recursal/Fanatic-Fandom huggingface dataset:
Parsnik

Previous Versions can be found here.

Parsnik is a good all rounder card who can Paralyze a selected monster, preventing the opponent from using that monster for the following turn (unless it is silenced or cured by cards like Asriel). However, if there is no enemy monster, this ability will instead have to Paralyze one of your own monsters, or go to waste.

Paralyzed monsters can still deal damage if attacked and their passive abilities still work. Silencing a paralyzed monster will remove the paralysis and make it able to attack if it should be able to.

Best used in a Patience deck due to their passive and spells working with paralysis.
Librarian

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

It has quite the unique ability, as it will only activate if you have no duplicate in your deck (2 of the same cards). This does not include cards in your hand, on your board, or cards used. So purely what's currently in your deck. As of Beta 52.0, it also won't include generated cards (cards that didn't start in your deck, visualized by a Gear icon).

And when you have that requirement, Librarian will add 3 random cards to your deck. This can be anything, from spells of other classes to Determination cards. But it can give multiple of the same card as well as cards you already have in your deck, but with its Beta 52.0 buff, it won't affect a second Librarian.

Afterwards, you will draw 2 cards and have their cost reduced by 1G each. So be sure you have at most 5 cards in your hand before using this. (6 cards also work, but you will then be left with a completely filled hand, meaning you overdraw next turn if you don't use another.)

Librarian is the core of a deck based around it, but ironically works best as the only card with multiple of starting in your deck. Using 2 allows for the best use rather than 1 or 3. This is because the moment you draw your first, you will only have 1 left in your deck, allowing the effect to trigger. And the second Librarian can then do the same (thus using only 1 simply gives you less total cards in the end). If you add 3 of them at the start, you have to wait until you draw your second Librarian for either the first or the second to actually work.

## Card Skins

* Reader Librarian (by Moonlightring)
* Card God (**GIF** by Diamaincrah)

## Trivia

* Card God is the first GIF Skin that covers the entire card.
Moldessa: Previous Versions

Current version can be seen here.

Originally, Moldessa was a 4/2 for 4G monster that dealt 1-4 DMG to a random enemy monster when played. Its first few changes (each having quite a lot of time between them) were small buffs to make it more played, starting in **Beta 5.3** where its effect now deals 2-4 DMG. **Beta 9.3** gave it +1 ATK, but **Beta 21.0** reverted that and gave it a Dust instead (on top of its Magic). When it dies, a random other Mold was added to your hand.

In **Beta 24.0** and **Beta 26.0**, Moldessa was a bit nerfed. The former gave it -1 ATK, reducing it to an even lower 3. But while the latter reverted that, it instead increased its cost for the first time, to 5G. It was in **Beta 48.0** where Moldessa was reworked to better work with the Tribe it's a part of. While it lost its Dust and its Magic now only deals 2 DMG by default, if there's an ally Mold, the Magic will always deal 4 DMG instead.

**Beta 50.1** gave it an entirely new design, bringing its cost back to 4G and changing its HP for the first time, increasing it to 4. Its new effect is a simple Dust that makes you draw a Mold and give it +1 HP. **Beta 53.0** gave it -1 ATK again and changed its Dust to a Magic. The new Magic now can't draw another Moldessa.

### Stats

ATK:

* 4 (Pre Beta 9.3)
* 5 (Post Beta 9.3)
* 4 (Post Beta 21.0)
* 3 (Post Beta 24.0)
* 4 (Post Beta 26.0)
* 3 (Post Beta 53.0, Current)

HP:

* 2 (Pre Beta 50.1)
* 4 (Post Beta 50.1, Current)

Cost:

* 4 (Pre Beta 26.0)
* 5 (Post Beta 26.0)
* 4 (Post Beta 50.1, Current)

Abilities:

* Magic: Deal to a random enemy monster ...
	+ 1-4 DMG. (Pre Beta 5.3)
	+ 2-4 DMG. (Post Beta 5.3)
	+ 2-4 DMG. Dust: Add a random other Mold to your hand. (Post Beta 21.0)
	+ 2 DMG. If there's an ally Mold, deal 4 DMG instead. (Post Beta 48.0)
* Dust: Draw a Mold with +1 HP. (Post Beta 50.1)
* Magic: Draw a different Mold with +1 HP. (Post Beta 53.0, Current)

Rarity: White (Common)
G Follower 1

## Gaster Follower 1

G(aster) Follower 1 was released during the **Beta 5.3 Halloween 2016** update. Previous Versions can be found here. It is a Follower introducing the Future effect. As of Beta 46.0, this effect has been replaced by Synergy.

GF1 is a solid 3/3/3 with a Magic that lets you draw a card. However, that card must have a Synergy effect, limiting the amount of cards it can draw to 8 monsters: Spider Bakery, Spider Flower, Endogeny and all other Followers.

Despite the limitations, it is a staple addition to a Follower Deck, as it can be combo'd directly into another Follower.
Lesser Dog: Previous Versions

Current Version can be found here.

Lesser Dog went through quite a lot of changes. It started out with 3/4 and costed 5G. This was reduced to 4G in **Alpha 3.2**, but was returned to 5G in **Beta 3.2** and raised further to 6G in **Beta 4.3**.

**Beta 4.8** increased its ATK from 3 to 4 and **Beta 17.0** increased its HP from 4 to 5, while also changing its Magic to a Dust, making it possible to reduce the cost of 7 cards in your hand at most rather than 6, at the cost of it being vulnerable to Silence. **Beta 46.1** decreased its HP back to 4.

### Stats

ATK:

* 3 (Pre Beta 4.8)
* 4 (Post Beta 4.8, Current)

HP:

* 4 (Pre Beta 17.0)
* 5 (Post Beta 17.0)
* 4 (Post Beta 46.1, Current)

Cost:

* 5 (Pre Alpha 3.2)
* 4 (Post Alpha 3.2)
* 5 (Post Beta 3.2)
* 6 (Post Beta 4.3, Current)

Abilities:

* Magic: All cards in your hand cost 1 less. (Pre Beta 17.0)
* Dust: All cards in your hand cost 1 less. (Post Beta 17.0, Current)

Rarity: Blue (Rare)
Iced Butterfly

Iced Butterfly was added added in Beta 57.0, during April Fools. Previous Versions can be found here.

Iced Butterfly for 1G has a Magic effect to summon another Iced Batterfly, making it similiar to Fly. This provides a good 2/2 card value for 1G.

## Card Skins

* Frosty Wings (by Diamaincrah)
	+ Only available through Undercards Tournament 2021.

## Trivia

* Canonically became a part of Snowdrake's Mom after death.
Force of Nature

## Effect

Give an ally +3 HP.

Force of Nature is Kindness' Basic Spell. Previous Versions can be found here.

Force of Nature (FoN for short) is able to give +3 bonus HP to an ally monster of your choice for only 1G, making it the spell equivelant of Migospel.

FoN works very well on monsters with Taunt. Also very effective on Papyrus to keep him alive so he can clear out the entire board. FoN can also be used to provide HP to offensive monsters to help apply pressure towards the opponent.

Since Beta 52.1, it can also target the user themselves. This makes it function just like Innkeeper and is a very easy way to increase your own max HP as the only spell to do so (after Longevity was changed in the same update).
MTT Fountain: Previous Versions

Current Version can be found here.

MTT Fountain was added in **Beta 7.6**, alongside 13 others.

Originally, MTT Fountain was shown here, on Undercards's Twitter Page. There, it didn't have the Taunt it gained when it was added to the game.

**Beta 8.1** reworked MTT Fountain so they work the same as cards like Gaster and Memorial Statue at that time: Giving it 1 ATK, but also the *Can't attack* Ability. **Beta 10.1** increased its cost to 5G. And **Beta 13.1** lowered its HP from 8 to 6. **Beta 19.0** lowered its HP further to 5.

### Stats

ATK:

* 0 (Pre Beta 8.1)
* 1 (Post Beta 8.1, Current)

HP:

* 8 (Pre Beta 13.1)
* 6 (Post Beta 13.1)
* 5 (Post Beta 19.0, Current)

Cost:

* 4 (Pre Beta 10.1)
* 5 (Post Beta 10.1, Current)

Abilities:

* Heal you by the amount of damage taken by this card. (Pre-Release)
* Taunt. Heal you by the amount of damage taken by this card. (Post Beta 7.6)
* Taunt. Can't attack. Heal you by the amount of damage taken by this card. (Post Beta 8.1, Current)

Rarity: White (Common)
Popumeter

## Population Meter

Popumeter was added in Beta 39.0 as one of the 2 cards with the new Thorns effect until its removal in Beta 49.0 (the other being Spike Trap). Previous Versions can be found here.

Popumeter has a very interesting set of effects, consisting of Disarmed, Armor (1) and a Support effect that makes it automatically attack the rightmost enemy monster.

Even though it has Disarmed, the attack performed by its Support still works, as long as there's at least a monster on the enemy board. Keep in mind that the Support attack goes before the regular attack.
Papyrus Statue

Previous Versions can be found here.

 Papyrus statue is a great supporting card. Instead of being able to attack by itself, it can increase any damage done to the enemy's monsters by 1. This includes Spells like Punishment and even Justice's passive effect, making this card really useful in a Justice Deck. It works as the opposite of/counter to Diamond Boy 1.

This card is very weak by itself, so you should have a Taunt monster to keep it alive. Cards like Ice work well, due to its high HP, good 2nd ability and the fact that it can redirect Muffet's Pet's ability.
K-Round: Previous Versions

Current Version can be found here.

K-Round was added as a Generated card for C-Round in **Beta 30.0**. As a 7/7 for a minimum cost of 5G (which itself is as well in cases it gets bounced), it was already pretty powerful despite having no effect. That didn't stop **Beta 43.0** giving it both Haste and Candy, allowing it to attack the moment it transformed as well as recovering 3 HP from the counter-DMG done by the target when your turn ends.

### Stats

ATK: 7

HP: 7

Cost: 5

Abilities:

* N/A (Post Beta 30.0)
* Haste. Candy. (Post Beta 43.0, Current)

Rarity: Green (Generated)
Memorial Statue: Previous Versions

Current version can be seen here.

When first released in **Beta 4.5**, Memorial Statue, a 4G 1/8, used to silence all enemy monsters at the end of your turn without being able to attack itself. This was ridiculously fast nerfed to doing it at the start of your turn, around 15 minutes after its release. **Beta 6.5** nerfed its HP from 8 to 7. **Beta 13.1** reworked the ability. Now it can attack and will silence any monster it damages. Its cost dropped to 3G for this. **Beta 36.0** nerfed its HP further to 6.

**Beta 53.0** brought its HP down even further to 5, but increased its ATK to 2 (so +1/-1). Its effect will now trigger when it attacks, meaning it will now never trigger during the enemy's turn, but always during yours (providing you attack a monster with it).

### Stats

ATK:

* 1 (Post Beta 4.5)
* 2 (Post Beta 53.0, Current)

HP:

* 8 (Post Beta 4.5)
* 7 (Post Beta 6.5)
* 6 (Post Beta 36.0)
* 5 (Post Beta 53.0, Current)

Cost:

* 4 (Post Beta 4.5)
* 3 (Post Beta 13.1, Current)

Abilities:

* Disarmed. Turn end: Silence all enemy monsters. (Beta 4.5 - for 15 minutes)
* Disarmed. Turn start: Silence all enemy monsters. (Post Beta 4.5)
* Whenever this damages a monster, Silence it. (Post Beta 13.1)
* Whenever this attacks a monster, Silence it. (Post Beta 53.0, Current)

Rarity: Blue (Rare)
Investment: Previous Versions

Current Version can be found here.

Investment is the 3rd Common Integrity Spell and one of the 20 cards added in **Beta 6.6**. At a cost of 2G, you draw a card. The drawn card gets its cost reduced by 3G, resulting in a 1G profit. **Beta 7.1** nerfed it by reducing the drawn card's cost by 2G, going equal with Investment's own cost.

**Beta 18.1** buffed it by quite a lot, as you will now copy a card from your deck and it will be added to your hand (with its cost reduced by 2G), leaving your deck untouched. **Beta 20.0** buffed that further by reducing Investment's own cost by and to 1G, giving back the 1G profit, but this was reverted in **Beta 32.1**. The effect was buffed again in **Beta 36.1**, where it will now show 3 cards from your deck and you can choose which one you want to be copied to your hand with -2 cost.

**Beta 38.0** reworked this quite a bit. It costs 1G again, giving back the 1G profit, but the chosen card will now be moved to the top of your deck instead of copied to your hand.

### Stats

SOUL Type: Integrity

Cost:

* 2 (Post Beta 6.6)
* 1 (Post Beta 20.0)
* 2 (Post Beta 32.1)
* 1 (Post Beta 38.0, Current)

Effects:

* Draw a card with -3 cost. (Post Beta 6.6)
* Draw a card with -2 cost. (Post Beta 7.1)
* Draw a copy with -2 cost. (Post Beta 18.1)
* See 3 random cards in your deck. Choose 1.
	+ Copy it to your hand with -2 cost. (Post Beta 36.1)
	+ Move it to the top of your deck with -2 cost. (Post Beta 38.0, Current)

Rarity: White (Common)
Ghost Tree

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

Ghost Tree makes use of the Plant Tribe added in the same update and is a good addition in a deck focused on these cards, as whenever one is summoned, this gains +1 HP.

Combined with Asgore's Truck, which adds 2 new 0G Plants to your hand right away and Flower Can, which will summon 2 Green Flowers upon death, this card can gain stats very quickly.

Since Beta 31.2, Ghost Tree itself is also a Plant, so it works similar to Nice Cream Guy, able to affect other Ghost Trees, but not itself.

Since Beta 42.1, it also has Transparency, making it able to survive its 1st turn much better and more often. If given HP buffs during its 1st turn, it also can't be stripped of them with most Silencers. (Dress Lion is a prime exception, albeit not guaranteed if you have other monsters. But to buff its HP you need to summon more Plants anyway.)
Ice Cap: Previous Versions

Current Version can be found here.

Ice Cap went through a minor change in **Beta 6.5**. Both its ATK and Cost dropped from 4 to 3 as a way to buff Mad Dummy.

### Stats

ATK:

* 4 (Pre Beta 6.5)
* 3 (Post Beta 6.5, Current)

HP: 1

Cost:

* 4 (Pre Beta 6.5)
* 3 (Post Beta 6.5, Current)

Ability: Charge.

Rarity: White (Common)
Nacarat Jester: Previous Versions

Current Version can be found here.

Nacarat Jester was added in **Beta 1.6** as the first monster able to Silence. Its first change was all the way in **Beta 21.0**, where it simply gained +1 ATK, from 5 to 6. **Beta 49.1** followed that with giving it +1 HP, from 3 to 4. However, **Beta 52.0** reverted this buff.

### Stats

ATK:

* 5 (Post Beta 1.6)
* 6 (Post Beta 21.0, Current)

HP:

* 3 (Post Beta 1.6)
* 4 (Post Beta 49.1)
* 3 (Post Beta 52.0, Current)

Cost: 5

Ability: Magic: Silence a monster.

Rarity: Blue (Rare)

### Trivia

* Nacarat Jester holds 3rd place for having the longest gap between updates and the longest gap between its release and first change.
	+ Woshua is 1st for also getting its first rework in Beta 21.0, but was released upon the game's launch.
	+ Reaper Bird takes 2nd for being released upon the game's launch like Woshua, but having its first change in Beta 19.0.
Noelle: Previous Versions

Current Version can be found here.

Noelle was added with 6 HP in **Beta 30.0**. She got her first change in **Beta 31.0**, where that was nerfed to 5. **Beta 36.1** brought her HP back to 6, but increased her cost from 8G to 9G instead.

### Stats

ATK: 3

HP:

* 6 (Post Beta 30.0)
* 5 (Post Beta 31.0)
* 6 (Post Beta 36.1, Current)

Cost:

* 8 (Post Beta 30.0)
* 9 (Post Beta 36.1, Current)

Ability: Candy. End of turn: Heal you by it's current HP.

Rarity: Purple (Epic)
Loren: Previous Versions

Current Version can be found here.

Loren was added in **Beta 8.2**. Its first change was in **Beta 17.0**, where its HP dropped by 1, from 6 to 5. **Beta 56.1** changed its rarity from Common to Epic.

### Stats

ATK: 3

HP:

* 6 (Post Beta 8.2)
* 5 (Post Beta 17.0, Current)

Cost: 5

Ability: Whenever a monster dies, deal 1 damage to the enemy player.

Rarities:

* Blue (Common) (Pre Beta 56.1)
* Purple (Epic) (Post Beta 56.1, Current)

Trivia:

* Beta 62.0 changed its image.
Gaster

## W.D. Gaster

Gaster was originally an Epic monster and the only one able to give Gaster Blasters. Sans was later also able to give them, but they became exclusive to him (not counting other generated cards or Artifacts) when Gaster was turned into a Legendary in **Beta 46.0**. Previous Versions of Gaster can be seen here. Previous Versions of his Blaster can be found here.

## Overview

Since Beta 55.1, Gaster is able to retrigger up to 2 of each of your successfully triggered Synergy effects during this game, similar to how Goner Kid copied one of each Future effect. Synergy is an effect also added in Beta 46.0 and became the replacement of Future for his Followers, making Gaster the Ace of a Deck featuring them, similar to how Muffet became the Ace of the also new Arachnid Tribe. However, unlike her, Gaster isn't a Follower himself.

Due to it only triggering Synergy effects, G Follower 1 has no impact on this. Redacted's Synergy will not affect Gaster, either.

## Card Skins

* Dark Darker (by Moonlightring)
* Very Interesting (by Darky)
* Glitched Gaster (by CoreSilence)
* Message from the Void (by Diamaincrah)
* 4th Wall (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
* Lost in the Moment (by \_98za89\_)
	+ Only available through Undercards Tournament 2021.
* 500 Error (**GIF** by Asrite)

## Trivia

* During testing, Gaster didn't have Haste as it was meant to actually be obtained from Redacted. But this didn't work properly, and it was decided to give him Haste by default.
	+ However, if you triggered Redacted's Synergy effect and Redacted is still alive the next turn, if you use Gaster the Redacted you summoned the previous turn will get Haste again (making it unable to attack the opponent).
	+ This still is the case even after the loss of Gaster's Haste in Beta 52.0.
* Lost in the Moment skin was originally planned to be an image change to Gaster.
Moldsmal

Moldsmal is a 3/3/2 card of base rarity. It belongs to the Molds tribe.

## Strategy

Moldsmal is primarily used in Mold decks, a deck comprised of cards from the Molds tribe. Mold decks continually fill their board and hand with molds, using cards like Moldbygg, Moldstack, and Moldessa earlier in the match and using Moldmega later on. Moldsmal acts as the cheapest target to trigger the effects of the other molds. You generally want to create copies of your more expensive Molds so Moldsmal can get in the way sometimes, but otherwise they are a great and cheap way to get your board going in any Mold deck.
Headshot

## Effect

Silence and kill a monster.

Previous Versions can be found here.

Headshot is a Justice deck exclusive effect card. When used, it will silence and kill any monster of your choice.

This is extremely useful as not only can you instantly get rid of a powerful card, you can also use it on monsters with dangerous Dust effects, such as Flowey or Mettaton NEO.
Knife: Previous Versions

Current Version can be found here.

Knife was added in **Beta 6.6**, alongside 19 other cards (6 of which were also new Effect Cards for each Class). Originally, it would cost 1G to kill a monster with this. The trade-off being that you lose 1 life in the process. This was not worth it for most players, and made it useless for non-Determination players, so **Beta 7.1** buffed it by only doing 10 DMG to yourself, whilst costing 2G.

**Beta 9.1** buffed it again. Now it deals DMG equal to the ATK of the killed monster. **Beta 9.3** reworked that to the monster's HP, because it was widely used on low ATK, high HP cards like Igloo or MTT Fountain. But because it was now heavily used on high ATK, low HP monsters like Mad Dummy, **Beta 10.1** made the final change by making it deal DMG based on the monster's cost.

**Beta 13.1** nerfed it by increasing the cost to 3G. **Beta 18.1** nerfed it further by not allowing you to kill ally monsters with it. This was done due to the strong combo with Snow Poff and Last Dream. **Beta 44.1** nerfed it yet again, increasing its cost to a further 4G.

### Stats

SOUL Type: Determination

Cost:

* 1 (Post Beta 6.6)
* 2 (Post Beta 7.1)
* 3 (Post Beta 13.1)
* 4 (Post Beta 44.1, Current)

Effects:

* Kill a monster. Lose a life. (Post Beta 6.6)
* Kill a monster. Lose 10 HP. (Post Beta 7.1)
* Kill a monster. Lose HP equal to its ATK. (Post Beta 9.1)
* Kill a monster. Lose HP equal to its HP. (Post Beta 9.3)
* Kill a monster. Lose HP equal to its cost. (Post Beta 10.1)
* Kill an enemy monster. Deal its cost as DMG to yourself. (Post Beta 18.1, Current)

Rarities:

* White (Common) (Post Beta 6.6)
* Gray (Basic) (Post Beta 30.0, Current)

 Trivia

* Beta 30.0 introduced the Basic Rarity, which this gained.
Parsnik: Previous Versions

Current Version can be found here.

Parsnik changed a few times, but never too heavily. Its first change was during **Beta 4.8**, in which its ATK dropped from 4 to 3. Much later, in **Beta 26.0**, its Magic effect was buffed by not just paralyzing an enemy monster, but also dealing 2 DMG to it when it's paralyzed, getting similar changes as Cold Winter. **Beta 31.0** increased its ranged to be able to affect ally monsters. This was reverted the next day in **Beta 31.1**.

**Beta 41.0** made it no longer re-paralyze paralyzed monsters (something it also shares with Cold Winter and something that was made impossible to do entirely as of Beta 42.0). **Beta 49.1** reduced its HP from 4 to/by 2. Dark Ponman was reworked in this update, and Parsnik received its old effect. If Parsnik is played on the left side of the board (slot 1 or 2), it will still Paralyze an enemy monster of your choice (though no longer deal DMG if it's already paralyzed). But if played on the right (slot 3 or 4), the targeted enemy monster will now be Silenced instead. **Beta 52.0** reverted it back to its Beta 31.0 version (but without the consecutive Paralysis), being at 4 HP and able to Paralyze any monster.

### Stats

ATK:

* 4 (Pre Beta 4.8)
* 3 (Post Beta 4.8, Current)

HP:

* 4 (Pre Beta 49.1)
* 2 (Post Beta 49.1)
* 4 (Post Beta 52.0, Current)

Cost: 4

Abilities:

* Magic: Paralyze an enemy monster. (Pre Beta 26.0)
* Magic: Paralyze an enemy monster. If paralyzed, deal 2 bonus DMG. (Post Beta 26.0)
* Magic: Paralyze a monster. If paralyzed, deal 2 bonus DMG. (Beta 31.0)
* Magic: Paralyze an enemy monster. If paralyzed, deal 2 bonus DMG. (Post Beta 31.1)
* Magic: Paralyze an enemy monster. If paralyzed, deal 2 DMG instead. (Post Beta 41.0)
* Magic: Paralyze an enemy monster if played on the left.
	+ If played on the right, Silence it instead. (Post Beta 49.1)
* Magic: Paralyze a monster. If paralyzed, deal 2 DMG instead. (Post Beta 52.0, Current)

Rarity: White (Common)
Fox Head

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

Fox Head has an interesting effect when placed, dealing 1 DMG to the enemy monster that is both on the furthest to the left and furthest on the right. If only 1 enemy monster is on the board, it will take 2 DMG.

Because of this card, you now have to be more careful on where you place your monsters on the board, a thing players only really needed to worry about before the most were when fighting Justice and Patience due to their spells (Explosion and Cold Winter respectively).

Fox Head can work as an alternative to Fuku Fire when only 1 enemy monster is on the board, dealing 1 less DMG, but costing 1 less as well and doesn't need a specific slot on the board to be used.

When more enemy monsters are on the board, it works more like an alternative to Crazy Bun that is focussed on dealing DMG to enemies, as it has more control over the DMG it does at the cost of dealing 1 less DMG as well, but never to allies. (However, Crazy Bun often gets used intentionally to deal chip DMG to allies like Receptionist 1, which Fox Head can't be used for.)

It can also work like a half-Woshua, due to its exact halved stats and the fact it deals DMG to 2 enemy monsters at most instead of Woshua's 4. But because Fox Head targets specific monsters, it is a more difficult way to prepare an Asgore with it, but rewards well when done right.
Lonraig (jarladöme)

Lonraig är på många sätt det av landet Nordanils jarladömen som är svårast att ta sig till, åtminstone till lands, då vägen till staden och kusten där jarladömets rikedomar finns är mycket sumpig. Istället är floden det enda sättet att ta sig in och ut ur jarladömet. Många i staden och längs kusten lever av fiske och vad Skugghavet ger vilket har gett jarladömet sitt öknamn, "fisklandet". Dess största rikedom kommer också från havet, då man kan finna stora mängder bärnsten längs stränderna samt musslor som ibland ger pärlor. Alviska hantverkare i Lonraig är ofta glasblåsare och rikets finaste glaspärlor och glasföremål kommer från de alviska bruken i Lonraig.

Lonraig styrs sedan mycket, mycket länge av jarlar som heter Segersvärd i efternamn. För tillfället är det Vaimar Segersvärd som sitter under Silverkronan, före honom var hans far som dog i en duell mot Fearanns jarl Torgeir Vidsköld. Jarl Vaimar Segersvärd är känd för att ingen brukar säga emot honom, och att han alltid får sin vilja igenom trots att han inte har några särskilda talanger.

Jarladömet är det äldsta jarladömet, det vill säga det land i Nordanil som först fick en jarl. Jarladömets historia är oerhört lång, både före och efter jarladömets skapelse. Före jarladömet fanns det ett kungadöme som hette Lanvair, som utkämpade ett generationslångt krig mot Dabéarann. Kriget, Syskonkriget, är landets mest tragiska krig och finns i Syskonsången. Lonraig har också varit kungens säte en gång i tiden,
Froggit Trio

## Effect

Add 3 Froggits with Haste to your hand.

Froggit Trio was added in Beta 6.6, as one of 20 new cards and as Bravery's newest common spell. Previous Versions can be found here.

It will add 3 Froggits to your hand as long as you have enough space in your hand. This card functions as the Bravery version of Patience's Ice Replica.

All the given Froggits will gain Haste, but will still cost 2G each on top of the 1G paid for the spell to get them on the board. Pairs very well with Final Froggit, Overgrowth, and Whimsalot.
Nurse Mouth: Previous Versions

Current Version can be found here.

Nurse Mouth was added in **Beta 30.0** with the same 3/7 for 5G as its Undertale counterpart Big Mouth. **Beta 40.0** dropped both their HP to 6.

### Stats

ATK: 3

HP:

* 7 (Post Beta 30.0)
* 6 (Post Beta 40.0, Current)

Cost: 5

Ability: Restore 3 HP to you if an ally => 3G monster dies.

Rarity: Blue (Rare)

### Trivia

* Upon its release, its effect was bugged and actually healed you from the death of ally monsters that costed equal or LESS than 3G, not equal or MORE.
* Beta 50.0 updated its image, making it the much more on par with Big Mouth's sprite.
Hathy: Previous Versions

Current Version can be found here.

Hathy was added in **Beta 30.0** with the ability to give +1 ATK whenever another ally monster attacks. This was nerfed in the exact same way as Veteran (in Beta 20.2) in **Beta 30.1**, where its effect now only works on monsters with at least 3 ATK already.

### Stats

ATK: 1

HP: 6

Cost: 4

Abilities:

* Support: Give the attacker +1 ATK. (Beta 30.0)
* Support: Give the attacker +1 ATK if it has => 3 ATK. (Post Beta 30.1, Current)

Rarity: White (Common)
Mister Elegance: Previous Versions

Current Version can be found here.

Mister (Mr.) Elegance reversed its effect in the first major update after release. For as when in **Beta 30.0** it would deal 4 DMG to enemy monsters summoned in front of it (making it similar to Astigmatism), **Beta 31.0** will now let it deal 2 DMG to enemy monsters NOT summoned in front of it (making it more similar to Heats Flamesman).

**Beta 35.0** completely reworked it. Dropping its cost from 8G to 5G with stats from 4/6 to 2/5 (-3G -2/-1 total), its new effect includes Taunt and a special Turn Start and End effect. When your turn ends, it gains +2 ATK and when it starts, it gains -2 ATK. This effectively means that it has 2 extra ATK during the enemy's turn, making it a 4/5 Taunt for 5G. **Beta 36.1** droped its cost to 4G, making it equal to Mr. Society's. **Beta 41.0** reworked the card engine, which allowed 'aura' effects to work. This resulted in this card getting reworked to passively gain +2 ATK during the opponent's turn.

**Beta 46.0** added Chessboard and the Piece Tribe with 5 members, this being one of them. As a result, it was entirely reworked again. In stats, it gained +1/+1/-1, leaving it at 3/4 back at 5G. In effect, like the others, it uses the same "played left or right" type of effect already used by Mr. Society. In this case, it gains +1 ATK, Taunt AND +1 Thorns when played on the left. When played on the right, it gains +1 Armor instead. **Beta 49.0** made its left effect give it +1 HP instead of +1 Thorns (as Thorns was removed as a whole), thus it now gains +1/+1 and Taunt. During the next big Piece change of **Beta 54.0**, this was buffed by giving it both effects if you have a Chessboard on the board.

### Stats

ATK:

* 4 (Post Beta 30.0)
* 2 (Post Beta 35.0)
* 3 (Post Beta 46.0, Current)

HP:

* 6 (Post Beta 30.0)
* 5 (Post Beta 35.0)
* 4 (Post Beta 46.0, Current)

Cost:

* 8 (Post Beta 30.0)
* 5 (Post Beta 35.0)
* 4 (Post Beta 36.1)
* 5 (Post Beta 46.0, Current)

Abilities:

* Whenever an enemy monster is summoned, deal...
	+ 4 DMG to it if it's in front of this. (Post Beta 30.0)
	+ 2 DMG to it if it's not in front of this. (Post Beta 31.0)
* Taunt.
	+ Turn start: Gain -2 ATK. Turn end: Gain +2 ATK. (Post Beta 35.0)
	+ Has +2 ATK during the opponent's turn. (Post Beta 41.0)
* **[Now counts as a Piece.]** Magic: If played right, gain +1 Armor.
	+ If played left, gain +1 ATK, Taunt and +1 Thorns. (Post Beta 46.0)
	+ If played left, gain +1/+1 and Taunt. (Post Beta 49.0)
* Magic: If played left, gain +1/+1 and Taunt. If played right, gain +1 Armor. If there's an ally Chessboard, gain both. (Post Beta 54.0, Current)

Rarity: Blue (Rare)
Octofriend: Previous Versions

Current Version can be found here.

Octofriend is the 3rd Rare Kindness spell, released in **Beta 27.0**. It originally gave +2 HP to the targeted monster. **Beta 40.0** changed that to giving it +1/+1. The targeted monster would then have both Tentacles summoned adjacent to it. It costed 4G. **Beta 52.1** changed that by making the Tentacles be added to the user's hand instead for 2G. The Tentacles will have their cost reduced by/to 1G, to make the total cost the same.

### Stats

SOUL Type: Kindness

Cost:

* 4 (Post Beta 27.0)
* 2 (Post Beta 52.1, Current)

Effects:

* Give an ally monster +2 HP. Summon both Tentacles adjacent to it. (Post Beta 27.0)
* Give an ally monster +1/+1. Summon both Tentacles adjacent to it. (Post Beta 40.0)
* Give an ally monster +1/+1. Add both Tentacles to your hand with -1 cost. (Post Beta 52.1, Current)

Rarity: Blue (Rare)

## Trivia

* Beta 33.0 updated its image.
	+ For Kindness, it shares this with Heal, Force of Nature, Soothing and Test of Will.
	+ During Beta 42.0, it was updated again.
Politician Bear

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

Not to be confused with its Undertale's counterpart Politics Bear, this card does "bear" a resemblance to it by also being a Common monster with exactly +2G/+1/+1 as well as an effect that is a weaker version of Politics Bear's original one (which was too overpowered).

Currently, this effect allows it to deal the ATK of an ally monster of your choice as DMG to the monster in front of the target, effectively allowing one of your monsters to attack once more in the same turn without it taking counter-DMG. But it won't trigger any "(attack and) kill" effects and, as mentions, can only be used to damage a single specific monster.

## Trivia

* Beta 30.3 fixed the effect to be able to be used on monsters you just summoned.
	+ Ranger Rudinn also got this change.
Jumping Rabbit

Jumping Rabbit was added in Beta 36.0. Previous Versions can be found here.

Jumping Rabbit chains itself, as when it dies during your turn, a new Jumping Rabbit will be added to your deck, after you have drawn a new card. As such, the further you get in the game, the sooner you will draw the new Jumping Rabbit. Keep in mind that even if you have no cards left in your deck, you will still take fatigue DMG before you obtain the new one, meaing you can't chain Jumping Rabbits within the same turn, unless you use multiple (as then they would chain each other).

This is complemented by it having Haste, thus allowing you to pay 5G to deal a 4 DMG attack to monsters as long as you draw the other's new Rabbit, have the money and the enemy monsters have enough ATK.

Even a single Jumping Rabbit is useful, as you will be able to use it multiple turns, similar to Skateboard Girl. But each have their own advantages. While Skateboard Girl is cheaper, Jumping Rabbit is easier to use as it requires an enemy monster with an ATK of 3 or MORE to attack rather than LESS, which is much more common. Being 5G, Jumping Rabbit can also trigger Prosperity, which'll restore 1 HP to you when it's played. But Skateboard Girl has more survivability when it's on the board when the enemy's turn comes around. Most Taunt monsters also have low ATK, making Skateboard Girl more useful against them as well. Not to mention you want them gone as fast as possible, and Skateboard Girl is guaranteed to be usable next turn (when used right).
Poll of the Week Archive

Poll for November 4th, 2016, to November 5th, 2016:

Poll for November 6th, 2016, to November 13th, 2016:

Poll for November 14th, 2016 to November 20th, 2016:

Poll for November 21st, 2016, to November 27th, 2016:

Poll for November 21st, 2016, to December 4th, 2016:

Poll for December 4th, 2016, to December 10th, 2016:

Poll for December 11th, 2016, to December 17th, 2016:
Goner Kid: Previous Versions

Current Version can be found here.

Goner Kid was released during the **Beta 5.3** Haloween Update, during the Gaster Event, where it had the same 2/2/2 as its "real" counterpart Monster Kid, but as an Epic with a Magic instead of a Rare with a Dust. Its effect allowed you to copy and trigger all Future effects you currently have active. **Beta 7.1** nerfed that by no longer copying the effects.

This was reverted in **Beta 8.3**, but it also gained +1/1 and +2G with it, making it 3/3 for 4G, no longer able to be obtained by Assault or Lamp or match in stats with Monster Kid. **Beta 10.1** nerfed its effect again. While it still copies the Future effects, it can no longer affect more than 1 of the same kind of Future effect. **Beta 12.0** dropped its cost to 3G, but this was increased to 5G much later in **Beta 38.0**.

**Beta 46.0** entirely reworked the Follower 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. Goner Kid was added to the Tribe and gained both a Magic and Synergy. Its Magic would kill a random other monster. Its Synergy would make it kill a random enemy monster instead. It also gained +1 ATK and a whopping +5 Cost, doubling it to 10G. **Beta 48.0** reduced that to 8G.

### Stats

ATK:

* 2 (Post Beta 5.3)
* 3 (Post Beta 8.3)
* 4 (Post Beta 46.0, Current)

HP:

* 2 (Post Beta 5.3)
* 3 (Post Beta 8.3, Current)

Cost:

* 2 (Post Beta 5.3)
* 4 (Post Beta 8.3)
* 3 (Post Beta 12.0)
* 5 (Post Beta 38.0)
* 10 (Post Beta 46.0)
* 8 (Post Beta 48.0, Current)

Abilities:

* Magic: Copy and trigger your Future effects. (Post Beta 5.3)
* Magic: Trigger your Future effects. (Post Beta 7.1)
* Magic: Copy and trigger your Future effects. (Post Beta 8.3)
* Magic: Copy and trigger 1 of each of your Future effects. (Post Beta 10.1)
* Magic: Kill a random other monster. Synergy: Kill a random enemy monster instead.
	+ **[Now counts as a Follower.]** (Post Beta 46.0, Current)

Rarity: Purple (Epic)
Library Loox: Previous Versions

Current Version can be found here.

Library Loox was added in **Beta 50.0** as a 4/3 for 5G monster with the ability to copy all cards in your hand that didn't start in your deck (thus those with the Gear Icon, now known as Generated cards) to your deck with their cost reduced by 1G. **Beta 50.1** changed that already by giving it +1 HP as well as its Magic not allowing to copy another Library Loox. **Beta 52.0** gave it another +1 HP, but reworked its effect, now allowing it to target a single Generated card in your hand (still with the exception of another Library Loox). A copy of it with -1 cost will be added to the top of your deck. **Beta 55.0** now gives the copy -2 cost.

### Stats

ATK: 4

HP:

* 3 (Beta 50.0)
* 4 (Post Beta 50.1)
* 5 (Post Beta 52.0, Current)

Cost: 5

Abilities:

* Magic: Copy to your deck all Generated cards ...
	+ in your hand with -1 cost. (Beta 50.0)
	+ in your hand (except Library Loox) with -1 cost. (Post Beta 50.1)
* Magic: Topdeck a copy of a Generated card ...
	+ in your hand (except Library Loox) with -1 cost. (Post Beta 52.0)
	+ in your hand (except Library Loox) with -2 cost. (Post Beta 55.0, Current)

Rarity: Purple (Epic)
Powerhouse: Previous Versions

Current Version can be found here.

Powerhouse was added in **Beta 43.0** as an 8G Justice Spell that would let the user draw 2 cards. Afterwards, all cards in the user's hand would have their cost reduced by 2G. **Beta 43.1** nerfed the latter part of the effect, no longer allowing any cards to be reduced below 2G (meaning 3G cards only reduce 1G and 0-2G cards are unaffected). **Beta 47.0** nerfed its cost up to 9G.

### Stats

SOUL Type: Justice

Cost:

* 8 (Post Beta 43.0)
* 9 (Post Beta 47.0, Current)

Effects:

* Draw 2 cards. Then reduce in your hand the cost of...
	+ all cards by 2G. (Post Beta 43.0)
	+ all 3G cards by 1G and => 4G cards by 2G. (Post Beta 43.1, Current)

Rarity: White (Common)
Golden Flowers

Effect updates and description changes can be seen here.

The Golden Flowers were added in Beta 6.0 as an universal version of Determination's Resurrection. Since Beta 44.1, it more so functions as one for spells rather than monsters.

When played, you get to look at 2 random different non-Token spells that you've cast this game and you can choose one of them. A copy of that spell will be added to your hand.
Omega Flowey: Previous Versions

Current Version can be found here. Previous Versions of Load can be found here.

Omega Flowey (officially Photoshop Flowey) was added in **Beta 5.3** as the 4th DT monster. He was and sill is a monster with one of the highest stats in the game with a very impactful ability.

Originally, Omega Flowey would save the game's current state and then added a 8G Load Spell to your hand when played. When a game state was saved, all aspects of the game were saved except for the dustpile and turn number. As such, this included both boards, hands, decks, gold and even the number of seconds into the turn when Omega Flowey was played. Once the Load Spell was used, the game would be rewound back to the last saved state. This was particularly useful if you wished to see what cards your opponent has as well as getting yourself out from near death situations (though obviously not usable when you're actually dead). Load was also the first DT Spell (before the introduction of the Token Rarity in Beta 30.0).

He started as a 12/12 monster with a cost of 24G. **Beta 5.7** dropped that cost to 20G, and **Beta 6.5** dropped it even further to 16G. But **Beta 6.7** changed that completely by giving him a new unique ability. This new ability would silence the opponent's SOUL effect, leaving them with no passive ability. There's also no cure to it, so Omega Flowey's ability is a permanent one. His cost went back up to 20G for this, but also gained +4/+4, for a total of 16/16. **Beta 7.1** returned that to 12/12, though.

**Beta 9.1** gave him back his loading ability, but now only works with the cards on the board. Load is now added to the owner's deck instead of hand. He gained -1/-1 for this. His cost and that of Load were set at 15G. **Beta 19.0** made his Magic add the Load to your hand instead of your deck again. After this, both Omega Flowey and Load started receiving cost changes, usually at the same time. In Omega Flowey's case, **Beta 20.0** gave him -1G, while **Beta 22.0** and **Beta 33.1** gave him +1G. **Beta 52.0** removed his Plant Tribe (which he had since Plant affecting effects became a thing), no longer making any DT monsters have a Tribe (as Omega was the only one ever). **Beta 54.1** gave him -1G, bringing him back to 15G.

### Stats

ATK:

* 12 (Post Beta 5.3)
* 16 (Post Beta 6.7)
* 12 (Post Beta 7.1)
* 11 (Post Beta 9.1, Current)

HP:

* 12 (Post Beta 5.3)
* 16 (Post Beta 6.7)
* 12 (Post Beta 7.1)
* 11 (Post Beta 9.1, Current)

Cost:

* 24 (Post Beta 5.3)
* 20 (Post Beta 5.7)
* 16 (Post Beta 6.5)
* 20 (Post Beta 6.7)
* 15 (Post Beta 9.1)
* 14 (Post Beta 20.0)
* 15 (Post Beta 22.0)
* 16 (Post Beta 33.1)
* 15 (Post Beta 54.1, Current)

Abilities:

* Magic: Save the game and add a Load to your hand. (Post Beta 5.3)

* Magic: Silence the enemy's soul effect. (Post Beta 6.7)
* Magic: Save the board and add a Load to your deck. (Post Beta 9.1)
* Magic: Save the board and add a Load to your hand. (Post Beta 19.0)
* **[No longer counts as a Plant.]** (Post Beta 52.0, Current)

Rarity: Red (DETERMINATION - Cannot be crafted or silenced)

Song: Your Best Nightmare
Napstablook: Previous Versions

Current version can be seen here.

Napstablook had exceptionally high stats, even from the beginning. It originally would gain -1/-1 at the end of your turn, so the enemy actually had to deal with a 4/5 monster during their turn. **Alpha 2.1** changed that to making the effect take place at the start of your turn, just like it does now. **Beta 2.6** droped its HP from 6 to 5, making it equal to its ATK. However, despite being a nerf, it is more helpful in some cases. As if its stats only change due to its effect, it now won't end up with 0/1 for a turn, making it a wasted slot due to it not being able to attack in order to kill itself.

**Beta 6.5** dropped its cost from 3G to 2G, leaving it with 5/5 for 2G. This was considered too powerful, and its ATK and HP were reduced by 1 in the next update, **Beta 6.6**. **Beta 7.1** returned it to its 3G, 5/5 version, though.

And finally, **Beta 7.4** changed it again by only dropping it's ATK at the start of your turn, but also made it so that if it's ATK gets to 0, it dies, just like HP. This was done because Napstablook died almost instantly when facing Justice, as Justice's passive and Blooky's ability made it lose 2 HP at once. And when combined with Punishment, it died right away. **Beta 19.0** nerfed its effect by making it trigger at the end of your turn again. **Beta 20.0** nerfed it further by dropping its HP to 4.

### Stats

ATK:

* 5 (Pre Beta 6.6)
* 4 (Post Beta 6.6)
* 5 (Post Beta 7.1, Current)

HP:

* 6 (Pre Beta 2.6)
* 5 (Post Beta 2.6)
* 4 (Post Beta 6.6)
* 5 (Post Beta 7.1)
* 4 (Post Beta 20.0, Current)

Cost:

* 3 (Pre Beta 6.5)
* 2 (Post Beta 6.5)
* 3 (Post Beta 7.1, Current)

Abilities:

* End of turn: Gain -1/-1. (Pre Alpha 2.1)
* Start of turn: Gain -1/-1. (Post Alpha 2.1)
* Start of turn: Gain -1 ATK. Dies if ATK = 0. (Post Beta 7.4)
* End of turn: Gain -1 ATK. Dies if ATK = 0. (Post Beta 19.0, Current)

Rarity: Purple (Epic)
Igloo

Effect updates and description changes can be seen here.

Igloo was added in Beta 4.8 that, since Beta 48.0, allowed the user to see the 3 cards at the bottom of the enemy's deck. Not only that, they can also choose one of them and a copy of it will be added to their hand.

Due to it checking the bottom of their deck, not only does it help knowing what finishing cards the opponent has, but you can also combine it with Telescope when you want to copy a specific card.
Penetration

## Effect

Silence a monster.

Previous Versions can be found here.

Penetration is a Bravery spell card. Since Beta 52.0, it will Silence a single monster when used. It costs 1G, making it a useful card.

Silence removes all abilities and status effects, like Taunt, Dodge, Armor and Stat (de)buffs. (In the case of an HP debuff: Silence will bring the Max HP back up, but the current HP stays the same.) However, while Transparency can also be removed with Silence, many cards can't do so because of their targeting status, Penetration included.

Keep in mind that this spell will also remove negative effects like Disarmed, allowing those monsters to attack from that point on. (Paralyze and KR are also removed through Silence, but those are more associated with Patience and Perseverance respectively.) Also keep in mind that DT monsters like Frisk and The Heroine can't be silenced at all.
Painting

You can find previous versions of this card here.

Painting was added in Beta 54.0.

Painting functions almost like a reverse Business Dude, being able to make a 1/1 copy of a non-DT monster you own, but instead of from your deck to your board, it's from your board to your hand. Painting is also able to target other Paintings, unlike Business Dude.
Frozen Energy

## Effect

Give a monster +2/+2 and Haste. Delay: If its cost is its base cost, Paralyze it.

## Misc

### Soul type

 (PATIENCE)

Frozen Energy was added in **Beta 55.0** as a replacement for Protection during the Patience rework.

Frozen Energy gives a monster of your choice +2/+2 and Haste. However, at the end of that turn, the chosen monster will be Paralyzed if its cost is the same as its base cost.

Because it won't Paralyze those that have its cost changed, when looking at Patience's other spells, the best targets for Frozen Energy are copied ally monsters from Ice Replica and the monsters sent to the bottom of your deck through Change of Winds (which can then be drawn easily with Fridge or Exploration). Alphys' Royal Patience also provides a cost drop to specific drawn cards, so Frozen Energy can also work well on <= Epic monsters drawn by it.

## Card Skins

* Teasing Frisk (by Oranjican)
	+ Originally belonged to Protection.
	+ No longer available.
* Bone-Chilling (by Oranjican)
Long Sink: Previous Versions

Current Version can be found here.

Long Sink was added in **Beta 50.1** as a 4/4/4 with the ability to restore 2 HP to you and itself at the start of every turn, but would Silence itself after doing it once. **Beta 54.1** gave it +2 cost and redesigned it to summon a Silenced 2/2 Long Sink every time you cast a <= 1G spell. **Beta 57.0** buffed it with +1 HP, but **Beta 58.0** reverted this and buffed it with -1 Cost instead, leaving it with 4/4 for 5G.

**Beta 59.1** gave it +1 HP again while keeping its Cost at 5G, but redesigned it again. Now, it had Haste and a Turn end ability that only triggered if it didn't attack, similar to Elder Puzzler. This effect caused it to gain +1 HP and restore 3 HP to the user.

*At some point* it lost its +1 HP benefit. This is the current version.

### Stats

ATK:

* 4

HP:

* 4 (Post Beta 50.1)
* 5 (Post Beta 57.0)
* 4 (Post Beta 58.0)
* 5 (Post Beta 59.1, Current)

Cost:

* 4 (Post Beta 50.1)
* 6 (Post Beta 54.1)
* 5 (Post Beta 58.0, Current)

Abilities:

* Turn start: Restore 2 HP to you and itself. Silence itself. (Post Beta 50.1)
* Whenever you cast a <= 1G spell, summon a Silenced 2/2 Long Sink. (Post Beta 54.1)
* Haste. Turn end: If this didn't attack, restore 3 HP to you and gain +1 HP. (Post Beta 59.1, Current)

Rarity: White (Common)