recursal/Fanatic-Fandom huggingface dataset:
Jar of Worms: Previous Versions

Current Version can be found here.
JoW was added in **Beta 30.0** with the ability to summon 2 Worms using Magic and SoT. This, however, was quickly nerfed to just 1 Worm in **Beta 30.1** a few hours later. **Beta 33.1** buffed it by dropping its cost from 5G to 4G.

**Beta 41.1** brought it back to 5G, but also gave it +1/+1, going from 0/5 to 1/6. It also gained an additional effect of giving all ally Worms +1 ATK at the end of every turn. **Beta 45.0** nerfed its Turn start effect to add a Worm to your hand rather than summoning it right away. **Beta 47.0** reverted its cost back to 4G and its SoT effect to match its Magic. Its EoT effect was also changed into an Aura. This came at the cost of its HP being reduced to 4 as well, but was mainly done to fit Worm's new stats (a change to Worming Up also happened because of it).

### Stats

ATK:

* 0 (Post Beta 30.0)
* 1 (Post Beta 41.1, Current)

HP:

* 5 (Post Beta 30.0)
* 6 (Post Beta 41.1)
* 4 (Post Beta 47.0, Current)

Cost:

* 5 (Post Beta 30.0)
* 4 (Post Beta 33.1)
* 5 (Post Beta 41.1)
* 4 (Post Beta 47.0, Current)

Abilities:

* Magic & Turn start: Summon 2 Worms. (Beta 30.0)
* Magic & Turn start: Summon 1 Worm. (Post Beta 30.1)
	+ Turn end: Give all ally Worms +1 ATK. (Post Beta 41.1)
* Magic: Summon a Worm. Turn start: Add a Worm to your hand.
	+ Turn end: Give all ally Worms +1 ATK. (Post Beta 45.0)
* All ally Worms have +1 ATK. Magic & Turn start: Summon a Worm. (Post Beta 47.0, Current)

Rarity: White (Common)

### Trivia

* Beta 45.0's Patch notes also mention stat changes, with HP going from 5 to 6 and Cost from 4G to 5G (which was part of the change in Beta 41.1).
	+ This mistake happened as its stats were dropped during testing, but was considered too strong for early game.
Business Dude

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

When played, Business Dude will summon a copy of a random monster you have in your deck, but have its stats set to 1/1. Note that copies of 0 ATK monsters will gain +1 ATK from this. Since Beta 45.0, it will not summon a copy of a Determination monster or another Business Dude.

These copies work very similar to The Heroine, as the 1/1 will become their base stats, instead of just setting their regular stats to that number the way Soothing does. Because of this, cards like Nacarat Jester, Heal and Asriel will have no effect on the copy. The only way to fix the stats are using Red Bird or return it to your hand/deck with cards like Break or Doggo. Its stats will also be fixed if it dies and gets resummoned through the likes of Coffin.
Campfire

## Effect

Restore 4 HP randomly split among all ally monsters. Give 3 random monsters in your hand +1/+1.

## Misc

### Soul type

 (KINDNESS)

Campfire is Kindness' 1st Deltarune, 3rd Common (4th if including Force of Nature) and 9th overall Spell added in Beta 43.0. Previous Versions can be found here.

Campfire first effect works as a healing version of Undyne('s Spears), healing your monsters 1 HP at a time. It will restore up to 4 HP, but can target monsters already at fully HP, wasting it.

It also has a 2nd effect, which works much like Space Cooler, giving +1/+1 to a number of monsters in your hand (albeit only once and right away, of course). In this case, it targets 3 monsters.

As a result, at full power, this spell will result in a total of 4 HP restored and +3/+3 for just 3G, making it very useful and powerful. However, to guarantee this, the only way is to have 3+ monsters in your hand and only 1 monster on your board with its current HP at 4 or more below its max (or more than 1, but all need to be at 4+ below their max).
Editor 2: Previous Versions

Current Version can be found here.

Editor 2 was added in **Beta 23.0**, but got its first change already in **Beta 25.0**. Originally, it would return the most expensive card you have in your hand to your deck (which, in case there were multiple with the highest cost, would be chosen randomly) and reduce its cost by 2G. In this change, its effect was doubled, by decreasing the returned card's cost by 4G. **Beta 39.1** made it decrease by 3G.

The next update, **Beta 40.0**, reworked it entirely. Its HP was reduced from 5 to 4 and its Magic was turned into letting you look at 5 random monsters and choose 1 to be added to your hand.

### Stats

ATK: 3

HP:

* 5 (Post Beta 23.0)
* 4 (Post Beta 40.0, Current)

Cost: 4

Abilities:

* Magic: Return the most expensive card in your hand to your deck (random if multiple).
	+ Reduce its cost by 2. (Post Beta 23.0)
	+ Reduce its cost by 4. (Post Beta 25.0)
	+ Reduce its cost by 3. (Post Beta 39.1)
* Magic: See 5 random monsters. Choose 1. Add it to your hand. (Post Beta 40.0, Current)

Rarity: Blue (Rare)
Dog Food

Dog Food was added in Beta 13.4, alongside 14 others. Previous Versions can be found here.

Since Beta 54.0, Dog Food lets you see 3 random non-Token Dogs (thus any Dog except Too Many Dogs) and choose 1 to be caught. When it dies, the chosen Dog will be added to your hand.

With its inclusion of Taunt, this makes it quite a good early game wall for Dog Decks, as Greater Dog (and by extension, Snow Poff,) is the only other Taunt in the Tribe.
Chaos Blaster: Previous Versions

Current Version can be found here.

Chaos Blaster was added in **Beta 45.1** as the 3rd card being able to give Angel of Death's Lost Souls (with Sacrifice being the 2nd). Like the others, **Beta 46.1** made it lose the chance to give Thrashing Machine from the pool of Lost Souls (making the entire Tribe seperated from Thrashing Machine, similar to Chaos Weapons).

### Stats

ATK: 5

HP: 5

Cost: 5

Abilities:

* Magic: Deal 5 DMG to yourself and add to your hand ...
	+ a random Lost Soul. (Post Beta 45.1)
	+ a random generated Lost Soul. (Post Beta 46.1, Current)

Rarity: White (Common)
Bloody Tree: Previous Versions

Current Version can be found here.

Bloody Tree was added in **Beta 30.0**. Originally, it was a 2G 2/1 monster that, with Magic, could trigger the Dust effect of an ally monster at will (though not affecting it, effectively triggering a copy of the effect in a similar matter as Pre-Beta 46.0 Goner Kid), but only if that monster's cost is 3G or lower.

**Beta 48.1** completely changed it, most likely due to the changes made to the Lost Souls around that time. It's now a 6G 5/6 monster with the Magic effect of dealing Fatigue DMG to the opponent (DMG taken for failing to draw a card due to an empty deck or use of Preservation). This is an almost identical recreation of Pre-Beta 38.2 Shambling Mass. **Beta 49.1** reduced its HP to 4, while **Beta 52.0** increased its ATK to 6.

### Stats

ATK:

* 2 (Post Beta 30.0)
* 5 (Post Beta 48.1)
* 6 (Post Beta 52.0, Current)

HP:

* 1 (Post Beta 30.0)
* 6 (Post Beta 48.1)
* 4 (Post Beta 49.1, Current)

Cost:

* 2 (Post Beta 30.0)
* 6 (Post Beta 48.1, Current)

Abilities:

* Magic: Trigger an ally <= 3G monster's Dust effect. (Post Beta 30.0)
* Magic: Deal Fatigue DMG to the enemy. (Post Beta 48.1, Current)

Rarity: White (Common)

### Trivia

* The +1 ATK buff in Beta 52.0 was undocumented, but intentional.
	+ Beta 51.1 had increased the size of its image. This change will be skipped.
Asriel

## Asriel Dreemurr

Effect updates and description changes can be seen here.

Asriel is a pretty good card with solid stats of 4/4 for a 5G monster and the ability to remove all negative effects from your other monsters, such as KR, Paralyze and Silence, making Asriel good against Perseverance and Patience. He will also restore 2 HP to those monsters as well as you yourself at the end of your turn, but only once, similar to the effect of Burgerpants. *(This sort of effect has gained its own keyword in Beta 51.0: Delay.)*

Asriel is also extremely good after the opponent has used Toriel, because he will return your other monsters' ATK back to normal, but keep their Taunt.

After the Dodge rework, Asriel is great if the likes of Sans has run out of dodges, since he replenishes them.

## Card Skins

* Happy Goat (by Moonlightring)
* Timid Asriel (by Darky)
* Goat Power (by Zoomlightbulbs)
* Flower Goat (by Asrite)
* Star Spamming (by Asrite)
* Brothers (by Asrite)
* Fun Time (**GIF** by Virsenus)
	+ Originally available through Summer Pack Bundle.
* A Snows Remembrance (by Shionbluu)
	+ Only available through Christmas (2020) Bundle.

## Trivia

* His 6th skin, Brothers, isn't canonically accurate due to Chara not having an official gender. (But they're also not necessarily non-binary. Instead, their gender is based on a person's preferance, making the skin name not wrong.)
Fast Sanction: Previous Versions

Current Version can be found here.

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

At first, this card dealt 1-6 DMG to a monster. After Beta 28.0, this was changed to 2-5 DMG. The 2nd part of the effect, which adds a new copy to your hand if the DMG resulted in 3 or lower, thus the lower half, has stayed the same because of this. **Beta 44.0** buffed the 2nd effect by making the new copy have its cost reduced by/to 2.

The next update, **Beta 44.1**, replaced this spell with Blitz Quiz. Its image was kept, albeit updated, for Zap Cannon, one of its generated spells.

### Stats

SOUL Type: Justice

Cost:

* 4 (Post Beta 27.0)
* N/A (Post Beta 44.1, Current)

Effects:

* Deal 1-6 DMG to a monster. If it's <= 3, copy this card to your hand. (Post Beta 27.0)
* Deal 2-5 DMG to a monster. If it's <= 3, copy this card to your hand. (Post Beta 28.0)
* Deal 2-5 DMG to a monster. If it's <= 3, copy this card to your hand with -2 cost. (Post Beta 44.0)
* N/A (Post Beta 44.1, Current)

Rarity: Blue (Rare)
Blockler O: Previous Versions

Current Version can be found here.

Blockler O was added in **Beta 45.1** as a 2/3 Taunt monster that was summoned from a Blockler O upon death, a 3/2 Haste monster. Both started at 5G, but this was increased to 6G in **Beta 49.1**. Both also got their stats raised to 3/3 (thus Blockler O gained +1 ATK). **Beta 50.0** returned both their cost to 5G.

**Beta 55.0** only gave Blockler O a change, reducing its cost by 2G.

### Stats

ATK:

* 2 (Post Beta 45.1)
* 3 (Post Beta 49.1, Current)

HP: 3

Cost:

* 5 (Post Beta 45.1)
* 6 (Post Beta 49.1)
* 5 (Post Beta 50.0)
* 3 (Post Beta 55.0, Current)

Ability: Taunt.

Rarity: Green (Generated)
Fire Trap

Fire Trap was added in Beta 16.0, during the Halloween update. Previous Versions can be found here.

Fire Trap has the effect to deal damage to the enemy player equal to the amount of turns it has stayed on the board, making it work like fatigue and an alteration of Pyrope.

## Combos

It starts out weak, but if you can keep it alive, its damage can increase to high amounts, higher than Pyrope's in 4 turns. So combining it with Taunt monsters is a good idea. Using Snowdrake allows it to be out of range of Muffet's Pet's effect. It also prevents a single enemy Faun + Madjick combo to instantly kill it.

## Counters

As stated before, being a 1/6 monster, it is very weak to the likes of Muffet's Pet and Madjick. Silence also works well as usual, but it's not recommended to use Nacarat Jester due to its rather high price over that of Fire Trap.
Astigmatism

Previous Versions can be found here.

Astigmatism is a 6/5/5 monster of Common rarity. When played they deal 2 DMG to any target, which can include any other monster, the opponent, or yourself. Whenever Astigmatism kills a monster, a Loox is added to your hand. This effect triggers from any way Astigmatism kills a monster, including its Magic effect, it attacking a monster, or a monster attacking it.

## Strategy

Astigmatism could be pretty good but they are held back by their ability being a potential downside. While getting lots of Looxs can be pretty good, they can flood your hand causing you to overdraw cards. Since enemy monsters who die from attacking Astigmatism still trigger its effect, it can be easy for the opponent to take advantage and flood your hand. Other than that downside, Astigmatism is decent at being able to generate lots of differently targeted damage with okay stats given their ability. This differently targeted damage is best used in combination with cards like Mad Dragon, Game Bomb, and Receptionist 1 as Loox will also get buffed by damaging an ally monster. Astigmatism is generally out shadowed by other mid level removals, like Piranhas and Broken Car, but they can have some usage with ally monsters that have on-damage triggers, making it have a purpose despite generally being easily replaced.
Catti

Previous Versions can be found here.

Catti was added in Beta 30.0, alongside Catty's Dad, who as of Beta 55.1 shares the same Rare Rarity as her, while both of them also share the same 4/6 for 6G and type of Ability as Catty, which activates whenever you summon a monster.

In Catti's case, this is dealing 1 DMG to a random enemy monster, making her also very good in a type of deck that specializes in quick summons. Combined with Temmies, Worms and Spiders, they are more easily able to get rid of the enemy's board.

Keep in mind that unlike the other two, Catti doesn't have any limitations regarding her ability, and it will work no matter the monster you summon (Catty's Dad limiatation) or how many cards you have in your hand (Catty's limitation).
Bone Painting

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

Bone Painting, when played, will give +1/+1 to all Dogs in your hand, making it work similar to Grillby, but targets your hand instead of board and limits it to just Dogs. It also costs 1 less from Grillby.

This can end up in giving you a total boost of +6/+6, which is very good. As such, Bone Painting is best used in a Dog Deck, which already fully utilize the synergy between the race like Dogi's combo, Doggo's cost drop and Greater Dog's boost.

Keep in mind that it only affects Dogs themselves, not cards like Dog House, -Food or -Residue, which aren't Dogs.
Mace: Previous Versions

Current Version can be found here.

Mace was added in **Beta 16.0** with the effect to deal 3 damage to its killer when it dies. This was buffed to dealing 4 damage in **Beta 18.1**.

### Stats

ATK: 1

HP: 4

Cost: 3

Abilities:

* Disarmed. Taunt. Dust: Deal 3 DMG to its killer. (Post Beta 16.0)
* Disarmed. Taunt. Dust: Deal 4 DMG to its killer. (Post Beta 18.1, Current)

Rarity: White (Common)
Clover Head

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

While you might think it is obvious, Clover Head has no direct connection with Clover in terms of effects. In stats however, its cost is 1/3rd of Clover's, while its HP is equal (as was its ATK before Beta 32.1).

Clover Head is another good addition to the newly improved Turbo Deck type, able to copy an ally Turbo monster on your board to the top of your deck. Meaning the next time you draw, you will draw that Turbo monster copy. This can be drawn right away by using a card that lets you draw a card. Clover does have this effect, but it does way more than just that, so cards like Chilldrake work better if the draw is all you need. This also comes at a much lower cost, so you might also be able to play the copy right away, too.
Big Bob: Previous Versions

Current Version can be found here.

Big Bob was added in **Beta 6.6**. Upon release, its ability was that it would summon another Big Bob if it survived taking damage. This new Big Bob was a base version of it, being 2/3. **Beta 13.1** buffed that by making any new Big Bobs keep the ATK buffs of the original one, while still keeping their own 3 HP. **Beta 45.1** reverted this buff. **Beta 49.0** reverted that back again.

### Stats

ATK: 2

HP: 3

Cost: 3

Abilities:

* Whenever this survives after taking DMG, ...
	+ summon a Big Bob. (Post Beta 6.6)
	+ summon a Big Bob (keep ATK buffs). (Post Beta 13.1)
	+ summon a Big Bob. (Post Beta 45.1)
	+ summon a Big Bob (keep ATK buffs). (Post Beta 49.0, Current)

Rarity: Blue (Rare)
Bot Mode

Bot Mode was a mode set up for April Fools of 2018, saying that "you could fight against bots with different levels, and it'd take time to find a bot if all of them are taken".

The truth was that the enemy you'd fight wasn't a bot, but another player "disguised" as one. Whenever you refreshed the page, the bot's name would change, and if you were to spectate your own game, you could find out it was an enemy.
Everyman: Previous Versions

Current Version can be found here.

Originally, Everyman was a 5/6 monster for the cost of 8G released in **Beta 4.2**. **Beta 4.5** nerfed it with -1 HP, but **Beta 7.1** buffed it with -1 Cost, leaving it at 5/5 for 7G.

**Beta 19.0** gave it its first change in its effect. Before, it just had the ability of being unable to take damage during your turn. Now, it gained a Magic effect with it. A Magic effect that gives +2/+2 to a random ally Amalgamate. **Beta 30.0** not only nerfed the effect to only give +1/+1, Everyman itself also gained -1 in all its stats.

**Beta 41.1** gave it +1 ATK and reworked its Magic. Now, it'll let you add an exact copy of an ally Amalgamate to your hand, making it a monster (but Tribe limited) version of Cloning. **Beta 42.0** made it unable to target another Everyman.

### Stats

ATK:

* 5 (Post Beta 4.2)
* 4 (Post Beta 30.0)
* 5 (Post Beta 41.1, Current)

HP:

* 6 (Post Beta 4.2)
* 5 (Post Beta 4.5)
* 4 (Post Beta 30.0, Current)

Cost:

* 8 (Post Beta 4.2)
* 7 (Post Beta 7.1)
* 6 (Post Beta 30.0, Current)

Abilities:

* Invulnerable during your turn. (Post Beta 4.2)
	+ Magic: Give a random ally Amalgamate +2/+2. (Post Beta 19.0)
	+ Magic: Give a random ally Amalgamate +1/+1. (Post Beta 30.0)
	+ Magic: Exactly copy an ally Amalgamate to your hand. (Post Beta 41.1)
	+ Magic: Exactly copy an ally Amalgamate (except Everyman) to your hand.
		- (Post Beta 42.0, Current)

Rarity: White (Common)
Battleflies

Battleflies were added in Beta 39.1. Previous Versions can be found here.

Since Beta 55.0, Battleflies as 2 ATK by default, but would gain 2 more ATK if you cast at least 1 spell. It keeps this buff until the start of your next turn and you'll have to cast a new spell.

A helpful to remember is that due to this being an Aura effect that also lasts during the enemy's next turn, if you've casted a spell, its ATK is unable to go below 2, even if you attack something like an Ugly Fish or an enemy Toriel is used on it.

As such, its effect can be read as followed:

*"If you cast a spell, gain +2 ATK (can't stack or be removed by other cards). Turn start: If you casted a spell last turn, gain -2 ATK."*
Burger Bush

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

Burger Bush is a card that can become very deadly when it stays too long on the board, as it gains +1/+1 when your turn starts, +2/+2 if it's at full HP (so if its HP is green). This makes it similar to Oni.

However, while it costs 3G less for only 1 less ATK to start with, Oni doesn't need HP buffs as it already starts with a high amount. Burger Bush starts with a mere 2. But it also has Transparency, making its first turn much more survivable as it makes it unable to be targeted. (Transparency removes itself when your next turn starts.)

So unless you're facing off against someone with an easy access to indirect DMG, like Justice or Perseverance, this most likely will survive and possibly still still be at full HP. This lets you attack with a 3/4 that costed 4G when your next turn starts.

Since Beta 44.0, it's also part of the Plant Tribe.

## Card Skins

* Preparing Burger Bush (by Jake Horror)
* Bush of Doom (by Asrite)
* Time to Run (by Virsenus)

## Trivia

* Burger Bush's SoT effect just gave it +1/+1 before Beta 41.1, when Transparency also didn't get removed when the turn starts but when the monster attacked.
Cloning: Previous Versions

**The article "Cloning: Previous Versions" is *outdated*.**
This article contains information that does not apply to the current version of Undercards. Please read with caution, and if possible, update the article.

Current Version can be found here.

Cloning went through some minor changes at first. It started in **Alpha 3.0** as a 4G that would add an exact copy of a monster from your board to your hand. **Beta 3.2** changed that to adding a base version, while **Beta 6.8** made the copy kept the same cost. **Beta 7.3** increased its cost from 4G to 5G. This was returned in **Beta 9.3** to 4G, though, as Integrity gained its passive effect of returning 20% of the card's cost back in Beta 9.1. And **Beta 11.0** made it now make an exact copy again, just like it used to do so from the beginning. **Beta 17.0** dropped its cost to 3G.
**Beta 44.0** gave it a complete overhaul. Dropping its cost to 1G, it no longer lets you choose a monster on your board. Instead, it lets you choose one from your hand to copy, making it no longer as strong with "Magic: Gain stats" cards like Glyde or Frisk. **Beta 47.0** redesigned it again. Back at 4G and choosing a board monster, it can now also target an enemy monster and will directly summon the chosen monster on your board (like Angel of Death). However, this can't be used on Determination monsters (like Mad Mew Mew) and the stats of the copy will be set to a new base of 3/3. **Beta 54.0** increased it to 5G.

### Stats

SOUL Type: Integrity

Cost:

* 4 (Post Alpha 3.0)
* 5 (Post Beta 7.3)
* 4 (Post Beta 9.3)
* 3 (Post Beta 17.0)
* 1 (Post Beta 44.0)
* 4 (Post Beta 47.0)
* 5 (Post Beta 54.0, Current)

Effects:

* Add a copy of an ally monster to your hand. It...
	+ will be an exact copy. (Post Alpha 3.0)
	+ will be a base copy. (Post Beta 3.2)
	+ will be a base copy with exact cost. (Post Beta 6.8)
	+ will be an exact copy. (Post Beta 11.0)
* Add a copy of a monster from your hand to your hand. It...
	+ will be an exact copy. (Post Beta 44.0)
* Summon a 3/3 base copy of a non-DT monster. (Post Beta 47.0, Current)

Rarity: Purple (Epic)

 Trivia

* Beta 33.0 updated its image.
	+ For Integrity, it shares this with Fortune, Expulsion and Golden Hit.
Catti: Previous Versions

Current Version can be found here.

Catti, alongside Catty's Dad, were added in **Beta 30.0** with the same stats as Catty, at 4/6 for 7G. Catti's first change was in **Beta 45.0**, where her ATK and Cost dropped by 1 each. **Beta 55.1** brought her ATK back up to 4.

### Stats

ATK:

* 4 (Post Beta 30.0)
* 3 (Post Beta 45.0)
* 4 (Post Beta 55.1, Current)

HP: 6

Cost:

* 7 (Post Beta 30.0)
* 6 (Post Beta 45.0, Current)

Ability: Whenever you summon a monster, deal 1 DMG to a random enemy monster.

Rarity: Blue (Rare)

## Trivia

* Beta 50.0 updated her image.
* Since Beta 55.1, the stats of all 3 cats are equal, just like when they were in Beta 30.0, but at -1 ATK.
	+ Beta 31.0 gave Catty's Dad -1 ATK and Cost, just like Catti in Beta 45.0.
	+ Beta 49.0 gave Catty -1 cost, making the cost equal among all of them.
	+ Beta 35.0 gave Catty's Dad +1 ATK (making only Catti have less ATK), just like Catti in Beta 55.1.
Aaron: Previous Versions

Current Version can be found here.

Aaron started out as a pretty powerful 4/5 monster with a cost of 4G and no ability as seen here, but was increased to 5G in the very first patch of **Alpha 2.0**. He later was switched to 5/4 in **Beta 4.2**. **Beta 5.3** buffed its ATK to 6. This was done because Jerry's HP was buffed to 6 in Beta 5.2. **Beta 17.0** gave him -1/+1, leaving him with 5/5 for 5G, exactly half of Glyde.
**Beta 26.0** brought his ATK back up to 6 (while leaving his other stats unchanged), but this got reverted in **Beta 32.1**. **Beta 41.1** decided to give him an ability, this being Thorns (1). However, **Beta 49.0** removed Thorns as a whole, thus removing it from Aaron as well. (This was undocumented, as Aaron didn't get a replacement like all other Thorn Monsters did.) **Beta 53.0** gave him +1 ATK again, bringing his stats back to his Beta 26.0 version.

### Stats

ATK:

* 4 (Pre Beta 4.2)
* 5 (Post Beta 4.2)
* 6 (Post Beta 5.3)
* 5 (Post Beta 17.0)
* 6 (Post Beta 26.0)
* 5 (Post Beta 32.1)
* 6 (Post Beta 53.0, Current)

HP:

* 5 (Pre Beta 4.2)
* 4 (Post Beta 4.2)
* 5 (Post Beta 17.0, Current)

Cost:

* 4 (Pre Alpha 2.0)
* 5 (Post Alpha 2.0, Current)

Abilities:

* N/A (Pre Beta 41.1)
* Thorns (1). (Post Beta 41.1)
* N/A (Post Beta 49.0, Current)

Rarities:

* White (Common) (Pre Beta 30.0)
* Gray (Basic) (Post Beta 30.0, Current)
Coffin

Coffin was added during the Halloween update of Beta 16.0. Previous Versions can be found here.

## General

Coffin has the ability to let you see 2 monsters from your dustpile and choose 1 of them to be caught (thus removed from your dustpile). Its Dust will simply summon the chosen monster, like all other Catch Cards function.

However, there are a lot of limitations:

* It won't show other Coffins.
* It won't show any duplicates.
* It won't show monsters with a cost equal or higher than the current turn number.
* Out of the remaining monsters, it will show the cheapest ones. If 3 or more of your dead monsters are all different and have the same lowest cost, the game will choose 2 randomly out of them.

## Combos

This can be useful early game when there isn't that much of of a choice which monster could be summoned. It can be used on some more expensive monsters and on Charge and Haste ones. The main strength of the card is that you will always know what exactly it is going to summon (however, the opponent can know as well simply by checking the catch icon).

## Counters

Like always, Silence can stop this effect. Due to Coffin's user now getting to choose a card to eventually be summoned from Coffin, cards like Punk Hamster and Annoying Dog that may ultimately provide the opponent with cheap unwanted cards in their dustpile are not very effective anymore. On the contrary, transforming cards like Red Bird are instead much more effective as it'll erase the caught monster entirely alongside the Coffin (unless it turns into a new Coffin, but that still removes the caught monster).

## Card Skins

* Empty (by Moonlightring)
* Tranquility Time (**GIF** by Virsenus)
	+ Originally available through Summer Pack Bundle.

## Trivia

* Coffin is one of the two first Rare cards to gain a Card Skin (the other being Temmie).
* Coffin introduced the term "dustpile" to the game.
Dark Ponman: Previous Versions

Current Version can be found here.
Dark Ponman was added in **Beta 39.0** as a 4G 4/3 with a Magic effect that would return a Ponman from your dustpile back to your hand. **Beta 45.0** buffed that by returning 2 Ponmen.

**Beta 46.0** added Chessboard and the Piece Tribe with 5 members, this being one of them. As a result, it was entirely reworked. In stats, it only gain -1 ATK. In effect, like the others, it uses the same "played left or right" type of effect already used by Mr. Society. In this case, instead of giving positive stats/effects to itself or an ally Piece, it gives negative ones to an enemy monster of your choice: Paralyze if played left, Silence if played right. **Beta 49.0** turned it (and Final Froggit) from a Common to a Rare in order to not make it (and Frogs) as effective in a deck that included Starwalker Bird and the likes.

**Beta 49.1** reworked it again (while giving its old design to Parsnik). Gaining +1 in both HP and Cost, as well as a Synergy effect that is identical to its Magic (making it effectively trigger its Magic twice if the conditions are right), its new effect makes it deal 2 DMG to a random enemy monster if played left, or draw a card if played right. During the next big Piece change of **Beta 54.0**, Dark Ponman was returned to a 3 HP Common, but its cost also dropped to 3G, lost its Synergy and was given another new Magic. If played left, the next Piece in your deck would gain +1/+1. If played right, you would draw a Piece. If you have a Chessboard on the board, both effects will trigger, effectively drawing a Piece with +1/+1.

### Stats

ATK:

* 4 (Post Beta 39.0)
* 3 (Post Beta 46.0, Current)

HP:

* 3 (Post Beta 39.0)
* 4 (Post Beta 49.1)
* 3 (Post Beta 54.0, Current)

Cost:

* 4 (Post Beta 39.0)
* 5 (Post Beta 49.1)
* 3 (Post Beta 54.0, Current)

Abilities:

* Magic: Send from your dustpile to your hand...
	+ 1 Ponman. (Post Beta 39.0)
	+ 2 Ponman. (Post Beta 45.0)
* **[Now counts as a Piece.]** Magic: If played left, Paralyze an enemy monster. If played right, silence it instead. (Post Beta 46.0)
* Magic & Synergy: If played left, deal 2 DMG to a random enemy monster. If played right, draw a card instead. (Post Beta 49.1)
* Magic: If played left, give the next Piece in your deck +1/+1. If played right, draw a Piece. If there's an ally Chessboard, do both. (Post Beta 54.0, Current)

Rarities:

* White (Common) (Post Beta 39.0)
* Blue (Rare) (Post Beta 49.0)
* White (Common) (Post Btea 54.0, Current)
Fire Trap: Previous Versions

Current Version can be found here.

Fire Trap was added in **Beta 16.0**, but was already changed in **Beta 17.0**, where its HP dropped from 7 to 6. **Beta 52.0** increased its ATK from 0 to 1, but also increased its cost from 4G to 5G.

### Stats

ATK:

* 0 (Post Beta 16.0)
* 1 (Post Beta 52.0, Current)

HP:

* 7 (Post Beta 16.0)
* 6 (Post Beta 17.0, Current)

Cost:

* 4 (Post Beta 16.0)
* 5 (Post Beta 52.0, Current)

Ability: End of turn: The enemy takes 1 damage for each successive turn this has been on the board.

Rarity: Blue (Rare)
Doggo: Previous Versions

Current Version can be found here.

   Doggo has stayed the same since its release as a 3/4 for 4G monster that allows you to return an ally monster back to your hand, but got changed twice soon after each other, the first one being in **Beta 12.0**. In it, he was buffed by gaining +1 ATK and -1 in cost, but dropped 1 HP, leaving him with 4/3 for 3G. The second change was in **Beta 14.0**, where his ability was buffed to reduce the cost of any Dog he puts back in your hand by 2. This synergy was removed much later, in **Beta 47.0**.

**Beta 56.0** reworked the dog tribe entirely. Doggo gained +1 cost, ATK, and HP, becoming a 4 cost 4/4. Its effect made you choose a Dog in your hand, except another Doggo, and added an exact copy of the chosen card to your hand.

### Stats

ATK:

* 3 (Pre Beta 12.0)
* 4 (Post Beta 12.0, Current)

HP:

* 4 (Pre Beta 12.0)
* 3 (Post Beta 12.0, Current)

Cost:

* 4 (Pre Beta 12.0)
* 3 (Post Beta 12.0, Current)

Abilities:

* Magic: Return an ally monster to your hand. (Pre Beta 14.0)
* Magic: Return an ally monster to your hand. If it's a Dog, give it -2 cost. (Post Beta 14.0)
* Magic: Return an ally monster to your hand. (Pre Beta 47.0)
* Magic: Choose a Dog in your hand (except Doggo). Add an exact copy of it to your hand. (Post Beta 56.0, Current)

Rarity: Blue (Rare)
Big Hat Charles

Big Hat Charles was added in Beta 30.0. Previous Versions can be found here.

It shares the same Rarity and Ability as its Tiny Hat Undertale counterpart Charles, but has much higher stats with +1/+4 for +4G, giving a total of 4/6 for 7G. This does make it slightly worse in terms of stat value, but makes up for it by being much harder to kill in one shot.

Much like Charles and any other Armor monster, Big Hat is very effective against Justice due to them being immune to their passive as well as Undyne's Spears and Undyne.

## Card Skins

* Fruity Hat (by Diamaincrah)
	+ Originally available through Summer Pack Bundle.
Business Snail: Previous Versions

Current Version can be found here.

Business Snail was added in **Beta 50.0** with the passive ability to give all Snails in your hand and those on your board besides itself +1/+1/+1. **Beta 51.1** now only gives +1 cost to those in your hand and +1/+1 to those on your board (while still excluding itself, which the card mistakenly no longer mentions). This makes the Snails on your board return to their (usually) standard 1G, including those summoned directly from Thundersnail, allowing it to be used while Business Snail is still on your board.

### Stats

ATK: 2

HP: 2

Cost: 2

Abilities:

* All Snails in your hand and all other ally Snails have +1/+1/+1. (Post Beta 50.0)
* All Snails in your hand have +1G. All other ally Snails have +1/+1. (Post Beta 51.1, Current)

Rarity: White (Common)
Diamond Boy 2

Diamond Boy 2 was added in Beta 6.6. Previous Versions can be found here.

This is another card like Ice Wolf and Napstablook for being overstatted due to a negative effect, and as such, being a powerful combination with Ball Person.

For DB2, this is making the opponent take 2 less DMG from all sources. This can also be useful without a silence in a board control deck, as those don't primairly go for the opponent directly anyway.
Lamp

* Lamp
* Snow Frisk

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

## General

Since Beta 56.0, when Lamp dies, a Snow Frisk will replace it, which has no ability but is a solid 2/2/2. This gives Snow Frisk 1 more ATK than Lamp itself since Beta 58.1. However, keep in mind that Lamp also lacks Taunt since then.

## Card Skins

* Hidden Human (by Moonlightring)
* Frozen Lamp (by Zoomlightbulbs)
* Wake Up Time (**GIF** by Virsenus)
	+ Only available through Halloween (2020) Bundle.

## Trivia

* Lamp is the first common monster to gain a Card Skin.
* Lamp is also one of the two first cards whose Card Skin have a Rare Avatar version of it, the other being Glad Dummy.
Burning Snail: Previous Versions

Current Version can be found here.

Burning Snail started in **Beta 50.0** as a 1/1/1 Snail with a Magic that would trigger the Magic of a random other Snail on your board (except another Burning Snail). **Beta 53.1** gave it +1 ATK.

### Stats

ATK:

* 1 (Post Beta 50.0)
* 2 (Post Beta 53.1, Current)

HP: 1

Cost: 1

Ability: Magic: Trigger a random ally Snail's Magic (except Burning Snail).

Rarity: White (Common)
Father Alvin: Previous Versions

Current Version can be found here.

Father Alvin was added in **Beta 30.0**. Its Magic effect made it move 2 random monsters from your dustpile back to your hand. **Beta 40.0** nerfed it by not allowing other Alvins already dead to be brought back.

**Beta 42.1**, alongside increasing its HP from 6 to 7, changed its Magic again. Now, it functions as a "Choose one" effect, showing 3 monsters from your dustpile and you can choose 1 of them to be added to your hand. It won't show multiple copies of the same monster, and while you can get other Alvins back, DT-monsters are now unobtainable from this.

### Stats

ATK: 4

HP:

* 6 (Post Beta 30.0)
* 7 (Post Beta 42.1, Current)

Cost: 7

Abilities:

* Magic: Move randomly from your dustpile to your hand...
	+ 2 monsters. (Post Beta 30.0)
	+ 2 other monsters. (Post Beta 40.0)
	+ 1 non-DT monster from a choice of 3 different ones.
		- (Post Beta 42.1, Current)

Rarity: Purple (Epic)
Cool Papyrus

## Cool Dude

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

Cool Papyrus works very similar to regular Papyrus, able to attack on his first turn and activating an effect when he attacks and kills a monster. He also has the same 5/9 in stats.

However, what that effect does is very different, as instead of letting him attack again after the kill, you instead will receive a 5/5/5 copy of the killed monster to your hand. He also has Haste instead of Charge, meaning you can't attack the enemy directly with it on its first turn. It also has a slightly lower cost.

This makes him very good in moments you want to gain a card you want to have, but one that you can kill. But with its fairly decent cost, you should be able to accomplish that with other monsters or effects that deal DMG. Or effects that drop HP to a low enough number like Soothing or Same Fate.

Keep in mind that he isn't able to copy Determination monsters.
Disco Ball

Disco Ball, added in Beta 13.4, was card 3/9 of the 15 revealed on Twitter. It didn't get any changes when it was released. Previous Versions can be found here.

Disco Ball allows you to transform all spells in your hand into other random spells and let their cost drop by 1.

This can be useful with C-Round (in case it dies multiple times) or against Rouxls Kaard to turn "useless" spells into new, more usable spells.

Best used in a Perseverance deck due to all its spells (except Poison) being rather useless outside Perseverance itself.
Ball Person

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

Ball Person is a very powerful card with a solid 3/3/4 and a Magic that will silence all ally monsters.

This card is very useful when played alongside Ice Wolf, Napstablook and Diamond Boy 2, monsters with a negative Dust or Passive effects that affact the card itself or benefit your opponent respectively. It can silence them all at once for 3G while still obtaining a 3/4 body.

Keep in mind that Delay effects can't be silenced, so Burgerpants will still give the opponent money.
Blue Laser: Previous Versions

Current Version can be found here.

Blue Laser was added in **Beta 6.6**. Its first change happened in **Beta 12.1**, where its ATK was buffed from 0 to 1. As a result, it will not die instantly from Madjick. Orange Laser got the same change.

**Beta 20.0** changed Blue Laser up without changing up Orange Laser, though, by dropping its HP by 1 but leaving Orange Laser unchanged.

### Stats

ATK:

* 0 (Post Beta 6.6)
* 1 (Post Beta 12.1, Current)

HP:

* 8 (Post Beta 6.6)
* 7 (Post Beta 20.0, Current)

Cost: 4

Ability: Deal 1 damage to an attacking enemy monster.

Rarity: White (Common)
Fire Chimney

Fire Chimney was added in Beta 50.0. Previous Versions can be found here.

Fire Chimney is a 2G monster that has 2/3 by default, but turns into a 3/4 Haste monster if you play it after having played a card with a cost of 6G or more before it that turn.

This Magic functions similar to a Synergy effect, but it doesn't require Tribe-based events. It will also activate its Magic if the 6G+ card played before is a spell.
Fire Chimney: Previous Versions

Current Version can be found here.

Fire Chimney was added in **Beta 50.0** with the Magic of gaining +1/+1 and Haste. However, this Magic would only work if you had played a card with a cost of 7G or more prior to it in the same turn. **Beta 53.0** buffed it by also making a 6G card allow it to work.

### Stats

ATK: 2

HP: 3

Cost: 2

Abilities:

* Gain +1/+1 and Haste if you've played ...
	+ a => 7G card this turn. (Post Beta 50.0)
	+ a => 6G card this turn. (Post Beta 53.0, Current)

Rarity: Blue (Rare)
Deckology

In undercards there are several strategies, this is a break down of the strategies within the decks and their weaknesses and strengths. If you don't see one here please check back later I will update.

1. Board clear: This strategy relies on cards like, same fate, Asgore, or hyper goner. The goal is to destroy every enemy card on the field. The problem is the High cost. Very useful against a quick swarm.
2. Buff: This strategy relies on cards like, Force of nature, Snowdrake, and Oni. The goal of this strategy is to make existing cards stronger. Due to it's nature it is weak to silence cards, board clears, and weakening spells. Usually takes several turns to set up.
3. Silence: This strategy relies on cards like, scarf mouse, Nacarat Jester, and Headshot The goal is to destroy all abilities and added strengths of a card. It can't destroy base stats, but is very strong against buff, or effect cards.
4. Block: This strategy relies on taunt cards or constant effect cards. It is very useful in almost every deck. Without a rush strategy it is difficult to go without this. It's weakness is silence.
5. Magic: This strategy uses various spells including soothing, headshot, and investment, to either make it easier to find cards, destroy opponents offense, or strengthen their cards. All spells are weak to their limited numbers, or strong base stats. If the card leaves an effect on something it can, be stopped by healing it, or replacing it. (see Healing below)
6. Agro or Smorc: This strategy would most likely rely on cards with the charge ability, like Temmie or Ice cap. The goal is to agressively attack the opponent before they have a chance to do anything. With a weakness to splash damage and board clears they try to make up for it with cheap expendable cards.
7. Synergy: This relies on cards with Synergy abilities. For the sake of space this also includes cards that rely on previously played or a typing on the board. They rely on tribal abilities to make things work. This usually requires careful gold usage and if done correctly can make each card a lot stronger.(Gaster) With a weakness in gold and in timing the synergy ability it is a useful, but difficult strategy to use consistently.
8. Healing: This strategy is a response to effects left by other cards or fixing damage. It relies on cards like red wagon, doggo, and heal to remove effects or replace the card. For continued healing you might want to use Water cooler. This strategy is weak to magic, gold problems, or low numbers.
9. Recycling: Like healing this strategy, may use doggo to return a card to your hand. The card is returned to the hand to be trigger the magic effect a second time. If combined with a cloning card like mad mew mew or Ralsei, it can be used to repeatedly trigger a cloning effect. It's weakness is overdrawing, gold quantity, and silence.
Burger Bush: Previous Versions

Current Version can be found here.

Burger Bush was added in **Beta 23.0** with Transparency and a SoT effect that let it gain +1/+1. **Beta 41.1** buffed that to +2/+2, but it was noted as a rebalance. This is because this update also nerfed Transparency itself by now removing itself when your turn starts rather than when the monster attacked.

**Beta 42.0** nerfed it with +1 cost, from 3G to 4G, and its effect will now only give +2/+2 if Bush it at full HP. Otherwise, it will gain +1/+1 like before. **Beta 44.0** made it a Plant.

### Stats

ATK: 1

HP: 2

Cost:

* 3 (Post Beta 23.0)
* 4 (Post Beta 42.0, Current)

Abilities:

* Transparency. Turn start: Gain +1/+1. (Post Beta 23.0)
* Transparency. Turn start: Gain +2/+2. (Post Beta 41.1)
* Transparency. Turn start: Gain +1/+1.
	+ If at max HP, gain +2/+2 instead. (Post Beta 42.0)
* **[Now counts as a Plant.]** (Post Beta 44.0, Current)

Rarity: Blue (Rare)
Muffet: Previous Versions

Current version can be seen here.

Originally, Muffet had an Epic Rarity, making her the 2nd card to get a change in Rarity (the 1st being the Gaster Blaster). She had the stats of 6/6 with the cost of 8G. Her ability would make the owner heal 5 HP every time Muffet killed a monster whilst attacking. **Alpha 2.7** changed this to 4/9, possibly in an attempt to make her last and therefore heal longer as a buff.
With the release of Spider in Beta 5.2, **Beta 5.3** buffed Muffet to summon a Spider as well as restoring 5 HP whenever she attacks and kills a monster. **Beta 7.4** buffed her a bit more by lowering her cost by 2G, but also decreasing her HP by 2.

And finally, **Beta 8.1** changed her completely by turning her into a legendary. As a 4/11 for 9G monster (thus getting +4 HP and +3 cost), she now puts 3 Spiders in both your and the opponent's deck, and will gain +2/+1 whenever one in summoned. **Beta 9.3** buffed her by also gaining Haste, much like Spider getting Haste in Beta 9.1. **Beta 10.2** buffed her again by making her also gain +2/+1 for every Muffet's Pet summoned, but **Beta 16.0** nerfed her a bit by lowering her HP to 10. **Beta 18.1** nerfed her further by increasing her cost to 10G. This was returned to 9G in **Beta 29.0**.

**Beta 46.0** introduced the Arachnid Tribe and half a dozen new members of it. As a result, her effect was expended from just Spider and Muffet's Pet to all Arachnids. She was also made one herself, so the amount of different cards that affect her increased from 2 to 9. However, the effect no longer triggers from enemy monsters nor does it trigger from just summoning them. You need to play them (and a second Muffet is needed to buff the first).

### Stats

ATK:

* 6 (Pre Alpha 2.7)

* 4 (Post Alpha 2.7, Current)

HP:

* 6 (Pre Alpha 2.7)

* 9 (Post Alpha 2.7)
* 7 (Post Beta 7.4)
* 11 (Post Beta 8.1)
* 10 (Post Beta 16.0, Current)

Cost:

* 8 (Pre Beta 7.4)
* 6 (Post Beta 7.4)
* 9 (Post Beta 8.1)
* 10 (Post Beta 18.1)
* 9 (Post Beta 29.0, Current)

Abilities:

* Whenever this attacks a kills a monster, ....
	+ restore 5 HP to you. (Pre Beta 5.3)
	+ restore 5 HP to you and summon a Spider. (Post Beta 5.3)
* Whenever a Spider is summoned, gain +2/+1. Magic: Add 3 Spiders to both decks. (Post Beta 8.1)
* Haste. Magic: Add 3 Spiders to both decks. Gain +2/+1 whenever ...
	+ a Spider is summoned. (Post Beta 9.3)
	+ a Spider or Muffet's Pet is summoned. (Post Beta 10.2)
	+ you play an Arachnid. **[Now counts as an Arachnid.]** (Post Beta 46.0, Current)

Rarities:

* Purple (Epic) (Pre Beta 8.1)
* Gold (Legendary) (Post Beta 8.1, Current)

Song (as Legendary): Spider Dance
Dancer Mettaton: Previous Versions

Current Version can be found here.
Dancer Mettaton was originally an exact recreation of Muffet's latest version as an Epic when he was released in **Beta 13.4** (though with Mettabots instead of Spiders) as a 6G 4/7 monster that would restore 5 HP to you and summon a Mettabot every time it attacks and kills an enemy monster. **Beta 20.0** reworked him by giving it Haste as well as +1 in cost. After that, he obtained multiple small nerfs in short succession, starting with **Beta 20.2** where he gained +1 cost again, but also drop the healing it does to 3. **Beta 21.0** dropped both his and Mettabot's HP by 1. And **Beta 22.0** gave him -1 ATK.

It wasn't until **Beta 50.0** where he got a new change, and a buff at that, reducing its cost back to 7G.

### Stats

ATK:

* 4 (Post Beta 13.4)
* 3 (Post Beta 22.0, Current)

HP:

* 7 (Post Beta 13.4)
* 6 (Post Beta 21.0, Current)

Cost:

* 6 (Post Beta 13.4)
* 7 (Post Beta 20.0)
* 8 (Post Beta 20.2)
* 7 (Post Beta 50.0, Current)

Abilities:

* Whenever this attacks and kills a monster, ...
	+ restore 5 HP to you and summon a Mettabot. (Post Beta 13.4)
* Haste. Whenever this attacks and kills a monster, ...
	+ restore 5 HP to you and summon a Mettabot. (Post Beta 20.0)
	+ restore 3 HP to you and summon a Mettabot. (Post Beta 20.2, Current)

Rarity: Purple (Epic)
Evil Blueprints

Evil Blueprints were added in Beta 36.0 as one of the cards using the new mechanic of "choose one" effects, and the first one to show it off due to being revealed on Twitter beforehand (and as 2nd of 5 total), as seen here. Previous Versions can be found here.

Since Beta 56.0, when the turn this is played ends, a (now Token) Thrashing Machine will be added to your hand, which is an effectless monster but still has ATK and HP above its cost, at 4/4 for 3G, while also having the benefit of being a part of every Tribe.

*More detailed info can be found on Thrashing Machine's own page.*

This makes Evil Blueprints a very valuable card for any deck that involves one or more Tribes, alongside the Evil Plan **Artifact**.
Ficus Licker: Previous Versions

Current Version can be found here.

Ficus Licker was added in **Beta 39.1** as a 2G 1/3 Common monster (to show its role as G Follower 1's "real" version) with the Magic ability to give +1 Thorns to an ally monster. It also has 1 Thorn(s) itself. **Beta 43.0** gave both itself and its Magic 1 more Thorn(s).

**Beta 49.0** reworked it into a 2/2/2 Basic/Base monster, giving it the Magic of simply drawing a card. (This makes it more on par with GF1 again after the Follower redesign of Beta 46.0.) **Beta 51.0** returned it to a Common, made it count as a Plant and is now limited to drawing a Plant.

### Stats

ATK:

* 1 (Post Beta 39.1)
* 2 (Post Beta 49.0, Current)

HP:

* 3 (Post Beta 39.1)
* 2 (Post Beta 49.0, Current)

Cost: 2

Abilities:

* Thorns (1). Magic: Give an ally monster +1 Thorns. (Post Beta 39.1)
* Thorns (2). Magic: Give an ally monster +2 Thorns. (Post Beta 43.0)
* Magic: Draw a card. (Post Beta 49.0)
* **[Now counts as a Plant.]** Magic: Draw a Plant. (Post Beta 51.0, Current)

Rarities:

* White (Common) (Post Beta 39.1)
* Gray (Basic) (Post Beta 49.0)
* White (Common) (Post Beta 51.0, Current)

## Trivia

* Beta 51.0 also updated its image, showing a Ficus next to it.
Devil Doll

Devil Doll was added in Beta 51.0. Previous Versions can be found here.

Devil Doll deals 1 DMG to a random enemy monster when drawn, while also dealing 2 DMG to all damaged enemy monsters when played.

This makes it quite a strong burst damage monster, very useful in Justice, Perseverance and Patience for their general area damage abilities.

## Card Skins

* Buy me Please (by Diamaincrah)
	+ Only available through Christmas (2020) Bundle.