recursal/Fanatic-Fandom huggingface dataset:
Ponman

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

Since Beta 46.0, being part of the Piece Tribe, Ponman has different effects depending if it's played on the left side of your board (slots 1 & 2) or on the right side (slots 3 & 4). If on the left, it gains +1 Dodge. If on the right, it gains +1 ATK and Haste instead.

If you want to follow this with a Chessboard, you should do as such on the same turn. Haste will not stay, and while Dodge does, it's not likely it'll keep it through the enemy's next turn. Alternatively, and more effectively, since Beta 54.0, you can also play Ponman after a Chessboard. This will give Ponman all 3 effects, allowing you to deal 3 DMG to an enemy monster of your choice and a healthy body of 3/3 for only 3G. (The only other trade-off being that Taunts affect its usability.)

## Card Skins

* Small but Tough (by Diamaincrah)
* Fire Time (**GIF** by Virsenus)
Acceleration

## Effect

Choose a card from your hand. Burn it and draw 3 cards.

Acceleration was originally added as Bravery's 2nd Epic Spell in Beta 11.0 during the UnderCards 1 year Anniversary. It was also the 2nd of the 2 leaked on Twitter. (The first being Last Dream.) It eventually got replaced by Overheat in Beta 42.0 before being reborn in Beta 43.0 as its 3rd Common Spell (4th if including its Basic Spell) and 1st Deltarune-styled Spell. Previous Versions can be found here.

Before being able to use it, you need another card in your hand (alongside 2G). This is because this spell requires you to 'burn' a card of your choice in your hand. This effectively means that the chosen card is removed from the game, not even being added to your dustpile (which can't happen with spells anyway, which can be chosen). This works similar to an older version of Sans, but now you remove a card from yourself. After doing this, you will draw 3 cards.

This card can work as a replacement for Bravery's old Passive effect, being able to draw multiple cards easily for a cheap price. The need to remove a card can make it harder to use in some decks, though.

## Trivia

* On its release, it costed 2G. This made it the 2nd Epic card to ever be lower than 3G (the other one being an older version of Napstablook).
	+ Inflation, Integrity's new spell, also turned out to be 2G.
* In Beta 12.1, it dropped to 1G and was the first Epic card to ever be this cheap.
	+ Inflation followed this in Beta 17.0, followed by Multi Shot in Beta 37.0.
Goner Kid

Previous Versions can be found here.

Goner Kid was released during the **Beta 5.3 Halloween 2016** update. It is a Follower introducing the Future effect (though being the only one not having one, instead just working with it). As of Beta 46.0, this effect has been replaced by Synergy.

Goner Kid is very expensive as an 8G for a mere 4/3, but its Magic lets it kill a random other monster instantly. If you lack any other monster, this will always target an enemy monster (making it more on par with Jevil's Devilsknife spell).

Since Synergy effects trigger when you have played a monster of the same Tribe beforehand on the same turn, its Synergy will replace its Magic and always target a random enemy monster. This makes it perfectly safe to use right after another Follower.

## Card Skins

* Follower Kid (by Martb.y)
* Staring Goner Kid (by BlueKitty12)
* Getting Lost (by Diamaincrah)

## **Trivia**

* Upon release, Goner Kid shared the same 2/2/2 with its "real" counterpart Monster Kid.
	+ Since Beta 8.3, this is no longer the case.
* When first released in Beta 9.3, Redacted was able to give Goner Kids with its Future effect.
	+ Since Beta 10.1, this is no longer the case.
* Beta 30.0 added Tribe icons, and Goner Kid was in the Follower Tribe. However, Beta 30.1 reworded its and Redacted's wording to mention the Tribe, and this made Goner Kid lose its Tribe right away.
	+ Since Beta 46.0, it is now fully part of the Tribe.
Gerson: Previous Versions

Current Version can be found here.

Gerson was added in **Beta 18.1** as a 8G 3/4 Armor (2) monster with the Magic of giving one of his exclusive Artifacts. At first, this was a one-time use Magic, similar to an old version of Omega Flowey. However, **Beta 20.2** buffed that by making him now give a new Artifact of him when he's played again, but get rid of the old one. **Beta 26.0** buffed that further to not remove the old one, meaning you can end up with all 4 of his Artifacts. His effect has functioned like that ever since.
**Beta 36.1** made the first change to his stats, a -1G cost buff. **Beta 52.0** followed with a +1 ATK. However, he also gained -1 Armor. **Beta 53.0** brought his ATK back to 3, but gave him +1 HP instead, bringing it up to 5. (Beta 53.0 also changed Armor by removing the (x) part, permanently making monsters with it only have DMG reduced by 1.)

### Stats

ATK:

* 3 (Post Beta 18.1)
* 4 (Post Beta 52.0)
* 3 (Post Beta 53.0, Current)

HP:

* 4 (Post Beta 18.1)
* 5 (Post Beta 53.0, Current)

Cost:

* 8 (Post Beta 18.1)
* 7 (Post Beta 36.1, Current)

Abilities:

* Armor (2). Magic: Gain a random Gerson Artifact once. (Post Beta 18.1)
* Armor (2). Magic: Gain/Replace a random Gerson Artifact. (Post Beta 20.2)
* Armor (2). Magic: Gain a random new Gerson Artifact. (Post Beta 26.0)
* Armor (1). Magic: Gain a random new Gerson Artifact. (Post Beta 52.0)
* Armor. Magic: Gain a random new Gerson Artifact. (Post Beta 53.0, Current)
	+ **[Unchanged. Updated wording due to Armor change.]**

Rarity: Gold (Legendary)

Song: Shop (Gerson ver.)
Killer Cook: Previous Versions

Current Version can be found here.

Killer Cook was added in **Beta 39.0** as a 2/5 for 4G. **Beta 41.0** gave it +1 ATK and Cost. This was reverted in **Beta 42.0**.

### Stats

ATK:

* 2 (Post Beta 39.0)
* 3 (Post Beta 41.0)
* 2 (Post Beta 42.0, Current)

HP: 5

Cost:

* 4 (Post Beta 39.0)
* 5 (Post Beta 41.0)
* 4 (Post Beta 42.0, Current)

Ability: Magic: Add Eggs, Flour and Milk to your deck.

Rarity: Gold (Legendary)

Song: Can You Really Call This A Hotel, I Didn't Receive A Mint On My Pillow Or Anything
Dogaressa

Previous Versions can be found here.

Dogaressa is the paired card to Dogamy. She has the same Cost as her husband but reversed ATK & HP. Her effect is also mirrored, which as of Beta 41.0, passively gives her +2 HP as long as you have Dogamy in your hand. It doesn't matter if you have another Dogamy on the board.

If you lack the gold and/or cards to have one of both on your board and in your hand, you can play one of the Dogi pair solo. Dogaressa is recommended in a more aggresive playstyle as well as her being able to act as a sort of decoy to draw the opponent's attention because of her higher ATK.

Good in Integrity based Dog Decks.
Annoying Dog

## Toby Dog

* Annoying
* Residue

Previous Versions of the Annoying Dog can be found here. Previous Versions of the Dog Residue can be found here.

Since Beta 56.0, Annoying Dog is the only Dog that is able to attack on its first turn using Haste, making it quite the aggresive card. When it dies, a Dog Residue is added to your hand, a 2/3 effectless Dog for only 1G. This gives you a very cheap way to trigger Rope Dog's Synergy effect in the future, among other uses.

## Card Skins

* Cute and Annoying (by Darky)
* The Adventures of the Annoying Dog (by Shionbluu)
* Absorb the Artifact (by Asrite)
* Hot Dog (by BlueKitty)
* None. (by Diamaincrah)
	+ Wholesome Gift (sold seperately)
Golden Hit

## Effect

Lose your gold and deal it as DMG to an enemy monster. Excess DMG will return as gold.

## Misc

### Soul type

 (INTEGRITY)

Golden Hit is an Integrity spell card added in Beta 27.0. Previous Versions can be found here.

When using it, you will use your gold as the damage source to an enemy monster of your choice. Any amount of damage that was over the amount needed, similar to Casual Undyne, will return to you as gold.

Because of this, using this card on a Mad Dummy while having 4 or more gold will make you end up losing only 1 gold in the end. Similarly, if this is used on a MTT Fountain, it will heal the opponent's HP by as much gold as you spent.

However, if Golden Hit is used on a card that has the ability to dodge, it will simply remove all your gold. However, the dodging monster can dodge one time less.
Memory Head: Previous Versions

Current Version can be found here.

Memory Head started with 3/3 for 4G. **Beta 5.3** buffed that with +1 HP. Its effect allowed the user to send a random card in their opponent's hand back into their deck.

After a long time, **Beta 47.1** reworked it. Now, as a 6/5 for 5G, its new Magic affects yourself, sending a random card from your hand back into your deck. However, a new duplicate of that card will also be added. But it will not choose another Memory Head nor a Determination card.

**Beta 53.0** reworked it again. Now, as a 2/2/2, its Magic will add an exact copy of itself to your hand, but only if the Magic comes from a non-Generated Memory Head. So only those that started in your deck will activate their Magic.

### Stats

ATK:

* 3 (Pre Beta 47.1)
* 6 (Post Beta 47.1)
* 2 (Post Beta 53.0, Current)

HP:

* 3 (Pre Beta 5.3)
* 4 (Post Beta 5.3)
* 5 (Post Beta 47.1)
* 2 (Post Beta 53.0, Current)

Cost:

* 4 (Pre Beta 47.1)
* 5 (Post Beta 47.1)
* 2 (Post Beta 53.0, Current)

Abilities:

* Magic: Send a random card from the enemy player's hand to their deck. (Pre Beta 47.1)
* Magic: Send a random other non-DT card and a copy of it from your hand to your deck. (Post Beta 47.1)
* Magic: If this isn't generated, exactly copy itself to your hand. (Post Beta 53.0, Current)

Rarity: White (Common)
Oni: Previous Versions

Current Version can be found here.

Oni was added in **Beta 7.6** as a 3/10 monster for 7G. **Beta 10.2** reduced its HP to 9, while **Beta 36.1** reduced its ATK to 2, leaving it with 2/9.

### Stats

ATK:

* 3 (Post Beta 7.6)
* 2 (Post Beta 36.1, Current)

HP:

* 10 (Post Beta 7.6)
* 9 (Post Beta 10.2, Current)

Cost: 7

Ability: Turn start: Gain +2 ATK.

Rarity: White (Common)
Instant Noodles: Previous Versions

Current Version can be found here.

Instant Noodles was added in **Beta 44.0** as a generated card from the **Noodles** Artifact. As a rather powerful 4G spell able to give +4/+4 to whoever and whenever you want, one was added to your hand at the start of the game.

**Beta 47.1** changed them both. The Artifact was doubled, giving 2 instead of 1, while the spell was halved to give +2/+2 for 2G. The Artifact now adds them to your deck instead of to your hand, while the spell now also lets you draw a card.

### Stats

Spell giver: Noodles

Cost:

* 4 (Post Beta 44.0)
* 2 (Post Beta 47.1, Current)

Effects:

* Give a monster +4/+4. (Post Beta 44.0)
* Give a monster +2/+2. Draw a card. (Post Beta 47.1, Current)

Rarity: Green (Generated)
MTT Fountain

MTT Fountain was released in the 7.6 update, along with many others. Previous Versions can be found here.

This card is very unique. Whenever it takes damage, the same amount of damage is restored on its owner. So if used right, it can reward you better than with cards like Shyren.

Plus, just because it has 5 HP, does not necessarily mean it can only heal you by 5. For example, if it is at 1 HP, and gets damaged by a monster with 5 ATK, this card will heal you by 5 HP before dying. So when you face one, try to use as little ATK as needed.

Try buffing this card's HP with cards like Force of Nature & Longevity (in Kindness) or Migospel (in general) to maximize its effectiveness. You can also increase its ATK with cards like Strength & Aaron's Secret (in Bravery) or Snowdrake (in general), so it cannot be affected by Muffet's Pet.

And speaking of Muffet's Pet, this card will only activate its ability upon taking damage, so insta-kill cards will not trigger this.

As with all 1/x cards, this card is also very weak to Madjick and Silencers like Nacarat Jester and Scarf Mouse.
Jevil

* True Chaos King
* Devilsknife
* Spade
* Heart
* Diamond
* Club

*For his Boss Battle, see Jevil: Boss.*

Jevil is Beta 39.1's Legendary card, added after a long time of waiting ever since Deltarune cards were first added in Beta 30.0. Previous Versions can be found here.

## Overview

When played, Jevil allows you to select one of five unique Chaos Weapons (which have their own tribe, similar to Angel of Death's Lost Souls, but are as of now exclusive to him). These Weapons are 0G spells whose effects are as follows (and you can follow the link to get to the respective Weapon's **Previous Versions** Page):

* Devilsknife: Kill a random enemy monster.
* Spade Chaos: Deal DMG to all enemies equal to your empty board slots.
* Heart Chaos: Restore 7 HP to all allies.
* Diamond Chaos: Draw up to 3 cards, and reduce their cost by 2G each.
* Club Chaos: Cast 7 <= 4G spells randomly.

As such, Jevil is an incredibly flexible monster that provides an effect that best suits your needs at the time.

## Usage

Jevil is a very versatile monster in UC and is suitable for many different tasks.

* Devilsknife is perfect for single target removal, although as the target is random, make sure you can isolate the monster you want to kill.
* Spade Chaos should be used to wipe a board when your side is empty similar to Strafe, and can also work well with Asgore, although the latter is quite expensive.
* Heart Chaos can act as a quick boost of health when you and your monsters are at low health.
* Diamond Chaos is helpful when you are in need of cards. A good thing to know is that not only does each drawn card get a 2G discount, you will not overdraw or trigger Fatigue with its effect.
* Club Chaos can be entertaining to use, but should be used with caution as the spells cast are random and can either help or harm you. Ideally, Club Chaos should be used as a last resort, hoping that whatever Club Chaos casts leaves you at an advantage or at least neutralizes your opponent's advantage.

## Counters and Weaknesses

* Receptionist 3 can negate Jevil's effect by dumping Jevil on to the board without activating Magic.
* Forcing the enemy player to overdraw Jevil may be the best way to counter.
* Jevil himself is somewhat weak in stats for being a 12 cost, as many monsters can overpower him easily.
* Jevil's attack can be stolen by a Toriel leaving you with a 1/7.
* Jevil's weapons are mostly luck or setup based, making them somewhat unreliable.

## Card Skins

* Ready for Chaos (by Diamaincrah)
	+ Jester's Weapon (sold separately)
	+ Sharp Spades (sold separately)
	+ Sweet Sweet HP (sold separately)
	+ Backup Cards (sold separately)
	+ Randomized Power (sold seperately)
* Little Devil (by Jacky Bunny - Fan Artist)
	+ Originally available through Pass Quests.
* Number One (by Kazma)
	+ Only available during April Fools.
* Still Powerful (by Diamaincrah)
	+ Only available during April Fools.

## Trivia

* The background of the Chaos Weapons is the same background used for the background during the fight against Jevil.
* On Twitter, Undercards posted an "AN°MalY" showing Jevil as a glitched card.
Painting: Previous Versions

You can find the current version of this card here.

In **Beta 54.0**, Painting was added as a 4/4/4 monster, with the Magic ability to add a 1/1 copy of a non-DT ally monster to your hand. This ability was similar to Business Dude's, as both summoned a 1/1 non-DT copy of a monster. However, Painting added from board to hand, not deck to board. Painting was quickly buffed to have +1 ATK in **Beta 56.1**.

### Stats

ATK:

* 4 (Post Beta 54.0)
* 5 (Post Beta 56.1, Current)

HP:

* 4 (Post Beta 54.0, Current)

Cost:

* 4 (Post Beta 54,0 Current)

Ability:

* Magic: Add a 1/1 copy of a non-DT ally monster to your hand. (Post Beta 56.1, Current)

Rarity: White (Common) (Post Beta 54.0, Current)
Moldstack: Previous Versions

Current Version can be found here.

Moldstack was added in **Beta 50.0** as a 2/5 for 4G Taunt monster that, upon death, would add a Moldsmal to your hand. It was already changed in **Beta 50.1**, gaining -1 cost and HP and changing its Dust to add a copy of a random ally Mold (except itself) to your hand.

### Stats

ATK: 2

HP:

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

Cost:

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

Abilities:

* Taunt. Dust: Add a Moldsmal to your hand. (Beta 50.0)
* Taunt. Dust: Add a copy of a random other ally Mold to your hand. (Post Beta 50.1, Current)

Rarity: White (Common)
Fridge

* Fridge
* Eggs
* Flour
* Milk
* Cake

## Effect

Look at Eggs, Flour and Milk. Choose 1. Topdeck it with +2/+2. Draw the card from the bottom of your deck.

## Misc

### Soul type

 (PATIENCE)

Fridge is one of the 20 new cards added in Beta 6.6. Previous Versions can be found here.

Since Beta 55.0, Fridge is Patience's Basic spell. For 2G, it allows you to choose one of Killer Cook's three ingredients. The chosen ingredient will be added to the top of your deck with a +2/+2 boost. Afterwards, you will draw the card that's located at the bottom of your deck.

Due to only obtaining one of the ingredients, you need to use 3 Fridges in order to obtain the Cake.
Omega Flowey

## Flowey X

* Omega Flowey
* Load

*For his Boss Battle, see Omega Flowey: Boss.*

Omega Flowey was added in **Beta 5.3** as the fourth Determination card. Like all other current Determination cards, Omega Flowey has a special ability unique to him. Previous Versions of Omega Flowey can be found here. Previous Versions of the Load spell can be found here.

## Overview

   As of **Beta 19.0**, Omega Flowey will save the board and add a Load spell to your hand. This means that when you use the spell, the cards on the board will be replaced by the ones when Omega Flowey was placed. This also means that if Omega dies, using the spell will bring him back. The spell costs 16G.

This card can be useful during the entire match. You can try using it as soon as possible so when you load, it goes back to near the start of the game, making the enemy lose their more valuable cards. It's more beneficial using mid-game, when you have some money to spare. If you have enough money, you can first use cards like Asgore or Mettaton NEO to wipe the board, followed by Omega in order to not save any enemy monsters.

## Interactions

* Both players have their own Save File, meaning one player's use of Omega Flowey will not override the Save File of the other player.
* If you get a Load spell through a card like Echo Flower, using it without having played Omega Flowey will load an empty board. If you had used Omega Flowey, both your original Load and the copied one will load the same board.
* Saving the board includes your monsters' ability to attack or not. So if you have 3 monsters able to attack and use Omega Flowey, attack with them and use Load, the 3 monsters can attack again.
	+ The reverse is also true. Using the same setting, if you don't use Load and all 4 of your monsters are able to attack next turn, if you Load before attacking with any of them, Omega Flowey can't attack and the other 3 can only attack once.

## **Determination**

Omega Flowey is a Determination card, and as with all cards of this rarity, it can't be Silenced. It can also only be obtained through:

* Normal Packs (with great luck);
* Final Packs (which you get 1 of at LV 200);
* Special Events (on Twitter or Facebook);
* Crafting with DT Fragments. You can get DT Fragments by:
	+ Completing all 15 Season Quests;
	+ Reaching Ruby IV or higher in Classic. (Ruby & Diamond = 1; Legend = 2)

## Card Skins

* Photoshop Flowey (by Darky)
* Your Worst Nightmare (by Martb.y)
* Hackergoat (by Jake Horror)
* Soul Check (by Diamaincrah)
	+ Rewind (sold seperately)
* Flower God (by Jacky Bunny - Fan Artist)
	+ Originally available through Pass Quests.
* Break the Game (by Asrite)
* Its Kill or be Killed (by Shionbluu)
	+ Only available through Halloween (2020) Bundle.
Gyftrot

Previous Versions can be found here.

Gyftrot is a strong Taunt monster, on par with Greater Dog. Gyftrot also has the Dust effect of letting you draw a card. Good for the Integrity and Bravery decks in particular, however useful all-around.

Be careful that its ability can also end up with you having to lose cards because of a full hand, so it's not recommended to have this placed down while having 6 or more cards in your hand. This is especially the case in the late-game, where it can be killed more easily.

You can counter the loss of cards by using Preservation, which makes you take Fatigue DMG instead.

## Card Skins

* Gyftrot Little Nap Time (**GIF** by Virsenus)
Mettaton NEO

Mettaton NEO was added during Beta 4.3 as a Legendary. Previous Versions can be found here.

## Overview

   After multiple effect changes and discussions, he was finally added to the game with the effect of dealing his ATK as DMG upon dying. As of now, this DMG is taken by all monsters, and half of this damage by the opponent (5 DMG by default).

This is particularly effective as a means to clear the entire board of enemy monsters, as well as a deterrent to cards such as Woshua, Strafe and Tsunderplane.

## Combos

Best used in a Perseverance or Justice Deck, as they have reliable and cheap spells to deal DMG to your own NEO right after placing him down to avoid letting him be shut down by the opponent. But he's not limited to those decks, as Loox or Vulkin work just as well (though neither will survive NEO's explosion).

People using Bravery can use Overheat on their NEO to allow him to deal his ATK to all enemy monsters twice, but most of the time this is overkill and a waste of recourses due to the lack of 11+ HP monsters. (In fact, the only monsters with a base HP so high are Omega Flowey and Angel of Death, both at 11. Though, in AoD's case, if he dies from NEO's first blast, the second will kill the Lost Souls.)

If the enemy places cards like Astigmatism or Heats Flamesman, you can place down your NEO (on the required spot) in order to kill him without the need of a 2nd card.

Because of the various uses of the card, NEO can be very influential in the battlefield in terms of affecting the enemy and how they use cards as well as how you create your own deck.

## Counters

Especially effective against Justice since it is mostly based around area damage (and placing him by himself makes Justice's passive target him, giving the opponent 1 turn to shut him down), and Determination to lessen the chances of Hyper Goner being used.

## Card Skins

* Power of NEO (by Darky)
* NEO Hope (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
Jerry

### Effect

Taunt. When you have no other ally monsters, this takes 1 less DMG from monsters costing 4 or less G.

### Tribes

N/A

Previous Versions can be found here.

Jerry is a 5/4/6 monster of Base rarity. They have the Taunt effect, and if you have no other ally monsters other than Jerry on the board, they will take 1 DMG less from monsters costing 4 or less.

## Strategy

Jerry is not a super strong monster, but they be okay against cheaper decks, such as Snails. Jerry can be really annoying to deal with for those certain decks, as dealing with a 5/4/6 Armor can be very tricky to deal with with primarily lower costing monsters. The issue with Jerry is that he has to not only be alone on the board, limiting his potential with other cards, but also that he is only useful against lower cost monsters, making him vulnerable to higher costing monsters and especially spells. Jerry is hard to get a lot of use out of them due to them actively not wanting other monsters, which really lowers his potential. Jerry is best used when seen early on from a Recruitment when playing Bravery, but other than that he is best replaced by stronger cards.

## Card Skins

* Jerry on the Beach (by Shionbluu)
	+ Originally available through Summer Pack Bundle.
Minigames

## Basics

The minigames appear when you are waiting for a game on a computer, but not on mobile (however, you can download all 4 minigames on Android). For a period of time, you would just look at an Hourglass, but in Alpha 2.5, minigames were added. Every minigame is from a battle in Undertale. These go on endlessly until a match is found. Every minute, the attack patterns reset, but get faster (including the music). If the queue still shows an Hourglass, cancel and rejoin the queue. The only minigame that doesn't appear in undercards on computer is mettaton's minigame, or yellow soul.

### Muffet's Minigame

This minigame uses Trap Mode and makes your SOUL Purple.

Spiders, Croissants and Donuts come from either side, each with a different pattern.

* Spiders go simply from one side to another, staying on the same string. These appear the entire time.
* After around 20 seconds, Croissants appear alongside Spiders and work similar, but are faster and once they reach the other side, they are stationary for a moment and then go the other way like a boomerang.
* After around 20 more seconds, Croissants are replaced by Donuts, which are the hardest to dodge, as instead of staying on one of the three lines, they bounce up and down diagonally.

### Undyne's Minigame

   This minigame uses Shield Mode and makes your SOUL Green.

Spears come to attack you, and you must protect yourself with a shield. After some time, Yellow spears, which go backwards, come to attack you also. Then a bombard of a mix of both normal and yellow spears attack you.

Every 60 points, the spears and music speed up and the spear cycle restarts.

### Papyrus' Minigame

This minigame uses Jump Mode and makes your SOUL Blue.

Bones move from the right to the left, and you have to dodge them. This starts simple as you simply have to either jump (which can be as high as you can) or not jump at all.

But later, you need to jump specific heights (like Flappy Bird) due to there being top & bottom bones, leaving just a small gap.

### Mettaton's minigame

This minigame, exclusive to mobile, uses Shoot mode and makes your SOUL upside-down & yellow.

Shootable blocks fall from the sky and shooting them gives you points.

Once you accumulate enough points, Mini Mettatons also fall from the sky and throw hearts towards the soul; they give more points.

After enough points are accumulated there, bombs fall from the sky and explode in a cross pattern.

When enough points are accumulated the song speeds up and just blocks fall from the sky at a faster pace, and this cycle repeats.
Mettaton NEO: Previous Versions

Current Version can be found here.

Mettaton NEO went through a series of changes. Starting with 8 ATK for 9G in **Beta 4.3**, **Beta 4.8** increased its cost to 10G, while **Beta 5.2** dropped its ATK to 7. **Beta 5.7** dropped its cost back to 9G and **Beta 7.2** raised its ATK back to 8, though, bringing it back to its original state.

Mettaon NEO was heavily nerfed in the following few updates, mainly regarding its effect. Originally, when it died, it would deal its ATK as DMG to all enemies. **Beta 11.0** made it also damage your own monsters. **Beta 26.0** brought its cost back up to 10G, while **Beta 31.0** made the opponent take only half its ATK as DMG (which is 4 by default).

**Beta 36.1** increased its ATK to 10, meaning +2 DMG to monsters and +1 DMG to the opponent by default, giving it its first buff in quite a while. **Beta 49.0** followed this with a major buff: Removing its Disarmed, which it had from the very start (as it reflected its inability to attack in Undertale).

### Stats

ATK:

* 8 (Post Beta 4.3)
* 7 (Post Beta 5.2)
* 8 (Post Beta 7.2)
* 10 (Post Beta 36.1, Current)

HP: 1

Cost:

* 9 (Post Beta 4.3)
* 10 (Post Beta 4.8)
* 9 (Post Beta 5.7)
* 10 (Post Beta 26.0, Current)

Abilities:

* Disarmed. Dust: Deal its ATK as DMG to...
	+ all enemies. (Post Beta 4.3)
	+ all but you. (Post Beta 11.0)
	+ all monsters and half to the enemy. (Post Beta 31.0)
* Dust: Deal its ATK as DMG to ...
	+ all monsters and half to the enemy. (Post Beta 49.0, Current)

Rarity: Gold (Legendary)

Song: Power of ''NEO''
Heal Delivery

## Effect

Restore 25 HP to you. Remove all negative effects and fully heal your monsters.

 **NOTE**: This card has been **removed from the game!** For its replacement, see Test of Will.

Effect updates and description changes can be seen here.

 Heal Delivery is a Kindness deck specific effect card. It almost fully heals you, but will fully heal your monsters, alongside removing all negative effects, such as KR, Paralyze and lowered stats. This makes Heal Delivery work exactly like Asriel and almost like Asriel Dreemurr.

### Removal

Beta 19.0 removed this card in exchange for Test of Will, making Heal Delivery the 2nd card removed from the game, the first being Sharing (not counting cards that were temporarily removed, like Temmie 2 and Load).
Papyrus Statue: Previous Versions

Current Version can be found here.

Papyrus Statue came out in **Beta 6.4**. It's a good support card, being able to make every attack, including effect cards like Punishment and even Justice's passive effect, deal 1 more damage when directly damaging the opponent. This was buffed to 2 in **Beta 6.5**, making it the opposide of Diamond Boy 2.
This card was nerfed in **Beta 7.5**, where both it's ATK and HP dropped by 1, giving us a 1/5 monster. **Beta 8.3** changed it a bit. Its cost increased to 5G and its effect only increases damage by 1 again, but now it also increases the damage to enemy monsters, making it the opposide of Diamond Boy 1 (while also still half of Diamond Boy 2). **Beta 10.1** increased its cost to 6G. **Beta 35.0** nerfed it further, no longer affecting the enemy player at all.

### Stats

ATK:

* 2 (Post Beta 6.4)
* 1 (Post Beta 7.5, Current)

HP:

* 6 (Post Beta 6.4)
* 5 (Post Beta 7.5, Current)

Cost:

* 4 (Post Beta 6.4)
* 5 (Post Beta 8.3)
* 6 (Post Beta 10.1, Current)

Abilities:

* Gray. The enemy takes +1 DMG. (Beta 6.4)
* Gray. The enemy takes +2 DMG. (Post Beta 6.5)
* Gray. All enemies take +1 DMG. (Post Beta 8.3)
* Gray. Enemy monsters take +1 DMG. (Post Beta 35.0, Current)

Rarity: Blue (Rare)
Onion San: Previous Versions

Current Version can be found here.

Onion San was added in **Beta 5.9** with the cost of 10G, but **Beta 6.0** increased that already to 11G. **Beta 12.0** decreased its HP from 8 to 7. **Beta 49.0** also brought its ATK from 8 to 7, but returned its cost to 10G. **Beta 54.1** brought its ATK back up to 8.

### Stats

ATK:

* 8 (Post Beta 5.9)
* 7 (Post Beta 49.0)
* 8 (Post Beta 54.1, Current)

HP:

* 8 (Post Beta 5.9)
* 7 (Post Beta 12.0, Current)

Cost:

* 10 (Beta 5.9)
* 11 (Post Beta 6.0)
* 10 (Post Beta 49.0, Current)

Ability: Magic: Summon both Tentacles beside this monster.

Rarity: Purple (Epic)

## Trivia

* Before release, the Tentacles were shown to have 2/3 and 3/2 in stats, but ended up with 1/3 and 3/1 instead.
Ice Prison

## Effect

Silence and Paralyze an enemy monster.

Ice Prison was added in **Beta 55.0** as a replacement for Brain Freeze during the Patience rework. Previous Versions can be found here.

Since Beta 55.1, Ice Prison will both Silence and Paralyze a single enemy monster of your choice for 3G. It does so in this order so that both effects stay active during the enemy's next turn.

Keep in mind that it can be used on a monster that's already paralyzed to paralyze it for consecutive turns, as the silence will remove the paralysis before re-applying it. (Something that's not possible with any other single card since Beta 42.0.)
Innkeeper

Innkeeper was the 9th and last card revealed on Twitter out of the 15 to be released in Beta 13.4. It is one of the only few cards that got changed between reveal and release. Previous Versions can be found here.

Innkeeper is a very good card, able to increase the HP of the owner by 3, making one use end you up with 33 Max HP. This can stack infinitly, so it can be used in an Integrity, which has many spells that allow for multiple uses.

It can also be good in a Kindness and Determination decks, as Kindness's passive will heal you up to the raised 33 HP and Determination will keep the increased Max HP through its 2nd life.

It is countered by Justice, though, as the increased HP will trigger their 2nd passive.

## Card Skins

* Rabbit Host (by Jeffa Pegas)
* Ice Cream Time (by Virsenus)
Ponman: Previous Versions

Current Version can be found here.

Ponman was added in **Beta 30.0** as a 4G 3/4 with a Dust effect that would summon all Ponman directly from your hand. They are summoned from left to right, both from hand and to board, and the effect stops when the board is full.

**Beta 46.0** added Chessboard and the Piece Tribe with 5 members, this being one of them. As a result, it was entirely reworked. In stats, it gained -1/-1/-1. In effect, like the others, it uses the same "played left or right" type of effect already used by Mister Society. In this case, it gains +1 Dodge if played on the left. If played on the right, it gains +1 ATK and Haste instead. 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:

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

HP:

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

Cost:

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

Abilities:

* Dust: Summon all Ponman from your hand. (Post Beta 30.0)
* **[Now counts as a Piece.]** Magic: If played left, gain +1 Dodge. If played right, gain +1 ATK and Haste. (Post Beta 46.0)
* Magic: If played left, gain +1 Dodge. If played right, gain +1 ATK and Haste. If there's an ally Chessboard, gain both. (Post Beta 54.0, Current)

Rarity: White (Common)
Ice

Previous Versions can be found here.

Ice is a 4/1/6 card of Base rarity. They have the Taunt ability and Paralyze whichever monster killed them.

## Strategy

Ice is not that great of a card, being heavily outclassed by other similar costing Taunt cards like Desk Lamp. Parsnik is also the much better 4-cost Paralyze card. The statline Ice has is not great, having 1 ATK and only being 2 HP higher than dummy, which costs 3 less. Ice has some use by being the only non-TOKEN card that has Taunt and can paralyze. The combination of Taunt and Paralyze is useful for stalling for a turn against certain cards, especially Papyrus. The Dust effect of Ice can be effectively ignored if the attacking card dies while killing the Ice, which is most notable when low HP Haste cards like Spider are used against it. The Paralyze effect of Ice can be useful in combination with Snow Warning, as the Hail artifact makes Paralyzed monsters take +1 damage, giving Ice some niche usecase. Overall Ice is not that great in its current spot, but newer players can use it as an okay stall until they get better cards like Desk Lamp or Parsnik.
Pillar

* Pillar
* Broken Pillar

Pillar and Broken Pillar were added in Beta 51.0. While Pillar hasn't changed yet, Broken Pillar has. Its Previous Versions can be seen here.

Both of these cards function somewhat like the Blockler Duo, with all of them being 5G, having a stat total of 6 (but split differently) and one being a Taunt and the other Haste. (Though, since Beta 53.0, Broken Pillar has 1 less ATK.)

But in this case, it's the craftable one, Pillar, that's the Taunt. And the Broken Pillar that it gives upon death is added to your hand rather than summoned right away. This is because both Pillars also have a Magic. Pillar gives an ally monster of your choice +2/+1, while Broken Pillar gives +1/+2.
Jevil: Boss

Jevil was the Boss during Season 45 (April 2020).

## Overview

Jevil uses a deck containing 102 cards, consisting randomly out of every Deltarune card up to season 45 in the game:

* Rudinn
* Fan Rudinn
* Hathy
* Bloxer
* Jigsawry
* Mister Elegance
* Mister Society
* Pizzapants
* Jevil
* Susie
* Lancer

And many others...

## Rules and Passives

* Boss: Starts with 42 HP and 102 cards. Immune to Fatigue.
* Boss: Turn end: Cast a random Chaos Weapon.

During Bad Time:

* Boss: Starts with 27 bonus HP (to 69).
* Boss: Turn end: Cast a different bonus Chaos Weapon.
	+ This used to be 2, but was nerfed to 1 on April 4th during the Server Reset.

 Prices and Rewards

* *See the Category page.*

## April Fools

On April 1st, there were minor differences during this Boss Battle. None of which were part of the gameplay, so the same rules apply as normally.

* Jevil's Battle Background was flipped upside down.
* Jevil's Battle Theme, *THE WORLD REVOLVING*, was changed to a mix between itself and LazyTown's *We Are Number One*. The mix was made by **SilvaGunner**.
Glyde

Previous Versions can be seen here.

## General

Glyde is a card that starts off with abysmal stats for its cost, however gains +1/+1 for every card in your hand once you play it.

At most, Glyde can get +6/+6 for a total of 8/8 for 6G. This makes it OP in decks which can generate or draw many cards, or simply decks that find themselves with a large hand.

## Counters

You can use clearing board cards (for example Hyper Goner, headshot. Woshua+Asgore) or just silence enemy cards (Coffee man, etc)

## Card Skins

* Glyde Takes a Bite (by Oranjican)
* Coolest Glyde (by Diamaincrah)

## Trivia

* Since Beta 30.0, It was given the effect that Lemon Bread initially had before its redesign in Beta 7.1.
	+ In Beta 30.0, it was identical to Lemon Bread's Alpha 2.7 version as a 7/2/2 (after Lemon Bread's ATK and HP were reduced from 3 to 2).
	+ In Beta 31.0, The cost of Glyde was reduced to 6G. This is also identical to Lemon Bread's next change in Beta 6.5.
* A running joke with Glyde was its powerful combination with an older version of Cloning, which added an exact copy of an ally monster to your hand. Combined, Glyde would be able to gain massive stat buffs ~~and become opopop~~.
Fly: Previous Versions

Current Version can be found here.

Fly was added in **Beta 46.0** with the ability to summon another Fly whenever you casted a => 2G spell. **Beta 47.0** buffed it by also making it summon another Fly when the opponent casts one. **Beta 47.1** reverted this. **Beta 50.1** introduced Shock, an effect that triggers every time the owner casts a spell with a base cost of 2G or more. Fly gained this effect (which is slightly different from its old effect, which checked current cost).

However, not only does it summon a Fly, it will also Silence itself, making chain triggers no longer possible. To avoid wasting its initial Charge, it regains it after Silencing itself. This has no impact after the first turn. **Beta 54.0** changed it to make the copy get silenced before regaining Charge.

### Stats

ATK: 1

HP: 1

Cost: 2

Abilities:

* Charge. Summon a Fly whenever ...
	+ you cast a => 2G spell. (Post Beta 46.0)
	+ a player casts a => 2G spell. (Beta 47.0)
	+ you cast a => 2G spell. (Post Beta 47.1)
* Charge. Shock: Summon a Fly, Silence itself and gain Charge. (Post Beta 50.1)
* Charge. Shock: Summon a Silenced copy of itself with Charge. (Post Beta 54.0, Current)

Rarity: White (Common)
Jumping Frog

Jumping Frog was added in Beta 50.0. Previous Versions can be found here.

Jumping Frog is the latest Frog added to the game, with the ability to deal its ATK as DMG to an enemy monster of your choice when played, effectively working as a combination of Haste and Ranged (as counter-DMG isn't applied), while also able to ignore Taunt.

Both Final Froggit and Reaper Bird are able to buff this before this is on the board, increasing not only its stats but also its DMG output from its Magic.
Jockington: Previous Versions

Current Version can be found here.

Jockington was added in **Beta 36.0** with the ability to draw a card every time you cast a spell. **Beta 46.0** nerfed it by only allowing it to trigger when casting a spell with a base cost of 2G or more. Its HP increased from 4 to 5 for this. **Beta 50.1** turned the condition of the effect into a keyword, named Shock. As such, its wording was updated, but it functions the same. (Arcane Scepter gained the same treatment.)

### Stats

ATK: 2

HP:

* 4 (Post Beta 36.0)
* 5 (Post Beta 46.0, Current)

Cost: 3

Abilities:

* If you cast a spell, draw a card. (Post Beta 36.0)
* If you cast a => base 2G spell, draw a card. (Post Beta 46.0)
* Shock: Draw a card. (Post Beta 50.1, Current)
	+ **[Unchanged. Updated wording due to newly added Keyword.]**

Rarity: Purple (Epic)
Kris

Kris, the 6th Determination card and 1st Determination card from Deltarune, was added in Beta 30.0. Previous Versions can be found here.

## General

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

   With Kris on the board, your entire team will power up with each attack, giving the attacking monster +2/+2. Because this buff is applied before the attack hits its target, your monsters will be dealing more damage right away and be more likely to survive the counter-attack.

This makes Kris a perfect support card, and due to them being Determination, their effect can't be silenced either. Keep in mind that they won't be affected by their own effect, thus combining them with a Taunt is a smart idea. If used in a Kindness Deck, their spells can also be used to keep Kris healthy.

Kris can be used with other support monsters like Hathy to increase a monster's attack by 3 (and buff each other). If combined with Hathy and the Veteran Artifact, a monster can gain +4/+2 each time it attacks an enemy.

Kris is very effective when used with low cost, Charge monsters like Temmie and Ice Cap as they can deal a lot of damage. This makes Kris quite good in Bravery decks as well.

The way to counter Kris is through cards that remove it from the board such as Expulsion and Dimensional Box. It can also be removed from the game by changing it into another card through the use of Red Bird.

## Card Skins

* Dark Knight (by Moonlightring)
* Ready To Fight (by BlueKitty)
* Krispy Soul Dinner (by Asrite)
	+ Now belongs to Soulless Kris.
* Love Knight (by Jacky Bunny - Fan Artist)
	+ Originally available through Pass Quests.
* Possesed Kris (by Kazma)
* Souls of LOVE (by Asrite)
	+ Now belongs to Soulless Kris.
* Stand and Fight (by Diamaincrah)

## Trivia

* Kris, along with Ralsei, were given a card skin and Avatar the moment they were released. Lancer came a few hours later.
* Kris is the 1st Deltarune DT, and the 6th DT added into the game.
Memory Head

Previous Versions can be found here.

Since Beta 53.0, Memory Head will add an exact copy of itself to your hand when played, but only if it's not generated. This means that only the Magic of Memory Heads that started in your deck will activate.

While you can use cards like Doggo to re-use the original ones, the more effective way to use this is in an Amalgamate deck, where Reaper Bird and Snowdrake's Mom can boost its stats before it enters the board. The copy will have those boosted stats as well.
Lancer Painting: Previous Versions

Current Version can be found here.

Lancer Painting was added in **Beta 30.0**. Its first change was in **Beta 31.2**, where it went from a 1/1/1 to a 2/2/2. However, its Dust would make it add a new Lancer Painting to your hand with a cost of 2G. Despite being 2G itself now, this line wasn't removed until **Beta 33.1**.

**Beta 43.1** reworked its Dust entirely, now adding a Spade to your hand (which before was exclusively given by Lancer).

### Stats

ATK:

* 1 (Post Beta 30.0)
* 2 (Post Beta 31.2, Current)

HP:

* 1 (Post Beta 30.0)
* 2 (Post Beta 31.2, Current)

Cost:

* 1 (Post Beta 30.0)
* 2 (Post Beta 31.2, Current)

Abilities:

* Dust: Add a 2G Lancer Painting to your hand. (Post Beta 30.0)
* Dust: Add a Lancer Painting to your hand. (Post Beta 33.1)
* Dust: Add a Spade to your hand. (Post Beta 43.1, Current)

Rarity: White (Common)

### Trivia

* Its stat changes in Beta 31.2 was actually an effect change in the patch notes. This was confirmed to be the change that was supposed to happen, but it was never fixed.
	+ This is shown in the effect, which still showed "It costs 2." despite being 2G itself now, until Beta 33.1 removed it.
	+ It shares this problem with Temmie Statue.
	+ So to summarize the change, going from Before to Patch to actual Card:
		- **1/1/1** - Dust: Add a **2G** Lancer Painting to your hand.
		- **1/1/1** - Dust: Add a **2/2/2** Lancer Painting to your hand.
		- **2/2/2** - Dust: Add a ~~**2G**~~ Lancer Painting to your hand.
Monster Kid: Previous Versions

Current Version can be found here.

Since its debut, Monster Kid hasn't changed at all. That is, until **Beta 9.1**, where its cost was increased from 2G to 3G. Beta **10.2** returned that to 2G, though.

**Beta 17.0** nerfed MK a different way, this time in its effect. Before, upon death, it would give +1/+1 to all (remaining) ally monsters. Now, it only affects those adjacent to it. **Beta 32.1** increased its cost back to 3G. And **Beta 42.1** returned its Dust back to its previous state.

### Stats

ATK: 2

HP: 2

Cost:

* 2 (Pre Beta 9.1)
* 3 (Post Beta 9.1)
* 2 (Post Beta 10.2)
* 3 (Post Beta 32.1, Current)

Abilities:

* Dust: Give all ally monsters +1/+1. (Pre Beta 17.0)
* Dust: Give adjacent monsters +1/+1. (Post Beta 17.0)
* Dust: Give all ally monsters +1/+1. (Post Beta 42.1, Current)

Rarity: Blue (Rare)
Glad Dummy: Previous Versions

Current version can be seen here.

Glad Dummy was added in **Beta 5.1** as a new way to add taunt to monsters without using Protection. In **Beta 6.0** it was given the Taunt ability to itself as well, to increase the playability and strategy of the card. **Beta 8.3** gave it -1/+1, going from 2/5 to 1/6, in order to make it last longer and have swapped stats with Mad Dummy, which was 6/1 at the time.

But after a long time, it got a huge rework in **Beta 38.2**. Besides gaining +3/-3 to end up at 4/3 and getting its cost increased from 4G to 6G (the same Cost as Mad Dummy), its effect was also changed a lot. Now, instead of giving Taunt to a single ally monster, it will now give Taunt to all other monsters on the board. It lost Taunt itself, however. **Beta 49.0** returned it to 4G.

### Stats

ATK:

* 2 (Post Beta 5.1)
* 1 (Post Beta 8.3)
* 4 (Post Beta 38.2, Current)

HP:

* 5 (Post Beta 5.1)
* 6 (Post Beta 8.3)
* 3 (Post Beta 38.2, Current)

Cost:

* 4 (Post Beta 5.1)
* 6 (Post Beta 38.2)
* 4 (Post Beta 49.0, Current)

Abilities:

* Magic: Give an ally monster Taunt. (Post Beta 5.1)
* Taunt. Magic: Give an ally monster Taunt. (Post Beta 6.0)
* Magic: Give all other monsters Taunt. (Post Beta 38.2, Current)

Rarity: Blue (Rare)
Disco Ball: Previous Versions

Current Version can be found here.

Disco Ball, added in **Beta 13.4**, was first changed in **Beta 27.0** with a buff from 7 HP to 8.

During Season 32, Disco Ball was disabled from use due to a found exploit of card combos that made the opponent unable to do almost anything. As a result, Beta 33.0 reworked it entirely, gaining +4/-4 and its effect being replaced with a Magic that turns all spells in your hand into other spells. These new spells have their cost dropped by 1.

### Stats

ATK:

* 0 (Post Beta 13.4)
* 4 (Post Beta 33.0, Current)

HP:

* 7 (Post Beta 13.4)
* 8 (Post Beta 27.0)
* 4 (Post Beta 33.0, Current)

Cost: 4

Abilities:

* End of turn: Swap the ATK and HP of all other monsters.
* Magic: Turn all spells in your hand into another with -1 cost.

Rarity: Blue (Rare)

Trivia:

* The patch notes of Beta 33.0 said its HP dropped from 7 instead of 8.
Melt

## Effect

Deal an ally monster's HP as DMG to the monster in front of it.

Melt was added in **Beta 55.0** as a replacement for Slowing during the Patience rework.

Melt functions almost identical to the original Rage, being able to deal one of an ally monster's stats as DMG to the monster in front of it. But instead of ATK for 3G, it's HP for 4G.

## Card Skins

* Freezing Dogs (by BlueKitty)
	+ Originally belonged to Slowing.
Piranhas

Piranhas was added in Beta 51.0 as a replacement for an older version of Starwalker Bird (more specifically, its Beta 34.0 version). Previous Versions can be found here.

As of Beta 53.0, it still greatly matches StarBird as a 6G 3/4 Haste monster (which is +1 HP from StarBird) with the ability to deal 1 DMG to a random enemy monster after it has attacked and killed another one. This effect can trigger from its own ability, allowing it to clear a board of 1 HP monsters. However, StarBird had Ranged among that, which has since been removed. In its place, Piranhas has Dodge (1). It's also an Epic rather than a Common.

As a result, while the user can only start with 2 rather than 3 and is unable to use this in a deck with the new StarBird and Starwalker, it has more HP and can avoid an enemy attack once if it didn't attack a monster on its first turn.