recursal/Fanatic-Fandom huggingface dataset:
Editor 2

## Lady Garf

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

As of Beta 40.0, Editor 2 is more on par with Librarian for its ability to give you new cards out of all craftable cards in the game. As when used, you will see 5 random ones and you can choose 1 of them to be added to your hand.

This makes Editor 2 more controlable and doesn't have the limitation Librarian has, it also does't give as many and doesn't increase the amount of cards in your deck to prevent Fatigue DMG.
Devil Doll: Previous Versions

Current Version can be found here.

Devil Doll was added in **Beta 51.0** as a 6G 3/4 monster. **Beta 53.0** gave it +1 HP.

### Stats

ATK: 3

HP:

* 4 (Post Beta 51.0)
* 5 (Post Beta 53.0, Current)

Cost: 6

Ability: Turbo: Deal 1 DMG to a random enemy monster. Magic: Deal 2 DMG to all damaged enemy monsters.

Rarity: Blue (Rare)
CHAA

CHAA is an UNDERCARDS meme originally made by NightmareAsriel. CHAA is like Chara, but better. CHAA is married to Chara.Dreemurr, a helpless streamer who unwillingly became part of Undercards' second meme. CHAA's last name is PINEAPPLE, as stated by CHAA themselves. CHAA revealed to be later a user named ████.

## Clones

CHAA has since been cloned an unknown times. But there are two known clones. One being CHAA2, which argues all the time with CHAA, which later being defeated by Mewleon as a bet to see who CHAA2 really is, if Mewleon won. Mewleon defeated the imposter and revealed to be squidterd29, a local contributor.The other clone being CHAA6666, a mutated, distorted clone whose real "identity" is unknown.

## Now

Later the bandwagon seems to have died down as the next day (4/17/17) no or little remarks or mentions about the mysterious CHAA had been made since.

But, a horrible user named UnderlustFlowey made another poorly drawn meme that day. The first (and hopefully last, jk its not) CHAA comic:

 (Totally not edited by Mewleon)

And what's worse is that UnderlustFlowey keeps making these horrible memes. I'm sorry.

That night, during the CHAA summoning, a user named Assgore Drummer spoke in ＡＥＳＴＨＥＴＩＣ text, summoning the Moderater Soulicide's wrath. Soulicide gave Assgore a 1 minute ban, giving him the idea for another CHAA comic (sadly).
Diamond Boy 1: Previous Versions

Current Version can be found here.

Diamond Boy 1 was released in **Beta 6.6** with the ability to give +1 Armor to all ally monsters. It was nerfed to not affect itself the next update, **Beta 6.7**, because it was very hard to kill. **Beta 34.0** nerfed it again by making its effect unstackable (thus only allowing to make a 2nd DB1 only affect the 1st). Due to Armor's change in **Beta 53.0**, DB1 was nerfed once more to not affect Armor monsters anymore. **Beta 54.0** gave it its first non-nerf, being given Taunt.

### Stats

ATK: 3

HP: 3

Cost: 3

Abilities:

* Reduce DMG taken by 1 for ...
	+ your monsters. (Beta 6.6)
	+ your other monsters. (Post Beta 6.7)
	+ your other monsters once. (Post Beta 34.0)
	+ your other non-Armor monsters once. (Post Beta 53.0)
* Taunt. Your other non-Armor monsters take 1 less DMG once. (Post Beta 54.0, Current)

Rarity: Blue (Rare)

## Trivia

* Beta 9.1 introduced the Armor effect, which in turn gave an update to DB1's description.
	+ However, with the way Armor was changed in Beta 53.0, it was forced to return to its old wording.
Dog House

Dog House is a card added in Beta 7.1. Previous Versions can be found here.

Dog House is a decent early to mid-game card with moderate stats and an ability that functions identical to an earlier version of Cloning: Adding an exact copy of a monster that's in your hand to your hand. However, in this case, the use is limited to Dogs.

This can be used in multiple ways. Since you will be increasing the amount of Dogs in your hand (as Dog House isn't one itself), this will improve the effects Bone Painting and Sand Dog.
Crystal Cheese: Previous Versions

Current Version can be found here.

Crystal Cheese was added in **Beta 39.1** as a 3/3 for 4G monster with the Magic of being able to catch a <= 8G Dust monster of your choice out of 3 randomly picked ones. Its Dust would release a 1/1 copy of the chosen monster. **Beta 55.1** changed its Magic to instead show 2 random Lost Souls.

### Stats

ATK: 3

HP: 3

Cost: 4

Abilities:

* Magic: See 3 random <= 8G Dust monsters.
	+ Catch 1. Dust: Release a 1/1 copy of it. (Post Beta 39.1)
* Magic: See 2 random Lost Souls.
	+ Catch 1. Dust: Release a 1/1 copy of it. (Post Beta 55.1, Current)

Rarity: Blue (Rare)
Dress Lion

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

When drawn, Dress Lion gains +1 ATK. This comes into play with its Magic, which Silences an enemy monster of your choice, but that monster can not have more ATK than Dress Lion itself.

Being the only Turbo monster that can Silence, it's a must have in any Turbo deck. You can use any Turbo supporting card to increase its ATK, making it more dangerous and increase its range of monsters it can Silence.

It is not adviced to use Toriel to bring the monster's ATK down so Dress Lion can Silence it, as the monster's ATK will be reset as a result. A much more optimal choice for that would be Scarf Mouse or Nacarat Jester.
Dark Ponman

Dark Ponman was added in Beta 39.0. Previous Versions can be found here.

Since Beta 46.0, being part of the Piece Tribe, Dark 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). As of Beta 54.0, if it's on the left, it will give +1/+1 to the next Piece in your deck. If on the right, you draw a Piece instead.

However, if there's an ally Chessboard when playing this, both effects will activate. This translates into drawing a Piece with +1/+1, which is quite powerful for a solid 3/3/3.

## Card Skins

* Dark Menace (by Diamaincrah)
* Shut Time (**GIF** by Virsenus)
Angel of Death: Previous Versions

Angel of Death (AoD for short) was added in **Beta 13.4** as the 5th Determination monster. Current Version can be found here.

Starting with a cost of 20G, its first change was a cost increase to 22G in **Beta 20.0**. **Beta 26.0** brought it back to 20G, but also gave it -1/-1, going from a 10/12 to a 9/11. **Beta 41.1** reduced its cost further to 17G.

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

### Stats

ATK:

* 10 (Post Beta 13.4)
* 9 (Post Beta 26.0, Current)

HP:

* 12 (Post Beta 13.4)
* 11 (Post Beta 26.0, Current)

Cost:

* 20 (Post Beta 13.4)
* 22 (Post Beta 20.0)
* 20 (Post Beta 26.0)
* 17 (Post Beta 41.1, Current)

Abilities:

* Magic: Summon an exact copy of a monster.
	+ Dust: Fill your board with Lost Souls. (Post Beta 13.4)
	+ Dust: Fill your board with generated Lost Souls. (Post Beta 46.1, Current)

Rarity: Red (Determination)
Brain Freeze

## Effect

Trigger all ally Turn start and Turn end effects. Draw a card. End your turn.

**WARNING: AS OF SEASON 55, THIS CARD HAS BEEN REPLACED BY ICE PRISON.**

Brain Freeze is Patience's 2nd Epic spell added in Beta 11.0 during the UnderCards 1 year Anniversary. Previous Versions can be found here.

For 6G, any Turn start or Turn end effect of your monsters on the board activate. Afterwards, you draw a card and end your turn. This does not take up the regular trigger of Turn end effects, so they trigger twice as a result (but only the second one triggers with the extra card drawn, which affects the likes of Space Cooler).

This is useful for the expected reasons: Triggering powerful Turn start effects that the enemy most likely will try to prevent when their turn comes around. Though these combinations are pretty expensive. The most effective uses are on a board of Pyropes, Fire Traps and Bombs - or when there is an ally Big Bomb in play, which grants you an ability to kill all monsters for 13 gold.
Dynamite Stick: Previous Versions

Dynamite Stick is a token monster card summoned by Game Bomb.

It was first released in **Beta 50.1**, as a 0 cost 1/1, akin to Tiny Froggit, but with an effect of, upon death, dealing 1 DMG to 2 random enemies. **Beta 56.0** nerfed this to dealing 1 DMG to only 1 random enemy.

### Stats

Card giver: Game Bomb

ATK:

* 1 (Post Beta 50.1, Current)

HP:

* 1 (Post Beta 50.1, Current)

Cost:

* 0 (Post Beta 50.1, Current)

Abilities:

* Dust: Deal 1 DMG to 2 random enemies. (Post Beta 50.1)
* Dust: Deal 1 DMG to a random enemy. (Post Beta 56.0)
* Dust: Deal 1 DMG to a random enemy monster and the opponent. (Post Beta 63.0, Current)

Rarity: Green (Token) (Post Beta 50.1, Current)
Allergic Temmie

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

Allergic Temmie has the ability to deal 1 DMG to all enemy monsters whenever you play a Tem, making it act like Woshua. Keep in mind that it won't trigger from Tems summoned through spells and effects. If its effect triggers, it will also deal 1 DMG to itself, even if there is no enemy monster present.

This makes Allergic Temmie a good setup card for some cheap small burst DMG. And with Temmie and School Tem, the ones with Charge, both the enemy monsters and the enemy themselves can end up taking DMG as a result.

## Card Skins

* Sick Temmie (by Moonlightring)
* Allergic Reaction (by BlueKitty)
Clam Boy: Previous Versions

Current Version can be found here.

Since its debut in **Beta 7.6**, Clam Boy got its first change in **Beta 12.0**. This change gave it +1/+1/+1, turning it from a 3/4 for 4G monster to a 4/5 for 5G one. **Beta 18.1** gave it -1 cost and HP, but kept its ATK the same, leaving it at 4/4/4.

**Beta 20.2** brought its cost back up to 5G, but reworked its effect by replacing it with Transparency. So now, it also can't be targeted by direct attacks, but will lose the effect if it attacks itself. This also makes Clam Boy the first monster to have just Transparency. **Beta 21.0** gave it +1 HP again.

Transparency got a slight change during its time, now being removed when the owner's next turn starts. Eventually, **Beta 49.0** buffed Clam Boy again by now reapplying itself with Transparency if it attacked and killed a monster.

### Stats

ATK:

* 3 (Post Beta 7.6)
* 4 (Post Beta 12.0, Current)

HP:

* 4 (Post Beta 7.6)
* 5 (Post Beta 12.0)
* 4 (Post Beta 18.1)
* 5 (Post Beta 21.0, Current)

Cost:

* 4 (Post Beta 7.6)
* 5 (Post Beta 12.0)
* 4 (Post Beta 18.1)
* 5 (Post Beta 20.2, Current)

Abilities:

* Can't be targeted by spells and Magic effects. (Post Beta 7.6)
* Transparency. (Post Beta 20.2)
* Transparency. If this attacks and kills, gain Transparency. (Post Beta 49.0, Current)

Rarity: Blue (Rare)
Blue Snail

Blue Snail, alongside Red Snail and Yellow Snail, are cards 4-6/11 shown here on Twitter to be released in Beta 18.1. Previous Versions can be found here.

It's a 1/1/2 monster and has a Magic effect that gives a buff to a random snail in your deck. In this case, it gives the snail -1 cost.

However, if their cost is => 2G, they will gain Haste instead. Under normal circumstances, this only affects Thrashing Machine and monsters obtained from Evil Blueprints.

## Card Skins

* Blue Sprinter (by Moonlightring)
	+ This skin has no Avatar.
* Blue Doubt (by Jake Horror)
Catty's Dad

Catty's Dad was added in Beta 30.0. Previous Versions can be found here.

Just like Catty and Catti, Catty's Dad works in a similar manner with (almost) identical stats. However, his effect doesn't trigger on 0-1G monsters.

The reason for this is because Catty's Dad will give you 1 gold whenever you summon a monster, which would give endless amount of money if that monster costed less than 2. However, even with these limitations, Catty's Dad can still be very helpful, as earning gold is a very powerful effect.
Banana

## General

Banana is a card that is part of the Plant tribe. Despite not having any abilities ("POTASSIUM" is a reference to the Queen's famous line in the second chapter of Deltarune, and has no effect in game), its high ATK and HP make it a very popular card.

## Trivia

* Banana and Sad Dummy are the only cards that have a description but don't have any in-game effect.
Endogeny

## Muttler

Previous Versions can be found here.

Endogeny is an Amalgamate as well as a Dog. It is the all-class version of Expulsion, with the exact same effect of returning an enemy monster of your choice back to the opponent's hand. Due to its 4/4 body, its cost is also 4G higher than Expulsion's, at a high 9G.

Because of the identical effect, Endogeny can be used to remove expensive monsters from play and/or to make the opponent have a full hand, making them lose the next drawn card. It can also be used to kill the targeted monster if the opponent already has a full hand.

## Card Skins

* Woofenstein (by Darky)
* Fetch (by BlueKitty)

## Trivia

* Endogeny is the first Amalgamate to gain a card skin.
Fast Sanction

## Effect

Deal 2-5 DMG to a monster. If DMG <= 3, copy this to your hand with -2 cost.

## Additional info

While not stated anymore (most likely due to an oversight), it can still only target monsters.

**WARNING: AS OF MID-SEASON 44, THIS CARD HAS BEEN REPLACED BY BLITZ QUIZ.**

Fast Sanction is a Justice spell released in Beta 27.0. It was the first card revealed before the update, and can be seen here. Previous Versions can be seen here.

When using it, you will deal a random amount of DMG to a **monster** of your choice between 2 and 5. If the DMG was 3 or lower, thus the lower half of the possibilies, another Fast Sanction will be added to your hand. But this copy will have its cost reduced by/to 2G.
Doodlebog: Previous Versions

Current Version can be found here.

Doodlebog holds the record for both having the longest gap between changes and the longest gap between release and its first change, as it was released as a summon through So Sorry, but got its first change all the way into Beta 25.0.

In this change, it gained -1/-1, but also gained an effect for it, a Magic effect which increased its ATK or HP by 1 depending on where it is placed on the board.

### Stats

ATK:

* 3 (Pre Beta 25.0)
* 2 (Post Beta 25.0, Current)

HP:

* 3 (Pre Beta 25.0)
* 2 (Post Beta 25.0, Current)

Cost: 2

Abilities:

* N/A (Pre Beta 25.0)
* Magic: If played on the left side, gain +1 HP. If played on the right side, gain +1 ATK. (Post Beta 25.0, Current)

Rarity: White (Common)
Entrenadores de Elite

Un entrenador de élite es aquel que prueba las destrezas y habilidades del entrenador y sus pokemon en combate y pruebas .

Los cuales estan divididos en:

* Lideres de gimnasio
* Capitanes
* Kahunas
* Alto Mando

## Líderes de Gimnasio

Un **líder de gimnasio** es el mejor entrenador de un gimnasio Pokémon. El principal trabajo de un líder de gimnasio es probar a los entrenadores y sus Pokémon para ver que son fuertes y tienen recursos suficientes como para competir contra el Alto Mando en los juegos o la Liga Pokémon en el anime. Si un entrenador derrota a un líder de gimnasio en un combate de gimnasio, el entrenador gana una medalla. Cuando un entrenador haya recibido ocho medallas de gimnasio oficiales de la Liga en la que participará, podrá participar en la Liga Pokémon de su región.

El trabajo de un líder de gimnasio no es sólo probar a los entrenadores que lo desafían. Deben supervisar cómo su respectivo gimnasio funciona y mantenerlo. Deben tener mucho cuidado para asegurarse de que su gimnasio refleja el mejor ambiente para los Pokémon de tipo y estilo que usan, por lo general los gimnasios tienen un entorno que se adapta a este tipo de Pokémon usados por el líder (como piscinas en un gimnasio de tipo agua, o flores y plantas en una gimnasio de tipo planta).

Los personajes estan ordenados por un Continuo Orden de Encuentro, con SUS respectivos Líderes antiguos y Actuales.

Lideres de Kalos.Líderes de Hoenn.Líderes de Johto.Líderes de Sinnoh.Líderes de Unova.Líderes de Kanto.
## Por Region

Aqui los lideres es presentados en sus respectivas regiones.

### Kalos

Estos son los líderes de gimnasio de la región Kalos.

Un entrenador de élite es aquel que prueba las destrezas y habilidades del entrenador y sus pokemon en combate y pruebas .

### Hoenn

Estos son los líderes de gimnasio de la región Hoenn.

### Johto

Estos son los líderes de gimnasio de la región Johto.

### Sinnoh

Estos son los líderes de gimnasio de la región Sinnoh.

### Unova

Estos son los líderes de gimnasio de la región de Unova.

### Kanto

Estos son los líderes de gimnasio antiguos y actuales de la región Kanto.

## Capitanes

Un **capitán** son entrenadores especiales que aparecen en las islas del archipiélago de Alola.
Los capitanes son entrenadores especializados en un tipo de Pokémon que en el pasado superaron el recorrido insular. Hay un capitán para cada una de las pruebas del recorrido y su función consiste en aconsejar a los aspirantes.
Actualmente son siete capitanes alrededor de la región y son los siguientes:

## Por Tipo

Aqui todos los lideres de gimnasio,alto mando,capitanes y kahunas de las siete region pokémon estan separados por en tipo en el que se especialisan cada uno de ellos.

## Prueva

Pokémon Oro, Plata y Cristal
Esta es la lista original de Pokémon según la numeración de la Pokédex de Johto, en Pokémon Oro, Plata y Cristal. Pertenecientes a la primera y segunda generación.
Pokémon Oro HeartGold y Plata SoulSilver
Esta es la nueva lista de Pokémon según la numeración de la Pokédex de Johto, en Pokémon Oro HeartGold y Plata SoulSilver.
Los nuevos Pokémon se encuentran resaltados en azul.
Eye

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

Eye's effect uses Bratty's lost half of her ability, which makes the enemy reveal all cards in their hand. Since Beta 40.0, rather than showing off the cards one by one (like Spy still does), it lets you see all cards at once in a "Choose 1 Menu". And you can indeed choose 1 card from it and increase its cost by 1G, which is more controlable, but less effective than Evil Eye.

Eye itself is a pretty decent card, being a 5/6 monster for 6G, making it slightly weaker than Aaron after its effect with +1 HP and Cost.

Ever since Beta 26.0, this also counts as an Amalgamate, so it's able to be given by Alphys.
Dog Food: Previous Versions

Current Version can be found here.

Dog Food was added in **Beta 13.4**, where its effect was simply summoning a random Dog in its place upon death, like a mix between Dog House and Snow Poff. **Beta 21.0** buffed it by adding another Dog Food to your deck if it summons a Dog with a cost of 3 or lower, so an Annoying Dog or a Doggo. Or, since Beta 51.0, a Rope Dog or even Too Many Dogs.

Snow Poff was entirely reworked in Beta 52.0 before being (mostly) reverted in Beta 53.0. **Beta 54.0** gave Dog Food that rework instead, dropping to a 2G 1/4 (instead of 0/5) and giving it Taunt and a Magic that allows the user to see 3 random Dogs and choose 1 to catch. Its Dust was changed to release the chosen card to the user's hand. Unlike before and the Snow Poff rework, it's unable to give Token Dogs (i.e. Too Many Dogs).

### Stats

ATK:

* 2 (Post Beta 13.4)
* 1 (Post Beta 54.0, Current)

HP:

* 3 (Post Beta 13.4)
* 4 (Post Beta 54.0, Current)

Cost:

* 5 (Post Beta 13.4)
* 2 (Post Beta 54.0, Current)

Abilities:

* Dust: Summon a random Dog. (Post Beta 13.4)
* Dust: Summon a random Dog. If it's <= 3G, add a Dog Food to your deck. (Post Beta 21.0)
* Taunt. Magic: See 3 random non-Token Dogs. Choose 1. Catch it.
	+ Dust: Release it to your hand. (Post Beta 54.0, Current)

Rarity: White (Common)
Burning Snail

Burning Snail was added in Beta 50.0. Previous Versions can be found here.

Burning Snail allows the user to re-trigger the Magic effect of any Snail on your board (aside from another Burning Snail).

While multiple Snails were added in the same update, none of them have a Magic effect, meaning Burning Snail's effect is limited to Blue Snail, Red Snail and Yellow Snail.

However, out of the new Snails, Burning Snail is also the only 1G one, making it gain Charge from Blue Snail (if Business Snail or other cost increasing effects aren't involved) and summonable by Thundersnail and Snail Bucket.
Acceleration: Previous Versions

Current Version can be found here.

Acceleration, Bravery's 2nd Epic Spell was added in **Beta 11.0**, and got its first change in **Beta 12.1**, alongside Patience's Brain Freeze. And like Brain Freeze, its a drop in cost. Here, to 1G.

**Beta 20.2** updated its effect, because it didn't properly shuffle your cards. So while it was shown in the patch notes as a rebalance, it classifies more as a bug fix. It shares this change with Trash Tornado. **Beta 28.0** followed this by now not letting you trigger fatigue damage if you only have <= 3 cards in total left. **Beta 38.2** increased its cost to 3G, but the drawn cards now cost 1 less, effectively give a 1G profit in the end.

**Beta 42.0** reworked the class as a whole. This resulted to Acceleration being replaced by Overheat. This was until **Beta 43.0**, where it was brought back as Bravery's 1st Deltarune-styled spell. Now, as a 1G Common, it lets you draw 3 cards. However, this comes at an additional price of the need to choose a card in your hand beforehand and 'burn' it. In other words, remove it from the game (similar to an old version of Sans). **Beta 53.0** gave it +1 cost.

### Stats

SOUL Type: Bravery

Cost:

* 2 (Post Beta 11.0)
* 1 (Post Beta 12.1)
* 3 (Post Beta 38.2)
* N/A (Post Beta 42.0)
* 1 (Post Beta 43.0)
* 2 (Post Beta 53.0, Current)

Effects:

* Return your hand to your deck.
	+ Draw 4 cards. (Post Beta 11.0)
	+ Shuffle it. Draw 4 cards. (Post Beta 20.2)
	+ Shuffle it. Draw up to 4 cards. (Post Beta 28.0)
	+ Shuffle it. Draw up to 4 cards with -1 cost. (Post Beta 38.2)
* N/A (Post Beta 42.0)
* Choose a card from your hand. Burn it and draw 3 cards. (Post Beta 43.0, Current)

Rarities:

* Purple (Epic) (Post Beta 11.0)
* N/A (Post Beta 42.0)
* White (Common) (Post Beta 43.0, Current)
Editor 1: Previous Versions

Current Version can be found here.

Editor 1, also known as Scarf Lady, was added in **Beta 23.0** with the effect of making a random Turbo monster in your deck be moved to the top when this is played, so that you draw it the next time you draw a card. This ability was buffed in **Beta 27.0** by also making that card cost 1 less, making it more similar to Editor 2, who also had a cost dropping effect at the time. **Beta 48.0** buffed this ability again by now letting you see all Turbo monsters in your deck and letting you choose which one gets moved (still to the top with -1 cost).

### Stats

ATK: 3

HP: 5

Cost: 4

Abilities:

* Magic: Topdeck a random Turbo monster in your deck. (Post Beta 23.0)
* Magic: Topdeck a random Turbo monster in your deck with -1 cost. (Post Beta 27.0)
* Magic: See all Turbo monsters in your deck. Choose 1. Topdeck it with -1 cost. (Post Beta 48.0, Current)

Rarity: Blue (Rare)
Flower Fingers: Previous Versions

Current Version can be found here.

Flower Fingers was added in **Beta 39.0** as a 5G 4/5 Plant with the Magic ability to deal 1 DMG to a target of your choice for each other Plant on your board. **Beta 46.0** gave it -1 HP, but its Magic now includes itself, allowing you to always deal at least 1 DMG.

### Stats

ATK: 4

HP:

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

Cost: 5

Abilities:

* Magic: Deal 1 DMG for each other ally Plant. (Post Beta 39.0)
* Magic: Deal 1 DMG for each ally Plant. (Post Beta 46.0, Current)

Rarity: Blue (Rare)
Faded Memory: Previous Versions

Current Version can be found here.

Faded Memory was added in **Beta 48.0** as a replacement for Sacrifice during the Determination rework. As a 4G spell, it originally dealt 4 DMG to you, unless you had <= 15 HP left, then it would restore 4 HP to you instead. In both cases, a random Lost Soul would be summoned afterwards. **Beta 48.1** slightly altered the Lost Souls again, which resulted in a change to this spell as well. It now won't damage or heal you at all, and the Lost Soul that gets summoned isn't random either. Instead, you get to see them all and choose the one you want to summon.

**Beta 51.0** removed this spell already, for Soul Drain.

### Stats

Soul Type: Determination

Cost:

* 4 (Post Beta 48.0)
* N/A (Post Beta 51.0, Current)

Effects:

* Deal 4 DMG to you. If your HP <= 15, restore 4 HP to you instead. Summon a random Lost Soul. (Beta 48.0)
* See all Lost Souls. Choose 1. Summon it. (Post Beta 48.1)
* N/A (Post Beta 51.0, Current)

Rarity: Blue (Rare)
Brain Shift: Previous Versions

Current Version can be found here.

Brain Shift, Perseverance's 2nd Epic spell, was added in **Beta 11.0**. When used on a monster under KR, it would deal its ATK as DMG to your opponent but remove the KR.

**Beta 13.1** nerfed it by not making it work on monsters with "Can't attack" (now known as "Disarmed"). This was done to prevent it being used with Chara. However, this was reversed in **Beta 18.0**. **Beta 18.1** buffed it further by dropping its cost from 6G to 5G. **Beta 20.2** nerfed it by not allowing it to deal more than 10 DMG, a different way to prevent it from being used with Chara to win the game. This was nerfed further to a max of 8 in **Beta 38.0**.

**Beta 43.0** reworked it entirely. Now it lets you make an enemy monster of your choice attack a random other enemy monster.

### Stats

SOUL Type: Perseverance

Cost:

* 6 (Post Beta 11.0)
* 5 (Post Beta 18.1, Current)

Effects:

* Remove a monster's KR to deal its ATK as DMG...
	+ to your opponent. (Post Beta 11.0)
	+ to your opponent if it doesn't have Disarmed. (Post Beta 13.1)
	+ to your opponent. (Post Beta 18.0)
	+ to your opponent (max: 10). (Post Beta 20.2)
	+ to your opponent (max: 8). (Post Beta 38.0)
* Force an enemy monster to attack a random other enemy monster. (Post Beta 43.0, Current)

Rarity: Purple (Epic)
Flower Jar

* Flower Jar
* Red Flower

Flower Jar was added in Beta 30.0, and introduced the Plant Tribe. Previous Versions can be found here. For Previous Versions of Red Flower, see here.

Upon its death, you will obtain a Red Flower in your hand. As of Beta 50.1, this is a 3/3/3 Transparency Plant.

## Card Skins

* Red Blossom (by Asrite)
* None. (by Diamaincrah)
	+ Reddish Bloom (sold seperately)
Blue Flower

Blue Flower, similar to Mines, is only available through a single Artifact (until Gardener Asgore in Beta 50.1). In this case: **Seedlings**. Instant Noodles is another case of this, which was added at the same time as Blue Flower. Previous Versions can be found here.

## General

Seedlings will summon one of these after your HP has dropped to at most 10 for the first time. It won't trigger more than once (similar to **Adrenaline**). Much like Green Flower and Red Flower, Blue Flower is a Generated Plant.

Also like Red Flower, it has equal stats in all categories and a single ability, in this case being a 5/5/5 Taunt.

## Trivia

* Blue Flower is the first Artifact (originally exclusive) Token card getting a Card Skin.
Blue Flower: Previous Versions

Current Version can be found here.

Blue Flower was added in **Beta 44.0** as a Token card from the **Seedlings** Artifact. One would be summoned after every time its owner has taken 10+ DMG (up to 3 times since Beta 44.1).

**Beta 46.0** nerfed Seedlings to now only summon one when its owner's HP is at 10 or lower. This happens only once per game (similar to **Adrenaline**). To compensate, Blue Flower's ATK and HP were doubled from 3 to 6 and it gained Taunt. **Beta 47.1** gave it -1/-1. **Beta 52.0** increased its cost to 5G.

### Stats

ATK:

* 3 (Post Beta 44.0)
* 6 (Post Beta 46.0)
* 5 (Post Beta 47.1, Current)

HP:

* 3 (Post Beta 44.0)
* 6 (Post Beta 46.0)
* 5 (Post Beta 47.1, Current)

Cost:

* 3 (Post Beta 44.0)
* 5 (Post Beta 52.0, Current)

Abilities:

* N/A (Post Beta 44.0)
* Taunt. (Post Beta 46.0, Current)

Rarity: Green (Token)
Final Froggit

Previous Versions can be found here.

Final Froggit is a 7/5/5 of Rare rarity. They belong to the Froggits tribe. When played they give +1/+1 to all ally Froggits wherever they are, except for Final Froggits (This affects Tiny Froggit, Froggit, Jumping Frog, Reaper Bird, and All Tribes).

## Strategy

Final Froggit is the cornerstone to Frog decks, as they provide the scaling necessary for Froggits to become strong in the mid-game. Final Froggit is pretty weak on their own, but with a deck full of Frogs they can have a very huge impact. Frogs lack the strength to win in the late game, so they need to get enough scaling to win before that happens. Final Froggit can be hard to place earlier on, which you often want to do to get more out of them, but building up a board first can be fine to force some pressure while you save for Final Froggit. Frog decks aren't particularly strong but they are easy enough to build and play. Run some clears such as Melt or Overheat and Frogs can have some success in the middle ranks.

## Card Skins

* Final Encounter (by Jake Horror)
* Isolate (by Jake Horror)
	+ Originally available through Vaporwave Bundle.
Echo Flower

Effect updates and description changes can be seen here.

The Echo Flower was added in Beta 3.0.

When placed, it will copy a random opponent's card in their hand and put the clone into your hand, with a 1G cost drop. This will also copy any of the additional stats added onto it such as increased hp or attack, cheaper cost etc., but will instead copy over the original version to your hand. Copied cards can include Generated cards. It can clone spells of your opponent's class without problems.
Evil Eye: Previous Versions

Current Version can be found here.

Evil Eye was added in **Beta 30.0** where it was somewhat similar to Eye to be able to have a look at cards in the enemy's hand and increase the price of them. In this case, a Turbo effect which shows 1 and a Magic effect which increased a random card's cost by 2G. **Beta 41.0** made its Magic increase the cost of the last card shown, which on its own means the card that was shown through its Turbo but can work together with other Evil Eyes and Spy. **Beta 43.0** reverted this back.

### Stats

ATK: 3

HP: 3

Cost: 3

Abilities:

* Turbo: Reveal a random card in the enemy's hand.
	+ Magic: Give +2 cost to a random card in the enemy's hand. (Post Beta 30.0)
	+ Magic: Give +2 cost to the last card revealed. (Post Beta 41.0)
	+ Magic: Give +2 cost to a random card in the enemy's hand. (Post Beta 43.0, Current)

Rarity: Blue (Rare)
Flowey

## Flowey the Flower

Previous Versions can be found here.

Flowey is a fairly normal card for its price, whose main ability is revival. When he dies, he will be placed back into your hand with 1 less base stat on all stats. Once he reaches 1 or less base ATK, he turns into Demon Flowey. This makes him a great card to keep your deck from running dry while doing a soft board wipe against squishier enemies. There are multiple ways to get more than one Flowey per player in play at a time such as:

* Obtaining from opponent's hand with Echo Flower
* Duplicating with spells or Mad Mew Mew
* Having 2 in your deck from the update
* Getting him back from the dustpile using multiple cards such as Jukebox or Father Alvin.

## Card Skins

* Your Best Friend (by Darky)
* Golden Flower (by Moonlightring)
* Beggining Flowey (by Asrite)
* Spoopy Goopy (by Asrite)
	+ No longer available.
* Friends until the end (by Jake Horror)
* Despite Everything (by Asrite)
* Omega Flowey Costume (by Shionbluu)
	+ Only available through Halloween (2020) Bundle.
* Meowey the Meower (by Asrite)

## Trivia

* Flowey is the first monster that is not Legendary or Determination to receive a Card Skin. (this was before he was reworked)
* Flowey's 3rd Skin has a typo, as it's meant to be 'Beginning'.
* User DisbelInterGeno has 2 in his determination deck
Copycat

Copycat is a common artifact.

At the start of the game, Copycat will reveal the first 3 cards in the opponent's hand and then it will shuffle a copy of each of the revealed cards to your deck, giving them -1 cost.

## Strategy

Copycat is a pretty bad artifact with minimal use at all. The added cards can sometimes be very bad for your deck as they may be cards with conditions your deck cannot fill, such as Librarian and Starwalker Bird. The -1 cost means there will always be a bit of value gained, but there are way better options for general value or filler artifacts. If a particular deck is commonly ran in a season, copycat may be okay if all of the cards in the commonly ran deck are good for the deck you are running, though this circumstance is not too common and there are still better choices available. Copycat can be used for fun but it does not offer enough to be worth running over other artifacts.
Dancer Mettaton

* Mettaton
* Mettabot

Dancer Mettaton was one of the 15 cards added in Beta 13.4. Its Previous Versions can be found here, while those of Mettabot can be found here.

Dancer Mettaton was released as an exact recreation of the last version of Muffet back when she was an Epic. But instead of summoning a Spider when it attacks and kills, it will summon a Mettabot instead.

## Combos

It's a good card with decently high stats and the ability to restore 3 HP to you as well as summoning a Mettabot when it attacks and kills a monster. Keep in mind that this doesn't trigger while defending. As such, it's not a good idea to give Taunt to this. It also has Haste, so it's best used when it can already kill on its first turn.

It works well in a Kindness Deck. As long as you can keep this alive, he can keep you alive.

## Counters

Due to it being required to attack a monster for its effect to trigger, it will usually be left at low HP when its opponent's turn starts, making it easy to be killed by any type of DMG. Justice and Perseverance are the best for this due to their damaging spells. A different counter for it is Toriel, followed by Faun and then Ugly Fish in terms of effective use, all of which can lower its ATK so it will be harder for it to kill something and making it weak to Muffet's Pet. Just be warned that Muffet's Pet can also target the Mettabot if it's still alive.

## Card Skins

* Opera Mode (by Martb.y)
* None. (by Diamaincrah)
	+ Metta Minions (sold seperately)
* None. (by Asrite)
	+ Shooting Off Hearts (sold seperately)
Catty

Previous Versions can be found here. Catty was released in Beta 7.6, alongside Bratty.

Her ability works a lot like Bravery's old Passive Effect, drawing a card each time you play a card. But unlike Bravery, Catty does this when you have 5 or less cards remaining rather than 2. However, she only does it whenever you summon a monster, so spells don't trigger the effect, but cards summoned through cards like Igloo or Lamp will.

Because of this, you can create a personal River Person if you combine Catty with cards that provide multiple summons such as Asgore's Truck, Bunbun or Onion San (though the latter is quite expensive).

## Card Skins

* Hyped Catty (by Moonlightring)
* Bright Smile (by Jeffa Pegas)
Final Charge: Previous Versions

Current version can be seen here.

Originally, Final Charge costed 10G. This was reduced to 9G in **Beta 3.2** and reduced further to 8G in **Beta 4.1**. It was returned back to 10G in **Beta 6.2**.

**Beta 7.5** changed its effect completely. Instead of making your monsters be able to attack after using it, it now gives your monsters Charge. This means that monsters who already attacked this turn cannot attack again, making 5+ direct attacks in one turn usually impossible. Because of this, its cost got reduced to 6G. It was brought up to 7G in **Beta 19.0**.

**Beta 42.0** reworked the class as a whole. This resulted to Final Charge being replaced by Ambush (but keeping its sprite).

Soul Type: Bravery

Cost:

* 10 (Post Alpha 3.0)
* 9 (Post Beta 3.2)
* 8 (Post Beta 4.1)
* 10 (Post Beta 6.2)
* 6 (Post Beta 7.5)
* 7 (Post Beta 19.0)
* N/A (Post Beta 42.0, Current)

Effect:

* All ally monsters can attack again. (Post Alpha 3.0)
* All ally monsters gain Charge. (Post Beta 7.5)
* N/A (Post Beta 42.0, Current)

Rarity: Purple (Epic)

 Trivia

* Beta 33.0 update its image.
	+ For Bravery, it shares this with Aaron's Secret, Froggit Trio and Rage.
Alphys: Previous Versions

Current version can be seen here.

Alphys originally costed 5G and would reduce the cost of any Amalgamate to 3G. **Beta 4.3** nerfed that to dropping the cost **BY** 3G in order to prevent more expensive cards such as Endogeny or the in the previous updated added Everyman being added too cheap. This, in turn, made some of the cheaper Amalgamates such as Memory Head or Snowdrake's Mom cost less than 3G.

**Beta 6.5** reworked Alphys so that she herself would cost 1G less (4G), but her Amalgamate 1G more (so 2G less than normal). This was done to nerf Alphys for Integrity users to balance it out, as they would get 1G back from a 5G monster. But with the Integrity rework of Beta 6.8, Alphys returned to being a 5G card in **Beta 7.1**. However, her Amalgamate still only costs 2G less. (She didn't change after Integrity's passive was reverted back in Beta 9.1 either.) This was nerfed further much later in **Beta 36.1**, where her given Amalgamate now only costs 1G less.

**Beta 49.0** turned her into a Legendary, completing reworking her. Her ATK changed for the first time, being increased by 2, from 3 to 5. Her cost was also increased by 2, making her 7G. (Her HP is still at the original 5.) Her ability, while still being a Magic that gives the user something, what she gives has been entirely changed. Now, she adds a single generated, class specific spell to your hand. Much like Jevil's Chaos Weapons, these 7 spells have a Tribe to themselves: Royal Inventions. **Beta 53.1** changed her HP for the first time, buffing it to 6. **Beta 57.0** buffed her again with -1 ATK and Cost.

### Stats

ATK:

* 3 (Pre Beta 49.0)
* 5 (Post Beta 49.0)
* 4 (Post Beta 57.0, Current)

HP:

* 5 (Pre Beta 53.1)
* 6 (Post Beta 53.1, Current)

Cost:

* 5 (Pre Beta 6.5)
* 4 (Post Beta 6.5)
* 5 (Post Beta 7.1)
* 7 (Post Beta 49.0)
* 6 (Post Beta 57.0, Current)

Abilities:

* Magic: Add a random Amalgamate to your hand. Reduce its cost to 3G. (Pre Beta 4.3)
* Magic: Add a random Amalgamate to your hand. Reduce its cost by 3G. (Post Beta 4.3)
* Magic: Add a random Amalgamate to your hand. Reduce its cost by 2G. (Post Beta 6.5)
* Magic: Add a random Amalgamate to your hand. Reduce its cost by 1G. (Post Beta 36.1)
* Magic: Add your soul's Royal Invention to your hand. (Post Beta 49.0, Current)

Rarities:

* Purple (Epic) (Pre Beta 49.0)
* Gold (Legendary) (Post Beta 49.0, Current)

Song (as Legendary): Alphys
Father Alvin

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

Father Alvin works similar to Coffin, being able to bring back the original dead monsters rather than just giving copies like Resurrection and Tombstone do, countering Forest Worm in the process.

As such, Father Alvin is a great addition to a resurrection-based deck. As of Beta 42.1, its Magic lets you see 3 monsters in your dustpile and you can choose 1 of them to be added to your hand. This can include another Alvin, but it will not show 2 copies of the same monster (even if you have multiple in your dustpile). It will also never show you a DT monster.

## Card Skins

* Saint of War (**GIF** by Kazma)
	+ Originally available through Holy War Bundle.
Dark Candy Tree: Previous Versions

Current Version can be found here.

Dark Candy Tree (DCT) was added in **Beta 30.0** with a Support effect that would give Candy to the attacking monster. It also had Candy itself, until **Beta 43.0** removed it. **Beta 48.0** instead gave it Tribe synergy by also making its Support give +1/+1 to an attacking Plant (making it a miniature Kris).

**Beta 50.1** nerfed it quite heavily, no longer giving Candy but instead restore the attacker by 3 HP (meaning instantly, but once). **Beta 51.0** followed that heavily again by reducing its own HP (from 6 to 5), the healing HP (from 3 to 2) and the Plant buffing HP (from 1 to 0).

### Stats

ATK: 3

HP:

* 6 (Post Beta 30.0)
* 5 (Post Beta 51.0, Current)

Cost: 6

Abilities:

* Candy. Support: Give Candy. (Post Beta 30.0)
* Support: Give Candy. (Post Beta 43.0)
* Support: Give Candy. If it's a Plant, also give it +1/+1. (Post Beta 48.0)
* Support: Restore 3 HP. If it's a Plant, also give it +1/+1. (Post Beta 50.1)
* Support: Restore 2 HP. If it's a Plant, also give it +1 ATK. (Post Beta 51.0, Current)

Rarity: Blue (Rare)
Fireplace: Previous Versions

Current Version can be found here.

Fireplace was added in **Beta 50.1** as a 3/7 for 6G Taunt with the Shock ability (which triggers when its owner casts a spell with a base cost of 2G or more) of healing itself for 3 HP. **Beta 54.1** gave it +1 cost and ATK and replaced its Taunt for Transparency.

### Stats

ATK:

* 3 (Post Beta 50.1)
* 4 (Post Beta 54.1, Current)

HP: 7

Cost:

* 6 (Post Beta 50.1)
* 7 (Post Beta 54.1, Current)

Abilities:

* Taunt. Shock: Restore 3 HP to itself. (Post Beta 50.1)
* Transparency. Shock: Restore 3 HP to itself. (Post Beta 54.1, Current)

Rarity: Blue (Rare)
Animals

Animals were added in Beta 36.0. Previous Versions can be found here.

When played on the left board side (1 or 2), it's a simple 8G 5/7 with Haste. However, when played on the right board side (slot 3 or 4), it will first halve its ATK and HP (rounded up), then have its new stats be set as its base stats (so cards like Ball Person or Asriel can't bring its stats back up) before finally summoning an exact copy of itself as far left as possible. This means that depending on where you place it, it can either do a single attack with its total ATK as DMG, or 2 attacks with each dealing half its total ATK as DMG. Each has their own benefits and downsides.

Keep in mind that because the halving rounds up, both copies will end up with default stats of 3/4, and thus a combined total of 4/8, +1/+1 of the single version.

Because its Magic sets its new stats as its base, pumping them up before using it is a very powerful strategy, as an enemy Silence won't be able to cancel them out. Instant examples are Sugar Pot, Town Hall Guy and the Integrity exclusive Inflation. Malius can also work, but you have to redraw Animals if you do. Other, less reliable options are Anime Sword, Space Cooler and Biker Lancer.

Also, If combined with Nice Cream Guy, this monster will be boosted first, then the copy will keep the buff and be buffed again.
Cold Winter: Previous Versions

Current Version can be found here.

Cold Winter originally Paralyzed all enemy monsters for 5G. Keep in mind that monsters that were Paralyzed last turn could be Paralyzed again for another turn, making this a very strong spell. It was made even stronger when **Alpha 3.2** reduced it to 4G, but **Beta 6.7** reverted this back to 5G.

However, the next update, **Beta 6.8**, reworked the card a lot. It now just paralyzes the selected enemy monster and the ones next to it, similar to Justice's Explosion. But as a bonus, if any of the monsters is already paralyzed, it will not only paralyze them again, but also deal 2 bonus damage. Its cost was returned to 4G for this, dropped further to 3G in **Beta 7.1**, returned back to the original 5G in **Beta 7.2**, brought back to 4G in **Beta 7.5** only for **Beta 17.0** to end it at the original 5G yet again.

**Beta 20.0** nerfed the effect a bit, as it now no longer re-paralyzes enemy monsters that were already paralyzed. **Beta 34.0** reverted that nerf and its cost was brought back to 4G once again. However, the effect will no longer work on the monster to the right of the target. **Beta 41.0** did the same as Beta 20.0, not paralyzing paralyzed monsters again. *(Beta 42.0 made Paralyzed monster unable to be Paralyzed again by default.)*

During the class rework of **Beta 55.0**, Cold Winter took most of Ice Replica's design of possibly being able to obtain Ice Cap, Ice and Snowman. For 2G, you will be shown all 3. The one you choose will be removed and the other two will be added to your hand.

### Stats

Soul Type: Patience

Cost:

* 5 (Post Alpha 3.0)
* 4 (Post Alpha 3.2)
* 5 (Beta 6.7)
* 4 (Post Beta 6.8)
* 3 (Beta 7.1)
* 5 (Post Beta 7.2)
* 4 (Post Beta 7.5)
* 5 (Post Beta 17.0)
* 4 (Post Beta 34.0)
* 2 (Post Beta 55.0, Current)

Effect:

* Paralyze all enemy monsters. (Post Alpha 3.0)
* Paralyze an enemy monster and the monster to its left and right.
	+ If paralyzed, deal 2 bonus DMG. (Post Beta 6.8)
	+ If paralyzed, deal 2 DMG instead. (Post Beta 20.0)
* Paralyze an enemy monster and the monster to its left.
	+ If paralyzed, deal 2 bonus DMG. (Post Beta 34.0)
	+ If paralyzed, deal 2 DMG instead. (Post Beta 41.0)
* See Ice Cap, Ice and Snowman. Choose 1 to burn.
	+ Add the others to your hand. (Post Beta 55.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Patience, it shares this with Protection, Defrosting and Ice Replica.
* Between Beta 34.0 and Beta 41.0, the card didn't actually mention that it could only be used on enemy monsters, but it did still work that way.
	+ The patch notes of Beta 41.0 itself have the same mistake, but the card is now correctly worded.
* Beta 56.0 updated its image again.
Date Alphys

Date Alphys was added in Beta 50.1, matching the same Epic Rarity and stats as Alphys before she was turned into a Legendary, similar to Dancer Mettaton matching Pre-Legendary Muffet, but with an entirely different effect.

As such, she's a 3/5 for 5G monster, but her effect allows her to give any other monster on the board Taunt and/or Haste as long as you have a monster with the same effect in your hand when playing her.

Keep in mind that if you choose an enemy monster, the Haste won't do anything.

## Card Skins

* Fishy Dreams (by Asrite)
	+ Originally belonged to Alphys.
Bone Painting: Previous Versions

Current Version can be found here.

Bone Painting was added in **Beta 23.0**. Its HP was increased from 3 to 4 in **Beta 27.0**. Its effect was changed to, upon being played, looking at 3 random dogs from your dustpile, choosing one to burn, and adding the other 2 to your hand in **Beta 56.0**.

### Stats

ATK: 3

HP:

* 3 (Post Beta 23.0)
* 4 (Post Beta 27.0)

Cost: 4

Abilities:

* Magic: Give all Dogs in your hand +1/+1. (Post Beta 23.0)
* Magic: Look at 3 random Dogs in your dustpile and choose one to burn. Add the other 2 to your hand. (Post Beta 56.0, Current)

Rarity: White (Common)