recursal/Fanatic-Fandom huggingface dataset:
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Test of Will

## Effect

Deal all monsters' ATK as DMG to themselves.

Test of Will was added in Beta 19.0, as a replacement for Heal Delivery, Kindness' original first Epic spell. Previous Versions can be found here.

When used, all monsters take damage equal to the amount of ATK they have. This is useful to instantly kill any monster whose ATK => its HP, which is uncommon in Kindness due to its ability to restore and give HP. As such, when used right, this can remove most of the enemy's board at the cost of your monsters being damaged.

This is great when dealing with high damage cards such as Omega Flowey and Chara, who'll die without needing to put your monsters at risk.

Keep in mind that Heal Delivery was removed, so you can't use it alongside this, though it would be a possible option if it still existed. Asriel has a similar issue, only restoring your monsters a little bit of HP and only when your turn ends instead of all their HP instantly. You are better off using a card like Water Cooler or Feast (or both) after using ToW.
Worm: Previous Versions

Current Version can be found here.

Worm was added in **Beta 30.0** as a Generated monster from Jar of Worms. It became a craftable Common monster in **Beta 40.0**, where its effect was also corrected by stating it only works when dealing DMG to a monster.

**Beta 47.0** gave it -1/-1, dropping it from 1/3 to 0/2. Its cost was also reduced from 2G to 0G, making it the 2nd craftable 0G monster (after Tiny Froggit).

### Stats

ATK:

* 1 (Post Beta 30.0)
* 0 (Post Beta 47.0, Current)

HP:

* 3 (Post Beta 30.0)
* 2 (Post Beta 47.0, Current)

Cost:

* 2 (Post Beta 30.0)
* 0 (Post Beta 47.0, Current)

Ability: Haste. Whenever this deals DMG to a monster, restore as much HP to you.

Rarities:

* Green (Generated) (Post Beta 30.0)
* White (Common) (Post Beta 40.0, Current)
Trashy

## General

Trashy is a 4/2/5 DR Rare monster that takes no counterattack damage and deals 2 additional counterattack damage to enemies. Trashy is a somewhat niche card, fitting mainly into decks that can snowball its effect, like midrange Kindness or Perseverance builds.

Not taking counterattack damage opens a potential synergy with buffs to get either more free attacks in, or make them hurt much more. However, the base Trashy has rather weak ATK, and its second ability turns it into just a 4/5, which is below average stats for a 4 cost monster.

## Synergies

As mentioned, Trashy will appreciate any card, artifact, or even soul passive to buff it. However, even buffed Trashy isn't exactly enough to be a primary win condition. As such, it only fits into decks that naturally support it.

Trashy has an even greater synergy with Frozen Energy and Assault, as these cards not only buff its ATK, but also let it get off a free attack immediately. Soothing lets Trashy pick off a target as it conveniently sets the HP to 2.

## Counters

If Trashy isn't buffed, ATK reductions can turn Trashy into a massive liability, as it will be very hard for its owner to get rid of. Since a 0 ATK Trashy cannot die from combat during the owner's turn, it can permanently lock a board space.

## Trivia

* This card combines the effects of Thorns (additional counterattack DMG) and Ranged (not taking counterattack DMG) mechanics. They were removed as keywords long before Trashy's release.
* Trashy being a *literal* trash can while having discarded mechanics is an intentional joke by the balance team. Despite it being a joke, Trashy is far from a completely useless card.
Mossfen

A **mossfen** is a reptile found exclusively in Mazlock Tropics. They are usually passive, but are extremely territorial and can become aggressive if their nest or offspring is disturbed.

Mossfens are most often red in color, with greenish-brown stripes running down their back, and a brown stomach. They stand on two feet, and have substantially small arms, similar to a tyrannosaurus rex. Their hands feature large claws, but feeding and gathering food is done mostly with their mouths or claws on their feet. Baby mossfens reach only to the size of a soldier's boot, but adults can reach to waist-height of a tall human.

Found mainly in the Sweetwater Peninsula, the mossfen population has been depleted greatly in the last few decades as a result of hunting and poaching by troops in Raintown and The Docks. Surprisingly, mossfens are mainly herbivores, eating mostly moss, leaves, grass, fruit, and nuts. However, documents in the past have shown that they are capable of killing human children if threatened.
Spider: Previous Versions

Current Version can be found here.

Spider went through quite some unique changes after its release in **Beta 5.2**. Not only the obtainability of them through Muffet, but also the fact that they started out without an ability. **Beta 7.1** gave it one: applying KR to any monster damaged by it. This made Spider have the ability of Perseverance's passive effect.

   **Beta 9.1** changed that ability to just having Haste, an ability previously exclusive to Lemon Bread. Haste is the same as Charge, but cannot attack the opponent directly right away. **Beta 50.1** changed its Rarity from Common to Basic/Base.

### Stats

ATK: 2

HP: 1

Cost: 1

Abilities:

* N/A (Post Beta 5.2)
* Give KR to monsters it damages. (Post Beta 7.1)
* Haste. (Post Beta 9.1, Current)

Rarities:

* White (Common) (Post Beta 5.2)
* Gray (Basic) (Post Beta 50.1, Current)

## Trivia

* Beta 46.0 updated its image.
	+ This was done to make it the same image used for 3 of the new Spiders (Flower, Reporter and Sign).
	+ The same image (but purple) was also used for the new Arachnid Tribe logo.
TV: Previous Versions

Current Version can be found here.

TV was added in **Beta 23.0** as a 6/6/6 monster with a Turbo effect that would add a random (craftable) card to the top of both players' decks (but they don't have to be the same card). **Beta 48.0** made the one given to TV's owner cost 1G less.

### Stats

ATK: 6

HP: 6

Cost: 6

Abilities:

* Turbo: Topdeck a random card for both players. (Post Beta 23.0)
	+ Yours has -1 cost. (Post Beta 48.0, Current)

Rarity: White (Common)
Ralsei

Ralsei was the 4th card shown for Beta 30.0 as seen here here. Previous Versions can be found here.

Since Beta 51.1, Ralsei has the ability to summon a copy of a monster from your hand directly on the board at no additional cost. However, he can't summon Determination monsters and the chosen monster will have its base stats set to 3/3.

This works very well on monsters with negative Magic effects. It doesn't really work on monsters with a higher cost than him that lack a Magic effect to get the full use of them at a lower price due to the copy's stats being set at a mere 3/3. So while it could be used on the likes of Papyrus, it will not have a big impact.

## Card Skins

* Prophet (by Moonlightring)
* Glowing Ralsei (by Jacky Bunny - Fan Artist)
* Spell Caster Ralsei (by Speedt)
* Delete This Ralsei (by Jake Horror)
	+ Only available during April Fools.
* Healing Field (by BlueKitty)
* Hats Off (by Asrite)
* Standing Ralsei (by Asrite)
* Beach Goat (by Jacky Bunny - Fan Artist)
	+ Only available through Pass Quests.

## Trivia

* Ralsei, along with Kris, were given a card skin and Avatar the moment they were released. Lancer came a few hours later.
Royal Guard 4: Previous Versions

Current Version can be found here.

Royal Guard 4 (RG 04) was added in **Beta 30.0**, alongside RG 03, as the only Undertale monsters added in this Deltarune Release Themed update. Much like RG 01 and RG 02, RG 03 and RG 04 have swapped stats, being in the middle ground of the other two, and are Common instead of Basic.

Since their release, all four of them changes at the same time, starting in **Beta 40.0**, where their effects able to affect other RG's of the same kind. In RG 04's case, this meant that before, when it died, all ally RG's except other 03's gained Ranged. Now, all ally RG's gain it.

**Beta 47.0** gave it a change without giving one to the other Royal Guards, marking this the first time ever of this happening. This is because Ranged was removed. Instead, RG 04 will give +1 Dodge.

### Stats

ATK: 9

HP: 8

Cost: 9

Abilities:

* Dust: Give all ally RG's Ranged (except 04). (Post Beta 30.0)
* Dust: Give all ally RG's Ranged. (Post Beta 40.0)
* Dust: Give all ally RG's +1 Dodge. (Post Beta 47.0, Current)

Rarity: White (Common)
Spike Trap: Previous Versions

Current Version can be found here.

Like Popumeter, Spike Trap was added in **Beta 39.0**, introducing the game to Thorns, and wasn't changed until **Beta 49.0** due to Thorns being removed. Unlike Popumeter, however, Spike Trap remained fairly similar to before.

Originally, it was a 4G 0/6 Taunt monster with Thorns (4), meaning it was effectively a 4/6 for enemy monsters that attacked it (and they were mostly forced to due to Taunt). Now, it kept its stats and Taunt, but replaced Thorns with passively gaining +3 ATK every time it took DMG. **Beta 52.0** reduced that to gaining +2 ATK, but it now starts with 1 ATK by default.

### Stats

ATK:

* 0 (Post Beta 39.0)
* 1 (Post Beta 52.0, Current)

HP: 6

Cost: 4

Abilities:

* Taunt. Thorns (4). (Post Beta 39.0)
* Taunt. Whenever this takes DMG, gain +3 ATK. (Post Beta 49.0)
* Taunt. Whenever this takes DMG, gain +2 ATK. (Post Beta 52.0, Current)

Rarity: White (Common)
Undyne: Previous Versions

Current version can be seen here.

Originally, Undyne costed 11G, had stats of 7/7 and would deal 10 DMG randomly split among all enemy monsters. However, before **Alpha 2.1** her effect could still target monsters that would've died. This made it so that even if the opponent's monsters had a total of 10 HP, not all of them would've died most of the time. Alpha 2.1 fixed that.

**Beta 2.0** nerfed her by increasing the cost from 11G to 12G. **Beta 3.1** gave her +1/+1, but made her ability deal 2 less DMG. **Beta 6.5** increased her cost again, this time to 14G. **Beta 7.6** reworked the function of her ability again. Now, it can also target monsters that have been summoned due to Dust effects of other monsters, like those of Lamp and Snow Poff, who were added in the same update.

**Beta 8.3** decreased her cost from 14G to 13G. This was reverted back in **Beta 18.1**. **Beta 29.0** gave her -1/+1, while **Beta 31.0** made her part of the Royal Guard Tribe. **Beta 55.1** decreased her cost back to 13G, but also gave her -1 HP.

### Stats

ATK:

* 7 (Pre Beta 3.1)
* 8 (Post Beta 3.1)
* 7 (Post Beta 29.0, Current)

HP:

* 7 (Pre Beta 3.1)
* 8 (Post Beta 3.1)
* 9 (Post Beta 29.0)
* 8 (Post Beta 55.1, Current)

Cost:

* 11 (Pre Beta 2.0)
* 12 (Post Beta 2.0)
* 14 (Post Beta 6.5)
* 13 (Post Beta 8.3)
* 14 (Post Beta 18.1)
* 13 (Post Beta 55.1, Current)

Abilities:

* Magic: Deal 10 DMG randomly split among all enemy monsters. (Pre Alpha 2.1)

* **[Can't target dead monsters.]** (Post Alpha 2.1)

* Magic: Deal 8 DMG randomly split among all enemy monsters. (Post Beta 3.1)
* **[Can target summoned monsters.]** (Post Beta 7.6)
* **[Now counts as a Royal Guard.]** (Post Beta 31.0, Current)

Rarity: Gold (Legendary)

Song: NGAHHH!

### Trivia

* **April Fools' Day 2017** had Undyne's picture changed to the sexy fish meme.
	+ It also gave a Super colored card of her.
* **April Fools' Day 2018** did the same thing, but with an zoomed in picture.
	+ It also gave a Card Skin and Avatar of her.
Spider Sign: Previous Versions

Current version can be found here.

Spider Sign was added in **Beta 46.0**, as a 7G 6/6 Epic Arachnid that would transform all Spiders in your deck into Spider Croissants and Spider Donuts randomly, with a 50/50 chance. **Beta 52.0** also made it transform Spiders in your hand.

### Stats

ATK: 6

HP: 6

Cost: 7

Abilities:

* Magic: Randomly turn into Spider Croissants and Spider Donuts ...
	+ all Spiders in your deck. (Post Beta 46.0)
	+ all Spiders in your deck and hand. (Post Beta 52.0, Current)

Rarity: Purple (Rare)
Rapstablook

### Effect

Transparency. Whenever the opponent summons a monster, gain -1 ATK. At 2 ATK or less, kill this to deal 3 DMG to all enemies.

## General

Rapstablook is a 4/4/6 DR Epic monster with Transparency that "explodes" if the enemy summons 2 or more monsters while this is on the board (not counting ATK buffs), dealing 3 DMG to all enemies.

Rapstablook is a niche but usable card, fitting into some of the more aggressive decks to deter enemy responses. The combination of Transparency and its ability guarantees at least 3 DMG to the opponent.

It can also be used defensively as an anti-aggro tool, as its ability prevents big swarms of small monsters from being played. However, defensively it is often useless versus slower decks.

Rapstablook's stats are actually very high for a 4 cost monster, making it a potentially viable pick for Great Door decks or even self-silence decks, though the latter option is very niche. That said, the enemy can reduce its ATK by 1 without triggering the ability if they only summon one monster.

It should be noted that Rapstablook's effect activates before **most** Magic effects of enemy monsters. Hilariously, this can result in Queen catching a dead Rapstablook.

## Synergies

Call for Help is an excellent card to pair with Rapstablook, as it summons a 3 ATK copy, not letting the enemy summon anything without it exploding. Sad Customer serves a similar purpose and trades off not being able to summon a 3 ATK copy by giving way more stats.

Receptionist 3 can force the ability to trigger. Using Receptionist 3 comes with its own risks though, so this is a pretty niche combo.

## Counters

Spells and monsters that can hit through Transparency counter Rapstablook rather well, as it relies on its Transparency to get guaranteed damage on you. Summoning a single big monster that threatens to kill Rapstablook the following turn is another excellent option, though that leaves you open to removal cards like Knife. Finally, most Dodge monsters are pretty happy to soak up 3 DMG with their Dodges.

Kindness's soul passive will activate on every monster hit by Rapstablook's explosion as well as the player, mitigating a lot of damage. Perseverance can give Rapstablook KR and get the boost for free, since Rapstablook kills itself.

## Trivia

* In rare cases, Rapstablook's explosion effect can trigger more than once. This can happen when the explosion causes another monster to be summoned.
* Rapstablook is an UC:O, or UC Original card. This is not a real "AU", but it is an alternate sprite of a canon Undertale character - obviously, in Undertale Napstablook isn't a rapper.
Ralsei: Previous Versions

Current Version can be found here.

Ralsei, added in **Beta 30.0** as a 2/7 for 6G monster, was first nerfed in **Beta 32.0** by increasing his cost to 7G. **Beta 35.0** followed with decreasing his HP to 5. His effects consisted of a Support effect that would give the attacking monster Ranged. He also had a Dust that would remove Ranged from all ally monsters.

**Beta 47.0** removed Ranged, and as such, this was redesigned. Now, as a 3/3 for 8G, he summons a non-DT monster of your choice directly from your hand, much like a self-use Receptionist 3. However, when your next turn starts and Ralsei still lives, that monster returns to your hand (even if it already died, thus moving it from your dustpile). **Beta 51.1** gave him +1/+1 and -1 cost and removed his Turn start effect. His Magic also summons a copy rather than the original one. However, the copy will have its stats set to 3/3. **Beta 52.1** returned his cost to 8G, but also have him another +1 ATK.

### Stats

ATK:

* 2 (Post Beta 30.0)
* 3 (Post Beta 47.0)
* 4 (Post Beta 51.1)
* 5 (Post Beta 52.1, Current)

HP:

* 7 (Post Beta 30.0)
* 5 (Post Beta 35.0)
* 3 (Post Beta 47.0)
* 4 (Post Beta 51.1, Current)

Cost:

* 6 (Post Beta 30.0)
* 7 (Post Beta 32.0)
* 8 (Post Beta 47.0)
* 7 (Post Beta 51.1)
* 8 (Post Beta 52.1, Current)

Abilities:

* Support: Give Ranged to the attacking monster.
	+ Dust: Remove Ranged from all ally monsters. (Post Beta 30.0)
* Magic: Choose a non-DT monster in your hand.
	+ Summon it. Turn start: Return it to your hand. (Post Beta 47.0)
	+ Summon a 3/3 copy of it. (Post Beta 51.1, Current)

Rarity: Gold (Legendary)

Song: The Legend
Snail Trainer: Previous Versions

Current Version can be found here.

Snail Trainer was added in **Beta 18.1**, able to add a random Snail to your hand when played. If you already had 3 on your board, it would add its exclusive Thundersnail spell to your hand instead. **Beta 19.0** changed it already, buffing the required ally Snails down to 2.

**Beta 21.0** buffed it again, this time by giving it Turbo, an effect that was introduced with this name in this update in the form of Punk Hamster, but existed before in the form of Mines. Turbo activates when you draw the card in question. This buff moved the single given Snail from its Magic to its Turbo, so you can more easily get 2+ Snails on the board before playing Snail Trainer (but also end up wasting its Magic entirely). **Beta 44.1** increased its cost from 6G to 7G. This was reverted in **Beta 54.0**.

### Stats

ATK: 5

HP: 5

Cost:

* 6 (Post Beta 18.1)
* 7 (Post Beta 44.1)
* 6 (Post Beta 54.0, Current)

Abilities:

* Magic: Add a random Snail to your hand. If you have 3 ally Snails, add a Thundersnail instead. (Beta 18.1)
* Magic: Add a random Snail to your hand. If you have 2+ ally Snails, add a Thundersnail instead. (Post Beta 19.0)
* Turbo: Add a random Snail to your hand. Magic: If you have 2+ ally Snails, add a Thundersnail to your hand. (Post Beta 21.0, Current)

Rarity: Purple (Epic)
Punk Hamster: Previous Versions

Current Version can be found here.

Punk Hamster was added in **Beta 21.0** as a 3G 3/4, but was nerfed with -1 HP to a 3/3/3 in **Beta 35.0**. It was rebuffed with +1 ATK to a 3/4/3 in **Beta 56.1**.

### Stats

ATK:

* 3 (Post Beta 21.0)
* 4 (Post Beta 56.1, Current)

HP:

* 4 (Post Beta 21.0)
* 3 (Post Beta 35.0, Current)

Cost: 3

Ability: Turbo: Deal 4 DMG to you. Dust: Add this to the enemy's deck.

Rarity: Blue (Rare)
Snowdrake

Previous Versions can be found here.

Snowdrake is a 4/4/3 card of Base rarity. When played they can give +2 ATK to another ally monster in play.

## Strategy

Snowdrake is useful as a way to make some cheaper cards much bigger threats. It is best to target a monster that can attack with Snowdrake, making it so you can get immediate value out of their effect. Cards that cost 4-5 with decent stats are good targets for Snowdrake. Doggo, Plug Girl, Annoying Dog, and Snowdrake's Mom all gain additional effects if they have ATK buffs so Snowdrake can be used to trigger those effects, though there are generally better options available within those tribes and with artifacts like Criticals. Snowdrake can work well with buffing ally monsters and then using Rage or Politician Bear to combo with them, dealing 2 extra damage. Overall Snowdrake is a fine card to use to pump up your monster's stats a bit, but there are generally better cards to make use of once a player has a larger collection available to them.

## Card Skins

* Thinking Drake (by Zoomlightbulbs)
* Surprised Snowdrake (by Asrite)
Worm

Worm was added in Beta 30.0 as a Generated monster from Jar of Worms, but became a craftable Common monster in Beta 40.0. Previous Versions can be found here.

Worm works very similar to Knight Knight, healing based on the DMG the monster has dealt. However, there are a couple of differences:

* Worm heals you instead of itself (which is much better due to its low HP).
* Worm's effect also triggers during the enemy's turn when a monster attacks it.
* As of Beta 47.0, it lacks ATK, meaning it can't make use of its healing effect until it's given an ATK boost (making it also similar to Cactus). However, its cost was also reduced to 0G, making it free to play, the second craftable monster being able to do so, after Tiny Froggit.
Spade: Previous Versions

Spade is a spell card given by Lancer.

It was first released in **Beta 30.0**, costing 3G to cast, and dealt 3 DMG to a random enemy monster. However, if it killed an enemy monster, it added itself back to your hand, allowing you to, with the right conditions, cast it infinitely throughout a match. However, in **Beta 56.0**, its cost was increased by 2, up to 5, and its effect was changed. It still dealt 3 DMG, but now it allowed you to choose which enemy monster it dealt DMG to, and upon killing a monster, it essentially recast itself, dealing 3 DMG to a random other enemy monster. This recast effect could only trigger once, however, unlike Piranhas'.

### Stats

Spell giver: Lancer

Cost:

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

Effects:

* Deal 3 DMG to a random enemy monster. Return this card to your hand if it killed. (Post Beta 30.0)
* Deal 3 DMG to an enemy monster. If it dies, deal 3 DMG to a random other enemy monster. (Post Beta 56.0, Current)

Rarity:

* Green (Generated) (Post Beta 30.0, Current)
Slowing

## Effect

Send a paralyzed enemy monster to their deck.

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

Slowing was added during **Beta 3.4** as a replacement for Sharing to fit more with the new Patience. Previous Versions can be found here.

For 4G, Slowing sends a paralyzed enemy monster back into their deck, making it function as a more limiting but cheaper Expulsion.

Due to the monster being returned to the enemy's deck and doesn't affect their hand, while they can't use said monster for a longer period of time, it will take longer for them to take Fatigue DMG and it's not usable to force the opponent to mill a card.

## Card Skins

* Freezing Dogs (by BlueKitty)
	+ Now belongs to Melt.
Robot 98: Previous Versions

Current Version can be found here.

Robot 98 was added in **Beta 23.0** as a 12G with a fitting 9/8 and a massive 98 Armor. However, it would silence itself at the start of your next turn. **Beta 26.0** buffed it to 10G, while **Beta 29.0** nerfed that to 11G.

   **Beta 53.0** changed Armor by removing its numbering system and now just only reduces DMG by 1. As a result, its 98 Armor was replaced with the same type of ability as that of Mad Dummy: Only able to take (x) DMG or more, but taking the full blow when such amount of DMG is actually being dealt. Of course, the requirement is still the very high 98. **Beta 54.1** returned it to 10G and reworked its effect again. It now gains 98 Dodge, but only through Magic. Meanwhile, its Turn start only removes those Dodges.

### Stats

ATK: 9

HP: 8

Cost:

* 12 (Post Beta 23.0)
* 10 (Post Beta 26.0)
* 11 (Post Beta 29.0)
* 10 (Post Beta 54.1, Current)

Abilities:

* Armor (98). Turn start: Silence itself. (Post Beta 23.0)
* Can only be hurt if DMG => 98. Turn start: Silence itself. (Post Beta 53.0)
* Magic: Gain +98 Dodge. Turn start: Remove all Dodge from itself. (Post Beta 54.1, Current)

Rarity: Purple (Epic)
Spade Chaos: Previous Versions

Current Version can be found here.

This link will lead you to Jevil's page, who was added in **Beta 39.1** alongside its usable spells, of which this is one. Alongside *Diamond Chaos*, Spade Chaos was the first of all Chaos Weapons to obtain a change, before Jevil himself even got one. This was during **Beta 42.0**, and both were buffed.

Spade Chaos' buff was changing its effect from dealing 2 DMG to all enemies (similar to Strafe) to dealing 1 DMG to all enemies, but this repeats (similar to Shootout) for each empty slot you have. Meaning that only if you have a full board will this spell deal less DMG, and if you played Jevil on its own, this will deal 4 DMG total, double of before. This was nerfed back a lot in the next update, **Beta 42.1** (where Jevil got its 1st change and also got nerfed). The way it deals damage was returned to a single hit, but the amount it deals is now simply the amount of empty spaces. Meaning the initial 1 DMG has been removed and the spell can only deal a max of 3 DMG. It also lost the ability to damage the opponent directly, though this part was brought back in **Beta 43.0**.

### Stats

Spell giver: Jevil

Cost: 0

Effects:

* Deal 2 DMG to all enemies. (Post Beta 39.1)
* Deal 1 DMG to all enemies. Repeat for each empty board slot you have. (Post Beta 42.0)
* Deal DMG equal to the amount of empty board slots you have...
	+ to all enemy monsters. (Post Beta 42.1)
	+ to all enemies. (Post Beta 43.0, Current)

Rarity: Green (Generated)
Termination

## Effect

Paralyze a monster and give it KR. If under KR, kill it instead.

Previous Versions can be found here.

Termination is a Perseverance deck specific effect card which allows you to kill a monster under KR, including your own.

It's an incredibly useful card to get rid of something that's too powerful for Worsening, either due to their high HP or their ability. Most notable of this are Sans and Mad Dummy. It can also be used over Worsening on cards like MTT Fountain. Worsening deals damage which will activate MTT Fountain's ability. This card doesn't.

Since Beta 44.0, when used on a monster not under KR, it will be given KR as well as getting Paralyzed (slightly bringing back an older version of Spider Web), making it useful for a stall tactic.
Worsening: Previous Versions

Current Version can be found here.

Worsening is a Perseverance Deck exclusive card. Originally, it dealt 2 DMG for 2G to a board monster of your choice, including your own. But when that monster is under KR, the DMG is increased. This started out at 6, which stayed like that for a very long time, all the way to **Beta 7.1**. There, it was nerfed to 4. **Beta 7.3** buffed that to 5, while **Beta 7.4** nerfed its cost to 3G instead.

**Beta 18.1** expanded its effect, now dealing the extra damage dealt to the KR'd monster to the opponent, similar to Casual Undyne. After a long time again, **Beta 43.0** nerfed its increased DMG back to 4 (while keeping the extra DMG effect).

**Beta 44.0** buffed its initial effect, still dealing 2 DMG to a monster of your choice, but the opponent also takes 2 DMG now, even when it's not under KR (but is fixed at 2). However, the KR version has been nerfed, simply increasing the DMG to the monster and the opponent by 1 (so to 3).

### Stats

SOUL Type: Perseverance

Cost:

* 2 (Post Alpha 3.0)
* 3 (Post Beta 7.4, Current)

Effects:

* Deal 2 DMG to a monster. If it's under KR, ...
	+ deal 6 DMG instead. (Post Alpha 3.0)
	+ deal 4 DMG instead. (Post Beta 7.1)
	+ deal 5 DMG instead. (Post Beta 7.3)
	+ deal 5 DMG instead and the extra DMG to the opponent. (Post Beta 18.1)
	+ deal 4 DMG instead and the extra DMG to the opponent. (Post Beta 43.0)
* Deal 2 DMG to a monster and the opponent. If under KR, deal +1 DMG. (Post Beta 44.0, Current)

Rarities:

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

## Trivia

* Beta 30.0 introduced the Basic Rarity, which this gained.
Temmie 2: Previous Versions

Current Version of Temmie and Temmie 2 can be found here. Previous Versions of Temmie (and the precursor to Temmie 2 prior to Beta 6.1) can be found here.

Temmie 2 was added in **Beta 6.1** as a way to rebalance Temmie. It had the same stats of 2/2 for 2G, but only had Charge. **Beta 6.6** gave both -1 HP. Temmie 2 was removed in **Beta 7.1** due to a rework of Temmie, but was brought back exactly the same in **Beta 7.5**.

After Beta 7.6, Temmie 2 gained some changed for itself while Temmie stayed the same. Starting in **Beta 9.3**, where its cost was increased by 1G. **Beta 31.0** reverted this, but got its effect nerfed to Haste instead. It also gained +1 HP, but this was reverted as well in **Beta 33.0**. This makes it the same as its Beta 7.5 version, and thus with the exact same stats as Temmie, but had Haste instead of Charge. **Beta 53.1** swapped those, leaving Temmie with Haste and Temmie 2 with Charge. **Beta 55.0** swapped them back (and gave another change to Temmie).

### Stats

ATK:

* 2 (Post Beta 6.1)
* N/A (Post Beta 7.1)
* 2 (Post Beta 7.5)

HP:

* 2 (Post Beta 6.1)
* 1 (Post Beta 6.6)
* N/A (Post Beta 7.1)
* 1 (Post Beta 7.5)
* 2 (Post Beta 31.0)
* 1 (Post Beta 33.0, Current)

Cost:

* 2 (Post Beta 6.1)
* N/A (Post Beta 7.1)
* 2 (Post Beta 7.5)
* 3 (Post Beta 9.3)
* 2 (Post Beta 31.0, Current)

Abilities:

* Charge. (Post Beta 6.1)
* N/A (Post Beta 7.1)
* Charge. (Post Beta 7.5)
* Haste. (Post Beta 31.0)
* Charge. (Post Beta 53.1)
* Haste. (Post Beta 55.0, Current)

Rarities:

* Blue (Rare) (Post Beta 6.1)
* Green (Generated) (Post Beta 30.0, Current)

## Trivia

* **Beta 13.4** changed its sprite by making its eyes closed, in order to make it different from Temmie's sprite.
	+ Allergic Temmie also gained a new sprite.
* **Beta 30.0** introduced the Generated Rarity, which Temmie 2 obtained.
Tsunderplane

Previous versions can be found here.

Tsunderplane is a 7/4/3 monster of Common rarity. They have Haste, and upon death they will deal 1 DMG to all enemy monsters and 3 DMG to the opponent directly.

## Strategy

Tsunderplane is an okay removal option but they can be a bit expensive to use. Tsunderplane is most commonly ran in Tombstone so that they can get Tsunderplane and other high value Dust monsters with 1 card, making it have a lot of impact. With multiple Tsunderplanes being summoned throughout a match, the repeated 3 DMG to the opponents healthbar will stackup, making it a nuisance to fight. Tsunderplane can also pair well with Ralsei due to them only losing 1 ATK off of being summoned. Tsunderplane is overall a strong Dust monster and is one of the best targets for Tombstone, but the higher price point for not the best removal makes them not ran much outside of Tombstone decks.
Quests

## General

In the top of the screen next to Shops is Quests. At the Quest page you access your Daily Quests as well as your Daily Rewards. Quests can be completed to gain Gold, and visiting the Quest page each day grants a Daily Reward.

## Daily Quests

There are three quests each day. Finished quests are replaced with new ones at 6:00am CET. You may manually swap out any unfinished quest if you have had it for 24 hours.

The following is a table of all Daily Quests and their rewards.

Note that Custom Games don't count towards any quests.

## Daily Rewards

Aside from the Quests, you can also obtain numerous rewards just by logging in daily. These rewards also contain Gold, but will also give you both kinds of Packs. And they even give Dust and, on day 28, a Super Pack. The rewards don't reset if you miss a day, but they reset at the start of each Month (or "Season"). A new Undercards day starts at 6:00am CET.

Following shows a table of all Daily Rewards. The chain goes from the left to the right, starting from the top:
Spike Trap

Spike Trap was the second card shown for Beta 39.0 on both Twitter and Facebook, after Christmas Tree. (A section about Ice Drink Wolf came in between, but its card wasn't shown.) Previous Versions can be found here.

Spike Trap is very similar to Ice at first, being a 4G 1/6 Taunta rather underwhelming Taunt at first, leaving it very vulnerable to the classic Madjick and Muffet's Pet.

However, every time it takes DMG, it gains +2 ATK, removing those vulnerablities. This can work exceptionally well with Crazy Bun, which deals 1 DMG to it 3 times, leaving it at 7/3. While its HP is low after this, this can be solved with a cheap healer like Shyren or use your own Madjick to set its stats to 3/7 (fully healed). However, while this does provide with some board pressure, if you simply wanted a Taunt with such stats, simply using Jerry is a much better choice.

Because of the aformentioned Shyren, the duo can work very well in a Kindness deck due to their more easily accessable and even cheaper healing cards (and some also increase max HP).
Soulless Kris: Previous Versions

Soulless Kris was added in **Beta 50.0** as a 4/10 for 13G DT monster. **Beta 55.1** decreased its cost to 12G.

### Stats

ATK: 4

HP: 10

Cost:

* 13 (Post Beta 50.0)
* 12 (Post Beta 55.1, Current)

Ability: Haste. Magic: Give the enemy the Outbreak Artifact and summon an enemy Soul Cage.

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

Song: Imminent Death
Space Cooler

Space Cooler was the first of 5 cards shown to be released in Beta 36.0, as shown on Twitter here. Previous Versions can be found here.

At the end of every turn, a random monster in your hand gains +1/+1. This can work well with Animals and against Heats Flamesman and Blue Laser.

It can also be used as a pseudo-taunt monster like Bratty, since the opponent is likely to attack it due to its long term benefits. Consider playing it in the early game to either make the opponent divert resources to destroying it or boost your mid-late game monsters.
Trader Temmie

Trader Temmie was one of the 20 cards added in Beta 6.6. Previous Versions can be found here.

Since Beta 55.0, Trader Temmie has a solid 4/4/4 and has 2 Abilities: Transparency and a Turn end effect that adds a random spell (of any class) to your hand with a cost of 0-1G.

Outside Tem Decks, this can allow you to grind up the needed spells to benefit from the effects of Long Sink and Magic Crystal. Inside them, you can potentially sacrifice the obtained spells as fuel for School Temmie's effect. Trader Temmie itself is also affected by Temmie Statue and affects Allergic Temmie and is obtainable as the 6th card from Bob (if all different Tems are dead and accounted for).

You can also make a combined Magic Crystal and Tem deck, as Temmie 2 is also a very good fuel card for School Temmie.

## Card Skins

* Tem Shop (by Moonlightring)
* Want Tem Flakes (by BlueKitty)
Vending Machine

* Vending Machine
* Popato Chisps

Vending Machine was added in Beta 54.0. Previous Versions can be found here.

Since Beta 56.0, when played, Vending Machine will add an exclusive spell to your hand: Popato Chisps. This spell, which normally has a cost of 3G, will have its cost reduced by 1G for every ally monster on your board with a Tribe.

Functionally, Popato Chisps is able to add a base copy of any monster on the board that has a Tribe to your hand and give it a +1/+1 boost.

## Card Skins

* Meal Break (by Diamaincrah)
	+ Popato Meal at Last (sold seperately)
Soothing: Previous Versions

Current Version can be found here.

Soothing was added in **Beta 11.0** during UnderCards' 1 Year Anniversary as Kindness' 2nd Epic spell. When first released, it would set a monster to 3/3 at the cost of 3G. **Beta 13.1** made the monster have 1 less HP, leaving it with 3/2.

**Beta 17.0** swapped its rarity with that of Longevity, making that an Epic and this a Rare. **Beta 40.0** increased its cost to 4G.

### Stats

SOUL Type: Kindness

Cost:

* 3 (Post Beta 11.0)
* 4 (Post Beta 40.0, Current)

Effects:

* Set a monster to 3/3. (Post Beta 11.0)
* Set a monster to 3/2. (Post Beta 13.1, Current)

Rarities:

* Purple (Epic) (Post Beta 11.0)
* Blue (Rare) (Post Beta 17.0, Current)

## Trivia

* Beta 33.0 updated its image.
	+ For Kindness, it shares this with Heal, Force of Nature, Test of Will and Octofriend.
Solidity

Solidity is a common artifact.

Whenever ally monster with Taunt dies, a Shield is added to the top of your deck. This effect works on monsters given Taunt through cards like Fridge and Glad Dummy as well.

## Strategy

Solidity is not that great of an artifact and should generally be avoided. Paying 1 for +1/+1 with Shield isn't really an amazing choice for most decks as something like Power does it for free. The worst aspect of Solidity is that the trigger only being based on Taunt monsters dying makes it have no real synergy with any card in the game. Running a bunch of Taunt monsters as a strategy is a strategy that fails at even the middle ranks, and the benefit of +1/+1 does not help this strategy much at all. In combination with Generous Gifts it can provide some value but this is still not amazing. Overall it is best to avoid using Solidity outside of for-fun gimmick decks.
Timer

Timer was shown on Twitter here as card 9/11 to be released in Beta 18.1. Previous Versions can be found here.

It works similar to Microwave (card 2/11 revealed), having an ability that triggers at the start of its owner's 3rd turn after being summoned. Both have a powerful effect. In this case, it will make the enemy skip their next turn.

As such, the same support applies here to keep it alive in order to make it last 3 turns. You can buff its ATK to make it immune to Muffet's Pet, and Hot Dog Vulkin is the most effective. 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 Timer.

Another strategy is in a Patience deck, where its spells can be used to stall out enemy monster attacks.
Spider Flower

* Spider
* Green
* Red

Spider Flower was added in Season 46 (Beta 46.0), as the first non-Amalgamate monster with 2 Tribes, one of which being Arachnid. This Tribe was added in this update as well, as did the Synergy effect (which replaced the Future effect and kept mainly on Gaster Follower related cards, but Spider Bakery also has it). Previous Versions can be found here.

Spider Flower summons a Green Flower when played. However, if you've played another Arachnid or Plant beforehand on the same turn, Synergy activates, summoning a Red Flower instead, which has +2/+2 over Green Flower as well as Transparency, making it untargetable for its first turn. (Red Flower is also 3G rather than 0G, but in this case, that only comes to play when bounced.)

## Card Skins

* A Flower for you (by Shionbluu)
	+ Originally available through Spider Party Bundle.
Trick Question: Previous Versions

Current Version can be found here.

Trick Question was added in **Beta 44.1** as a Generated card of Blitz Quiz, which would add this and Zap Cannon to your hand for 2G. This dealt 5 DMG to a monster for 5G, while Zap Cannon dealt 2 DMG for 1G. This made them function very similar to Gaster Blaster and Punishment.

**Beta 47.0** reduced Blitz Quiz's cost to 0G (making it the first free Justice spell), and now lets you choose one of the two to be added to your hand. The two spells also changed. Both are now 2G and this deals 2 DMG to a monster and lets you draw 1 card, while Zap Cannon deals 1 DMG and draws 2 cards.

**Beta 52.1** changed Trick Question and Zap Cannon again. Now both deal 2 DMG to a monster and draw a single card, but Trick Question specifically draws a monster while Zap Cannon draws a spell (aside from a new Blitz Quiz). **Beta 56.0** changed the trio again. Blitz Quiz had its cost increased by 1, but both Trick Question and Zap Cannon had their cost decreased by 1.

### Stats

Spell giver: Blitz Quiz

Cost:

* 5 (Post Beta 44.1)
* 2 (Post Beta 47.0)
* 1 (Post Beta 56.0, Current)

Effects:

* Deal 5 DMG to a monster. (Post Beta 44.1)
* Deal 2 DMG to a monster. Draw 1 card. (Post Beta 47.0)
* Deal 2 DMG to a monster. Draw a monster. (Post Beta 52.1, Current)

Rarity: Green (Generated)
Spincake: Previous Versions

Current Version can be found here.

Prior to release, this card was shown in this video alongside Cooking Practice. It was a 2/2/2 Taunt monster of which the base of all 3 of its stats would be set equal to those of the monster chosen with the spell (but keep its Taunt) before being added to the user's hand (making the duo somewhat of a simpler Echo Fish).

This was shown too powerful, and both were reworked when they were released in **Beta 43.0**. Though, when looking at Spincake itself, it was just hardly nerfed. As while its cost dropped by/to 1G, it gained -2/-1 and lost its Taunt, making it effectless with the lowest possible stats of 0/1. **Beta 55.0** improved it a bit by giving it +1 ATK and -1 cost, turning it into another 1/1 for 0G.

### Stats

ATK:

* 2 (Pre-Release)
* 0 (Post Beta 43.0)
* 1 (Post Beta 55.0, Current)

HP:

* 2 (Pre-Release)
* 1 (Post Beta 43.0, Current)

Cost:

* 2 (Pre-Release)
* 1 (Post Beta 43.0)
* 0 (Post Beta 55.0, Current)

Abilities:

* Taunt. (Pre-Release)
* N/A (Post Beta 43.0, Current)

Rarity: Green (Generated)
Trash Ball

Trash Ball was added in Beta 54.0. Previous Versions can be found here.

Trash Ball has 5/4 for only 4G, but this comes with the downside of dealing 1 DMG to any monster you PLAY (so ones you summon yourself, not summoned from other cards).

Much like Napstablook, Diamond Boy 2 and Ice Wolf, it works very well with Ball Person to shut down many negative effects of your monsters at once.
Red Flower: Previous Versions

Current Version can be found here.

Red Flower was added in **Beta 39.1** as part of a rework of Flower Jar. Starting as an effectless 5/5/5 Plant, **Beta 50.1** turned it down to a 3/3/3 and gave it Transparency.

### Stats

ATK:

* 5 (Post Beta 39.1)
* 3 (Post Beta 50.1, Current)

HP:

* 5 (Post Beta 39.1)
* 3 (Post Beta 50.1, Current)

Cost:

* 5 (Post Beta 39.1)
* 3 (Post Beta 50.1, Current)

Abilities:

* N/A (Post Beta 39.1)
* Transparency. (Post Beta 50.1, Current)

Rarity: Green (Generated)
Rabbick Hole: Previous Versions

Current Version can be found here.

Rabbick Hole was added in **Beta 39.0** as a 7G 3/4 Epic Haste monster that, when played, lets you look at 3 random 4G monsters and the one you choose would be caught in the Rabbick Hole. And like all other catch monsters, upon death, that monster would be released.

**Beta 45.0** removed its Magic and changed its Dust to simply summon a Rabbick. Rabbick is a 4G monster, so this change basically just removed all other possible monsters from being chosen.

### Stats

ATK: 3

HP: 4

Cost: 7

Abilities:

* Haste. Magic: See 3 random 4G monsters. Catch 1. Dust: Release it. (Post Beta 39.0)
* Haste. Dust: Summon a Rabbick. (Post Beta 45.0, Current)

Rarity: Purple (Epic)
Scarf Mouse

Previous Versions can be found here.

Scarf Mouse is a card added in Beta 6.6.

It's a cheaper but weaker version of Nacarat Jester, costing 2G less, but having -4/-1 in return and having its effect limited to enemy monsters.

However, it is still arguablely better than Nacatar Jester, especially in Zoo and Aggro decks, due to silencing enemy monsters being desired more often than ally ones (unless when you have based a deck around it, but Ball Person has this covered).

## Card Skins

* Timid Mouse (by Moonlightring)
* Quiet Blizzard (by Asrite)

## Trivia

* It was added to the starting cardpool in Beta 26.0.
	+ This was 4 months before the introduction of the Basic Rarity.
Snoelle

* Snoelle
* Snowgrave
* Ice Crystal

### Effect

Haste. Magic: Paralyze an enemy monster. Delay: If it's dead and this is alive, return to your deck with +1 base ATK. At 5, turn into Snowgrave.

### Tribes

N/A

Snoelle is the 4th Deltarune legendary monster featured from Deltarune Chapter 2. In Beta 65.0, it was released alongside Captn Rouxl.

Snoelle paralyzes an enemy monster, then if still alive returns to deck with +1 base ATK if the paralyzed monster dies the same turn. Once drawn from deck, repeating these actions with Snoelle will instead trigger a different effect. After 3 times of repeated use, Snoelle will instead turn into Snowgrave.

Snowgrave is a 4 cost single target instakill card that ignores all monster effects (except DT monsters). This spell will also fill your remaining hand with very powerful Ice Crystals that copy the ATK/HP of the killed monster. Uniquely, Snowgrave can only be triggered once a match per player, inhibiting duplication of Snoelle.

Ice Crystals, in addition to benefitting from increased stats via Snowgrave, have Taunt and are able to paralyze 1 monster when being played. The card's Dust effect deal 3 DMG to all enemy monsters, in some cases destroying boards entirely.

## Card Skins

* Snowflaker and Galaxy (by Nasrin\_AnoirX)
* Snow Angel and Snow Angel Full (by Jacky Bunny)
* Frozen Graveyard (by The Zodiac)
* Snow Princess (by Shionbluu)
	+ Ice Sculpture (sold separately)
	+ Iceolation (sold separately)
* Maus anxiety (**GIF** by Kazma)
* **Snowgrave Exclusive**: Winter Prison (by Diamaincrah)

## Trivia

* While it is true Snowgrave casts are limited to 1 per player, it is possible for a player to trigger a second Snowgrave via Carnival Tent's ability to autocast Generated spells.
Script Bomb

Script Bomb was added in Beta 21.0, revealed here the day prior. Previous Versions can be found here.

Like the other Bombs, this card will kill itself at the start of your next turn to give you something. In this case, it causes its Dust effect to trigger twice instead of once. And that Dust effect makes you draw a card, with the drawn card getting its cost reduced by 2.

### Combos

This can work well as a way to slow the enemy down, as if they leave it alone, you draw 2 cards and have a 1G profit. So if they don't want that to happen, they need to waste cards to silence and/or kill it before that can happen.

### Counters

Like the other Bombs, it only has 1 ATK, so it's vulnerable to Muffet's Pet. It can also clog up your hand if used unwisely or obtained it by random chance from Igloo or Lamp.
Slowing: Previous Versions

Current version can be found here.

Slowing was added in **Beta 3.4** as a replacement for Sharing during Patience's first big rework. It allowed the user to send a Paralyzed enemy monster back into the enemy's deck for 2G. **Beta 3.6** increased that to 3G, but **Beta 7.1** decreased it to 2G.

**Beta 7.4** returned it to 3G again, but also buffed its effect by making the returned monster have its cost increased by 3G. **Beta 18.1** buffed that further by increasing the monster's cost by 4G. **Beta 28.0** nerfed it down to increasing the cost by 2G. **Beta 31.0** nerfed it the most by not only making the card returned not increase in cost at all anymore, its own cost was also increase to a new hight of 4G.

**Beta 55.0** reworked the Soul and Slowing was replaced with Melt (but kept the sprite).

### Stats

SOUL Type: Patience

Cost:

* 2 (Post Beta 3.4)
* 3 (Post Beta 3.6)
* 2 (Post Beta 7.1)
* 3 (Post Beta 7.4)
* 4 (Post Beta 31.0)
* N/A (Post Beta 55.0, Current)

Effects:

* Return a paralyzed enemy monster to their deck. (Post Beta 3.4)
* Return a paralyzed enemy monster to their deck with +3 cost. (Post Beta 7.4)
* Return a paralyzed enemy monster to their deck with +4 cost. (Post Beta 18.1)
* Return a paralyzed enemy monster to their deck with +2 cost. (Post Beta 28.0)
* Return a paralyzed enemy monster to their deck. (Post Beta 31.0)
* N/A (Post Beta 55.0, Current)

Rarity: White (Common)