recursal/Fanatic-Fandom huggingface dataset:
Placeholder Kris

## General

Placeholder Kris is a 11/4/10 Deltarune Legendary monster that gives an ally +2 ATK/HP every time the ally attacks. The high cost of this card and reliance on other monsters make it a niche pick, but it still fits in some decks, primarily zoo or certain fast, offensive midrange builds.

Placeholder Kris can be a nasty way to surprise opponents who either choose or are forced to ignore your board of small, seemingly unthreatening monsters. It is also sometimes used to get forced damage on the opponent with either Charge or Transparency monsters, or serve as a finisher for swarm (zoo) decks after the enemy has ran out of responses. It faces competition from Baron and Susie that share some of these usecases.

The primary reason Placeholder Kris does not see more play is the combination of its drawbacks - just being an expensive card isn't the end of the world, but because it also relies on an already established board (or Haste/Charge monsters), the "true" cost of using the full potential of the card can end up being way too high. Additionally, a Placeholder Kris board is such a big investment, that AoE clears like Hyper Goner or Asgore can immediately get the opponent an enormous gold lead.

## Synergies

Cloning, Ralsei, and even Call for Help form a great combination with Placeholder Kris. Despite 4/10 being a respectable statline, it is far from the main reason this card is used, and being able to get around its prohibitively high cost in exchange for some stats is always a great deal.

Proceed has a natural synergy with Support effects, and Placeholder Kris has the strongest Support effect in the game. Papyrus, being able to attack multiple times a turn, has a very similar synergy.

Plug decks (and in particular, Werewire and, by extension, Werewerewire) enjoy an additional source of big buffs. Plugs have an issue with being slow, though, so having an additional 11 gold card in an already slow deck is risky.

Kris can double the Placeholder Kris buff, and can make great use of it themselves thanks to a combination of Haste and Transparency.

## Counters

Spade King is the most conventional counter that does not outright kill the board, as it can get rid of all the buffs Placeholder Kris had given while also preventing it from buffing its allies again.

Hyper Goner, Asgore, Test of Will, and Mettaton NEO are all capable of just killing or severely damaging a Placeholder Kris buffed board, usually putting the user at a gold lead.

## Trivia

* Placeholder Kris is an unused sprite in Deltarune game files, named exactly that.
* The word "anime" (all lowercase) is written in the background on the card art. It somewhat blends into the background, serving as an easter egg.
* Placeholder Kris has the exact effect a previous version of Kris had. This is intentional, as when Kris was reworked into a "more unique" card, Placeholder Kris was released in the same update, to keep the old effect still accessible to players.
* Placeholder Kris has the same ATK and HP as Kris and Soulless Kris.
Gine (What If?)

**What-If? Gine** (Commonly referred to as Gine) is the mother of What-If? Kakarot, What-If? Raditz, and What-If? Turles and wife of What-If? Bardock.

## Base Form

### Costumes

* **Primary Costume:** Gine's Primary costume focuses on pink specially designed combat armor outlined in green and white. In addition she wore blue armbands and white boots.
* **Secondary Costume:** Gine's Secondary costume has her wearing regular sayian battle armor but with her signature Pink and Green coloration.
* **Third Costume:** Gine's Final Costume focuses on an onyx colored combat armor outlined with yellow and white. She has black pants, red armbands and white boots.

### Super Moves

* **Full Power Energy Wave:** Gine charges up a small wave of energy and fires it from her palm.
* **Full Power Energy Ball:** Gine charges up a small ball of energy steps backwards and fires the ball of energy from her palm.
* **Speedy Rush:** Gine rushes at the opponent and knees the opponent in the Stomach and then grabs them and throws them away before teleporting and slapping them.
* **Gatstaduken Friduvum**: Gine charges at the opponent and hits them in the stomach and grabs them by the throat before firing an energy wave point blank at the opponent.
* **Kamehameha:** Gine charges up the signature kamehameha in between her hands before stepping forward and firing it causing force damage

### Ultimate Attack

* **Super Trap Shooter:**Gine summons up two giant balls of energy between each hand and fires a bunch of small energy balls at the enemy.

### Team Attacks

* **Husband-Wife Kamehameha:** (Starts by Gine): Gine charges up the signature kamehameha and fires it. The enemy stops it so Bardock appears and fires his kamehameha over-charging the kamehameha destroying the enemy.

## Super Sayian

### Super Attacks

* **Kamehameha:** Gine charges up the signature kamehameha in between her hands before stepping forward and firing it causing force damage
* **Trap Shooter:** Gine Charges up a ball of energy and throws it which then fractures and splits into a million little balls at the opponent.
* **Final Revenger:** Gine charges at the opponent at full force punching them in the Stomach before throwing him into the air rushing at them kicking them twice in the stomach before flipping off of the opponent an and double hand punching them into the ground.
* **Gestaduken Fridivium:** Gine charges at the opponent and hits them in the stomach and grabs them by the throat before firing an energy wave point blank at the opponent.

### Ultimate Attacks

* **Close Range Kamehameha:** Gine charges up a Kamehameha in between her palms up to Stage 10 runs up to the opponent and fires the Stage 10 Kamehameha point-blank causing massive amounts of damage
Headshot: Previous Versions

Current Version can be found here.

Headshot is the Epic Justice exclusive Spell. When used, it will kill the targeted monster, no questions asked.

It used to kill a single monster (friend or foe) for 8G, but was reduced in **Beta 2.6** to 7G.

**Beta 6.2** buffed it by silencing the targeted monster before killing it, making Dust effecs not trigger. This was very useful as you could get rid of some dangerous monsters this way, such as Flowey and Mettaton NEO.

SOUL Type: Justice

Cost:

* 8 (Pre Beta 2.6)
* 7 (Post Beta 2.6, Current)

Effects:

* Kill a monster. (Pre Beta 6.2)
* Silence and kill a monster. (Post Beta 6.2, Current)

Rarity: Purple (Epic)
Ice Cap

Previous Versions can be found here.

Ice Cap is a 3/3/1 card of Base rarity. They have the Charge ability, making them able to attack any enemy target upon being played

## Strategy

Ice Cap is commonly associated with aggro decks, decks that aim to very aggressive and fast. There are few cards that can deal DMG to the enemy players health bar directly in the same turn in which they are played. Ice Cap is a staple options of many decks for dealing 3 "burst" damage. Ice Cap is unable to deal this damage to the enemy player directly if there is an enemy Taunt monster in play, so other cards that can deal with those monsters via Silence or by killing them should be considered. Ice Cap is highly inefficient when used to deal damage against monsters, as they will almost always die when attacking while also only dealing 3 damage. Due to being so fragile, Ice Cap is generally not the best card to play in the early stages of the game as they can be very easily removed, especially if facing Justice.

Ice Cap pairs doesn't have too many notable synergies outside of Biker Lancer who also deals direct damage and can make Ice Cap deal more for a relatively low cost. It is common for newer players to run cards like Space Cooler and Sugar Pot with Ice Cap, but this is ill advised as it is terribly cost efficient while also being easily countered. In general, Ice Cap is a fragile but good way to deal some direct damage to the enemy player for faster decks.

## Card Skins

* Drill Time (by Virsenus)
* Time for Surprise (**GIF** by Virsenus)
	+ Only available through Christmas (2020) Bundle.
Microwave

Microwave, card 2/11 for Beta 18.1. Previous Versions can be found here.

For 4G, this 1/5 Disarmed monster will give +1 HP to all other ally monsters when played and give them +2/+1 if it survived 3 turns in a row (with the turn it's summoned being the first). When doing so, it will end off with killing itself.

It was later shown that Timer, card 9/11 revealed, worked similar to it and has similar stats.

As such, the same support applies here to keep it alive in order to make it last 3 turns. You can buff its ATK with Strength or Snowdrake in order to make it immune to Muffet's Pet. You can also place other low ATK monsters for a chance to make Muffet's Pet target that. Good monsters like this are Rock and MTT Fountain, as they have Taunt as well, which will also protect Microwave.

An important note for the usage of Microwave is that it's a very high priority for the enemy if you have one or more other monsters on the field. Keep this in mind!
Brain Freeze: Previous Versions

Current Version can be found here.

Brain Freeze, added in **Beta 11.0**, originally made both players skip their next turn. (They still draw a card and get gold, and monster effects still works, so their turn more accurately just ends right after it starts.) It did this for 7G, but **Beta 12.1** reduced that to 5G. **Beta 17.0** increased that to 6G and **Beta 31.0** brought it back to the original 7G. **Beta 39.0** increased it further to 8G.

**Beta 44.1** returned it back to 6G, but also reworked its effect for the first time. Now, your current turn ends, and any Turn start and Turn end effect of monsters on your board get activated (including the regular trigger, so Turn end effect trigger twice). **Beta 45.0** also makes you draw a card.

**Beta 55.0** reworked the soul. As a result, Brain Freeze was replaced with Ice Prison.

### Stats

SOUL Type: Patience

Cost:

* 7 (Post Beta 11.0)
* 5 (Post Beta 12.1)
* 6 (Post Beta 17.0)
* 7 (Post Beta 31.0)
* 8 (Post Beta 39.0)
* 6 (Post Beta 44.1)
* N/A (Post Beta 55.0, Current)

Effects:

* Both players skip their next turn. (Post Beta 11.0)
* Trigger all ally Turn start & Turn end effects.
	+ End your turn. (Post Beta 44.1)
	+ Draw a card and end your turn. (Post Beta 45.0)
* N/A (Post Beta 55.0, Current)

Rarity: Purple (Epic)
Mirror: Previous Versions

Current Version can be found here.

Mirror was added in **Beta 30.0** as a 1/5 for 5G Disarmed Taunt that, when taken DMG from any source, would deal as much DMG to a random enemy monster. This makes it somewhat act as an inverse MTT Fountain. **Beta 56.0** reworked it entirely. It gained +2/-2, bringing it to 3/3, changed its Disarmed and Taunt for Transparency and replaced its passive with a Dust of summoning a 3/3 copy of its killer.

### Stats

ATK:

* 1 (Post Beta 30.0)
* 3 (Post Beta 56.0, Current)

HP:

* 5 (Post Beta 30.0)
* 3 (Post Beta 56.0, Current)

Cost: 5

Abilities:

* Disarmed. Taunt. When this takes DMG, deal as much DMG to a random enemy monster. (Post Beta 30.0)
* Transparency. Dust: Summon a 3/3 copy of its killer. (Post Beta 56.0, Current)

Rarity: White (Common)
Ice Drink Wolf

Ice Drink Wolf was added in Beta 39.0. Previous Versions can be found here.

As Ice Wolf's Deltarune counterpart, it shares the same Rarity and ATK, but has a different HP and cost due to a different effect.

Its ability somewhat bring back an older version of Snow Storm due to it working with Ice, Ice Cap and Snowman (which also got applied to Ice Replica in the same update). In this case, you get to choose one of the 3 cards to be added to your hand.
G Follower 3: Previous Versions

Current version can be seen here.

G(aster) Follower 3 was added in **Beta 5.3**, during Halloween 2016, as one of the Followers introducing the Future effect. This ability functioned identical to Magic, but it would trigger (x) turns later. This effect was not silencable, nor does the monster need to survive for it to take place. With GF3, it would kill a random enemy monster 3 turns later (so for example, if you play this on Turn 4, it would kill when your 7th turn begins).

It was nerfed a number of times due to its powerful effect and combination with Goner Kid. The next update, **Beta 5.4**, was already the first time, increasing its Cost from 6 to 7 while also increasing its Future itself from 3 to 4, meaning it takes 1 more turn to trigger. **Beta 5.7** increased its Cost further to 8G while also reducing its HP from 6 to 5. Its HP was brought back to 6 in **Beta 15.0**. **Beta 20.2** reduced its ATK from 6 to 5 instead.

**Beta 46.0** entirely reworked the Tribe to fit with Gaster's rework to a Legendary. Future was replaced with Synergy, another Magic-like effect that triggers when you have played a monster of the same tribe as it beforehand on the same turn. GF3 gained both a Magic and Synergy. Its Magic would show 2 out of the 5 other Followers and let you choose 1 to be added to your hand with -1 cost. Its Synergy would improve the Magic, adding both with -1 cost. Its stats dropped all the way down to 2/2/2 (thus gaining -6/-3/-4). **Beta 46.1** made the given Followers not have their cost reduced. In return, it can now also give new GF3's. **Beta 52.0** changed the Synergy to provide the cost drop instead rather than giving 2 Followers. The chosen Follower will have its cost reduced by 2G. **Beta 52.1** improved this for Gaster's sake (while function the same on its own). Before, if Gaster triggered GF3's synergy, the cost drop would only work if the card given by GF3 was still in your hand. Now, Gaster's version will add a new Follower to your hand with -2 cost.

### Stats

ATK:

* 6 (Post Beta 5.3)
* 5 (Post Beta 20.2)
* 2 (Post Beta 46.0, Current)

HP:

* 6 (Post Beta 5.3)
* 5 (Post Beta 5.7)
* 6 (Post Beta 15.0)
* 2 (Post Beta 46.0, Current)

Cost:

* 6 (Beta 5.3)
* 7 (Post Beta 5.4)
* 8 (Post Beta 5.7)
* 2 (Post Beta 46.0, Current)

Abilities:

* Future (3): Kill a random enemy monster. (Beta 5.3)
* Future (4): Kill a random enemy monster. (Post Beta 5.4)
* Magic: See 2 other random Followers. Choose 1 to add to your hand with -1 cost.
	+ Synergy: Add both with -1 cost instead. (Beta 46.0)
* Magic: See 2 random Followers. Choose 1 to add to your hand.
	+ Synergy: Add both instead. (Post Beta 46.1)
	+ Synergy: Give it -2 cost. (Beta 52.0)
	+ Synergy: Add it with -2 cost. (Post Beta 52.1, Current)
		- **[Unchanged on its own. Change only applies to Gaster's effect.]**

Rarity: White (Common)
Janitor: Previous Versions

Previous Versions can be found here.

The Janitor, added in **Beta 5.8**, has an unique Battlecry:

* Give +1 ATK to monsters at its right.
* Give +1 HP to monsters at its left.

This effect hasn't been changed, but it did gain some other changes. Starting out as a 3/3 for 4G monster, **Beta 6.0** increased its HP to 4.

**Beta 6.5** dropped that back to 3, but also dropped the cost to 3G, making it 3/3 for 3G. Beta 13.1 lowered its ATK by 1.

### Stats

ATK:

* 3 (Post Beta 5.8)
* 2 (Post Beta 13.1, Current)

HP:

* 3 (Post Beta 5.8)
* 4 (Post Beta 6.0)
* 3 (Post Beta 6.5, Current)

Cost:

* 4 (Post Beta 5.8)
* 3 (Post Beta 6.5, Current)

Ability: Battlecry/Enter/Magic: Give +1 ATK to monsters at its right and +1 HP at its left.

Rarity: White (Common)
Powerhouse

## Effect

Draw 2 cards. Then reduce the cost of all cards in your hand by 2 (min: 2G).

Powerhouse is Justice's 1st Deltarune, 3rd Common (4th if including Punishment) and 9th overall Spell added in Beta 43.0. Previous Versions can be found here.

Powerhouse is a powerful card, able to draw 2 cards and get a total cost reduction of 14G for 9G, giving 5G profit. But due to its high price and hand filling effect, it needs to be used with caution to not lose any cards and to get the most out of it. That's why this card works decently well with Preservation, replacing the need to end up with 6 cards rather than 7 to not lose a card with you taking Fatigue DMG next turn.

Since Beta 43.1, this spell is unable to reduce the cost of cards below 2G. As such, cards that cost 3G only get their cost reduced by 1G, and those that cost 0-2G are unaffected.
Jukebox

Juke was added in Beta 36.0 as one of the cards using the new mechanic of "choose one" effects, and the second one to show it off due to being revealed on Twitter beforehand (and as 3rd of 5 total), as seen here. Previous Versions can be found here.

Since Beta 38.0, Jukebox allows you to bring back one of 3 shown dead monsters you own back by moving it from your Dustpile to your Deck.

Since Beta 38.2, the chosen monster gains +1/+1 from this. It can also be an already dead Jukebox. However, because it moves the actual monster to your deck and not a copy, you don't keep making new Jukeboxes with increasing chances of doing it again the more of them die.
Gaster Blaster: Previous Versions

Current Version can be found here.

The Gaster Blaster was a Spell Card able to be obtained through Gaster (until Beta 46.0), who used them as his way of damaging due to his mere 1 ATK. Sans (since Beta 3.7) also obtained them for similar reasons, and is now the main card using them. Since then, Mystery Machine, Sans' Lost Soul and the Science Artifact also give access to Gaster Blasters.

The Gaster Blaster has undergone many changes. Originally, it was an Epic rarity card, probably due to the fact that Gaster was also an Epic monster and Sans didn't give Blasters yet. It also costed 4G to use and wasn't even a Spell to begin with (making it presumably act as a monster without stats, killing itself right away after triggering its effect).

**Alpha 2.2** not only changed it into a spell, it also increased its cost to 8G. **Beta 2.1** increased its Rarity into Legendary, resulting in it making a sound when used. This is the first case of a card changing in rarity, and it was the only one until Beta 8.1, when Muffet also went from an Epic to Legendary. **Beta 3.1** decreased the cost to 6G, and **Beta 4.5** increased the cost to 7G.

**Beta 7.1** gave the first change in effect. Before, the Gaster Blaster dealt 8 DMG to a target of your choice, including the healthbar of both players. After Beta 7.1, the Blaster will only do 5 damage to a player, while still doing 8 damage to a monster. **Beta 30.0** gave it the proper Generated Rarity, making it the first (and currently only) card to change Rarity twice. It kept its sound effect.

**Beta 36.0** removed its ability to target players as a whole. **Beta 37.0** counter-balanced this by reducing its cost back to 6G. **Beta 57.0** made it able to target the user again, for the whole 8 DMG, but not the opponent.

### Stats

Main Spell giver: Sans

Cost:

* 4 (Pre Alpha 2.2)
* 8 (Post Alpha 2.2)
* 6 (Post Beta 3.1)
* 7 (Post Beta 4.5)
* 6 (Post Beta 37.0, Current)

Effects:

* Deal 8 DMG. (Pre Beta 7.1)
* Deal 8 DMG to a monster or 5 to a player. (Post Beta 7.1)
* Deal 8 DMG to a monster. (Post Beta 36.0)
* Deal 8 DMG to a monster or you. (Post Beta 57.0, Current)

Rarities:

* Purple (Epic) (Pre Beta 2.1)
* Gold (Legendary) (Post Beta 2.1)
* Green (Generated) (Post Beta 30.0, Current)
Loox: Previous Versions

Current version can be seen here.

Loox had some changes, most of which increased the effectiveness of its ability.

It started out with just doing 1 damage to a random enemy monster, but was buffed in **Beta 1.6**, where it now was able to do 1 damage to a monster of your choice, including your own.

Beta 5.3 buffed its ATK from 2 to 3. Beta 8.3 buffed its ability again, for it is now also able to damage the health bar of the players, making it now exactly a weaker, cheaper Vulkin. **Beta 10.2** reduced all its stats (ATK, HP and Cost) from 3 to 2.

* 2 (Pre Beta 5.3)
* 3 (Post Beta 5.3)
* 2 (Post Beta 10.2, Current)

HP:

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

Cost:

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

Abilities:

* Battlecry/Enter/Magic: Deal 1 damage to a random enemy monster. (Pre Beta 1.6)
* Battlecry/Enter/Magic: Deal 1 damage to a monster. (Post Beta 1.6)
* Battlecry/Enter/Magic: Deal 1 damage. (Post Beta 8.3, Current)

Rarity: White (Common)
Left Tentacle: Previous Versions

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

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

### Stats

ATK:

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

HP: 3

Cost: 2

Ability: Dust: Deal 3 DMG to the enemy.

Rarities:

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

## Trivia

Right Tentacle understandably got the same changes, but with swapped ATK and HP.
Madjick

Previous Versions can be found here.

Madjick is a 4/4/4 monster of Base rarity. When played he swaps the ATK and HP of a monster (This can target ally and enemy monsters).

## Strategy

Madjick is one of the weirdest cards in the game, yet their versatility can make them pretty good. Madjick can instantly kill any 0-ATK monster, but they are better used in other ways in most cases. Swapping the ATK and HP of an enemy monster can be used to transform a high HP monster into something more manageable. or be used to turn a low HP enemy monster into one that becomes a nuisance to get rid of (This especially is useful against Mettaton NEO). Madjick when used on ally monsters can be much more interesting, allowing you to convert HP buffs into ATK for damage, or allow a high ATK monster that just attacked to gain survivability for the enemy turn. There are loads of cards that can be experimented with Madjick, which makes them a fun card to incorporate into your deck, though it is generally best not to build your whole deck around them and instead just have a couple of cards that are particularly beneficial with Madjick.
Great Door

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

Playing this monster will instantly summon a random monster from your deck with the higest cost BELOW its own (if there is any), with the exception of other Great Doors that had their cost reduced (as it can't summon a monster with an EQUAL cost).

This works well with many monsters, but more so the ones that don't have a Magic, Synergy or Turbo effect in order to maximize their use. You can build your deck around this, which makes it slightly better to perfect that effect, but you will lose on some great cards like Muffet's Pet and Asriel.
Goner Clam

Goner Clam was added in Beta 36.0. Previous Versions can be found here.

Much like Goner Kid, it's an Epic monster with a Magic that works with Followers while being one itself since the Tribe rework of Beta 46.0. In this case, being a supportive card, able to restore 3 HP to a target of your choice with Magic (though with its stats, it's slightly outclassed by Shyren with that effect alone). Its Synergy will give +1/+1 to all Followers currently on your board, except itself.

## Card Skins

* Fast Approaching (by Diamaincrah)
	+ This skin has no Avatar.
Glad Dummy

Effect updates and description changes can be seen here.

Since Beta 38.2, Glad Dummy has the ability to give Taunt to all other monsters on the board. This allows the user to both get a good defence to protect themselves as well as the option to attack any enemy monster they want, but at the cost of being unable to attack directly for a while.

This, however, can be bypassed with the help of Small Bird. As it has the ability to both Ignore Taunt, as well as gaining Charge if the enemy has a Taunt monster on the board.

This makes it pair well with Glad Dummy, but be warned as you need an empty slot to be able to play Small Bird afterwards. So at most, only 2 of your monsters gain Taunt if you want to go for this combo (but can go to 3 with the use of Break).

## Trivia

* Glad Dummy is one of the two first cards whose Card Skin have a Rare Avatar version of it, the other being Lamp.
Editor 1

## Scarf Lady

Editor 1 was added in Beta 23.0, alongside Editor 2. Previous Versions can be found here.

When played, it will show you all Turbo monsters you have in your deck. Then you can choose one of them and it will be moved to the top of your deck, making it the very next draw (unless something affects this). The chosen monster will also have its cost reduced by 1G.

This can work well when you want to draw certain cards as soon as possible like Punk Hamster. It can also work if you are having trouble and need the effects of cards like Ice Wolf or Dress Lion (the latter can also be the case if you want to use Hot Dog Harpy but don't have a silencer in your hand).
Gardener Asgore

* Asgore
* Green
* Red

Gardener Asgore was added in Beta 30.0. Previous Versions of him can be found here. Those of the Green and Red Flowers can be seen here and here respectively.

At the end of the turn he's played, he will summon a Red Flower. However, if there's at least one Green Flower on your board, he will turn it or a random other one into a Blue Flower, which is +2/+2/+2 from Red Flower, but has Taunt instead of Transparency. As such, Gardener Asgore is one of the few non-Plant monsters that synergize with them by proving the user with new Plants.

Due to his effect to summon Blue Flowers requires Green Flowers on the board, the best card to use alongside him is (fittingly enough) Asgore's Truck, which provides you with 2 Green Flowers to your hand (as well as a decent Haste) for 4G, making them 11G combined. And due to their 0G cost, you can play one or both right away.

Flower Can can also work, but it's less likely to allow you to make it combo with Gardener Asgore due to having a Dust and both Green Flowers be summoned right away, meaning the opponent can kill them before your next turn starts. And finally, Spider Flower also instantly provides you with a Green Flower, but only gives one and lacks Haste, while still costing 4G. You'd also be wasting its Synergy.
Janitor

Previous Versions can be found here.

The Janitor was added in **Beta 5.8** with the ability to give +1 ATK to monsters on its right and +1 HP to those on its left, loosely based off how the Janitor makes a mess of the left and right continuously because of his dripping slime.

This makes it a strategic but useful card, especially in the early to mid game of a match because of its decently low cost. It may be particularly useful in decks that are reliant on buffs such as Bravery.
Ice E Mascot

Ice E Mascot was added in Beta 50.0. Previous Versions can be found here.

Ice E Mascot, when played, will choose a random Rare monster from your dustpile and move it to your hand. If you don't have any Rare monsters in your dustpile, it will choose one from your deck instead. If you don't have one there either, the effect fails.

This makes Ice E Mascot usable in a deck that uses cards like Starwalker and Starwalker Bird, which have effects that require the user to not have Rare and Epic cards in their deck. Ice E Mascot allows them to use at least Rare cards, and use this to get them out of the deck as soon as possible so the others can be used.
Migospel

Previous Versions can be found here.

Migospel is a 4/4/4 monster of Common rarity. When played they can give +3 HP to any other monster.

## Strategy

Migospel is an insanely strong card given their ability and statline. +3 HP is enough to be quite significant on some cards, making some cards like Bloody Tree or Mad Dragon gain lots of survivability which they can lack. Migospel works in lots of zoo decks, ones that seek board presence over anything else. Migospel having 4/4 stats on top of their effect makes them a very easy to use card that can fit in lots of different decks. This card is recommended to craft for new players.
Gerson

## Hammer of Justice

Gerson is the 11th and final card revealed on Twitter (seen here) for Beta 18.1, as the Legendary for the update. Previous Versions can be found here.

## Overview

Being a turtle, he's quite bulky as a 3/5 with Armor for 7G. But he also has a Magic effect that gives you a random Artifact only he can give in addition to the ones you already have. When using this Magic again, he will give you a random one out of the 3 he still has. As a result, after placing him 4 times, his effect doesn't work anymore.

### Artifacts

#### **Cloudy Glasses**

* Turn start: Give +1 HP to a random ally monster.

#### **Crab Apple**

* Turn start: Give +1 ATK to a random ally monster.

#### **Sea Tea**

* Turn start: Restore 3 HP to a random damaged ally monster.

#### **Torn Notebook**

* Turn start: Deal 1 DMG to a random enemy monster.

## Card Skins

* Old Turtle (by Moonlightring)
* Gem Searcher (by Diamaincrah)
* Gem Specialist (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
Onion San

* Onion San
* Left
* Right

Onion San was added in Beta 5.9 after multiple requests. Previous Versions can be found here. A seperate page exists for Previous Versions of both the Left and Right Tentacles.

Onion San has the Magic ability of summoning two Tentacles to the board adjacent to it upon placement. If an adjacent slot isn't available next to Onion San then the respective Tentacle won't appear (e.g. if the card slot left of Onion San is taken or doesn't exist then the Left Tentacle won't be summoned).

Because of Onion San's ability to summon an additional 2 cards for free, as well as its good stat/cost ratio, it's useful in most decks, however in particular Integrity, with favourable use in Kindness or Justice.

Works very well with cards like Politics Bear and Nice Cream Guy.

## Card Skins

* Kawaii Onion (by Moonlightring)
	+ Includes related Skins for the Tentacles (but no extra Avatars).
* Onion Check (by Diamaincrah)
Papyrus

Previous Versions can be found here. He got changed quite a few times. Even 4 in a row.

## Overview

Papyrus is a good mid to end game monster, able to attack multiple enemy monsters in a single turn, but only if he ends up killing the monsters he attacks. Keep in mind that since Beta 55.1, he can't attack the opponent directly at all on his first turn.

This can make him incredibly useful, even with the nerf. Using him in the Kindness Deck is particularly useful, as it has many spells that allow you to to keep him healed up, while you can also use the more effective Pie, to restore all of his health. (Royal Kindness allows all your monsters to be entirely invulnerable during the rest of the turn, but the total cost is very high and is a waste if used on Papyrus alone.) Using Veteran also allows him to gain +1 ATK after every kill, making him even more useful and dangerous.

A somewhat popular trick is to use Force Of Nature on Papyrus and then swap his ATK and HP Madjick to give Papyrus an enormous ATK stat, making it useful to finish off the opponent. However, as he no longer has Charge, this trick is less game-ending.

At 11G, using Red Bird can provide 1 of 4 monsters. Casual Undyne is the best result, as she also has Haste, thus able to make use of her right away, as well as a usable passive effect. Soulless Kris is -1/+1 from Papyrus with Haste (alongside Magic), making them the next best result. This is followed by Asgore as a 7/8 Magic, finally ending with Vine as a 7/7 with a passive that works in hand and reduces its own cost (which is pointless as it's already on the board) and requires Plants to use properly.

## Card Skins

* Cool Skeleton 95 (by Moonlightring)
* Nyehehe (by Darky)
* Fighting Papyrus (by CoreSilence)
* Vampyrus (by Kazma)
* Cinnamon Roll (by Diamaincrah)
* Furry Papyrus (by Diamaincrah)
* It's Fine (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.
* Just Whiped Out Snowdin Town (by Diamaincrah)
	+ Only available during April Fools.

## Trivia

* His first 2 Card Skins/Avatars have tiny problems in their names.
	+ "Cool Skeleton 95" is based on his UnderNet username, "CoolSkeleton95" (so without the spaces).
	+ "Nyehehe" is based on his trademark laugh and Main Theme, "Nyeh heh heh!".
Hathy

Hathy was added in Beta 30.0. Its first change was already in Beta 30.1. Previous Versions can be found here.

Hathy uses the new Support ability, which makes it so that whenever an ally monster attacks (except for the monster with the Support effect itself), this effect activates beforehand. So with Hathy, if you have a different monster with => 3 ATK, it will raise its ATK to 4 before attacking, dealing more DMG and able to kill Mad Dummy.

Hathy works similar to the Veteran Artifact, being a +1 ATK trigger but activates any time the monster attacks, rather than activating when the monster kills an enemy.

Hathy will give +1 ATK to a monster, even if they target the opponent themselves. This makes it great for taking down the opponent quickly.

If you can keep him alive, Papyrus is a great card to use with Hathy as his attack will increase each time he targets an enemy, making it easier to sweep the board, even against monsters with more than 5 health, such as Jerry.

Combining Hathy with the Veteran Artifact and Kris will give a monster +3 ATK and +2 HP when they attack and an extra +1 ATK if they kill a monster. This gives them a total of +4 ATK and +2 HP.
Golden Flowers: Previous Versions

Current version can be seen here.

Golden Flowers were initially added in **Beta 6.0** with 1/4 for 3G. When an ally monster died during your turn while this is on the board, they would instantly be sent back to your hand. **Beta 6.1**, which came out the same say, reworked that to a 0/7 for 5G, with the ability to only add the dead monsters to your hand at the end of your turn. **Beta 12.0** reduced the cost to 4G.

**Beta 44.1** reworked it entirely. Now being a 3/6 for 6G, its effect has been turned into a Magic. This lets you look at 2 random spells with a cost of 10G or lower you've cast this game and choose one of them to be added to your hand. (Since it looks at the ones YOU'VE casted, it can't pull Mines or Chaos Weapons, nor spells triggered by Arcane Scepter.) **Beta 45.0** buffed it by not letting it show two of the same spell. **Beta 52.0** followed by instead of the cost restriction, it won't show Token spells in general.

### Stats

ATK:

* 1 (Beta 6.0)
* 0 (Post Beta 6.1)
* 3 (Post Beta 44.1, Current)

HP:

* 4 (Beta 6.0)
* 7 (Post Beta 6.1)
* 6 (Post Beta 44.1, Current)

Cost:

* 3 (Beta 6.0)
* 5 (Post Beta 6.1)
* 4 (Post Beta 12.0)
* 6 (Post Beta 44.1, Current)

Abilities:

* Whenever an ally monster dies during your turn, copy it to your hand. (Beta 6.0)
* Turn end: Copy all ally monsters that died this turn to your hand. (Post Beta 6.1)
* Magic: See to choose 1 to copy to your hand ...
	+ 2 random <= 10G spells you've cast. (Post Beta 44.1)
	+ 2 random different <= 10G spells you've cast. (Post Beta 45.0)
	+ 2 random different non-Token spells you've cast. (Post Beta 52.0, Current)

Rarity: White (Common)
Berdly: Previous Versions

Current Version can be found here.

Berdly started in **Beta 30.0** at the cost of 6G. **Beta 31.0** dropped it to 5G. **Beta 38.0** reverted it back to 6G, but also increased its ATK from 3 to 4.

### Stats

ATK:

* 3 (Post Beta 30.0)
* 4 (Post Beta 38.0, Current)

HP: 6

Cost:

* 6 (Post Beta 30.0)
* 5 (Post Beta 31.0)
* 6 (Post Beta 38.0, Current)

Ability: End of turn: If alone on your board, give a random spell in your hand -3 cost.

Rarity: Blue (Rare)
Cactus: Previous Versions

Current version can be found here.

This is a decent defensive card, with high health and an instant-kill attack with a cheap cost. It has a few flaws though, which swapped back and forth a lot of times.

From its debut in **Beta 6.6**, it had 1 ATK, but couldn't attack on its own, just like cards such as Gaster and Memorial Statue. So to use it properly, you had to put Taunt on it with Protection (in Patience) or Glad Dummy (in general). But cards such as Muffet's Pet, Madjick or even Tsunderplane could easily work with that. In **Beta 7.1**, it got changed, the same way cards such as Pyrope did. Making it able to attack, but lower its ATK to 0. So now, without the use of cards such as Strength (in Bravery) or Snowdrake (in general), this card can't deal damage to activate its ability. **Beta 7.3** increased its HP from 6 to 8.

**Beta 7.4** returned it to its other version, giving it 1 ATK and the inability to attack. However, it now has Taunt by default. Its HP dropped to 4 for this, though. **Beta 7.5** flipped it yet again: 0 ATK, but can attack. It also lost Taunt with it. Its HP is now 7. This was buffed to 9 in **Beta 8.1**, but returned to 7 in **Beta 13.1** and dropped further to 5 in **Beta 36.0.**

**Beta 51.0** increased its ATK back to 1, but still allowed it to attack. Its HP dropped down to 3.

* 1 (Post Beta 6.6)
* 0 (Post Beta 7.1)
* 1 (Beta 7.4)
* 0 (Post Beta 7.5)
* 1 (Post Beta 51.0, Current)

HP:

* 6 (Post Beta 6.6)
* 8 (Beta 7.3)
* 4 (Beta 7.4)
* 7 (Post Beta 7.5)
* 9 (Post Beta 8.1)
* 7 (Post Beta 13.1)
* 5 (Post Beta 36.0)
* 3 (Post Beta 51.0, Current)

Cost: 3

Abilities:

* Disarmed. Kill any monster this damages. (Post Beta 6.6)
* Kill any monster this damages. (Post Beta 7.1)
* Disarmed. Taunt. Kill any monster this damages. (Beta 7.4)
* Kill any monster this damages. (Post Beta 7.5, Current)

Rarity: White (Common)
Overgrowth: Previous Versions

Current Version can be found here.

Overgrowth replaced Rage in **Beta 42.0** as a 4G that was able to give all monsters on your board and those in your hand that didn't start in your deck +1/+2. (Since Beta 51.1, these are known as Generated cards.) Cards that would be affected are visualized with a Gear Icon.

**Beta 53.0** nerfed it to only give +1/+1, but the cost was reduced to 3G and it now also targets your deck, thus it now targets all Generated monsters you own.

### Stats

SOUL Type: Bravery

Cost:

* 4 (Post Beta 42.0)
* 3 (Post Beta 53.0, Current)

Effects:

* Give +1/+2 to all Generated monsters your board and hand has. (Post Beta 42.0)
* Give +1/+1 to all Generated monsters you own. (Post Beta 53.0, Current)

Rarity: Blue (Rare)
G Follower 3

## Gaster Follower 3

Effect updates and description changes can be seen here.

G(aster) Follower 3 was released during the **Beta 5.3 Halloween 2016** update. It is a Follower introducing the Future effect. As of Beta 46.0, this effect has been replaced by Synergy.

When played, you get to see 2 of the 6 Followers and you choose 1 to be added to your hand. If you have played another Follower beforehand, its cost is reduced by 2G.

GF3 is the cheapest, but weakest Follower (the complete opposite from before Beta 46.0) at a mere 2/2/2, making it easy to play after another Follower to trigger its Synergy. Since Beta 46.1 allowed it to possibly give new GF3's, this somewhat makes it the replacement of Pre-Beta 44.0 Redacted.

## Card Skins

* I Diagnose you with Death (by Diamaincrah)
Muffet's Pet

Muffet's Pet was added in Beta 2.4 update. Previous Versions can be found here.

Muffet's Pet is an invaluable card and pretty much a staple of any deck. This is due to its powerful Magic effect that instantly kills an enemy monster with 2 or less ATK. As of **Beta 51.1**, the user gets to choose the target, improving its usability even more.

This can instantly counter most Taunt monsters due to their low ATK despite their high HP, and is also one of the best counters against Sans. Combined with Madjick, it can also get rid of the opposite: High ATK, low HP monsters such as Mad Dummy and Mettaton NEO.

Since **Beta 10.2**, Muffet also gets a +2/+1 boost from it, increasing its worth even more. This has been expanded heavily in **Beta 46.0** with the release of the Arachnid Tribe (with half a dozen new cards for it), allowing you to create an entire deck based around them.

This card is incredibly valuable and it is suggested one should have this in their decks much like a Silencer. It is also suggested you craft it if you can't get one in packs as it is only 100 Dust.

## Card Skins

* Spider Food (by Jeffa Pegas)
* Muffin Top (by Shionbluu)
	+ Originally available through Spider Party Bundle.
Jar of Worms

Jar of Worms was added in Beta 30.0, but already nerfed in Beta 30.1 a few hours later. Previous Versions can be found here.

When placed on the board and at the start of your turn (a matching trigger that Sans also has), JoW will summon a Worm. This Worm will already have 1 bonus ATK for every unsilenced JoW you have on the board due to its Aura. As such, the Worm will be a 1/2 Haste monster that also has the ability to restore HP equal to the amount of DMG it just dealt, similar to Knight Knight, but the HP goes to you instead of itself and it also works during the opponent's turn.

Normally, you will be able to deal 1 DMG to a monster and heal yourself up by 1 as well. You can combine this with Scissor Dancer (if the enemy monster is placed correctly), which then can deal 3 more DMG to the monster you just damaged.

## Trivia

* Worm was originally a Generated monster from this. Beta 40.0 turned it into a Common monster, making it craftable.
Last Dream

## Effect

Give all ally monsters +1/+1. If you're at 1 HP, give them +7/+7 instead.

Last Dream is Determination's 2nd Epic Effect card added in Beta 11.0 during the UnderCards 1 year Anniversary. It was also the 1st of the 2 leaked on Twitter. (The other being Acceleration.) Previous Versions can be found here.

This card will give all your monsters +1/+1, just like Grillby, for 4G. However, if your HP is 1, this card will give all your monsters +7/+7 instead, making it work very well with Knife, Loox and Vulkin.

When the 1 HP condition is met, the +7/+7 on all allies can be utilized to easily kill your opponent in one turn. This is most effective on Charge monsters, especially an assortment of Snails thanks to Blue Snail.

## Counters

* Make sure to never get an opponent playing a Determination deck down to 1 HP, otherwise they won't even need the setup cards.
	+ This can be improved further by making sure the opponent is left at an amount of HP that makes it almost impossible to get themselves down just right, even with the 3 main setup cards mentioned above.
	+ Alternatively, you can use Shyren or, if you're playing Kindness, Heal to restore your opponent's HP in order to get out of Last Dream range.
Greater Dog

Previous versions can be seen here.

Since Beta 49.0, as long as you have a Dog in your hand, Greater Dog will have an additional 3 HP, which brings his HP up to 9. This allows it to survive quite a few strong monsters, like RG 01 and Undyne.

## Combos

As mentioned before, you need Dogs to make its Aura work, and will be outclassed by Gyftrot and Coffee Man otherwise. Since Beta 49.0, Greater Dog is also the only Dog support card with Taunt, making a Dog deck quite vulnerable to an Aggro deck. You can counter this with the use of Snow Poff to summon more Greater Dogs and a fellow Dog Doggo to bring a hurt Greater back to your hand and replay it fully healed.

## Counters

Silence is its biggest weakness, as not only will it lose its Taunt, it will also lose the +3 HP bonus (and any other buffs it could've gotten). Because of this, an Aggro Bravery deck is the most dangerous due to their access to Penetration, which silences all your monsters.
Politics Bear

Politics bear is a card from the update Beta 6.6. Previous Versions can be seen here.

This card has changed much since it's debut, being a very different each time. It started out with an ability to reset the attack cooldown of an ally monster, making it a single target, all class version of Final Charge. Beta 7.1 changed that to killing the monster with the higest ATK, which included allies and would be random if multiple cards had the highest ATK.

Beta 7.3 changed it again to it's current state, which makes it so that when you have this on the board, it get's +1 HP when you summon another monster, and +1 ATK when your opponent summons a monster. This can be useful when you're using and/or facing a rush deck, as those kind of decks focus on placing as many cards as possible.
Microwave: Previous Versions

Current Version can be found here.

Microwave was added in **Beta 18.1**. Its first change was in **Beta 20.0**, where its cost was raised from 2G to 3G. **Beta 24.0** buffed it by allowing its effect to trigger every 3 turns instead of just the first time, making it work just like Timer, but a turn sooner (kinda like "Future (2)" while Timer has "Future (3)", but both are activated even when summoned through the likes of Igloo).

**Beta 36.1** reworked it quite a bit. First, it gained +1 ATK and +1 Cost, leaving it with 1/5 for 4G. Second, it gained the Magic effect of giving +1 HP to all other ally monsters. And finally, its main effect was brought back to only trigger once, give +2/+1 instead of +3/Full Heal and it will also kill itself. This will not make it clog your board as a 0 ATK Disarmed Effectless monster.

### Stats

ATK:

* 0 (Post Beta 18.1)
* 1 (Post Beta 36.1, Current)

HP: 5

Cost:

* 2 (Post Beta 18.1)
* 3 (Post Beta 20.0)
* 4 (Post Beta 36.1, Current)

Abilities:

* Disarmed. Start of its 3rd turn: Give its allies +3 ATK and fully restore their HP. (Post Beta 18.1)
* Disarmed. Start of every 3 turns: Give its allies +3 ATK and fully restore their HP. (Post Beta 24.0)
* Disarmed. Start of its 3rd turn: Give its allies +2/+1 and die. Magic: Give its allies +1 HP. (Post Beta 36.1, Current)

Rarity: White (Common)
Nacarat Jester

The Nacarat Jester was added in **Beta 1.6**. Previous Versions can be found here.

It is the first card with the Silence ability, and also the only one until **Beta 4.5** with the release of Memorial Statue. This ability allows you to remove any stat changes from a targeted monster, thus returning it to its base state. But more importantly, it removes that monster's abilities and status effects.

This will give results such as a 1 ATK Flowey that upon death, won't return to the owner's deck. Keep in mind that Determination cards are completely immune to it, meaning that you can't get rid of their ability or reset their stats. (Silence also didn't stop Future effects.)

This can be used on your own cards or the opponent's. This card should be saved for later in game when the opponent has likely saved any of its buffing cards, especially if versing Kindness or Bravery.

Please note that when something with a lowered Max HP is silenced, its Max HP will return, but its current HP stays the same (making it damaged). For example, if a Madjick is used on an Ice, the Ice will have 6/1. But if it gets silenced afterwards, it will end up with 1/1 (with a Max HP of 6).

## Card Skins

* Happy Nacarat Jester (by Moonlightring)
* Smile and Silence (by Jake Horror)

## Trivia

* Nacarat means 'orangey red' in English, which is what colour Nacarat Jester is, as seen in Undertale. But because almost every card in this game doesn't use colour for its images, that is not shown here.
Health

Health is a common artifact.

At the start of the game it will set your current and max HP to 35.

## Strategy

Health has a lot of competition in terms of survivability artifacts. Vitality gives more max HP every 10 turns, Generous Gifts offers protection in the form of generating small Taunts for every 10 HP lost, and Prosperity will heal the player throughout the game. Where Health stands out is being a much better earlier on in the match compared to the other survivability artifacts, making it decent for decks that die a lot to faster decks. Both Vitality and Prosperity take some time to gain their benefits fully, so Health can be a much better option in combination with more late game healing cards for some decks that need a lot to get going. Generous Gifts can often be seen as a better Health as it offers a better form of anti-aggressive protection, so Health is often deemed outclassed. Health can be ran with Generous Gifts though for lots of protection in the early game, so it still has some niche use. Overall, Health can be replaced by lots of other artifacts, namely Generous Gifts, but when ran with Generous Gifts it can provide a very solid amount of protection against aggressive decks.
Magic Lantern

Magic Lantern was added in Beta 54.0. Previous Versions can be found here.

Magic Lantern's effect uses your dustpile as fuel, which since Beta 56.0 removes 4 random monsters from it in order to be able to deal 3 DMG to any target of your choice. Keep in mind that this only works if you have at least 4 monsters in your dustpile to begin with, so you can't abuse this early on.