 4 DMG to itself (just like The Warrior). It still has a Synergy, which now recovers all its HP, negating the Magic. **Beta 53.0** buffed it by making its Magic only deal 2 DMG to itself.

### Stats

ATK:

* 3 (Post Beta 18.1)
* 5 (Post Beta 20.0)
* 4 (Post Beta 22.0, Current)

HP:

* 4 (Post Beta 18.1)
* 5 (Post Beta 20.0)
* 6 (Post Beta 22.0, Current)

Cost:

* 2 (Post Beta 18.1)
* 4 (Post Beta 20.0, Current)

Abilities:

* Disarmed. (Post Beta 18.1)
* Disarmed. Synergy: Silence itself. (Post Beta 50.1)
* Magic: Deal 4 DMG to itself. Synergy: Fully restore itself. (Post Beta 52.1)
* Magic: Deal 2 DMG to itself. Synergy: Fully restore itself. (Post Beta 53.0, Current)

Rarity: White (Common)