recursal/Fanatic-Fandom huggingface dataset:
Fly

Fly was added at the start of Season 46 (Beta 46.0). Previous Versions can be found here.

Fly is similar to Temmie, being a 2G Charge monster. However, it only has 1 ATK and no Dust. Instead, it has Shock, which means that while it's on the board, a copy of itself will be summoned if you cast a spell with a base cost of 2G or higher. However, the copy will become silenced, before regaining Charge.

The result from this is that a player is not rid of any initial attacks from any Fly, but the player is unable to turn 1 Fly into 4 with just 2 spells.
Moldstack

## Moldaverage

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

Moldstack, as one of Moldbygg's attacks, works very similar to it, being also a Mold with Taunt and a Dust to give its owner a new Mold. But instead of a Moldsmal, it will instead choose a random Mold on your board (except itself, of course). As such, if you have none, none will be given.

Compared to Moldbygg, Moldstack has -2 ATK for -2G, making it a more effective Taunt (albeit vulnerable to Muffet's Pet). However, the Mold that is given will be added to your hand rather than directly summoned, giving less board pressure as a trade-off.

Fortunately, Moldstack lacks the restriction that Moldbygg has (and even lacks a Magic entirely), making it a better monster in the case of direct summons.
Orange Laser: Previous Versions

Current Version can be found here.

Orange Laser was added in **Beta 6.6**. Its first change happened in **Beta 12.1**, where its ATK was buffed from 0 to 1. As a result, it will not die instantly from Madjick. Blue Laser got the same change.

### Stats

ATK:

* 0 (Post Beta 6.6)
* 1 (Post Beta 12.1, Current)

HP: 8

Cost: 4

Ability: Start of turn: Deal 3 DMG to all enemy monsters that didn't attack last turn (except those played last turn).

Rarity: White (Common)

## Trivia

* Its description was updated to clearify it cound't affect monsters that were just played.
	+ Beta 33.1 fixed the typo of "atleast" to "at least".
Omega Flowey: Boss

Omega Flowey was the Boss during Season 46 (May 2020).

## Overview

Omega uses a deck containing 102 cards, only consisting of Plants and cards supporting them (like Gardener Asgore):

* Green Flower
* Red Flower
* Blue Flower
* Dark Candy Tree
* Donation Stump
* Flower Can
* Flower Jar
* Flowey
* Parsnik
* Tree
* Gardener Asgore

## Rules and Passives

* Boss: Starts with 30 HP and 100 cards. Immune to Fatigue.
* Boss: Turn start: Can Save and Load at will.

During Bad Time:

* Boss: Starts with 30 bonus HP (doubled to 60).
* Boss: Better AI.

 Prices and Rewards

* *See the Category page.*
Plated Pipe: Previous Versions

Current Version can be found here.

Plated Pipe was added in **Beta 51.0** as a 6/5 for 8G Armor monster that would add a Mine to the enemy's deck every time it takes DMG. **Beta 53.0** changed Armor, but this only caused a wording change for Plated Pipe. **Beta 54.1** gave it -1 cost and ATK, changed its Armor to only take 1 less DMG during the enemy's turn (so temporary Armor without actually having Armor) and instead of adding a Mine, it will deal 2 DMG to the opponent right away.

### Stats

ATK:

* 6 (Post Beta 51.0)
* 5 (Post Beta 54.1, Current)

HP: 5

Cost:

* 8 (Post Beta 51.0)
* 7 (Post Beta 54.1, Current)

Abilities:

* Armor (1). Whenever this takes DMG, add a Mine to the enemy's deck. (Post Beta 51.0)
* Armor. Whenever this takes DMG, add a Mine to the enemy's deck. (Post Beta 53.0)
	+ **[Unchanged. Updated wording due to Armor rework.]**
* Takes 1 less DMG during the enemy's turn. Whenever this takes DMG, deal 2 DMG to the enemy. (Post Beta 54.1, Current)

Rarity: Purple (Epic)
Scarf Mouse: Previous Versions

Current Version can be found here.

Scarf Mouse was one of the 20 new cards added in **Beta 6.6**, but got its first change already in the next update. Originally, Scarf Mouse was a 2/2 monster for 2G, able to silence an enemy monster of your choice. **Beta 6.7** lowered its HP to 1, but this was returned to 2 in **Beta 7.1** and instead, its cost was increased to 3G. **Beta 9.3** nerfed it yet again, as now it can only silence the monster in front of it. **Beta 18.1** buffed it by increasing its HP to 3.

**Beta 37.0** buffed it quite a lot by changing its Magic to Silence a monster of your choice, exactly the same as Nacarat Jester's Magic. **Beta 40.0** nerfed its HP back to 2. **Beta 41.1** nerfed it further by limiting it to enemy monsters again, making it the exact same as its Beta 7.1 version.

### Stats

ATK: 2

HP:

* 2 (Beta 6.6)
* 1 (Post Beta 6.7)
* 2 (Post Beta 7.1)
* 3 (Post Beta 18.1)
* 2 (Post Beta 40.0, Current)

Cost:

* 2 (Post Beta 6.6)
* 3 (Post Beta 7.1, Current)

Abilities:

* Magic: Silence an enemy monster. (Post Beta 6.6)
* Magic: Silence the monster in front of it. (Post Beta 9.3)
* Magic: Silence a monster. (Post Beta 37.0)
* Magic: Silence an enemy monster. (Post Beta 41.1, Current)

Rarities:

* White (Common) (Post Beta 6.6)
* Gray (Basic) (Post Beta 30.0, Current)

### Trivia

* Beta 26.0 added this to the starting cardpool.
	+ This resulted in it gaining the Basic Rarity in Beta 30.0.
MTT TV: Previous Versions

Current Version can be found here.

MTT TV was added in **Beta 45.1** as a 3/4 for 4G monster. **Beta 46.0** already gave it +1 ATK, while **Beta 47.1** gave it +1 cost and **Beta 55.0** gave it +1 HP.

### Stats

ATK:

* 3 (Post Beta 45.1)
* 4 (Post Beta 46.0, Current)

HP:

* 4 (Post Beta 45.1)
* 5 (Post Beta 55.0, Current)

Cost:

* 4 (Post Beta 45.1)
* 5 (Post Beta 47.1, Current)

Ability: All cards cost 1G more.

Rarity: White (Common)
Mad Mew Mew

Mad Mew Mew was added in Beta 28.0. Previous Versions can be found here.

It's the first (and only until Beta 36.0) card to appear in Undercards that is exclusive to the Nintendo Switch version of Undertale (and also before anything exclusive to the PS4 version).

## Overview

When used, you will be able to summon a copy of a monster on the board, similar to Angel of Death. However, you can only use it on ally monsters, can't target DT monsters, and their stats are halved, with odd numbers rounding up.

This is very useful on cards that have either passive, end of turn, or Dust effects, as this lets them double their effect. Mettaton NEO is an odd card to use this on, as it will deal 5 damage twice compared to 10 damage once. This makes it vulnerable to Armor. Red Wagon's effect is identical to its copy, making for two of the captured monster. This works similarly with other capturing mechanics.

## Card Skins

* Cute Mew Mew (by BlueKitty12)
* Nyan Mad Mew Mew (by Jake Horror)
* Lovely Mew Mew (by Moonlightring)
* Switch (by Jake Horror)
* Kawaii Mew Mew (by Jacky Bunny - Fan Artist)
	+ Originally available through Pass Quests.
Receptionist 3

Receptionist 3 was added during the Halloween update of Beta 16.0.

This card has the ability to summon a random enemy monster from the enemy player's hand. It will not work if their board is already full.

## Combo's

This can be very useful if you predict the enemy having a lot of strong monsters with Magic or Future, which would be cancelled out due to them being summoned during your turn. Monsters like these include Gaster Follower 3, Onion San and Undyne. You can use Echo Flower to take a small look at what they have in their hand before using this. Keep in mind that these monsters often still have pretty solid stats, but with Taunt, a low cost and 6 HP, that shouldn't be that big of a problem.

## Counters

Likewise, it is also possible that the enemy has a lot of monsters with Dust or generally strong effects/stats, with the biggest problems being Mettaton NEO, The Heroine and Chara.
Small Bird: Previous Versions

Current Version can be found here.

Small Bird was added in **Beta 5.2**. It's a simple 4/4/4 monster that ignores the Taunt of enemy monsters. **Beta 13.1** gave it its first change by adding a Magic effect to it. This Magic makes it gain Haste if there's a Taunt monster on the board. **Beta 18.1** expanded that Magic by also giving it Haste if there's a monster with Armor on the board. Finally, **Beta 26.0** made its Magic give it Charge instead of Haste, but can only check for enemy monsters with Taunt and/or Armor.

**Beta 41.0** nerfed it quite a bit. It no longer checks Armor like it did first, but also lost its original effect of ignoring Taunt. **Beta 51.0** buffed it a bit back by now letting it gain Charge if there's any Taunt monster on the board, similar to its original Magic. Its HP changed for the first time, dropping it to 3. **Beta 52.0** brought its HP back up to 4, but reduced its ATK to 3 instead, swapping them.

### Stats

ATK:

* 4 (Post Beta 5.2)
* 3 (Post Beta 52.0, Current)

HP:

* 4 (Post Beta 5.2)
* 3 (Post Beta 51.0)
* 4 (Post Beta 52.0, Current)

Cost: 4

Abilities:

* Ignores Taunt. (Post Beta 5.2)
	+ Magic: Gain Haste if there's a Taunt monster. (Post Beta 13.1)
	+ Magic: Gain Haste if there's a Taunt or Armor monster. (Post Beta 18.1)
	+ Magic: Gain Charge if there's an enemy Taunt or Armor monster. (Post Beta 26.0)
* Magic: Gain Charge if there's an enemy Taunt monster. (Post Beta 41.0)
* Magic: Gain Charge if there's a Taunt monster. (Post Beta 51.0, Current)

Rarity: White (Common)

### Trivia

* It ended up bugged during its rework in Beta 26.0, still being able to check other ally monsters, resulting in the only change being the given Haste buffed to Charge. This was fixed a few days later.
Same Fate: Previous Versions

Current Version can be found here .

Same Fate only gained nerfs over its lifetime. Starting at 4G, it gained +1G every time. The first time was in **Beta 2.0**, followed by **Beta 4.1**, then in **Beta 11.0** and finally in **Beta 34.0**.

It wasn't until **Beta 41.0**\* where things changed, starting with its effect. Instead of setting the CURRENT HP of all monsters to 1, it now sets their MAX HP to 1 (which also sets their current HP to 1 by default), no longer setting them in a damaged state. **Beta 43.1** followed this with a simple cost drop back of -1G.

*\*This is only a guess, as it wasn't clearly stated anywhere, and was most likely a result of the Card Engine Rework at that time (with the introduction of Aura effects).*

### Stats

SOUL Type: Determination

Cost:

* 4 (Post Alpha 3.0)
* 5 (Post Beta 2.0)
* 6 (Post Beta 4.1)
* 7 (Post Beta 11.0)
* 8 (Post Beta 34.0)
* 7 (Post Beta 43.1, Current)

Effects:

* Set all monsters' current HP to 1. (Post Alpha 3.0)
* Set all monsters' HP to 1. (Post Beta 41.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Determination, it shares this with Will to Fight, Resurrection, Another Chance, Hyper Goner and Sacrifice.
Spider Web

## Effect

Give an enemy monster -2 ATK and KR. If remaining ATK <= 2, add a Muffet's Pet to your hand. Otherwise, add 2 Spiders.

## Misc

### Soul type

 (PERSEVERANCE)

Previous Versions can be found here.

Spider Web (ID: 134) is Perverance's 3rd Common Spell, added in **Beta 6.6** as one of the 20 new cards.

As of Beta 52.0, for 3G, this spell will reduce the ATK of an enemy monster of your choice by 2 and give it KR. Afterwards, if the monster's remaining ATK is 2 or lower, a Muffet's Pet is added to your hand. This can instantly kill said monster with its Magic. If the monster's remaining ATK is 3 or higher, 2 Spiders are added to your hand instead. These have Haste, so can attack right away when played, possibly killing a monster or two, but more effectively, spreading KR among the enemy's other monsters before finishing off with Pollutant Gas or Contamination.

Due to the use of both Spiders and Pets, this card is a great addition to an Arachnid Deck. Both these monsters are able to increase Muffet's stats by +2/+1 each whenever they're summoned.

## Card Skins

* A Spiders home (by Shionbluu)
	+ Originally available through Spider Party Bundle.
Mettaton: Previous Versions

Current Version can be found here.

Mettaton is a unique monster that can only take a little amount of DMG each time, referencing his massive amount of DEF in Undertale. He started out as a 2/5 for 6G that could only take 1 DMG at a time. **Alpha 2.1** gave him -1 HP (to 4), but **Alpha 3.2** reverted this, bringing him back to start.

He stayed like this until **Beta 4.2**, where he actually got +1 HP (to 6). This was followed up by -1 cost in both **Beta 4.6** and **Beta 5.2**, down to 4G. This was deemed too powerful, so the next update, **Beta 5.3**, gave him -1 HP again, bringing him back to start again, 2/5, but now with -2 cost of 4G instead of 6G.

This stayed all the way until **Beta 22.0**, where his ATK was dropped for the first time, to/by 1. **Beta 36.1** followed that with another -1 HP. **Beta 43.0** gave him back +1/+1 as well as -1 cost, reducing it to an even lower 3G and bringing his other stats back to the starting 2/5 yet again. But this came at a cost of a huge first effect nerf. Instead of reducing any DMG taken to 1, it's now reduced to 3.

### Stats

ATK:

* 2 (Pre Beta 22.0)
* 1 (Post Beta 22.0)
* 2 (Post Beta 43.0, Current)

HP:

* 5 (Pre Alpha 2.1)
* 4 (Post Alpha 2.1)
* 5 (Post Alpha 3.2)
* 6 (Post Beta 4.2)
* 5 (Post Beta 5.3)
* 4 (Post Beta 36.1)
* 5 (Post Beta 43.0, Current)

Cost:

* 6 (Pre Beta 4.6)
* 5 (Post Beta 4.6)
* 4 (Post Beta 5.2)
* 3 (Post Beta 43.0, Current)

Abilities:

* Reduce any DMG taken to 1. (Pre Beta 43.0)
* Reduce any DMG taken to 3. (Post Beta 43.0, Current)

Rarity: Purple (Epic)
Reaper Bird

Previous Versions can be found here.

Reaper Bird is a decent mid-game Amalgamate and Frog that lets you draw another Amalgamate or Frog (unless if your deck is empty, then you will take fatigue damage as usual). Its Synergy allows the drawn card to gain +1/+1.

Since it's an Amalgamate, it's able to be obtainable by Alphys and have its cost reduced to 4G, but outside a focused deck, it's pretty much effectless. (The same is the case with Endogeny, who even has the exact same stats.)

Because of this, it's best used in Frog decks, usually done with Bravery, or Amalgamate focused decks, usally with Kindness.
Toriel: Boss

Toriel was the Boss during Season 43 (February 2020), as 2nd to appear (after Sans).

## Overview

Toriel uses a deck containing 100 cards, including monsters from the RUINS, monsters that something to do with fire and monsters that Toriel has a relation with:

* Froggit

* Moldsmal

* Loox

* Vegetoid
* Whimsun
* Migosp
* Rock
* Dummy
* Pyrope
* Fire trap
* Grillby
* Heats flameman
* Chaos Duck
* Fuku Fire
* Napstablook
* Asgore
* Frisk
* Sans
* Toriel

## Rules and Passives

* Boss: Starts with 100 cards. Immune to Fatigue.
* Boss: Turn start: Draw an extra card if its hand isn't full.
* Boss: Turn end: Give +1 Burn to all enemy monsters.

During Bad Time:

* Boss: Start of game: Double its HP (to 60).
* Boss: Turn end: Give an extra +1 Burn.

 Prices and Rewards

* *See the Category page.*
Rudolph

## Rudolph "Rudy" Holiday

Previous Versions can be found here.

Rudolph, or Rudy for short, was added in Mid-Season 45 (Beta 45.1).

Much like his daughter Noelle, Rudy is an Epic monster with an ability to very effectively heal up its owner. In his case being a 6 HP Magic for 5G, while also supporting a 5/4 body.

To compensate for this powerful combination, the Magic only works if you lack any non-Generated spells in your deck. This makes Rudy work very well combined with Bookshelf, which has the same requirements (and was added in the same update).
Toriel

### Effect

Magic: Set an enemy monster's ATK to 1 and gain HP equal to the amount of ATK decreased.

### Tribes

N/A

*For her Boss Battle, see Toriel: Boss.*

Previous versions can be found here.

Toriel is a 9/6/4 card of Legendary rarity. When played, Toriel will set an enemy monsters ATK to 1. For each ATK reduced by Toriel, she will gain an equal amount of HP (i.e. using Toriel on a 6 ATK enemy monster would make Toriel gain 5 HP).

## Strategy

Toriel is an excellent card for disabling any larger threat on the enemy board. Toriel directly scales with the targeted enemy monster, so it is better to use her on stronger threats rather than weaker ones. Any deck that seeks to win by stalling out the game should consider Toriel as an option. While her 6 ATK is not amazing given her higher cost, in combination with a higher HP it can make Toriel a nuisance for the enemy player. The time when to play Toriel should be considered carefully. While it can be tempting to hold Toriel in hand waiting for a very high ATK monster to be played, using her at a more critical point in the game will result in a higher chance of surviving.

Toriel reducing the ATK of a monster to 1 can often be better for you than just outright killing the monster as it can leave the enemy player with a low impact monster that is hard for them to get rid of. This means sometimes prioritizing enemy monsters with higher HP to "lock" one of the enemy players boardslots.

Toriel has niche synergies with some cards, but these are generally outclassed by other options or other strategies. Toriel in combination with other ATK reducing cards like Woshua can reduce the ATK of an enemy monster to 0. If the entire enemy board gets to a low enough ATK and by using a card like Dummy to prevent them from attacking other targets, you can lock the entire enemy board, however this strategy is very hard to setup and is generally not advised to pursue. Toriel can also act as a combo kill with Muffet's Pet but this is generally a waste of 14 gold as there are cheaper combos that do essentially the same thing.

## Counters

When fighting against an enemy Toriel it can be hard to know the proper counter-play. Silence is the simplest option, which can either remove the HP Toriel gained or return an ally monster's ATK back to its base value. Hard removal cards such as Headshot or Asgore should be considered if Toriel gained a massive amount of HP and other options are not available. It is also worth considering the value of the monster Toriel targeted. Monsters reduced to 1 ATK often are not of much value to you, so purposefully trying to get them killed by attacking the highest ATK enemy monster can be useful when trying to free up a board slot.

## Card Skins

* Goat Mama (by Moonlightring)
* Final Warning (by Darky)
* Hawaii Dancer (by Martb.y)
* Reading Toriel (by Asrite)
* Young Toriel (by Jacky Bunny - Fan Artist)
	+ Originally available through the UCP Shop.
* Sun Goddess Toriel (by Kazma)
Shootout

## Effect

Deal 1 DMG to all monsters. If it kills an enemy monster, trigger again.

Shootout is a Justice deck specific card added in the big Beta 6.6 Update. Previous Versions can be found here.

This card deals 1 DMG to all monsters on the field for 3G. This is useful if you want to get rid of your Mettaton NEO if you don't want to waste a Punishment or have a Multi Shot on hand and don't have any other important monsters on the field.

It can also be useful as an alternative for Strafe when you want to combine it with Asgore. Just keep in mind that Diamond Boy 1 will cancel this for its allies.

As of Beta 24.0, it will trigger again whenever it kills an enemy monster. This can be useful if there are some 1 HP monsters on the board like Temmie or Ice Cap in order to deal more chip damage to all other enemy monsters. Keep in mind that your monsters also take damage with this.
Ice Drink Wolf: Previous Versions

Current Version can be found here.

Ice Drink Wolf was added in **Beta 39.0** with a cost of 8G. **Beta 49.1** decreased that to 7G. **Beta 52.0** reduced its HP from 8 to 7.

### Stats

ATK: 6

HP:

* 8 (Post Beta 39.0)
* 7 (Post Beta 52.0, Current)

Cost:

* 8 (Post Beta 39.0)
* 7 (Post Beta 49.1, Current)

Ability: Magic: See Ice, Ice Cap and Snowman. Choose 1. Add it to your hand.

Rarity: Blue (Rare)
Tree

Tree is card 3/11 revealed on Twitter for **Beta 18.1** and can be seen here. It shows that Tree was the first monster ever to have Disarmed as its only effect. However, as of **Beta 52.1**, nothing of this is seen. Its Previous Versions can be found here.

Tree will deal 2 DMG to itself when played, half of that of The Warrior. This shows its status as a miniature version of The Warrior, being a rounded 4/4/4 with 6 max HP after its Magic.

But while you can use a healing card to restore its HP back, what shines in Tree is the fact it's a Plant, and has a Synergy which fully restores its own HP, negating the Magic entirely on its own.
Royal Guard 3

## RG 03

Royal Guard 3 was added in Beta 30.0 alongside Royal Guard 4, both are the only Undertale monsters to be added in this update. Previous Versions can be found here.

Like RG 01 and RG 02, RG 03 and RG 04 have flipped ATK and HP. All four of them cost 9G, have a total of 17 in their ATK and HP and have a Dust effect that affects all Royal Guards in a certain area. In 03's case, this is giving Candy to those on your board, similar to RG 01's Taunt and RG 04's Ranged.

## Trivia

* RG 03 and RG 04 actually use the wrong image and are supposed to have each other's.
	+ 03 is the mantis, 04 is the cat.
Standard Mode

## Basics

Standard Mode is the most simple gameplay mode out there. Queue for a match and you will fight a random player doing the same. Before doing so, you can choose which deck you want to use. Be warned that you can only choose a deck that has 25 cards and at least 1 Artifact (doesn't have to be a Legendary). While you're waiting, you can play minigames.

## Rewards

### EXP

After each match, no matter if you won or lost, you gain EXP. Your EXP is determined by 3 different factors.

* You gain +1 EXP for every passed second during the match.
* You gain +200 bonus EXP if you win the match.

* You gain +10 EXP for every level your opponent is above you, regardless of victory or loss.
* You cannot gain more than 3000 EXP each match. (4.5k with Experience artifact)

### Gold

Winning grants you 5 Gold, which you can use to buy Packs and new Artifacts. If you lose, you earn 2 Gold.

### History

Originally, this was known as **Classic Mode**. Since Beta 25.0, Ranked Mode got merged with it in order to make place for a permanent Event Mode. As a result, actual "casual" games were no longer possible outside Custom Mode. This was until Beta 32.1, where Event Mode was replaced by **Fun Mode**, which functioned the same way as the original Classic Mode. And finally, in Beta 38.0, Fun Mode was renamed to the current Standard Mode. Meanwhile, Classic Mode changed its name back to Ranked Mode.
Thrashing Machine: Previous Versions

Current Version can be found here.
Thrashing Machine, named *Thrashing M* originally due to the character limit, was added in **Beta 30.0**. Its name was updated in **Beta 35.0** when said limit was removed.

Originally, this card didn't have an effect. Its description simply described that it counted as every kind of Tribe in the game. As such, Silencing this won't remove its "All-Tribe" status. **Beta 37.0** actually gave it an effect (while still keeping its All-Tribe status written as well). This effect is a Dust that gives +1/+1 to a random other monster on your board with a Tribe.

**Beta 44.1** removed its Dust, making it effectless once again, but its HP and Cost dropped by 1 each as well, going from 3/5 for 4G to 3/4 for 3G. **Beta 45.0** gave it a new effect, Haste. This came at the cost of another -1 HP and its Cost brought back up to 4G. **Beta 46.1** reverted this, but now also removed the All-Tribe status text, leaving it blank.

**Beta 56.0** gave the card a revamp, changing its rarity from Epic to Token, meaning you can no longer put it into your deck, and increasing its ATK by 1, to 4. Thrashing Machine had to be generated by other cards, like Evil Blueprints.

### Stats

ATK:

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

HP:

* 5 (Post Beta 30.0)
* 4 (Post Beta 44.1)
* 3 (Post Beta 45.0)
* 4 (Post Beta 46.1, Current)

Cost:

* 4 (Post Beta 30.0)
* 3 (Post Beta 44.1)
* 4 (Post Beta 45.0)
* 3 (Post Beta 46.1, Current)

Abilities:

* N/A (Post Beta 30.0)
* Dust: Give a random ally Tribe monster +1/+1. (Post Beta 37.0)
* N/A (Post Beta 44.1)
* Haste. (Post Beta 45.0)
* N/A (Post Beta 46.1, Current)

Rarities:

* Purple (Epic) (Post Beta 30.0)
* Green (Generated) (Post Beta 56.0, Current)
Red Snail

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

Like the others, it's a 1/1/1 monster and has a Magic effect that gives a buff to all other Snails on your board. In this case, it gives +1 ATK.

### Trivia

There is a typo with Red Snail as it doesn't use the plural of "Snails" in the effect unlike the others.

## Card Skins

* Red Sprinter (by Moonlightring)
	+ This skin has no Avatar.
* Red Anxiety (by Jake Horror)
Receptionist 2

Receptionist 2 was added in the Beta 9.1 update, along with Charles. Previous Versions can be found here.

Armor (x) reduces the damage taken to this monster by x. So because Receptionist 2 has Armor (1), all damage it takes will be reduced by 1. That makes this monster very useful, despite it just having 4 HP, as it can only be one-shot from 5 DMG or more. Not to mention, cards like Undyne's Spears have no effect on it, similar to Mad Dummy.

It also has Taunt, so it must be targeted by monsters. With its stats and Armor, it's also able to barely survive an attack from Tsunderplane. (Tsunderplane won't die either, but that wouldn't matter anyway as its Dust can't harm this.) But because it has 2 ATK, it's weak to Muffet's Pet.

### Counters

The best way to deal with this card is, as previously mentioned, with Muffet's Pet. Silencing it with Nacarat Jester or, more optimally, Scarf Mouse can also work well.

The only Haste and Charge monsters with 5+ ATK are Papyrus, Cool Papyrus and Casual Undyne, making Receptionist 2 less useful in the late-game when you have easier access to these.
Striped Bird

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

Striped Bird is a strange card. At first, it's a very decent 4/5 4G Haste monster. But after it has attacked (and every time it attacks afterwards), it paralyzes itself. It also lacks any other effect, making it very weak and only able to attack every other turn.

This makes it usable against a Patience player to redirect their passive effect, as well as a decent addition to a deck featuring Ball Person. (Just keep in mind to attack before playing Ball.)

## Trivia

Unlike Ficus Licker with G Follower 1 and Sad Customer with G Follower 2, Stiped Bird doesn't have any similarities with G Follower 3.
Shrine Mascot: Previous Versions

Current Version can be found here.

Shrine Mascot was added in **Beta 36.0** as a 2/3 monster. Before its release, it was revealed with 1 ATK instead. It shares this release change with Space Cooler.

**Beta 36.1** changed it again, one update after release. It shares this with Purple Mascot. Its ATK returned to 1, but its HP went up to 4 instead.

### Stats

ATK:

* 1 (Pre-release)
* 2 (Beta 36.0)
* 1 (Post Beta 36.1, Current)

HP:

* 3 (Beta 36.0)
* 4 (Post Beta 36.1, Current)

Cost: 3

Ability: Turn end: Earn 1G.

Rarity: White (Common)
Pizzapants: Previous Versions

Current Version can be found here.

Pizzapants was added in **Beta 30.0** with the new Support ability, which would trigger whenever another ally monster attacked. In its case, a 1/1 copy of the attacking monster would be added to your hand. It had stats of 5/5 for 7G.

**Beta 44.0** reworked it entirely. It's now a 2/3 for 4G monster (thus gainging -3/-2 and -3G) with Haste and a Magic effect that would give it +1/+1 for each Pizzapants you have summoned before. So the first one gains nothing, the second +1/+1, the third +2/+2 and so on. **Beta 44.1** increased its cost to 5G, while **Beta 49.0** made its effect an Aura, thus it can gain the buffs from summoning effects as well. **Beta 54.1** gave it +3 HP, but its Aura no longer gives HP, and only counts those you played. **Beta 57.1** reverted this change, bringing it back to its 2 ATK and 3 HP which gains +1/+1 version.

### Stats

ATK:

* 5 (Post Beta 30.0)
* 2 (Post Beta 44.0, Current)

HP:

* 5 (Post Beta 30.0)
* 3 (Post Beta 44.0)
* 6 (Post Beta 54.1)
* 3 (Post Beta 57.1, Current)

Cost:

* 7 (Post Beta 30.0)
* 4 (Beta 44.0)
* 5 (Post Beta 44.1, Current)

Abilities:

* Support: Add a 1/1 copy of the attacker to your hand. (Post Beta 30.0)
* Haste. Magic: Gain +1/+1 for each other ally Pizzapants summoned. (Post Beta 44.0)
* Haste. Has +1/+1 for each other ally Pizzapants summoned. (Post Beta 49.0)
* Haste. Has +1 ATK for each other ally Pizzapants played. (Post Beta 54.1)
* Haste. Has +1/+1 for each other ally Pizzapants summoned. (Post Beta 57.1, Current)

Rarity: Blue (Rare)
Snowdrake: Previous Versions

Current Version can be found here.

Snowdrake has changed a little bit. It started out with 3/3 for 4G to give +2 ATK to an ally monster.

**Alpha 2.7** nerfed it by lowering its HP to 2. This gave us a 3/2 monster for a long time, until **Beta 6.0** buffed its ATK to 4. **Beta 10.2** increased its HP back up to 3.

* 3 (Pre Beta 6.0)
* 4 (Post Beta 6.0, Current)

HP:

* 3 (Pre Alpha 2.7)
* 2 (Post Alpha 2.7)
* 3 (Post Beta 10.2, Current)

Cost: 4

Ability: Battlecry/Enter/Magic: Give +2 ATK to an ally monster.

Rarity: White (Common)
Sand Dog: Previous Versions

Current Version can be found here.

Sand Dog was added in **Beta 39.1**, but was already buffed in **Beta 40.0**. Before, it was an 11G Taunt that would summon a 0/1 copy of itself, which gained +1/+1 for each Dog in your hand. Now, not only did its cost drop by 1G, the copy will gain an extra 1 HP for each Dog in your hand. **Beta 41.0** changed it again. It lost Taunt and its cost returned to 11G, but the copy will now gain -4/-7 instead of always being 0/1, so prior stat changes (through things like Space Cooler and Inflation) will now be copied over as well.

### Stats

ATK: 4

HP: 8

Cost:

* 11 (Post Beta 39.1)
* 10 (Post Beta 40.0)
* 11 (Post Beta 41.0, Current)

Abilities:

* Taunt. Magic: Summon a 0/1 copy of itself.
	+ Give it +1/+1 for each Dog in your hand. (Post Beta 39.1)
	+ Give it +1/+2 for each Dog in your hand. (Post Beta 40.0)
* Magic: Summon a -4/-7 copy of itself.
	+ Give it +1/+2 for each Dog in your hand. (Post Beta 41.0, Current)

Rarity: Purple (Epic)
Temmie

* Temmie
* Temmiy

Previous Versions can be found here. Previous Versions of Temmie 2 can be found here.
Temmie is a useful yet cheap card that is best deployed early in game, however can be useful later when you need to use a card immediately after it is placed.

### **Combos**

Being a Tem, Temmie works great in Tem related deck, as both it and Temmie 2 gain buffs from Temmie Statue and can trigger Allergic Temmie. If Temmie Statue is on your board, you can follow it with an Allergic Temmie and then Temmie. Both will gain +1/+1, and Temmie will cause Allergic Temmie to deal 1 DMG to all enemy monsters and itself (so keeping its HP the same due to Temmie Statue). However, as of Beta 55.0, you need to wait until next turn to do the same with Temmie 2.

### **Counters**

Due to the lack of high ATK, Armor monsters are the best counter to them. Especially ones that are also Taunts like Receptionist 2 and possibly Sword Emblem.

## Card Skins

* Hoi!! (by Darky)
* Tail Wags (**GIF** by Asrite)
* Tem Proud Parent (by BlueKitty)
* Watching you (by BlueKitty)
* Tem is Ready (**GIF** by Shionbluu)

## Trivia

* Temmie is one of the two first Rare cards to gain a Card Skin (the other being Coffin).
Hyper Goner

## Effect

If you have more than 10 HP, choose a card in your hand to burn. Kill all monsters.

## Misc

### Soul type

 (DETERMINATION Soul)

Previous Versions can be found here.

## Overview

Hyper Goner is a Determination deck specific effect card. When used, it destroys all monsters on the field of play, including your own. In addition to the 11G required to cast it, it also requires you to destroy another card in your hand unless you have 10 HP or less.

## Strategy

The need to burn a card might encourage the average user to hold onto Hyper Goner as a last resort, lest they destroy an important card in exchange for a board wipe. The chances are if you're already looking at a Hyper Goner in your hand, you should just use it anyway if you think you're up against the wall.

If you have to burn a card to use it, keep in mind that there are no limits to what cards in hand you can target. This works fairly well with the Genocide artifact, since it generates a Real Knife every turn; this Real Knife, in return, can be used as free fuel for a Hyper Goner. You can also burn cards that are otherwise detrimental to you, such as a Punk Hamster given to you by your opponent or an Irresistible Deal.

Keep in mind that Hyper Goner does not kill all monsters instantly, instead killing monsters from left to right on board. It will also not kill the monsters summoned due to another monster's Dust effect, like Rock's Pebble, Dimensional Box's captured monster, Lamp's summon and The Heroine.
Will to Fight: Previous Versions

Current version can be seen here.

Before **Beta 4.1**, this card added ATK to a monster equal to its missing HP. This made it possible for cards such as Ice to get down to 1 HP, have Will to Fight applied to it, and then gain an additional 6 ATK. This costed 3G.

This was at times far too powerful when combined with Same Fate, and was reworked in Beta 4.1 as a result. Now, it can only select an ally monster and will send it back to your deck with +4/+4. The cost was reduced to 2G, but was reduced to 1G in **Beta 4.3**.

**Beta 6.2** buffed it by also making you draw a card, much like what happened with spells of other classes, like Heal, Poison and Protection. This was removed in **Beta 10.2**, though.

**Beta 48.0** reworked the class and most of its spells, this included. Its cost returned to 3G and will now add a random Lost Soul to the top of your deck with +2/+2 and Haste. **Beta 48.1** made DT's Passive and some of its spells no longer give Lost Souls randomly, but instead in a specific order. This was one of those spells.

### Stats

Soul Type: Determination

Cost:

* 3 (Post Alpha 3.0)
* 2 (Post Beta 4.1)
* 1 (Post Beta 4.3)
* 3 (Post Beta 48.0, Current)

Effects:

* Give a monster ATK equal to its missing HP. (Post Alpha 3.0)

* Return an ally monster to your deck with +4/+4. (Post Beta 4.1)
* Return an ally monster to your deck with +4/+4. Draw a card. (Post Beta 6.2)
* Return an ally monster to your deck with +4/+4. (Post Beta 10.2)
* Topdeck a random Lost Soul with +2/+2 and Haste. (Beta 48.0)
* Topdeck the next Lost Soul with +2/+2 and Haste. (Post Beta 48.1, Current)

Rarity: White (Common)

 Trivia

* Beta 33.0 updated its image.
	+ For Determination, it shares this with Resurrection, Another Chance, Same Fate, Hyper Goner and Sacrifice.
Throne: Previous Versions

Current Version can be found here.

Throne was added in **Beta 23.0** as a 5/6 for 7G monster. **Beta 26.0** gave it +1 ATK, while **Beta 29.0** gave it -2 in everything, leaving it at 4/4 for 5G. **Beta 32.1** changed its effect. The way it was worded made it unable to trigger Turbo effects. It now has the ability to, but the description remained the same. Throne shares this change and kept description with Chilldrake.

This wording was finally fixed in **Beta 49.0**, where its effect was also buffed to not draw another Throne and let it draw Spells. Its HP also increased to 5, but this was reverted in **Beta 57.0**. However, it also gained another -2 in ATK and Cost, leaving it at 2/4 for 3G.

### Stats

ATK:

* 5 (Post Beta 23.0)
* 6 (Post Beta 26.0)
* 4 (Post Beta 29.0)
* 2 (Post Beta 57.0, Current)

HP:

* 6 (Post Beta 23.0)
* 4 (Post Beta 29.0)
* 5 (Post Beta 49.0)
* 4 (Post Beta 57.0, Current)

Cost:

* 7 (Post Beta 23.0)
* 5 (Post Beta 29.0)
* 3 (Post Beta 57.0, Current)

Abilities:

* Magic: With the highest rarity (except DT), randomly ...
	+ add a monster from your deck to your hand. (Post Beta 23.0)
	+ draw a monster. (Post Beta 32.1)
	+ draw a card (except Throne). (Post Beta 49.0, Current)

Rarity: Purple (Epic)
The Warrior: Previous Versions

Current Version can be found here.

The Warrior was added in **Beta 30.0** as a powerful 7/8 for only 6G, but with the drawback of dealing 4 DMG to itself when played, effectively making it 7/4. **Beta 54.1** gave it +1 HP, but also made it deal +1 DMG to itself, keeping its effective stats the same.

### Stats

ATK: 7

HP:

* 8 (Post Beta 30.0)
* 9 (Post Beta 54.1, Current)

Cost: 6

Abilities:

* Magic: Deal 4 DMG to itself. (Post Beta 30.0)
* Magic: Deal 5 DMG to itself. (Post Beta 54.1, Current)

Rarity: Blue (Rare)
Shambling Mass: Previous Versions

Current Version can be found here.

Shambling Mass was added in **Beta 13.4** as a 6G 6/5 monster that would deal fatigue DMG to your opponent when played, DMG that you take when you draw from an empty deck. This starts at 1, but increases by 1 every time it happens and it doesn't reset during the match. As such, each Mass you play will deal more DMG from the last. **Beta 19.0** gave it +1 HP, but **Beta 32.1** reverted this.

**Beta 38.2** gave it +1 HP again, but also +1 Cost, meaning it's now a 7G 6/6. It also received a rework in its effect. Now, it will kill an ally monster and earn you 2G in return (effectively becoming a 5G 6/6). **Beta 40.0** changed that to gaining +2/+2 in return (effectively becoming a 7G 8/8). **Beta 43.1** gave it -2/-2/-2, becoming a 5G 4/4 (effectively returning to a 5G 6/6).

**Beta 51.0** gave it +1/+2, but also +1 Cost again, leaving it at 6G 5/6. Its effect was changed to make it gain +1 ATK and Haste (effectively becoming a 6/6/6 Haste). **Beta 56.0** gave it -1 Cost and -2 ATK, but its effect now give it an additional +2 ATK, thus gaining +3 ATK and Haste in total (effectively becoming a 5G 6/6 Haste).

### Stats

ATK:

* 6 (Post Beta 13.4)
* 4 (Post Beta 43.1)
* 5 (Post Beta 51.0)
* 3 (Post Beta 56.0, Current)

HP:

* 5 (Post Beta 13.4)
* 6 (Post Beta 19.0)
* 5 (Post Beta 32.1)
* 6 (Post Beta 38.2)
* 4 (Post Beta 43.1)
* 6 (Post Beta 51.0, Current)

Cost:

* 6 (Post Beta 13.4)
* 7 (Post Beta 38.2)
* 5 (Post Beta 43.1)
* 6 (Post Beta 51.0)
* 5 (Post Beta 56.0, Current)

Abilities:

* Magic: Deal Fatigue DMG to the enemy. (Post Beta 13.4)
* Magic: Kill an ally monster to earn 2G. (Post Beta 38.2)
* Magic: Kill an ally monster to gain +2/+2. (Post Beta 40.0)
* Magic: Kill an ally monster to gain +1 ATK and Haste. (Post Beta 51.0)
* Magic: Kill an ally monster to gain +3 ATK and Haste. (Post Beta 56.0, Current)

Rarity: White (Common)

## Trivia

* While the Beta 51.0 Patch Notes mentioned its HP increased to 6 (+2), the actual card reduced it to 3 (-1), making it far worse. This was fixed about a week later.
Ragel: Previous Versions

Current Version can be found here.

Ragel was added in **Beta 23.0** with the ability to give all monsters on the board a random effect from a certain selection. **Beta 32.0** replaced Silence with Ranged.

**Beta 42.1** swapped its Cost with its ATK, going from 2G 3/2 to 3G 2/2. Its Magic is also heavily moddified, no longer being able to apply Charge, Ranged, Paralyze or KR. Instead, it can give +1 Dodge, +1 Armor or +3 Thorns. But due to Thorns' removal in **Beta 49.0**, Ragel no longer gives it either.

### Stats

ATK:

* 3 (Post Beta 23.0)
* 2 (Post Beta 42.1, Current)

HP: 2

Cost:

* 2 (Post Beta 23.0)
* 3 (Post Beta 42.1, Current)

Abilities:

* Magic: Give a random effect to all monsters:
	+ Taunt, Candy, ...
		- Charge, Silence, Paralyze or KR. (Post Beta 23.0)
		- Charge, Ranged, Paralyze or KR. (Post Beta 32.0)
		- +1 Dodge, +1 Armor or +3 Thorns. (Post Beta 42.1)
		- +1 Dodge or +1 Armor. (Post Beta 49.0, Current)

Rarity: Purple (Epic)
Temmie Statue: Previous Versions

Current Version can be found here.

While Temmie Statue was released in **Beta 9.0** as a 0/7 Disarmed monster, **Beta 9.1** already removed its Disarmed. **Beta 14.0**, while dropping its cost from 5G to 4G, nerfed it with -1 HP and its effect giving summoned Tems +1/+1 instead of +2/+2. **Beta 18.1** buffed it a bit by futher lowering its cost to 3G. **Beta 28.0** brought it back to 4G, but also returned the +2 ATK of its ability, making it now give +2/+1 to any Tem you summon (the same stats as Temmie itself). It also gained +1 ATK itself, but it lost that in **Beta 31.0**.

**Beta 31.2** reworked it slightly. Bringing its cost back up to its original 5G, its effect is now stronger or weaker depending on the kind of Tem you summon. Bob and Temmie 2, the Tems with Haste, gain an increased boost of +2/+2. All other Tems gain a decreased boost of +1/+1. **Beta 43.0** gave it its 1 ATK back. **Beta 55.0** returned its cost to 3G, but gave it another -1 HP and returned its effect to affect every ally Tem equally, now giving them simply +2 ATK. **Beta 55.1** changed this back to +1/+1.

### Stats

ATK:

* 0 (Post Beta 9.0)
* 1 (Post Beta 28.0)
* 0 (Post Beta 31.0)
* 1 (Post Beta 43.0, Current)

HP:

* 7 (Post Beta 9.0)
* 6 (Post Beta 14.0)
* 5 (Post Beta 55.0, Current)

Cost:

* 5 (Post Beta 9.0)
* 4 (Post Beta 14.0)
* 3 (Post Beta 18.1)
* 4 (Post Beta 28.0)
* 5 (Post Beta 31.2)
* 3 (Post Beta 55.0, Current)

Abilities:

* Disarmed. Whenever you summon a Tem, give it +2/+2. (Beta 9.0)
* Whenever you summon a Tem, give it ...
	+ +2/+2. (Post Beta 9.1)
	+ +1/+1. (Post Beta 14.0)
	+ +2/+1. (Post Beta 28.0)
	+ +1/+1. If it has Haste, give it +2/+2 instead. (Post Beta 31.2)
	+ +2 ATK. (Beta 55.0)
	+ +1/+1. (Post Beta 55.1, Current)

Rarity: Blue (Rare)

### Trivia

* Its +1 cost in Beta 31.2 was actually a -1 HP in the patch notes. This was confirmed to be the change that was supposed to happen, but it was never fixed.
	+ This means it was meant to be a 4G 0/5 instead of a 5G 0/6.
	+ It shares this problem with Lancer Painting.
Whimsalot

Previous Versions can be found here.

Whimsalot is essentially the upgraded version of Whimsun, much like it is in Undertale hard mode.

Whimsalot will reduce the cost and stats of all monsters in your hand by 1, down to a minimum of 1/1. This can be good for cards that have valuable effects rather than stats.

## Strategy

Whimsalot can be used to cheapen the cost of cards that don't rely on their stats to gain value. Additionally, it has great synergy with self-silencing cards such as Ball Person and Action Figures due to the fact that it nullifies the stat decrease.
Termination: Previous Versions

Current Version can be found here.

Termination went through quite a few changes, all of which being a change to its cost. Most of these changes had to do with changes to the effects of KR and the Class. Starting out at 6G, **Beta 2.0** reduced it to 4G, while **Beta 4.2** reduced it further to 3G. **Beta 5.7** brought it back up to 4G, **Beta 6.0** back down to 3G and **Beta 7.1** back up again to 4G.

It wasn't until all the way into **Beta 44.0** where it was changed again, and now with its effect for the first time. Before, it let you target a monster, and if it was under KR, that monster would instantly die. Now, if the monster doesn't have KR, it gets KR instead. It also will become Paralyzed.

### Stats

SOUL Type: Perseverance

Cost:

* 6 (Post Alpha 3.0)
* 4 (Post Beta 2.0)
* 3 (Post Beta 4.2)
* 4 (Post Beta 5.7)
* 3 (Post Beta 6.0)
* 4 (Post Beta 7.1, Current)

Effects:

* Kill a monster under KR. (Post Alpha 3.0)
* Paralyze a monster and give it KR. If under KR, kill it instead. (Post Beta 44.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 4.3 updated the description of multiple cards.
	+ Here, "Poisoned" was replaced with the current KR.
* Beta 33.0 updated its image.
	+ For Perseverance, it shares this with Poison, Pollutant Gas, Contamination and Siphoning.
Water Cooler

Previous Versions can be found here.

Water Cooler is a unique card with an ability that works as a better version of Kindness's Passive Effect, healing 2 HP to all allies at the end of your turn. This means itself, your other monsters, and you yourself. (Kindness' Passive also heals you by 2, but only heals your monsters by 1.) This makes Water Cooler a very good support card, but also a highly targeted one.

Even with its effect, it's still useful in a Kindness Deck, as only 1 of them will result in a total of 4 HP restored to you and 3 to your monsters each turn, greatly increasing everyone's survivability. It's also useful as a counter against Perseverance Decks because its healing effect is greater than the damage of KR. Since Beta 45.0, it lost 3 HP for 2 ATK, so you can apply Force of Nature on it to increase its HP back up to its old amount (while also keeping its ATK at the increased amount, making it immune to Muffet's Pet and making Madjick less effective).

Water Cooler is best placed with Taunt monsters to protect itself and you, while passively healing everyone up. Even after the Taunts are killed, Water Cooler, like Trader Temmie, acts as a Pseudo-Taunt monster itself. This means that your opponent will generally prioritize killing it over attacking you directly (or any other of your non-Taunt monsters).
Red Bird

Red Bird was the 5th card of the 9 revealed on Twitter to be released as one of the 15 cards in Beta 13.4. Previous Versions can be found here.

## General

Red Bird has a rather powerful ability, though turned down a bit as of Beta 55.0, able to turn a monster of your choice into a random other monster of the same cost. The effect will check the current cost of the monster and if no monster other than itself or none at all (due to cost change effects) have that cost as their base cost, the effect will fail.

## Combos

On low cost monsters, this ability is a lot more random, but it can still help if you want to screw over the enemy by changing their Epics such as C-Round, Napstablook or Mettaton into something less powerful.

On high cost monsters, you can use it on a select couple monsters to (sometimes massively) improve their board pressence, even able to get Determination monsters. While most of these cards have only a Magic, and as such, don't activate them when transformed, there are monsters that don't have them and will provide maximum use when they show up. And even those with just Magic do usually still have very high stats and you can also use cards like Igloo to return it and use their Magic anyway, at their regular cost. Some noteworthy examples are as followed:

* Tombstone, which always turns into Chara, giving it base +7/+5.
* Asgore, which can turn into either Casual Undyne, Papyrus or Soulless Kris, who all have Haste (and Soulless Kris a Magic).
	+ Vine is also an option, which like Asgore has no board effect and only -1 HP, but requires Plants to make it worth to replace when bounced.
* Gaster & Jevil, which are both 7/7 and can turn into each other or Undyne, who has +1 HP, but all 3 can also turn into the Magic-less Kris or The Heroine.

## Trivia

* Red Bird was revealed on Twitter with 4G and was released in Beta 13.4 with a cost of 4G, but the Patch Notes of Beta 13.4 said its cost was 5G.
	+ It got nerfed to 5G in the next update, Beta 14.0.
Red Wagon: Previous Versions

Current Version can be found here.

Red Wagon was added in **Beta 30.0**, starting as a 3/2 for 5G with Haste and a Magic that allowed it to catch an ally monster of your choice. Its Dust would release a freshly new version of the monster, summoned as far left as possible on your board. **Beta 34.0** gave it +1 ATK. **Beta 53.0** changed its Dust to release it to your deck instead. The released monster will still be reset, but will gain a +3/+3 bonus. **Beta 53.1** gave it -1 cost.

### Stats

ATK:

* 3 (Post Beta 30.0)
* 4 (Post Beta 34.0, Current)

HP: 2

Cost:

* 5 (Post Beta 30.0)
* 4 (Post Beta 53.1, Current)

Abilities:

* Haste. Magic: Catch an ally monster.
	+ Dust: Release it. (Post Beta 30.0)
	+ Dust: Release it to your deck with +3/+3. (Post Beta 53.0, Current)

Rarity: Blue (Rare)
Top Chef

Top Chef was added in Mid-Season 45 (or Beta 45.1). Previous Versions can be found here.

For 3G, you have a 2/3 monster that summons a Smolder Cake when played. While it has Candy, it has a mere 1/2. But when Top Chef is played, up to an additional 2G is paid to make the Cake stronger, being +1/+1 for each G spent. As such, if you have 5G or more and play Top Chef, the Smolder Cake will have its highest stats of 3/4.

Silencing the Smolder Cake will keep its starting stats, even the buffs from Top Chef's effect. Bouncing it will turn it into a regular Smolder Cake. While this can be done by the user, it will only have +2 HP from the strongest possible summon, but requires 6G to play. While its 4 HP makes its Candy hard to use, cards like Force of Nature and Migospel can be considered, which provide a much cheaper and effective solution.