recursal/Fanatic-Fandom huggingface dataset:
Strength: Previous Versions

Current version can be seen here.

Strength is Bravery 's beginner spell. It went through quite a lot, though small changes over time. Starting out as a 2G spell able to give any monster of your choice +3 ATK, **Beta 2.0** dropped its cost to 1G until **Beta 4.1**, where this was brought back to 2G like its original version.

The next update, **Beta 4.2**, brought it back down to 1G again, but also nerfed the effect to only give +2 ATK. **Beta 4.6** reduced its cost further to 0G until **Beta 4.8**, where this was brought back to 1G again. Its effect also gave +3 ATK again, making it equal to its 2nd version. **Beta 6.2** took that further by increasing its cost back up to 2G, making it the same as its original version again.

    **Beta 20.0** nerfed it for the first time, keeping it at 2G, but making the effect only give +2 ATK normally. It only gives +3 ATK if it's used when your opponent has more monsters. (The extra ATK is even included when the spell targets an enemy monster, as it checks your status, not that of your monsters.)

**Beta 42.0** reworked the class, which resulted in its spells getting a complete change as well (some of them even getting replaced). Strength stayed in the game with the same cost, but its effect now works very similar to Aaron's Secret before this update. It now gives +1/+1 to 2 random (but different) ally monsters.

### Stats

Soul Type: Bravery

Cost:

* 2 (Post Alpha 3.0)

* 1 (Post Beta 2.0)

* 2 (Beta 4.1)
* 1 (Post Beta 4.2)
* 0 (Post Beta 4.6)
* 1 (Post Beta 4.8)
* 2 (Post Beta 6.2, Current)

Effects:

* Give a monster +3 ATK. (Post Alpha 3.0)
* Give a monster +2 ATK. (Post Beta 4.2)
* Give a monster +3 ATK. (Post Beta 4.8)
* Give a monster +2 ATK. If your opponent has more monsters...
	+ Give +3 ATK instead. (Post Beta 20.0)
* Give 2 random ally monsters +1/+1. (Post Beta 42.0, Current)

Rarities:

* White (Common) (Post Alpha 3.0)
* Gray (Basic) (Post Beta 30.0, Current)

 Trivia

* Beta 30.0 introduced the Basic Rarity, which this gained.
Temmie Statue

Temmie Statue was added in Beta 9.0 alongside Allergic Temmie. Previous Versions can be found here.

Since Beta 55.1, Temmie Statue gives +1/+1 to any Tem you summon while it's on the board. The buff isn't as big as earlier versions did, but it's a mere 3G and has decent survivability with 1/5.

This makes it a very good support card for a Tem focused deck. The ATK boost is nice for the offensive Tems of Temmie & Temmie 2, School Temmie and Bob, while the HP boost is nice for the supportive Tems of Allergic Temmie (who will also get immunity to Muffet's Pet) and Trader Temmie.
Mister Society

## Mr. Society

Mister (Mr.) Society was added in Beta 30.0. Previous Versions can be found here.

This card can work in 2 completely different ways, depending on which side you decide to play it. This design was expanded in Beta 46.0 with the introduction of Chessboard and the Piece Tribe.

Since Beta 54.0, if you play it on the left, the 1st or 2nd board slot, it gains +1 HP and Haste, allowing it to attack a monster right away, but will most likely not survive with only 3/4 in stats. If you play it on the right, the 3rd or 4th board slot, it gains +1 ATK and Transparency instead, allowing it to usually survive the enemy's next turn due to it only costing 4G. It can also make the enemy spend gold, usually more than this, to kill it right away.

However, if played with a Chessboard on your board, it gains both buffs, turning it into a 4/4/4 with Haste and Transparency. This makes it always able to attack at least once, and often twice. This also applies to any Chessboard played afterwards, which can also benefit from other Piece buffs. Just keep in mind that neither Haste nor Transparency will stay after 1 turn, so it has to be done right after playing Mr. Society.
Red Bird: Previous Versions

Current Version can be found here.

Red Bird was added in **Beta 13.4** as a 3/3 for 4G that would turn a monster on the board of your choice into a random monster with the same cost. **Beta 14.0** gave it +1 cost, while **Beta 17.0** gave it +1 ATK. **Beta 55.0** made it unable to turn a monster into a new version of itself.

   *Before, if a monster with a changed cost had a cost no monster had, Red Bird would remove it from play. Now, if no monster has such cost or the targeted monster is the only one with the cost it has, the effect will simply fail instead.*

### Stats

ATK:

* 3 (Post Beta 13.4)
* 4 (Post Beta 17.0, Current)

HP: 3

Cost:

* 4 (Post Beta 13.4)
* 5 (Post Beta 14.0, Current)

Abilities:

* Magic: Turn a monster into ...
	+ a random monster of the same cost. (Post Beta 13.4)
	+ a random other monster of the same cost. (Post Beta 55.0, Current)

Rarity: Blue (Rare)
Right Tentacle: Previous Versions

Current Version can be found here. Previous Versions of Left Tentacle can be found here.

Before release, Right Tentacle was shown with 2 HP. With its release in **Beta 5.9**, this was dropped by 1.

### Stats

ATK: 3

HP:

* 2 (Pre-release)
* 1 (Post Beta 5.9, Current)

Cost: 2

Ability: Dust: Restore 3 HP to you.

Rarities:

* Purple (Epic) (Post Beta 5.9)
* Green (Generated) (Post Beta 30.0, Current)

## Trivia

Left Tentacle understandably got the same changes, but with swapped ATK and HP.
Thundersnail: Previous Versions

Current Version of its giver, Snail Trainer, can be found here. Previous Versions of the Snail Trainer can be found here.

When Snail Trainer was added in **Beta 18.1**, it was able to give this card at a cost of 3G. When used, every dead Snail you have would be resummoned and have their Magic triggered. **Beta 19.0** buffed both it and this, reducing Thundersnail's cost to just 1G. **Beta 24.0** brought it back to 3G. **Beta 26.0** buffed it by also adding a Naptablook to your hand when used. **Beta 44.1** increased its cost further to 4G.
**Beta 50.0** reduced its cost to 2G (from 3G according to the Patch Notes) and reworked its effect due to the addition of a couple of new Snails. It now only summons 1G Snails and doesn't give a Napstablook anymore.

### Stats

Spell giver: Snail Trainer

Cost:

* 3 (Beta 18.1)
* 1 (Post Beta 19.0)
* 3 (Post Beta 24.0)
* 4 (Post Beta 44.1)
* 2 (Post Beta 50.0, Current)

Effects:

* Summon all dead ally Snails and trigger their Magic. (Post Beta 18.1)
* Summon all dead ally Snails and trigger their Magic. Add a Napstablook to your hand. (Post Beta 26.0)
* Summon all dead ally 1G Snails and trigger their Magic. (Post Beta 50.0, Current)

Rarities:

* Blue (Rare) (Post Beta 18.1)
* Green (Generated) (Post Beta 30.0, Current)
Ultimate Fusion

Ultimate Fusion is a TOKEN artifact generated by Evil Plan.

If you have the Evil Plan artifact equipped and Ultimathrash in your deck, at the start of the game Ultimathrash will be burned, drawing you a card if it was in your hand when it was burned. Evil Plan will then be replaced by Ultimate Fusion.

Ultimate Fusion starts with 7 counters. At the start of every even turn until turn 15, the rightmost card in your hand will be sent to the top of your deck, and a Thrashing Part will be added to your hand. The Thrashing Parts will always be added in the same order, from the lowest cost Thrashing Part to the highest (Laser Topper -> Boxed Body -> Mobility Tracks -> Failed Design -> Round Devices -> Tough Body -> Flame of Love). Whenever a Thrashing Part (Except for All Tribes) is summoned for the first time, a counter is spent. At the end of your turn, if Ultimate Fusion has 0 counters, it will add Final Gambit! to your deck and Ultimate Fusion will be disabled.

## Strategy

While Ultimate Fusion seems complicated at first, it becomes easier to understand once you use it. It requires Ultimatethrash in your deck and Evil Plan to be equipped, meaning this takes up a card and an artifact slot. Every 2 turns a new part will be added to your hand instead of you drawing a card, and when you play all of the parts you get Final Gambit! added to your deck.

Ultimate Fusion decks (Or Ultima decks as they are commonly called) enable a quest-like progression with a reward that essentially grants a win. It has the downsides of taking several turns for all of the parts to be added, as well as Final Gambit! being added to your deck instead of your hand. Despite these downsides, Ultima decks can prove to be quite strong. All of the Thrashing Parts are quite strong, granting pretty good effects throughout the game. Since the Thrashing Parts are added to your hand instead of you drawing a card the turn they appear it results in you essentially having a much larger deck that will take much longer to run out of cards. By using the strong TOKENS provided in smart ways, running good stall cards that let you heal and counter faster decks, you can help enable you to survive until you get the amazing Final Gambit!.

With the number of TOKENS being added to your hand throughout the game, cards like Berdlycoaster and Halberd can be very easy to trigger with Ultimate Fusion equipped.

A big issue with Ultimate Fusion can be just drawing Final Gambit! when it is added. Noelle can be a very good way to tutor Final Gambit! Some other cards like Royal Patience can be used as a tutor as well. Getting Final Gambit! early is almost always ideal as it generates so much value that it almost always results in a win within that or the next turn, so having a tutor for Final Gambit! is useful.
Rouxls Kaard

## Duke of Puzzles

* Rouxls Kaard
* Puzzle Box

Revealed here, Rouxls Kaard (pronounced "Rules Card" and RK for short) is the 3rd Deltarune and overal card shown for Beta 30.0. Previous Versions can be found here. Previous Versions of the Puzzle Box can be found here.

RK renders its owner immune to any DMG.

However, when played, RK will add a Puzzle Box to the enemy's hand, making it similar to Pre-Beta 56.0 Annoying Dog when wanting to overflow their hand. This Puzzle Box is a simple 3G spell that, when used, will silence a monster of the user's choice. This makes the spell identical to Penetration, but with triple the cost.

Avoid using Receptionist 3 if you find out that the oponent has this card by using Spy or Eye, since the Puzzle Box will not be added to your hand. This goes double if your enemy has Taunt monsters on the board. On the contrary, you don't have to use the Puzzle Box to silence RK, as it can be easily killable, especially for those using a Justice or Perseverance Deck. It'll allow you to Silence something much more threatening.

## Card Skins

* Standing Rouxls Kaard (by Jacky Bunny - Fan Artist)
* Hardest Puzzle (by Jake Horror)
* Whaaat (by CoreSilence)
* According to Plan (by Jake Horror)
	+ Tasty Puzzle (sold separately)
* Nobody Can Stop Him (by Diamaincrah)
	+ Tricky Box (sold seperately)
* Starlight (**GIF** by Jake Horror)

## Trivia

Its Theme is sped-up from the OST, being at the same speed as during your 2nd encounter with RK in Deltarune.
Recruitment: Previous Versions

Recruitment was added in **Beta 42.0** during the Bravery Rework. It's the first ever Generated Class-exclusive Spell, given directly by Bravery's new Passive effect. As such, the Current Version can be found here, on Bravery's section on the Deck page. But it can also be found here, on its 'normal' Current Version Page.

This spell lets you quite litteraly recruit a new monster for free, originally showing 3 <= Epic monsters with a cost of either 4G or 5G and you can choose one of them to be added to your hand. **Beta 42.1** buffed this by making the given monster gain +1 HP. **Beta 43.0** buffed this again by now letting you choose out of 5 monsters instead of 3.

### Stats

Spell giver: Passive (Bravery)

Cost: 0

Effects:

* See 3 random 4-5G <= Epic monsters. Choose 1.
	+ Add it to your hand. (Beta 42.0)
	+ Add it to your hand with +1 HP. (Beta 42.1)
* See 5 random 4-5G <= Epic monsters. Choose 1.
	+ Add it to your hand with +1 HP. (Beta 43.0, Current)

Rarity: Green (Generated)
TV

TV
--

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

When drawn, the TV will add a random card (aside from generated ones) to the top of both players' decks. The card added to your deck will have -1 cost. This means that the next card they draw, will be the card the TV has given them.

This will most likely not be the same monster, nor the same rarity. So be prepared for anything, as it might give the enemy a very strong monster and you end up with a much weaker one.

But on the flip side, the opposite can be true as well. It's all up to luck. However, the chance that the enemy will get something they would actually put in their deck is very small. Because of that, TV is best used as a disruption tool, or as a resource generator. It also has good stats, so it can just be played without relying on its effect.
Jigsawry

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

When you have this card on the board, any new Jigsawry you play will instantly be deleted and have their current ATK and HP be added to the base of the Jigsawry on the board. (If there are multiple, it will be added to the one furthest to the left.) As such, the removed ones will not die or end up in the Dustpile, so are not affected by cards like Resurrection, Another Chance, and Coffin.

Because the stats it receives from the other Jigsawry are added to its BASE stats, Silence is not able to bring it back down instantly to a 3/4. This can be useful in situations where you want to keep up the pressure for your opponent with many monsters without the need for the board slots, which can then be used for other monsters.

This also means that any buffs Jigsawry obtains before being sacrificed to another will become permanent, making Jigsawry very useful in a deck that has a lot of hand-buffing cards like Sugar Pot, Space Cooler and Integrity's Inflation.
Useless Bird

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

Useless Bird gets its name from the fact that since Beta 49.0, it has both Taunt and Transparency. Taunt is disabled on monsters that also have Transparency, making Useless Bird a Common -1/-1/-1 version of Clam Boy (whose effect got buffed in the same update).

But when Transparency gets removed at the start of your next turn, it's a simple Taunt monster.
Snowdrake's Mom: Previous Versions

Current version can be seen here.

Snowdrake's Mom has an interesting history. While its original effect is sadly unknown (if it even had one to begin with), its stats were known, which were a solid 4/4/4. **Alpha 2.1** gave it the Magic to Paralyze all enemy monsters if you hand was empty. (This was noted as a buff.) But this was not used as much or at all in a Bravery deck due to its passive, so **Beta 5.3** changed that to making it Paralyze them when your HP was at 10 or less, making it more useful against a Perseverance deck, which still blocked healing back then.

But this didn't stay long, as **Beta 5.7** reworked it again, as well as giving it its first stat change: increasing its cost by 1G. Now, instead of a certain requirement, Snowdrake's Mom will now always have a 50% chance to paralyze each enemy monster, making its ability work like that of Temmie at the time. This stayed until **Beta 7.2**, where its ability changed again to paralyzing 2 random enemy monsters, at the cost of 7G.

This stayed all the way until **Beta 53.0**, where it returned to 5G, but also gained its first ATK and HP change, being -1 in both. In terms of effect, it was entirely reworked. Rather than having its effect work with Paralysis, it now gives +2/+2 to an Amalgamate in your hand of your choice. But it also has a Synergy, which when activated, gives the chosen monsters +3/+3 instead. **Beta 54.0** gave it +1/+1, returning it to 4/4, at the cost of its Magic and Synergy giving -1/-1.

### Stats

ATK:

* 4 (Pre Beta 53.0)
* 3 (Post Beta 53.0)
* 4 (Post Beta 54.0, Current)

HP:

* 4 (Pre Beta 53.0)
* 3 (Post Beta 53.0)
* 4 (Post Beta 54.0, Current)

Cost:

* 4 (Pre Beta 5.7)
* 5 (Post Beta 5.7)
* 7 (Post Beta 7.2)
* 5 (Post Beta 53.0, Current)

Abilities:

* Unknown. (Pre Alpha 2.1)
* Magic: Paralyze all enemy monsters...
	+ if your hand is empty. (Post Alpha 2.1)
	+ if you have <= 10 HP. (Post Beta 5.3)
	+ with a 50% chance each. (Post Beta 5.7)
* Magic: Paralyze 2 random enemy monsters. (Post Beta 7.2)
* Magic: Give an Amalgamate in your hand +2/+2. Synergy: Give it +3/+3 instead. (Post Beta 53.0)
* Magic: Give an Amalgamate in your hand +1/+1. Synergy: Give it +2/+2 instead. (Post Beta 54.0, Current)

Rarity: White (Common)
Totem

Totem was added in Beta 54.0.

Totem is an extremely dynamic card, having stats and an effect based around the number 6. For it's a 6/6/6 monster that, when played while having 3 other 6G monsters on your board, will add 6 random 6G monsters to your hand.

Because one Totem can give another, this can provide you with huge amount of new cards.
Spider Reporter: Previous Versions

Current Version can be found here.

Spider Reporter was an Arachnid added in **Beta 46.0.** It's a 4G 4/3 monster with Haste and the Turbo of adding 2 Spiders to your deck. **Beta 52.0** gave it -1 HP and its Turbo now adds one of the two Spiders to your hand instead of your deck. This was reverted the next update, however **Beta 52.1** also made it only give 1 Spider instead of 2.

### Stats

ATK: 4

HP:

* 3 (Post Beta 46.0)
* 2 (Beta 52.0)
* 3 (Post Beta 52.1, Current)

Cost: 4

Abilities:

* Haste. Turbo: Add 2 Spiders to your deck. (Post Beta 46.0)
* Haste. Turbo: Add a Spider to your hand and deck. (Beta 52.0)
* Haste. Turbo: Add a Spider to your deck. (Post Beta 52.1, Current)

Rarity: Blue (Rare)
Tsunderplane: Previous Versions

Current version can be seen here.

Tsunderplane is one of those cards that got changed very early, which ended up lost. This is because Tsunderplane originally restored 5 HP to its owner upon death, making it an upgraded version of Vegetoid, but was nerfed to only healing 3 HP at some point (either undocumented or still before Alpha 2.1).

**Beta 1.6** changed it again, making us know its history clearly from now on. With this change, its entire use was swapped as it will now deal 1 DMG to all enemies upon death, making it more useful as both a powerful charge, but also a substitute of Woshua that can also damage the enemy, an ability that is later given to Mettaton NEO as well.

This stayed for a very long time until **Beta 31.2**, in which it was nerfed from an 8G Charge to a 9G Haste, but its effect was buffed in its place, dealing 2 more DMG to the opponent. **Beta 32.0** buffed its ATK from 5 to 6. This was brought down to 4 in **Beta 41.1**, but its cost was also reduced by 2, to 7G.

### Stats

ATK:

* 5 (Pre Beta 32.0)
* 6 (Post Beta 32.0)
* 4 (Post Beta 41.1, Current)

HP: 3

Cost:

* 8 (Pre Beta 31.2)
* 9 (Post Beta 31.2)
* 7 (Post Beta 41.1, Current)

Abilities:

* Charge. Dust: Heal 5 HP to you. (Original)
* Charge. Dust: Heal 3 HP to you. (Pre Beta 1.6)
* Charge. Dust: Deal 1 DMG to all enemies. (Post Beta 1.6)
* Haste. Dust: Deal 1 DMG to all enemy monsters and 3 to the enemy. (Post Beta 31.2, Current)

Rarity: White (Common)
Receptionist 2: Previous Versions

Current Version can be found here.

Receptionist 2 and the Armor ability were introduced in **Beta 9.1,** alongside Charles. It started off with 3/2 for 4G, but **Beta 12.1** nerfed its ATK by 1, leaving it with 2/2 and weak to Muffet's Pet. **Beta 14.0** swapped its Rarity with that of Charles, leaving Charles as a Common and this as a Rare.

It wasn't changed since until **Beta 52.0**, where it gained +2 HP but also -1 Armor. It shares this loss of Armor with Gerson. Now, with the exception of Robot 98, no Armor monster has more than 1 Armor on their own.

### Stats

ATK:

* 3 (Post Beta 9.1)

* 2 (Post Beta 12.1, Current)

HP:

* 2 (Post Beta 9.1)
* 4 (Post Beta 52.0, Current)

Cost: 4

Abilities:

* Taunt. Armor (2). (Post Beta 9.1)
* Taunt. Armor (1). (Post Beta 52.0, Current)

Rarity:

* White (Common) (Post Beta 9.1)
* Blue (Rare) (Post Beta 14.0, Current)
Woshua

Previous Versions can be found here.

Woshua is a 4/3/4 monster of Base rarity. When played, Woshua gives all enemy monsters -1 ATK.

## Strategy

Woshua is an area-of-effect (AOE) debuff card, which means they gain more from their ability the more enemy monsters there are. While -1 ATK is not a huge decrease, it can hinder some certain boards much more than others. The best way to take advantage of Woshua is to use them in a situation where playing them can let you avoid a full trade with an enemy monster (Playing Woshua in a way that makes it so you can attack with another monster without that monster dying when they would have without Woshua being played). Allowing your board to clear, or even just take less DMG, lets your board be harder to take down. This optimal play of Woshua requires your monsters already in play however, so often you will have to sacrifice some aspects of its effect to some extent. Woshua is a fine card that generally can be tricky to play in a way where they give full value, but when used well they can be a decent option for newer players to gain board control.

Woshua also has some niche use in lock decks, decks that seek to prevent the enemy from doing anything. By making each enemy monster have low ATK as well as having a Taunt that has 0 ATK (like Dummy) it can put the enemy player in a situation where they cannot do anything. This strategy has fallen out of favour over the years due to the increased difficulty in setting it up, as well as there being better combos that just kill. This strategy can be fun to occasionally mess around with from time to time, but it is not advised for any of the higher ranks.

## Card Skins

* Clean Smile (by Diamaincrah)
* Soapy Bubbles (by Asrite)

## Trivia

Its happy face is actually an unused sprite.
Striped Bird: Previous Versions

Current Version can be found here.

Striped Bird was added in **Beta 30.0** as a 5G 4/3 monster with the somewhat odd Turbo effect which gives it Charge if you have 2 or more Disarmed monsters in your hand. **Beta 31.0**, like many other DR cards, changed it. In this case, it gained +1 HP. **Beta 43.1** followed this with -1 cost, ending up with 4/4/4.

**Beta 49.0** reworked it. Gaining -1/+1 to end up at 3/5, it now has Haste and will Paralyze itself after attacking. **Beta 50.0** gave it +1 ATK, returning it to 4.

### Stats

ATK:

* 4 (Post Beta 30.0)
* 3 (Post Beta 49.0)
* 4 (Post Beta 50.0, Current)

HP:

* 3 (Post Beta 30.0)
* 4 (Post Beta 31.0)
* 5 (Post Beta 49.0, Current)

Cost:

* 5 (Post Beta 30.0)
* 4 (Post Beta 43.1, Current)

Abilities:

* Turbo: If you have 2+ Disarmed monsters in your hand, gain Charge. (Post Beta 30.0)
* Haste. Paralyze itself after attacking. (Post Beta 49.0, Current)

Rarity: Blue (Rare)
Ice Replica

**The article "Ice Replica" is a *stub*.**
Stubs are pages that don't have enough information, you can edit this page to help grow our community!

## Effect

Paralyze a non-DT monster. Copy it to your hand. Delay: If it was an ally monster, give the copy -2 cost.

## Misc

### Soul type

 (PATIENCE)

Ice Replica is a Patience spell released in Beta 27.0. As 3rd card revealed for this update, it can be seen here. Previous Versions can be found here.

For 2G, it allows you to Paralyze any non-DT monster on the board. Then, a base copy of that monster will be added to your hand. When your turn ends, if the monster you paralyzed was one of yours, the copy will have its cost reduced by 2G.
Snoring Monsters

Snoring Monsters were added in Beta 51.0.

Snoring Monsters functions as weaker Casual Undyne, much like Cool Bone does to Papyrus (but with no matching connection), being able to deal the extra DMG done to a monster that wasn't needed to kill it as DMG to the opponent.

Compared to Casual Undyne, Snoring Monsters has HALVE the cost and only -2/-1, for a strong total of 6/6/6. However, Snoring Monsters lack Haste, so is unable to make use of the effect on the first turn. The effect itself is also weaker, as it doesn't activate during the enemy's turn with counter-attacks.
Spying

Spying was added in Beta 49.1 as a way to buff Spy.

Before, Spy simply showed the enemy's hand every few turns and increased the cost of a single random or specific card in it by 1G (the turns and target changed over time).

Now, Spy adds this spell card to your hand every few turns instead, but only for that turn. The spell is 0G, so there's no reason not to use it (but it will not be added if your hand is full, wasting it). This limited use is similar to Telescope.

The spell itself functions identical to Eye, showing the enemy's entire hand and let you choose one to have its cost increased by 1G.

### Trivia

* When Spy showed the cards itself, it did so one by one (as Copycat does).
	+ However, if you were lagging, sometimes you wouldn't get to see them all.
Temmie: Previous Versions

Current Version can be seen here.

Temmie had a lot of changes. Originally, it was a 3/3 Charge monster for 3G that had a 50% chance of adding another Temmie to your hand. The 2nd Temmie had the same stats, but only Charge. **Alpha 2.7** dropped its HP from 3 to 2, **Beta 2.6** its ATK from 3 to 2 and **Beta 4.6** dropped its cost from 3G to 2G. **Beta 6.1** changed its effect. Before, if the 2nd Temmie was returned to your hand or deck, it would regain its main ability. Now, the 2nd Temmie is its own monster, known as Temmie 2.

During Beta 6.5, Temmie was supposed to be nerfed to a mere 1 HP. But this was scrapped... at first. That nerf happened anyway in **Beta 6.6**. (The same HP nerf also happened to Temmie 2.) This gives us our current stats (2/1 for 2G). However, its ability was changed a couple more times after this, starting in **Beta 7.1.** Now, it would add a new Temmie to your hand if it killed a monster on its first turn. This is also not a Temmie 2, but a regular Temmie with the same abilities. As such, if you use it wisely, you can have infinite Temmies. **Beta 7.2** nerfed that to putting the new Temmie into your deck, rather than your hand.

But this all didn't matter, as **Beta 7.5** returned its ability to giving a Temmie 2 with Magic. However, it now is a 100% chance instead of 50%. **Beta 7.6** changed that from a Magic to a Dust effect. After this, Temmie 2 got some changes on its own (as seen here), eventually ending up where it started as a 2/1 for 2G. However, it had Haste instead of Charge. **Beta 53.1** swapped those, leaving Temmie with Haste and Temmie 2 with Charge. **Beta 55.0** swapped them back and changed Temmie's Dust into a Delay effect.

### Stats

ATK:

* 3 (Pre Beta 2.6)
* 2 (Post Beta 2.6, Current)

HP:

* 3 (Pre Alpha 2.7)
* 2 (Post Alpha 2.7)
* 1 (Post Beta 6.6, Current)

Cost:

* 3 (Pre Beta 4.6)
* 2 (Post Beta 4.6, Current)

Abilities:

* Charge. Magic: Have a 50% chance to add a Temmie to your hand without Magic. (Pre Beta 6.1)
* Charge. Magic: Have a 50% chance to add a Temmie 2 to your hand. (Post Beta 6.1)
* Charge. If this kills during its first turn, add a Temmie to your hand. (Beta 7.1)
* Charge. If this kills during its first turn, add a Temmie to your deck. (Post Beta 7.2)
* Charge. Magic: Add a Temmie 2 to your hand. (Beta 7.5)
* Charge. Dust: Add a Temmie 2 to your hand. (Post Beta 7.6)
* Haste. Dust: Add a Temmie 2 to your hand. (Post Beta 53.1)
* Charge. Delay: Add a Temmie 2 to your hand. (Post Beta 55.0, Current)

Rarity: Blue (Rare)
The Heroine: Previous Versions

Current Version can be found here.

The Heroine (a.k.a. Undyne the Undying) was the 3rd DT card added to the game, in **Beta 3.9**. Like any DT cards, she's immune to Silence. She used to be a 10/10 monster for 25G, with her ability giving her -2/-2 with each death, making her have 5 'lives' and a combined total of 30/30.

In **Beta 7.1**, she got buffed with +5/+10/+10, leaving her with 20/20 for 30G, and her ability would give -5/-5 each time, giving her only 4 'lives', but a total of a whopping 50/50. **Beta 7.6** changed her back, though, to 10/10 with -2/-2 each death. Only now, she's 20G. **Beta 18.1** dropped this further to 18G, **Beta 20.0** to 15G, but **Beta 20.2** increased it to 16G.

**Beta 30.2** changed how Dust functioned. As a result, The Heroine was slightly reworked. She functions still the same, but is no longer a Dust monster. **Beta 55.1** reworked her more. Dropping to a 9/9 for 13G, she now resurrects with -3/-3, giving her just 3 'lives' with a total of 18/18. **Beta 58.0** turned her into a Royal Guard (at the same time Omega Flowey became a Plant again). She was reworked once more as well, dropping to an even lower 8/8, but resurrecting with -2/-2 again, thus giving her 4 'lives' and a total of 20/20. She now also has Taunt by default, but this doesn't carry over into her resurrections. Instead, it is replaced with Armor during her first (at 6/6) and Transparency during her second (at 4/4). She has no additional ability during her final resurrection (at 2/2). **Beta 61.0** once again reworked her even more. She kept her Taunt and stats, but had her cost reduced by 2, to 11. Now, if you had a card of each non-DT rarity in your dustpile, so base, common, rare, epic, legendary, and token, she would resurrect with -2/-2 base stats and no Taunt, bringing her back to a total of 20/20 again.

### Stats

ATK:

* 10 (Post Beta 3.9)
* 20 (Post Beta 7.1)
* 10 (Post Beta 7.6)
* 9 (Post Beta 55.1)
* 8 (Post Beta 58.0, Current)

HP:

* 10 (Post Beta 3.9)
* 20 (Post Beta 7.1)
* 10 (Post Beta 7.6)
* 9 (Post Beta 55.1)
* 8 (Post Beta 58.0, Current)

Cost:

* 25 (Post Beta 3.9)
* 30 (Post Beta 7.1)
* 20 (Post Beta 7.6)
* 18 (Post Beta 18.1)
* 15 (Post Beta 20.0)
* 16 (Post Beta 20.2)
* 13 (Post Beta 55.1)
* 11 (Post Beta 61.0, Current)

Abilities:

* Dust: Resurrect with -2/-2. (Post Beta 3.9)
* Dust: Resurrect with -5/-5. (Post Beta 7.1)
* Dust: Resurrect with -2/-2. (Post Beta 7.6)
* Instead of dying, resurrect with -2/-2. (Post Beta 30.2)
* Instead of dying, resurrect with -3/-3. (Post Beta 55.1)
* **[Now counts as a Royal Guard.]** Taunt. Instead of dying, resurrect with -2/-2 and no Taunt.
	+ Gain Armor at 6/6 or Transparency at 4/4. (Post Beta 58.0, Current)
* Taunt. Instead of dying, return with base -2/-2 and no Taunt if you have a card of each non-DT rarity in your dustpile.

Rarity: Red (DETERMINATION - Can only be crafted by DT fragments)

Song: Battle Against A True Hero

### Trivia

* Her price of 25G was the suspected age of Undyne, as her Undernet username is strongfish91, suggesting she was born in 1991. This makes her 25 years old in 2016, the year of Undertale's release.
Snailmobile: Previous Versions

Current Version can be found here.

Snailmobile was added in **Beta 30.0** as a 3/3 for 5G with Haste and the Magic of drawing 2 1G monsters. **Beta 54.1** expanded that to also able to draw spells and 0G cards.

### Stats

ATK: 3

HP: 3

Cost: 5

Abilities:

* Haste. Magic: Draw 2 1G monsters. (Post Beta 30.0)
* Haste. Magic: Draw 2 <= 1G cards. (Post Beta 54.1, Current)

Rarity: Blue (Rare)
Undyne

Effect updates and description changes can be seen here.

## General

Undyne is a great and versatile monster that can fit into any deck, barring only the extremely aggressive. Her unique ability to split a large amount of damage 1 at a time is ensures she is equally capable of dealing with either a few small monsters or a single big target. The split also counters Dodge monsters, as each hit is counted separately.

Undyne's second ability to summon a Spear also provides great stats, and it is not uncommon to use Undyne on a completely empty board to develop two very big threats comparable to Angel of Death. This makes her one of the most versatile cards in the game, able to have both defensive utility and offensive pressure.

Undyne is also one of the very few Royal Guards that can immediately react to enemy monsters with more than 4 HP. This makes her an incredibly valuable card in the Royal Guard deck.

## Counters

Monsters like Mad Dummy cannot be killed by Undyne's ability as it distributes the attack 1 damage at a time upon the monsters. As such, Armor monsters block her effect entirely.

The Spear from her second ability is summoned with base stats, which means Silence will not affect it. However cards like Queen and Seam can be used to reset a bigger Spear, because if it gets released, it will go back to its 3/3 form.

## Trivia

* Beta 31.0 made her count as a Royal Guard.
	+ Before Beta 46.0, she was the only Legendary with a Tribe.
	+ Beta 46.0 added the Arachnid Tribe, in which Muffet is a part of since.

* Undyne is one of multiple cards with a Skin limited to April Fools Day.
	+ Undyne is also the only card with 2 Skins restricted to a holiday, the other being Halloween.
	+ With July 2019 giving her a Skin Bundle, Undyne now has 3 limited Skins.
		- The Profile Skin of this Bundle is flipped from the Card and Avatar Skins.
Protection: Previous Versions

Current Version can be found here.

Protection originally costed 1G, but was reduced to 0G and made the user draw a card in **Beta 5.7**, similar to cards from other souls, such as Heal, Poison, Will to Fight and Penetration.

After a long time, Protection got another buff in **Beta 26.0**, where it gained the ability to also give enemy monsters Taunt. This was reverted in **Beta 27.0** due to it being too powerful with Small Bird. **Beta 41.0** increased its cost back to 1G.

**Beta 55.0** reworked the soul. Fridge became the new Basic spell, while Protection was replaced with Frozen Energy.

### Stats

SOUL Type: Patience

Cost:

* 1 (Post Alpha 3.0)
* 0 (Post Beta 5.7)
* 1 (Post Beta 41.0)
* N/A (Post Beta 55.0, Current)

Effect:

* Give an ally monster Taunt. (Post Alpha 3.0)
* Give an ally monster Taunt. Draw a card. (Post Beta 5.7)
* Give a monster Taunt. Draw a card. (Post Beta 26.0)
* Give an ally monster Taunt. Draw a card. (Post Beta 27.0)
* N/A (Post Beta 55.0, Current)

Rarities:

* White (Common) (Post Alpha 3.0)
* Gray (Basic) (Post Beta 30.0)
* White (Common) (Post Beta 55.0, Current)

 Trivia

* Beta 30.0 introduced the Basic Rarity, which this gained.
* Beta 33.0 updated its image.
	+ For Patience, it shares this with Cold Winter, Defrosting and Ice Replica.
Instant Noodles

Instant Noodles, similar to Mines, is only available through a single Artifact. In this case: **Noodles**. Blue Flower is another case of this, which was added at the same time as Instant Noodles.

Noodles simply adds two of these to your deck at the start of the game, which simply gives a monster of your choice +2/+2 at the cost of 2G, followed by drawing a card.

This makes it a simple, but potentially dangerous Artifact that works very much like a mirror to another Artifact, **Power**, giving +4/+4 to 1 monster or +2/+2 to 2 monsters rather than +1/+1 to 4 monsters.

While Power gives the boosts for free, Noodles can give the boost to whoever and whenever you want, giving much more control (at the cost of a hand slot until used).

So each have their own ups and downs.
Tombstone

## Crystal's Grave

### Effect

Magic: Summon two non-Generated Dust monsters from your dustpile costing 7 or less.

### Tribes

N/A

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

The most expensive non-Legendary+ monster has a very powerful effect, able to summon 2 different Dust monsters of yours that died before back to the board on adjacent slots (if available). These Dust monsters can only have a maximum cost of 7G and can't be a Generated monster, so you are unable to gain things like Mettaton NEO or a Lost Soul from this.

There are still plenty of strong monsters to obtain from this, though, such as Tsunderplane, Lesser Dog and Dad Slime. Punk Hamster is also a good card to use, as its Turbo will not trigger, keeping your HP safe. Mystery Machine is also an excellent summon, as its Magic will not trigger either.

Caution should be taken when using this card as it can summon Big Bomb (if you summoned it earlier on in the game) possibly killing your monsters on the board.

## Card Skins

* Two Memories (**GIF** by Diamaincrah)

* It's Just a Freezing Memory (**GIF** by \_98za89\_))
	+ Only available through Undercards Tournament 2021.
Worsening

## Effect

Deal 2 DMG to a monster and the opponent. If under KR, deal 3 DMG to both instead.

## Misc

### Soul type

 (PERSEVERANCE)

Previous Versions can be found here.

Worsening is a Perseverance deck specific effect card.

It deals 2 DMG to a monster of your choice, including your own, and deals 2 DMG to the opponent. This makes Mettaton NEO a good monster to add to your deck, as you can use this to kill it instantly. (This works the same way as with Justice's Punishment.)

But this card has an additional use, as when the monster you're using this on is under KR, the DMG to both the monster and the opponent is increased by 1 to 3, making it effectively a double Punishment in 1 card for the price of 1.
Water Cooler: Previous Versions

Current Version can be found here.

Originally since **Beta 4.2**, Water Cooler was a 1/5 monster with a cost of 3G that would heal all monsters on your board, including itself, by 1 HP at the end of your turn. This made Water Cooler work simmilar to Kindness's Passive Effect for healing monsters. **Beta 6.0** gave it +1 HP (to 6), while **Beta 6.5** increased its healing effect by 1 (to 2).

This stayed all the way until **Beta 43.1**, where it was buffed again. Now it also heals its owner, making it better than Kindness' Passive Effect in every way (by functioning the same way, but healing your monsters by 2 HP instead of 1). **Beta 45.0** gave it +2/-3, leaving it at 3/3/3, making it offensively stronger, but defensively weaker.

### Stats

ATK:

* 1 (Post Beta 4.2)
* 3 (Post Beta 45.0, Current)

HP:

* 5 (Post Beta 4.2)
* 6 (Post Beta 6.0)
* 3 (Post Beta 45.0, Current)

Cost: 3

Abilities:

* Turn end: Restore...
	+ 1 HP to all ally monsters. (Post Beta 4.2)
	+ 2 HP to all ally monsters. (Post Beta 6.5)
	+ 2 HP to all allies. (Post Beta 43.1, Current)

Rarity: White (Common)
Shyren: Previous Versions

Current version can be seen here.

Shyren gained small buffs over time, the first one being in **Alpha 2.7**, where her Cost was reduced from 4G to 3G. **Beta 4.6** followed that up with an increase in HP, from 3 to 4. And **Beta 6.0** buffed her ability by making it heal 5 HP instead of 4.

**Beta 16.0** gave Shyren her first nerf, reverting her last buff back to only healing 4 HP. **Beta 36.1** followed that by reverting the buff before that, reducing her HP from 4 to 3. **Beta 43.1** brought her HP back up to 4, but now instead reduced her healing effect to an even lower 3 HP. **Beta 50.1** changed her Rarity from Common to Basic/Base.

### Stats

ATK: 2

HP:

* 3 (Pre Beta 4.6)
* 4 (Post Beta 4.6)
* 3 (Post Beta 36.1)
* 4 (Post Beta 43.1, Current)

Cost:

* 4 (Pre Alpha 2.7)
* 3 (Post Alpha 2.7, Current)

Abilities:

* Magic: Restore 4 HP. (Pre Beta 6.0)
* Magic: Restore 5 HP. (Post Beta 6.0)
* Magic: Restore 4 HP. (Post Beta 16.0)
* Magic: Restore 3 HP. (Post Beta 43.1, Current)

Rarities:

* White (Common) (Pre Beta 50.1)
* Gray (Basic) (Post Beta 50.1, Current)

## Trivia

* Beta 39.1 updated her image, making her "body" darker.
	+ This was done due to the added Shyren's Agent, which has a darker "head".
Whimsun: Previous Versions

Current Version can be found here.

Whimsun had quite a few changes. Starting out with 1/3, it was buffed to 2/3 in **Alpha 2.7**.

This made it possible to make Whimsun a maximum of 5/3 for only 3G. Because of this, **Beta 4.8** nerfed it with -1/+1, making it 1/4, with a maximum of 4/4.

**Beta 6.5** buffed its ATK back up to 2, though, while keeping its HP at 4.

* 1 (Pre Alpha 2.7)
* 2 (Post Alpha 2.7)
* 1 (Post Beta 4.8)
* 2 (Post Beta 6.5, Current)

HP:

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

Cost: 3

Ability: Battlecry/Enter/Magic: Gain +1 ATK for each ally monster.

Rarity: White (Common)
Purple Mascot

Purple Mascot was added in Beta 36.0. Previous Versions can be found here.

Since Beta 54.0, Purple Mascot has the ability to turn a card in your hand of your choice into a copy of a random EPIC monster you have in your deck or dustpile. Keep in mind that this allows you to turn spells into monsters, making it quite unique in that regard.

## Card Skins

* The Man Behind the Mascot (by Diamaincrah)
* Flavor Savior (**GIF** by Kazma)
	+ Originally available through Holy War Bundle.
Tiny Froggit

***Tiny Froggit*** is tied with many monsters for being the weakest card in the game in terms of stats with a mere 1/1. Tiny Froggit does hold a special place in the game by being the only craftable monster with a cost of 0G.

It was the first of 9 cards to be teased in the Undercards Twitter for Beta 13.4 and one of the 15 added cards in that same version.

For older versions of this card, check here.

## Overview

Tiny Froggit is an extremely weak card, being a very meak 1 ATK and 1 HP in raw stats.

Likewise, it pairs with Green Flower with weak and effectless raw stats, although between all other similar cards, Tiny Froggit is the strongest in raw stats, considering that, even if effectless, it costs nothing to play.

## Strategy

Tiny Froggit is a positive start for Aggro or Zoo decks. Although very weak and easily counterable by cards like Big Mouth or Heats Flamesman, all Tiny Froggits in a deck can be buffed up to 3 times by Final Froggit to become easy 3-cost 4/4, which is a cost-wise upside. Its only counter is to be silenced, which can be avoided if you buff a full board and easily overwhelm your opponent.

Aggro decks also may profit from it as it costs 0G and can be played up to thrice at the start of a game if your starting hand is lucky, quickly obtaining board control.

As Tiny Froggit is weak, cards like Soothing will buff it, and effects like those from Toriel will not affect it. It can also be buffed with less of a loss, since its cost and any other buff will always result in a 1 gold advantage. Buffing it while a Taunt or a stronger monster protects it is also a better, considerable strategy.

## Card Skins

* Mini Frog (by Moonlightring)
* Hippity Hoppity (by Jake Horror)
* Lovable (by Jake Horror)
	+ Originally available through Vaporwave Bundle.
Lancer: Previous Versions

Current Version can be found here.

Lancer was added in **Beta 30.0** as a 5/5 for 7G Legendary with the Magic of adding 3 Spades to your hand. **Beta 49.1** dropped that to 2 Spades, but also gave it a passive effect that makes enemy monster take 2 more DMG from any spell.

### Stats

ATK: 5

HP: 5

Cost: 7

Abilities:

* Magic: Add 3 Spades to your hand. (Post Beta 30.0)
* Enemy monsters take +2 DMG from spells. Magic: Add 2 Spades to your hand. (Post Beta 49.1, Current)

Rarity: Gold (Legendary)

Songs:

* Vs. Lancer (Post Beta 30.0)
* Lancer (Post Beta 50.0, Current)
Sacrifice: Previous Versions

Current version can be found here.

Released in **Beta 27.0** as Determination's 3rd Rare spell, Sacrifice is a 1G spell that lets you choose an ally monster of your choice. It will kill that monster, heal you by 4 HP and add a Lost Soul to your hand. **Beta 43.0** makes that Lost Soul cost 2G less.

**Beta 46.1** made it lose the chance to give Thrashing Machine from the pool of Lost Souls. It shares this change with both Angel of Death and Chaos Blaster (making the entire Tribe seperated from Thrashing Machine, similar to Chaos Weapons).

**Beta 48.0** reworked the class and many of its spells. Sacrifice was the only one to be replaced by another, this being Faded Memory.

### Stats

SOUL Type: Determination

Cost:

* 1 (Post Beta 27.0)
* N/A (Post Beta 48.0, Current)

Effects:

* Kill an ally monster, restore 4 HP to yourself and add to your hand ...
	+ a random Lost Soul. (Post Beta 27.0)
	+ a random Lost Soul with -2 cost. (Post Beta 43.0)
	+ a random generated Lost Soul with -2 cost. (Post Beta 46.1)
* N/A (Post Beta 48.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Determination, it shares this with Will to Fight, Resurrection, Another Chance, Same Fate and Hyper Goner.
Timer: Previous Versions

Current Version can be found here.

Timer was added in **Beta 18.1**. When released, it had 6 HP. **Beta 21.0** dropped it to 5 HP, making it end up with the same stats as Microwave: 0/5 for 3G. Both of them also had Disarmed, but **Beta 49.0** only removed Timer's.

### Stats

ATK: 0

HP:

* 6 (Post Beta 18.1)
* 5 (Post Beta 21.0, Current)

Cost: 3

Abilities:

* Disarmed. Start of 3rd turn: The enemy skips their next turn. (Post Beta 18.1)
* Start of 3rd turn: The enemy skips their next turn. (Post Beta 49.0, Current)

Rarity: Blue (Rare)
Toriel's Car

Toriel's Car is the main card of the revamped Turbo Decks, providing both cost reduction and the ability to have an endless deck, similar to Future decks.

## Going Infinite

Just by summoning 2 Cars, the former will use its passive effect to copy the latter to your deck. With a 3rd Car, both the 1st and 2nd will copy the 3rd, giving 2 copies at once.

## Other uses

Filling your deck with Turbo monsters will make it so that whenever you draw a Car, each of them in your hand will get their cost reduced by 1. After some time, when you have copied many Cars, this can happen very often.

Due to Car's cost of 5G, Prosperity is a good Artifact to use with it. As whenever you summon one, you restore 1 HP. However, keep in mind that drawing a Car will reduce the cost of other Cars in your hand. And with a cost of 4G, Prosperity won't activate.
Royal Guard 1: Previous Versions

Current Version can be found here. Previous Versions of RG 02 can be found here.

RG 01 and RG 02 do everything together, even changing stats. In RG 01's case, these are HP based, starting at 8, increased to 9 in **Beta 5.3** and to 10 in **Beta 6.5**.

**Beta 8.1** gave RG 01 an ability. Once RG 01 dies, every RG 02 you have on the board gets Taunt. **Beta 30.0**, with the release of RG 03 and RG 04, expanded its effect to also affect them. **Beta 40.0** made its effect able to affect other RG 01's. **Beta 54.1** changed it (back) into a Common, getting replaced by Dad Slime and Gyftrot in starter decks.

### Stats

ATK: 7

HP:

* 8 (Pre Beta 5.3)
* 9 (Post Beta 5.3)
* 10 (Post Beta 6.5, Current)

Cost: 9

Abilities:

* N/A (Pre Beta 8.1)
* Dust: Give all ally RG 02's Taunt. (Post Beta 8.1)
* Dust: Give all ally RG's Taunt (except 01). (Post Beta 30.0)
* Dust: Give all ally RG's Taunt. (Post Beta 40.0, Current)

Rarities:

* White (Common) (Pre Beta 30.0)
* Gray (Basic) (Post Beta 30.0)
* White (Common) (Post Beta 54.1, Current)

###  Trivia

* Beta 29.0 added RG 01 and RG 02 to the starting cardpool instead of Knight Knight.
	+ This resulted in it gaining the Basic Rarity in Beta 30.0 (until Beta 54.1).
Spider

The spider was added in **Beta 5.2**. Previous Versions can be found here.

Possible use may be as a rush card in a Bravery deck. In **Beta 9.1**, it was the second card to receive Haste, the first one being Lemon Bread.

It's not recommended to place this by itself against Justice as it will be killed by its passive effect.

Spider can also be useful in an Arachnid based deck, being able to trigger the Synergy effect of Spider Bakery and Spider Flower while also being affected by Spider Sign. It's also the cheapest way to buff Muffet, giving +2/+1 for only 1G while still being able to attack a monster (and give room to summon new monsters when it dies in the process).

## Card Skins

* Little Pet (by Jeffa Pegas)
* Spider Love (by Shionbluu)
	+ Originally available through Spider Party Bundle.
Spider Reporter

Spider Reporter was added in Season 46 (Beta 46.0), as one of the half a dozen new Arachnids. Previous Versions can be found here.

Spider Reporter adds a Spider to your deck when drawn, and like Spider, has Haste as well. This allows you to increase the amount of them you have for a combination with other Arachnids (and to counter Fatigue). This can be improved even further with cards like Cash Register.

## Card Skins

* A Letter for you (by Shionbluu)
	+ Originally available through Spider Party Bundle.