recursal/Fanatic-Fandom huggingface dataset:
Irisviel von Einzbern

## Playstyle

Irisviel von Einzbern is a simple Master with high Mana generation. Her master abilities are easy to keep track of, as both of her abilities trigger during the Outpost phase. During your Outpost phase, you may discard your entire hand to gain mana equal to the number of cards you discard. Irisviel's can easily fuel mana extensive servants and can suit the needs of aggressive players. However, her secondary ability requires players to be more cautious. During your Action phase, you are unable to use Command Seals. Instead, you must use them in the Outpost phase. This requires you to commit to your fights before your opponents do, if you choose to use your Command Seal to gain +2 total power and VP, if you win the fight, or 4 mana. However, this also allows you to gain access to Recon before your opponents. Overall, Irisviel von Einzbern is a strong Master that enables you to fight more often, as you have more mana to spare. Irisviel also presents many opportunities to highlight the strength of your servant.

## Hints

* With a large amount of mana generation, you are able to invest more power into fights since you have a lot of mana to spare, compared to other masters in the game. Take advantage of this to threaten to win battlefields, even if you are not going to commit to that fight to make your opponents invest more.
* Discarding your hand to gain mana may not always be the optimal move if you are planning on fighting. If you do discard your hand, you will not be able to play any Basic Attacks that provide extra bonuses, such as Special attacks. Losing access to Preparation, Luck, or Surveils could end up hurting you depending on the servant. Not being able to play Luck is important if there is a powerful or common card that can defeat you, such as Assassin Class, in the game. In cases such as these, it can sometimes be more beneficial to use a Command Seal instead.
* Irisviel works well with the majority of the Servants in the game. However, Irisviel's biggest weakness is card-reliant servants. Cards, such as Rider Class, that require you to play cards from your hand are impossible to fully utilize when you have no cards in your hand. Watch out for card-focused skills and try to avoid them, if possible. Instead, look for Servants that are more Mana hungry who vastly improve with Mana generation so Irisviel provides more value.
Playing (Attack Cards)

The act of taking an attack card and putting it into play by paying its cost.

Under normal circumstances cards can only be played from your hand or - if you have 8 or more mana - from your skill zone. Playing a card uses that card, so if an effect prevents you from using it, you may not play it.

When playing 1 or more cards at the same time as you would do when you play your attack pair, combine their cost and pay it as one. When an effect allows you to 'play cards in addition to your attack' it describes cards being played in this exact way as a third (or fourth, or fifth...) card in your attack pair. When an effect allows you to 'add' a card to your attack instead, it refers to putting that card into play without you playing it or paying for its cost.

Playing a card will enable their On Play effects.

## Playing Face-down Attacks

Cards from your hand (not from your skill zone) can be played face-down. When doing so, the card loses all types, costs and power and - while in play - is not even considered an attack. The effects of face-down cards are also ignored except for passives.

## Unable to play Cards

* If a player has to play cards, but cannot because they don't have enough cards in their hand, they play as many cards as they can.
* If a player has to play cards, but cannot because they cannot pay their costs or an effect prevents them from playing all cards in their hand due of a feature they possess, they reveal their hand to prove that is the case, then they play as many cards face-down as they are required to play.
* If a player has to play cards, but cannot because an effect prevents them from playing cards in general (like defeat), they simply do not play cards.
Edition 7

The **7th** edition of **Moonvision Song Contest** was hosted in **Gliwice, Poland** .

The winning song this edition came from **Sweden** , which was represented by **September** and their song **"Cry For You"** receiving **415** points. The runner-up of this edition was **Isle of Man** , which was represented by **Britney Spears** and their song **"Oops!...I Did It Again"** receiving **357** points.

## Big 6

**6** countries were **automatic finalists** due to their **Head Of Delegation** placing in the **Top 6** in **Edition 6**

  Norway | Madcon | "Beggin"

## Semi-Final 1

**17** countries competed in the **Semi-Final 1**. **7** of those countries advanced to the **Grand Final**.

## Semi-Final 2

**17** countries competed in the **Semi-Final 2**. **7** of those countries advanced to the **Grand Final**.

## Semi-Final 3

**16** countries competed in the **Semi-Final 3**. **7** of those countries advanced to the **Grand Final**.

## Grand Final

**29** countries competed in the **Grand Final**, and all countries had to vote. **Sweden**  won **Edition 7** by **58** points.
Objectives

Objectives are identified by the VP value in the top right corner.

Every round 1 objective is drawn for each battlefield. Players will be competing in power to claim these objectives for their VP. Objectives also have effects which usually only affect players at the location where the objective has been placed.

There's a set of 20 objectives in the game:

## Lostbelts

Certain master, so called Crypters, have their own deck of objective cards and a method (expansion) to mix those cards in with the Objectives.

List of Lostbelts
 Olympus | Kirschtaria Wodime | Player Defeat

## Grail Wars Module

As a variant players can choose different objective sets from the standard Fuyuki set or even mix and match them creating their own custom decks. When building a mixed or random deck, select for each aspect which deck it should originate from instead of selecting cards individually.

This module is not compatible with advanced NPCs.

### Aspects

Objectives in an objective set belong to one of 5 aspects. To guarantee that you will have a balanced deck, you need 5 cards from each aspect and there cannot be any cards from different sets with the same aspect.

The aspects are:

* **Sun**: Low value, typed objectives
* **Stars**: High value, typed objectives
* **Earth**: High value, neutral objectives
* **Moon**: Low value, disruptive objectives

### List of Grail War Objective Sets

* The Moon Cell Grail War
* The Trifas Grail War
Medusa

Medusa is a Rider class Servant summoned in the Rider slot.

## Deck

**Strength 2****Strength 3****Strength 5****Agility 2****Agility 3** x2**Agility 4****Agility 5****Magic 3** x2**Surveil****Preparation**
## Playstyle

Medusa is a fairly basic Rider, who relies on either Break Bounded Fields or being late in turn order to work, since she can either defeat people who have no Special type attacks in play or kick opponents off their terrain space with Bellerophon, claiming it for herself.

## Hints

* You instantly win Break Bounded Fields with Petrification and you do need those wins. Take them at every possibility.
* Your Preparation is very important for your Noble Phantasm. Also taking High Ground with Bellerophon gives a lot of value.
Flawless Defense

This is the Ascension card for the Master Bazett Fraga McRemitz.

## Effects

* Fragarach loses Once Per Game and gains:'**Permanent**: This card remains active until you lose Ultimate Counter or Reset.'
* **Action**: Pay 3 mana. Deactivate a basic attack by an opponent in your fight at the end of the action phase.
Alter Ego Class

Alter Ego Class is the default class skill for Alter Ego servants. While ability to change the types of a played attack can have some niche use, the two main purposes of the card are its flat +3 power and enabling Alter card text.

## Effects

* **Permanent**: Before you put a card into play, you may deactivate [Alter Ego Class] to gain its Alter text. If it has no Alter card text, you may have the card gain or lose the Strength, Agility and/or Magic types in any combination after it is played.

## Rulings

* Alter Ego cannot be played and then immediately be deactivated to use its effect on a card that it is played alongside with.
* If you are using an effect that allows you to play attacks, you may deactivate an Alter Ego Class you played earlier this round or turn to modify it.
* The Alter tag on cards with Alter text does not separate ongoing sentences or paragraphs.
* The effect of Alter Ego is lingering.

## Hints

* Most Alter Egos are weaker than their standard class counterparts without their class skill in play. Deactivating Alter Ego to enable an Alter effect will not only make you unable to do so on the next round, but will also force you to replay Alter Ego soon to catch back up in power, which in turn requires 8 or more mana. This makes going all out with an Alter Ego in the early to mid game incredibly costly.
Bazett

This is the Master Card for the Master, Bazett Fraga McRemitz.

## Effects

* *God's Holder* - Add [Fragarach] to your skill zone.
* *Lost in Time* - Start with [Day 1] in play. At the end of each round, advance 1 [Day]. When you lose a fight, [Reset]. At the end of each Climax round, if you are not [Awake], lose 5 VP.
Gram II

Gram II is one of Sigurd's skills.

## Effects

* [Reveal Servant Name]
* *Cursed* - Passive: While this card is revealed, lose 1 VP at the start of each round.
* **Permanent:** After combat gain mana equal to the cost of an attack an opponent in your fight played this round.

## Hints

* Before playing this, consider that you are going to be losing 2VP every round due to cursed.
First Strike

First Strike is Sasaki Kojirou's skill.

## Effects

* *Pure Skill* - You do not need 8 mana to play this card.
* *Pommel Strike Feint* - **Combat:** Deactivate this card, then play a basic Strength type card from your hand. If you did, gain 2 mana and deactivate up to one basic attack by another player on your battlefield.

## Hints

* This card by itself is not strong. It's main use is to enable Tsubame Gaeshi or as a pseudo Berserker Class card in Angra Rounds.

## Patch History

* Launch *— Released*
* Update 17  *— Added Pommel Strike Feint.*
Drawing

The act of taking the top card of a deck. If a deck that you are supposed to draw from is depleted, shuffle it's corresponding discard to for a new deck and then continue with the draw.

If an effect allows a player to draw, but does not specify which deck to draw from they draw from their Servant's attack deck.
Emiya Shirou (Card)

This article is about the card Emiya Shirou of the master Emiya Shirou. For for other versions, see Emiya Shirou (Disambiguation).

## Emiya Shirou (Card)

### Source

Fate/Stay Night: Unlimited Blade Works (2014)

### Source

Fate/Stay Night

This is the main ability card of the master Emiya Shirou.

## Effects

* *Inexperienced* - You start the game with 2 mana.
* *Projection Magic* - Add [Kanshou & Bakuya] to your skill zone.
* *Avalon* - The first time you would be eliminated from the game, you are not.

## Rulings

* The final round of the game has no elimination phase. Avalon cannot extend the game.

## Patch History

* Launch *— Released*
* Update 12 *— Added mana loss to Avalon*
God Hand

God Hand is Heracles skill

## Effects

* [Reveal Servant Name]
* *12 Labours, 12 Lives* - If you lose the fight, gain 3 VP, each winner of the fight loses 3 VP, this card is removed from the game and each of your other copies of [God Hand] premanently gains +3 power.

## Rulings

* The power gain is ongoing effect that last for the rest of the game

## Hints

* Best not to use more than 1 God Hand since the bonus power only happens after the round.
Emiya Kiritsugu (Servant)

Emiya Kiritsugu is an Assassin Class Servant, summoned in the Assassin Slot.

## Playstyle

Emiya Kiritsugu is a Scammer capable of removing an objective from his battlefield, gaining the VP for himself without fighting. This combined with the ability of forcing opponents to spend VP or fight manaless makes fighting on his field unlikely to yield any rewards. However with Emiya almost solely relying on objective removal to gain VP combined with it being a significant resource expenditure, has him encouraged to carefully choose his targets.

He synergizes well with both Combat and Mana masters. Extra combat power allows for easier Objective removal and can give him the combat win he needs to survive. Additional Mana gen or Mana refund makes for greedier usage of Chronos Rose without running out of resources.

## Hints

* Carefully pick the opportunities to use Rose. Generally spending at least 5 mana to collect a 2 VP objective where you still lose the fight afterwards is that not a good investment.
* If the 3 terrain spot in Shinto is open and you have a Surveil in your hand you can deploy there and collect an Objective with Rose + Surveil since you will have 13 power and then go to Recon.
* You can also use the Objective discard to deny your opponent an advantegous battlefield which may end up winning you the fight, making the low VP Objective discard a worthy investment.
* Most of the time, Phantasm Punishment only has value if you go before your opponents in turn order, since if you are after them, they already paid their mana.
* Using Phantasm Punishment in combination with Chronos Rose when you are on the +3 terrain spot guarantees an objective removal since you have 13 power and your opponents will get hit by Cut and Tie.
Kirschtaria Wodime

## Playstyle

Kirschtaria is a combat master with a very powerful attack, but he can only play it 2 specific rounds, which he chooses at the beginning of the game.

In addition to that he adds a resource to the game named Theos Klironomia, that players can fight for and then exchange for mana or power. Kirschtaria himself can also pay with Klironomia to expand the Olympian Lostbelt.

## Hints

* Anima Animusphere plays well with Bulwarks while the Klironomia/Olympus works well with Skirmishers and Nukers. Servants that utilize both halves of his kit well are rare.
* When choosing rounds for Astromancy you should consider when you need it and when you can afford to play it:
	+ Round 8 and 9 are usually good rounds to have it available, unless you're going last
	+ Choosing a round where you go first is usually not ideal, if it means that you wont have enough mana the next round to go all out with your servant
* Expanding immediately after having 5 Klironomia is usually not the best idea. It is better used when there are only a couple of objectives left in the deck which should happen around round 8-10, so the effect will be immediate and more targeted against your remaining opponents.
	+ Sometimes the Olympean objectives are not worth it and spending your Klironomia on power or mana might be the correct call
Dead Face

This is the Ascension card for the Master, Kishinami Hakuno ♂

## Effects

**Action**: Pay 1 mana. Move an [Analysis] card from a player to another. You may use this ability multiple times per round.

## Rulings

* Dead Face cannot be used to move Analysis from NPCs.

## Patch History

* Update 4 - Released
* Update 12 - Removed Analysis transfer and changed to round 5 limit.
* Update 17 - Ascension rework.
Angra Mainyu

Angra Mainyu is an Avenger Class Servant, summoned in the Extra Slot.

## Playstyle

Angra Mainyu mainly gets his VP from *losing* fights. He uses Tawrich & Zarich to cycle his deck to draw his Avenger Class cards, in other to use Empathy to discard them and steal VP from the winners of his fight. He ultimately uses Infinite Remains to put his discarded Avenger Class cards into play for respectable combat power, if he had lost last round. In other cases Infinite Remains is used to repeat his VP steal albeit with a forced wait to not put the avengers into play.

Heavily favours Masters with deck cycling and/or Mana generation to quickly and more consistently draw the Avenger Class cards. Tohsaka Rin, Julius Belisk Harwey and Kishinami Hakuno ♀ are some of them.

## Hints

* An ideal play cycle would go:
	1. Have 3 Avengers in hand.
	2. Play Empathy and drain 6 VP.
	3. Play Infinite Remains the round after and win a fight.
* When playing against Angra Mainyu it's important to disrupt his play cycle if possible. If Angra uses Empathy on a battlefield with low VP value, it may be more worthwhile to tie with him in power since he would gain less VP than he would drain if he lost. Furthermore Angra is still forced to discard his hand, while also having won a fight last round, preventing him from putting Avengers into play with Infinite Remains.
Caster Class

Caster Class is the default class skill for caster servants. It is together with Archer Class the premium skill for out of combat VP generation in the game. Played early Caster Class can provide you with enough VP to easily get into climax on its own. This is however a massive mana and time investment. On top of that Caster servants are ill-suited for one on one combat, which means that they will fail to claim ultimate victory, unless they generate enough VP over the course of the game, that a loss in the final round is rendered irrelevant or they have saved up on enough resources to beat out otherwise superior combat servants.

## Effects

* X is 16 minus the current round number times 2.
* *Territory Creation* - **Permanent**: When you deploy in the [Magic Workshop] gain 1 Mana and 2 VP.

## Rulings

* Permanents stay in play and keep providing their power to you.

## Hints

* While it is often tempting to get Caster Class into play as soon as possible, delaying the card for a couple of rounds is often the optimal play. With a strong hand and a master with an affinity for winning cheap fights, you can easily generate 3 rounds worth of Caster Class VP in just one, while saving mana, command seals and denying opponents VP.
* If you master generates passive VP, disregard everything mentioned above. VP gain scales incredibly well with even more VP gain. Getting Caster Class out as early as possible is your ideal path to victory.
Chronos Rose

Chronos Rose is one of Emiya Kiritsugu's skills.

## Effects

* Reveal Servant Name
* *Laser Focus* - **Action**: Calculate your total power (do not apply unresolved combat effects). If it exceeds 12, claim one objective on your battlefield. Gain its VP and discard it.

## Hints

* When an objective is protected by Oath of Protection you can not claim it.

## Patch History

* Launch *— Released*
* Update ?  *- Power Increased*
In Play (Zone)

Attacks that are played or have been put into play through other means enter this area. Face-up attacks that are in play are referred to as *active*.

Each player has their own 'In Play' area. Cards in it are considered to be *controlled* by that player*.*

With the exception of non-attack cards that belong to your master, passives, lingering effects and status effects you ignore the effects of cards that are not in play.
Power

There are two concepts in the game commonly referred to as power. One is the total power of a player, a numerical value that they compare with opponents in their fight and the other is a value on an attack card, that tells you how much power controlling said card provides to the player.

Power is an impermanent value; it only exists when measured. You never have to keep track of when ongoing effects that modify power have entered play.

Effects that modify an attack's power can only modify the power of card that are currently in play. Cards that are currently not in play or that are currently being played cannot have their power (or base power) altered.

## Calculating Power

When determining a player's total power go through these steps in the following order:

1. Apply effects that modify the base power of their active attacks.
2. Apply effects that modify the power of each of their active attacks.
3. Determine their Terrain Advantage.
	1. Apply all additive effects
	2. Apply all multiplicative effects
	3. Apply all 'set' effects
4. Add up the power of their active attacks to their Terrain Advantage
5. Apply effects that add or subtract to the player's power/total power
6. Apply effects that set a players power/total power to a certain value.

For each of these steps individually adhere to the common effect layering hierarchy.

No power (or Terrain Advantage) value can ever be negative.
Infinite Remains

Infinite Remains is one of Angra Mainyu's skills.

## Effects

* *Unlimited Raise Dead* - **Action**: Put all Avenger Class cards from your discard into your hand. If you lost a fight last round, put them in play instead.

## Hints

Infinite Remains is like a reward for Angra not stealing VP, as he can pull all Avenger Class cards back into his hand if he didn't lose fights last round. It's an extremely strong skill, and pairing it with Empathy at a round where Angra has enough mana, it can boost Angra's VP while destroying the game of another player. Just be careful to not do this and accidentaly win the fight, as then all preparation would go to waste.
Anima Animusphere

Anima Animusphere is an attack skill of the master Kirschtaria Wodime.

## Effects

* *Astral Circuits* - **Passive/Combat**: If you noted down this round with [Astromancy], play this card paying its cost (you don't require 8 mana). This card cannot enter play through any other means. Ignore your other attacks' power when you calculate total power.

## Hint

* While your attacks do not add their own power to your total power, they can still increase your power with effects.
Avenger Class

Avenger Class is the default class skill for Avenger servants. It's usually played as a setup for Avengers to fight on future turns, and is usually a card like to be kept in play for as long as possible, as it serves for both winning fights and for intimidating opponents. As it's only deactivated after winning against a player, Avengers want to keep this card and possibly win uncontested fights before going all in.

## Effects

* **Combat**: Your other attacks have +1 power.
* *Unspeakable Hatred* - **Permanent**: This card remains in play until you defeat at least one other player.

## Rulings

* Avenger Class cards do increase the power of other Avenger Class cards
* Winning against an NPC does not deactivate Avengers.
Face-down Attacks

An attack that is in play, yet face-down. Such a card loses all types, costs and power and - while in play - is not even considered an attack for the purposes of effects, unless those effects specifically refer to face-down ones.

The effects of face-down cards are also ignored except for passives.

Attacks can become face-down through deactivation or by being played face-down.

## Hints

* Unless you have an effect that allows you to activate a face-down card, playing a card face-down is effectively the same as discarding it. You avoid paying for its cost and other players don't see the card, but that is all the benefit you get.
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Fou

## Playstyle

Fou is a simple all-rounder Master. Fou's main mechanic is centered around Command Seals. At the end of a round where you spent 1 or more Command Seals, you must choose a skill that returned to your skill zone this round. For the rest of the game, that skill gains +1 power and costs 1 mana less, down to a minimum of half its printed cost. This allows Fou to fight with more power while also spending less resources, making him a great combat Master.

Fou's generic ability makes him viable for nearly every Servant, but he works best with a servant, who already has a cheap skill they like to play often.

## Hints

* Although you start the game with three Command Seals, it is possible for Fou to have more than three "Mark of the Beasts." "Contain Neutral Threat" is Fou's best objective, as it will give you the most value throughout the remainder of the game.
* Fou's ability has a unique interaction with Permanent and <Once per Game> attacks. You may only choose an attack that returned to your skill zone on the same turn you used one or more Command Seals. Permanent attacks such as Caster Class cannot receive a "Mark of the Beast" if they did not return to your skill zone on the same turn, which would require it to be deactivated by an external source. <Once per Game> attacks are removed from the game at the end of the round, meaning they cannot receive a "Mark of the Beast." However, if they are returned to your skill zone by an external source, they may receive a "Mark of the Beast" on that turn, if you used one or more command seals.
* Fou's ability works best when you use no more than one Command Seal per turn. Even if you use two Command Seals, you may only do "Mark of the Beast" once. It is best to spread out the usage of your Command Seals to get the most value from "Mark of the Beast."
* Although a Skill cannot cost less than half its printed cost, you may still target it with "Mark of the Beast" to increase its power without reducing its cost.
* Two generic premium targets for a mark are Lancer and Assassin Class
Fleur de Lys

Fleur de Lys is one of Chevalier d'Eon's skills.

## Effects

* [Reveal servant Name]
* **Combat:** You may [parry] up to 2 additional times.
* *Parry* - **Passive/Combat:** Discard a card. Deactivate an attack with the same base power, that an opponent in your fight played this round. If you did, this card gains +3 power.
Emiya Shirou (Disambiguation)

Disambiguation page for Emiya Shirou (Disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
* Master Emiya Shirou from Fate/Stay Night
	+ Master card of Emiya Shirou
* Master Emiya Shirou from Today's Menu for the Emiya Family
	+ Master card of Emiya Shirou
* Archer Servant Emiya Shirou
* Archer Servant Emiya Shirou (Alter)
Kishinami Hakuno ♂

## Playstyle

Kishinami Hakuno is a simple combat master. His main mechanic is centered around the game "Rock, Paper, Scissors." On your combat turn, you may challenge an opponent at your location to three games of "Rock, Paper, Scissors." Depending on the amount of games you win, you can earn up to an extra +5 total power, the ability to give out more Analysis, and you may defeat your opponent. However, if you lose all three games, you are defeated. In addition to the ability to play "Rock, Paper, Scissors," you also have the option to reduce your power by 2 in order to give an opponent at your location an Analysis. For every three copies of Analysis an opponent has, they forfeit one game of "Rock, Paper, Scissors." Overall, Kishinami Hakuno is a very powerful combat master since he has the ability to apply various effects on his combat turn, after all opponents have already played their cards.

## Hints

* According to statistics, on average, Rock and Scissors each have a usage rate of roughly 35%, while Paper has nearly a 30% usage rate. Additionally, younger people tend to choose Rock more than older people. Men are also more likely to choose Rock over women, with a 35% throw rate as opposed to women's' 25%. On the other hand, women have a 38% usage rate for Paper, while men only have a 31% paper usage rate. Furthermore, men are also more likely to continuously choose the same option, whereas women are more likely to change up their strategy. Try and cross reference these psychology statistics when you play, you may get lucky. (World Rock Paper Scissors Association)
* On turns where you do not plan on winning a fight, it is generally a good idea to be on a battlefield during your combat turn. This way, you can spread Analysis for when you plan on fighting in later rounds.
* Generally speaking, it is not always a good idea to play "Rock, Paper, Scissors" if you are not winning a fight. Sometimes, playing it safe and dealing Analysis can sometimes be the better move than risking it for a chance to win three games. [1]
Leonardo Bistario Harwey

## Playstyle

Leonardo is a Master who is capable of win streaking and gaining bonus objective VP. Born to Rule allows Leonardo to gain +3 total power if he wins a fight during the previous round, and +5 if he won fights during 2 consecutive rounds. Regardless, don't be baited into fighting even if you have the +5 bonus if you're spending every resource you have left. Remember that the game is played over 11 rounds, not 3.

In tandem with his win streaking power, Regal Emanation allows increases the VP value of objectives in his fight, making his wins more valuable than the average fight. Winning double objective fights grants 2 extra VP, making these fields more valuable for Leonardo.

## Hints

* It can be very beneficial for Leonardo to tie with the Assassin on the table, to get Born to Rule rolling for cheap.
* Leonardo does best with relatively cheap skirmisher-type Servants allowing him to patch their relatively lower power to low Nuker levels. In the absence of such choices, Nuker or Thrasher type servants can suffice as long as they can win fights.
* Regal Emanation increases the VP and Mana value on objectives for not only you, but also for your opponents. Leonardo's fights often become a higher priority for the table as opposed to the other battlefield.
* Regal Emanation affects Open Leylines as well increasing the refund on that field for everyone in that fight. This can be a good time for either a down turn, or to cheapen your all-out turns.
Kirschtaria Wodime (Card)

This is the main ability card of the master Kirschtaria Wodime.

## Effects

* *Head Crypter* - You tend the [Atlantean] and the [Olympean Lostbelts]. [Expand Atlantis]
* **Action**: Pay 5 [Klironomia]. [Expand Olympus].
* *Astromancy* - Secretly note down 2 round numbers. Add [Anima Animusphere] to your skill zone.

## Rulings

* You choose your rounds for Astromancy after receiving your servant and after turn order is determined.
Teardrop Photon Ray

Teardrop Photon Ray is one of Altera's skills.

## Effects

* [Reveal Servant Name]
* <Once Per Game>
* *Orbital Strike* - **On Play:** Attach this card to your battlefield. When you fight here after this round, add it to your attack. Then, while you're in the game draw all objectives for this location from the [Destroyed Civilization] deck.

## Hints

* Note that it is added to your attack when you fight *after* the round you play it.
* Before playing Teardrop, carefully consider your opposing servants as the cost to play is massive and could risk your enemies running off with the increased VP you provided them.
Darnic Prestone

## Playstyle

Darnic Prestone is a relatively simple master who focuses on mana generation with a tinge of terrain advantage. Home Turf allows you to grab valuable terrain when its unoccupied. Soul Eater also allows you to set your mana value back to 4 when you win, allowing you to avoid the detriment of losing 2 VP at the end of the round.

Darnic while not very involved directly with his Servant, allows you to utilize the Servant's mana intensive skills more often, assuming you win, marking him a relatively risky master. In contrast to most Masters who need to burn command seals to play expensive skills during consecutive climax turns, Darnic can play those expensive cards every climax turn assuming you win, giving Darnic a winstreaking playstyle in climax.

## Hints

* Deploying on the +1 value terrain space when someone is on the +3 space in Shinto is relatively risk free, especially if you know that they are the Archer and want to leave Shinto to go to Recon. This allows you to nab both the +3 and the +1 space, giving you a total terrain value of 4.
* Avoid enemy Osakabehime at all costs. Darnic cannot choose to not claim terrain, making him susceptible to the [defeat] from Castle Drop.
* Open Leylines allows Darnic to set their mana value back to 6 if they win, giving him a sizable refund on expensive cards on this battlefield. The worst case scenario lets you avoid the VP loss from Soul Eater if you lose provided you ended with at least 1 mana.
Bölverk Gram

Bölverk Gram is one of Sigurd's skills.

## Effects

* *Cursed* - **Passive:** While this card is revealed, lose 1 VP at the sttart of each round.
* *Blade Storm* - **Passive:** All your basic attacks have: '**Action:** Pay 2 mana. Double the base power of this card. Remove it from the game after combat.'

## Rulings

* You are able to use *Blade Strom* on Angra rounds as the **Action** ability is added onto to your basic attacks through the **Passive**.
Brynhildr Romantia

Brynhildr Romantia is one of Brynhildr skills.

## Effects

* [Reveal Servant Name]
* *Heavy Heart* - **Passive**: When you are on the same battlefield as your [beloved], this card loses Agility, gains Strength and doubles its base power and mana cost until the end of the round.

## Rulings

* Heavy Heart remains active even if your beloved leaves your battlefield.
Ishtar

Ishtar is Archer class Servant summoned in the Archer slot.

## Deck

**Strength 2****Strength 3****Agility 2****Agility 3****Agility 4****Magic 2****Magic 4** x2**Magic 5****Surveil** x2**Preparation**
## Playstyle

The Goddess of Venus Ishtar is a powerful Scammer who has the ability to gain VP by Archer Class and blast her enemies from a safe distance. She does that with her Noble Phantasm An Gal Ta Kigal Šhè which gives her the ability to remove herself from the board and choose to win a fight in which her total power overpowers the winner of that fight. This leaves her uninterruptible for her enemies, forcing them to beat your power check which leaves low power Servants in the dust. On top of that, thanks to her Divine Authority, she is able to play her Noble Phantasm in the Combat phase which may surprise win a fight and if revealed, is a giant threat. Not being on the board also comes with disadvantages, mainly not being affected by the objectives while they might help her opponents, making winning fights with multiple objectives quite a difficult task for her.

## Hints

* Use your surprise factor. Before you are revealed, your opponents are not aware of the power check you possess. That can you give the win you need to secure enough VP to get yourself a spot in climax.
* You love and hate Break Bounded Fields. If you are outside of it, you can use them to your advantage, winning against opponents who think they are safe or Servants who are Special type reliant. But if you yourself are trapped in a Break Bounded Field, you are very doomed since your power without Special type attacks is very low.
* With 2 Surveils in your deck, you can Surveil + Archer Class into recon giving you a 20 power check after exchanging your Surveil, but also granting you 2 VP from recon if you can not find a win. You are also one of the rare Archers, who can safe themselves from being pulled, preventing the 5 VP loss. Doing so is still very expensive though so it is not recommended to provoke a pull.
* Look at your match ups. When you have 2 choices to win a fight with your Noble Phantasms, you should consider which opponent you are denying the win because you do need a low power Servant as your opponent to have a good chance to win the climax rounds.
Excalibur

Excalibur is one of Artoria's skills.

## Effects

* [Reveal Servant Name]
* *Sword of Promised Victory* - **Combat:** Gain +4 total power during Climax. If you win the fight and it's round 11, win the game.

## Rulings

* Climax are the last 3 events to a game, they generally involve elimination of the player.

## Hints

* Avoid playing Excalibur before climax if possible since it makes Invisible Air cost more as well as being a generally inefficient card.
* Once you reach climax Excalibur becomes exceptionaly strong due to the events giving a lot of mana and the effect of having +4 power for a total of 16 power.
Tohsaka Rin

## Playstyle

Tohsaka Rin is a simple utility master who relies on Gems to do a range of things from drawing, adding power to her attacks and gaining Mana. She starts the game with 10 Gems with no way to regain them back so Gem economy management is key to playing Rin well. Her tools while basic in theory, can be incredibly rewarding when utilised properly. Rin is a master for those looking for something with a low skill floor but want someone with the potential to go far.

## Hints

* While her detriment seems like it forces you to fight Round 1, you shouldn't be afraid to not spend it on Mana or Movement or even lose it by not spending it at all.
* Her Gems are incredibly useful in terms of minimising her downturns. Each Gem is worth 1 Mana so you can gain 4-5 Mana per a round presuming you are grabbing 2 Mana from Events and a spot in Magic Workshop, alongside the Gem mana.
* The Power of Gandr Shot should never be overlooked. It being Magic with the base power of 1, it can become a 5 Power card on Fated Confrontation or a 3/4 Power card with magic focused Events or Objectives. Even when its not being powered up, that extra 1 Power can be the difference maker in some cases.
Instant Effect

Instant effects are effects that change the game state in one shape or another. In contrast to Ongoing Effects they do not directly influence the game state.

Ongoing effects end at the end of the round, when the card is deactivated (in the case of non-passives only) or when the card is removed from the game; whichever happens first.

## Examples of Instant Effects

* Drawing Cards
* Putting attacks into play
* Claiming a Terrain Space
* Deactivating attacks
* Moving a player
* Gaining/Losing Mana or VP
* Applying a Status Effect

*Note: Gaining/Losing Power is not an instant effect.*

## Effect Ordering

It is possible for multiple instant effects to go into effect at the same time. In that case order them as such:

1. Resolve effects from Events
2. Resolve effects from Objectives
3. Resolve effects from cards owned by players in turn order

If there are conflicting Event or Objective effects resolve them in the order of them entering play.

If there are multiple effects by one player, that player decides the order in which their effects should be resolved.
Lancer Class

Lancer Class is the default class skill for lancer servants. It serves as a general purpose utility tool for many different jobs; it allows you to deploy in the workshop to reach 8 mana and still fight in the same round, it allows you to gank players in Miyama from Shinto and it allows you to go to Recon from anywhere for just 3 mana generating 2 VP per round.

## Effects

* *Hunt down* - **Action**: Move to any location besides the [Magic Workshop].

## Hints

* Many lancer servants are designed with Lancer Class in mind. The ability to move after playing cards and activating some effects is often relevant for servants with this skill. When you are learing a new lancer you should keep an eye out for synergies with mobility.

## Patch History

* Launch *— Released*
* Update 15 *— Increased Power from 4 to 5. Gained Agility.*
Celenike Icecolle

## Playstyle

Celenike is a simple master with a basic VP to Mana mechanic. What makes her stand out is how her mana gain works. By sitting in the workshop at the end of Combat, you are forced to lose a VP to gain 2 Mana which can force you into negative VP amount. This can be detrimental but she has an inbuilt catch up mechanic with Blighted. By losing fights, you grant Blighted to its winners which you can cash in for a 2 VP steal on a later win. This makes up for the mandatory loss and makes her an interesting VP generation Master.

## Hints

* Don't be afraid to throw some fights to grant Blighted. Sitting in Workshop for long periods of time can cause her to struggle hard to catch up. Walking into Miyama can mitigate this and allow you to catch up on following rounds.
* You shouldn't be afraid to go into the negative on Round 1. Having an extra 3-4 Mana at your disposal going into Round 2 onwards can be rewarding when paired with cheap servant, plus it makes sure you always take the +12 on Desperation Move.
* With Blighted, she works best with Scammer servants like Cu Alter or servants with Caster Class as you can keep the entire board low while you race ahead in short bursts.
India (Lostbelt)

## Yuga Cycle

The Yuga Cycle changes which objectives are available for Pepe to expand each round, they also determine what X is on India objectives. Keep track of the current round number to update the Yuga and the pool of objectives when necessary. The Yuga Cycle exists independently of Pepe; if an India objective shows up and Pepe is eliminated, use the Yuga Cycle for the current round to determine what X is.
Fujimaru Ritsuka (Female Master)

This is the Master Card for the Master, Fujimaru Ritsuka.

## Effects

* *Gacha Queen* - You have 2 Servants. Combine their decks. Assign one as [Fighter] and one as [Support]. The [Support] and their skills are not in the game.
* *Tag* - **Outpost:** Discard your hand, then draw 3 cards. Your [Fighter] becomes [Support] and vice versa.
References

Some card effects refer to other game objects or abilities by name. Such references are written in [Brackets], unless it is a servant or master referring to themselves by name or class. A bracketed term, that does not refer to any game objects or abilities, indicates a status effect.

## Self-References

If a master's or a servant's effect refers to a card or effect originally owned by them or to themselves in a way that is more concrete than 'your servant' or 'your master', that reference becomes a self-reference.

When an effect self-references to a master or servant, copies created of that card or when that card changes possession that effect will cease to function.

If the effect self-references to a card or effect the effect will also fail, unless said card or effect has also changed possession.

The one exception to that rule are self-referential effects on cards that can change possession through means provided by the master or servant they originally belong to.

## Examples

* Pretender Class refers to Pretender. If copied
* Terraform self-references to Ereshkigal's Blessing of Kur. Unless you have a Blessing of Kur yourself, a copy of Kur Kigal Irkalla's Terraform has no effect.
* Mephisto's Noble Phantasm Tick-Tock Bomb can create and gift copies of Combustive Centipede to other players. The copies refer to the original Mephisto.
Fujimura Taiga

## Playstyle

Taiga is a incredibly gimmicky Master who actively makes it harder for her to win the game as she wins fights. When she wins fights, she gives each loser in her fight a Tiger Stamp. For each Tiger Stamp she gives out, she gains 1 VP but also increases the Opponent's power by 1 for each Stamp they control. While it caps at total three power, it can be the huge difference between winnable and unwinnable fights. Pair this with her 3 Mana start, Taiga an incredibly rough master to start off with but should be picked if you want an unconventional challenge while having fun with the meme queen herself.

## Hints

* A key aspect of playing Taiga well is communication. You will be amazed how much VP you can gain by convincing your opponents to invest in Tiger Stamps.
* While Taiga won't help you win games, in Competitive Play where placements in Climax matter more, Taiga can be a good pick. With the highest amount of tokens at her disposal and valuable VP gain, she has the extra resources to help her get the results needed to exceed in that format.
Oberon Vortigern

Oberon Vortigern is a Pretender class Servant summoned in the Extra slot.

## Playstyle

Oberon is a Pretender masquerading as a Ruler. As such, he is capable of similar amounts of control that other Rulers have. He cannot however gain VP from making other players play cards, making his Ruler Seals a little more restrictive. In exchange, once he reveals, Oberon gets a massive burst of VP the longer he remains unrevealed on top of a burst of power as well.

If one can keep Ruler seals on people while making it to climax, a revealed Oberon can use his Ruler seals for Avenger class cards to further his power. As such, VP masters or combat masters that help him win without revealing can go a long way to securing climax for The King of Insects.

## Hints

* Spending the first few rounds setting up Ruler seals on people is not a bad idea, unless you find battlefields where you can win.
* Keep track of how many Angra rounds have passed the later the game goes on. The only way for you to reveal outside of other player's shenanigans is your NP. It's not a bad idea to use your NP round 6 or 7 if you really need the burst of VP depending on how many Angras have been revealed.
Rider Class

Rider Class is the default class skill for rider servants. With the right hand of cards this skill grants you a cheap, yet massive power bursts. However, since the card you will draw of the **On Play** effect will be random, Rider class is best played alongside another skill so you don't have to rely on luck to draw a playable card. As such it should be considered as a boost to your servants other skills and not necessarily as a viable standalone attack.

## Effects

* **On play**: If you play this card alongside a basic attack, draw a card
* *Summon mount* - **Action**: Play up to 3 cards from your hand with a base power of 3 or less.

## Rulings

* 'Cards played alongside' only includes cards played at the same time as Rider Class
* Summon Mount cannot play face-down attacks, since they have no power, not 0 power.

## Hints

* Most Riders need a full 3 card play off of Summon Mount to be competitive on highly contested fields, thus managing which cards you keep in your hand, keeping track of your remaining deck and sometimes even playing cheap skills just too keep certain cards in your hand can be essential to succeeding with a Rider Class servant.

## Patch History

* Launch *— Released*
* Update 18 *— Added the On Play effect.*
Okada Izou

Okada Izou is a Assassin class Servant summoned in the Assassin slot.

## Playstyle

Okada Izou is an Assassin who leverages the threat of VP loss from the *Vicious Backstab* Passive of Man-Slayer. The threat of defeat on top of VP loss can sometimes coerce people into tying with you for Assassin class. He can sit on valuable battlefields like a vulture, waiting for other players to leave to play more cards. Befitting his personality, an opportunistic approach serves Okada best.

He works well with both Combat and Mana masters, allowing him to play his skills more often, or outright threaten bigger fights. His cheap skills and relatively high (for an assassin) power should not be underestimated.

## Hints

* Man-slayer's VP loss is triggered regardless of whether or not the [defeated] servant ignores the status, whether by Luck or other skills and abilities. Leverage this into making your opponents think if its even worth beating you.
* Sitting in Shinto when you know someone else wants to Surveil to Recon can be useful to bump up your Assassin class power check.
* Shimatsuken is a card who's value varies from table to table. It's not a bad idea to set it up on fields where Agility cards have their power boosted by events or objectives.
* An Okada that has not played skills yet can catch the table by surprise. Try getting one or more card plays from the effects of *Are you mocking me?* before actually using the skill as the surprise factor can swing some fields.
Photon Ray

Photon Ray is one of Altera's skills.

## Effects

* [Reveal Servant Name]
* **Passive/Action:** Reduce the cost of Altera's skills by the highest, face-up objective VP on your battlefield.
* *Sword of Mars* - **Action:** Your attacks cannot be deactivated and their power cannot be reduced.

## Rulings

* Prolongation is not reduction for the purposes of *Sword of Mars* as it stops attacks from gaining power.