recursal/Fanatic-Fandom huggingface dataset:
Campfire: Previous Versions

Current Version can be found here.

Campfire was added in **Beta 43.0** when it gave +1/+1 to 3 random monsters in your hand and restore 1 HP to all ally monsters. **Beta 48.0** reworked the latter effect to restore 4 HP randomly split among all damaged ally monsters. **Beta 51.0** nerfed that to restoring 3 HP randomly, while also including undamaged monsters. **Beta 53.1** returned that to 4 HP, but kept being able to target healthy monsters. Its cost was also increased from 2G to 3G.

### Stats

SOUL Type: Kindness

Cost:

* 2 (Post Beta 43.0)
* 3 (Post Beta 53.1, Current)

Effects:

* Give 3 random monsters in your hand +1/+1.
	+ Restore 1 HP to all ally monsters. (Post Beta 43.0)
	+ Restore 4 HP randomly split among all damaged ally monsters. (Post Beta 48.0)
	+ Restore 3 HP randomly split among all ally monsters. (Post Beta 51.0)
	+ Restore 4 HP randomly split among all ally monsters. (Post Beta 53.1, Current)

Rarity: White (Common)
Asriel Dreemurr: Previous Versions

Current Version can be found here.

Asriel Dreemurr, also known as the (Absolute) God of Hyperdeath, originally was a 8/8 monster for the cost of 15G and would fully heal you when summoned.

   **Alpha 3.2** nerfed him by increasing the cost by 1G and **Beta 1.6** nerfed him further by lowering his ATK and HP by 1 each, making him end up with 7/7 for 16G.

This stayed all the way until **Beta 6.5**, where his stats were raised to 10/10, but his cost was also increased to 20G. **Beta 9.1** dropped that to 17G, but also reworked his ability so that he now heals 20 HP upon being summoned, and the other 10 HP upon death.

**Beta 12.1** returned him to fully restoring you upon summon and no healing upon death, but his cost is now 18G instead of the 20G from Beta 6.5.

### Stats

ATK:

* 8 (Pre Beta 1.6)
* 7 (Post Beta 1.6)
* 10 (Post Beta 6.5, Current)

HP:

* 8 (Pre Beta 1.6)
* 7 (Post Beta 1.6)
* 10 (Post Beta 6.5, Current)

Cost:

* 15 (Pre Alpha 3.2)
* 16 (Post Alpha 3.2)
* 20 (Post Beta 6.5)
* 17 (Post Beta 9.1)
* 18 (Post Beta 12.1, Current)

Abilities:

* Magic: Restore 30 HP to you. (Pre Beta 9.1)
* Magic: Restore 20 HP to you. Dust: Restore 10 HP to you.
	+ (Post Beta 9.1)
* Magic: Restore 30 HP to you. (Post Beta 12.1, Current)

Rarity: Gold (Legendary)

Song: Hopes and Dreams
Defrosting

## Effect

Deal 3 DMG to all damaged monsters. Delay: Deal 1 DMG to all monsters.

Defrosting was Patience's original Rare Spell Card, alongside Cold Winter. Previous Versions can be found here.

When used, all monsters on the board that are currently in a damaged state will take 3 DMG, making it act as a small Asgore. Then, when that turn ends, all monsters on the board will take 1 DMG, making it a good setup for Mettaton NEO.
Bone Box: Previous Versions

Current Version can be found here.

Bone Box was added in **Beta 36.0** as one of the cards using the new mechanic of "choose one" effects. In this case, looking at 3 random (craftable) spells with a cost of 3G or lower and let you choose one of them to be added to your hand. **Beta 48.0** gave it +1/+1, buffing it from 3/2/2 to 3/3/3.

### Stats

ATK:

* 2 (Post Beta 36.0)
* 3 (Post Beta 48.0, Current)

HP:

* 2 (Post Beta 36.0)
* 3 (Post Beta 48.0, Current)

Cost: 3

Ability: Magic: See 3 random <= 3G spells. Choose 1. Add it to your hand.

Rarity: White (Common)
Casual Undyne: Previous Versions

Current Version can be found here.

Casusal Undyne, or Casdyne for short, was added during Halloween 2017 in **Beta 16.0**. Starting with the same ATK and HP as Undyne at 8/8, but a cost of 12G, she didn't change for quite a while (not even when Undyne changed to 7/9 in Beta 29.0). This changed in **Beta 31.2**, where her ATK was also dropped to 7, while her HP was raised to 9 in **Beta 55.1** (in which Undyne's HP dropped back to 8).

### Stats

ATK:

* 8 (Post Beta 16.0)
* 7 (Post Beta 31.2, Current)

HP:

* 8 (Post Beta 16.0)
* 9 (Post Beta 55.1, Current)

Cost: 12

Ability: When this kills a monster, deal the extra DMG to your opponent.

Rarity: Gold (Legendary)

Song: Spear of Justice (Sped Up)
Certificate

Certificate was added in Beta 36.0 as one of the cards using the new mechanic of "choose one" effects. It's also the first (and currently only) card in Undercards that is exclusive to the PS4 version of Undertale.

When used, you will see 3 random Taunt monsters and are allowed to choose 1 to be added to your hand. It also has Taunt itself.
Feast

## Effect

Fully restore all ally monsters. Give +1/+1 to all undamaged ally monster.

Previous Versions can be found here.

Feast is a Kindness spell. It fully restores all monsters on your board at the cost of 4G, making it quite powerful.

What makes it even better is that is also has use on monsters that are already at full HP, as they will gain +1/+1.
Diamond Boy 2: Previous Versions

Current Version can be found here.

Diamond Boy 2 was added in **Beta 6.6**. His first change was in **Beta 13.1**, where he got -1/+1 in stats, going from 3/4 to 2/5.

**Beta 31.0** did a complete 180 to him, as he now makes the opponent take 2 less DMG instead of you. But due to this negative effect, it did receive great stat increases, these being +3/+1 for +1G, leaving it at 5/6 for 4G. **Beta 31.2** brought its HP back to 5.

### Stats

ATK:

* 3 (Post Beta 6.6)
* 2 (Post Beta 13.1)
* 5 (Post Beta 31.0, Current)

HP:

* 4 (Post Beta 6.6)
* 5 (Post Beta 13.1)
* 6 (Post Beta 31.0)
* 5 (Post Beta 31.2, Current)

Cost:

* 3 (Post Beta 6.6)
* 4 (Post Beta 31.0, Current)

Abilities:

* You have +2 Armor. (Post Beta 6.6)
* Your opponent has +2 Armor. (Post Beta 31.0, Current)

Rarity: Blue (Rare)
Blitz Quiz

* Quiz
* Trick Question
* Zap Cannon

## Effect

Look at Trick Question and Zap Cannon. Choose 1 to add to your hand.

Blitz Quiz is the Justice spell that replaced Fast Sanction in Season 44's midseason update (Beta 44.1). It also introduced 2 new generated spells: Trick Question and Zap Cannon. All 3 spells have Previous Versions, and can be seen here, here and here.

Since Beta 47.0, Blitz Quiz became the first Justice Spell to be free to play. And when used, you get to see the 2 generated spells, and can choose one of them to be added to your hand. Since Beta 52.1, both are 2G, deal 2 DMG to a monster of your choice (much like Punishment and Gaster Blaster), and cause you to draw. Trick Question specifically draws a monster, while Zap Cannon draws a spell. (It can't draw a new Blitz Quiz.)

As a result, Blitz Quiz is a good card for both tempo and board control. Keep in mind it's the only Justice spell unobtainable through Multi Shot.
Coffee Man: Previous Versions

Current Version can be found here.

Coffee Man was added in **Beta 18.1**, where it has Taunt and the same Magic effect as Nacarat Jester: Silence a monster of your choice. **Beta 25.0** nerfed that by removing its Taunt and buffing the Magic by giving it Taunt if it silenced an enemy monster. **Beta 37.0** reverted this.

### Stats

ATK: 5

HP: 6

Cost: 8

Abilities:

* Taunt. Magic: Silence a monster. (Post Beta 18.1)
* Magic: Silence a monster. Gain Taunt if used on an enemy monster. (Post Beta 25.0)
* Taunt. Magic: Silence a monster. (Post Beta 37.0, Current)

Rarity: Blue (Rare)
Charles: Previous Versions

Current Version can be found here.

Charles was added in **Beta 9.1**, as the first of two monsters with the Armor ability (the other being Receptionist 2, added in the same update). Charles started as a 2G 1/2 with Armor (2). **Beta 10.2** gave it +1 ATK, but -1 Armor. **Beta 14.0** swapped Charles' Rarity with that of Receptionist 2, making Charles a Common and Receptionist 2 a Rare.

**Beta 33.0** gave it +1 ATK again, but this time +1 Cost. **Beta 53.0** changed Armor to only reduce DMG by 1 rather than by (x), removing the number after it. Charles, like most others, got its description updated, but effectively stayed the same. **Beta 53.1** gave it an actual update, changing its Rarity again, now to Basic/Base, making it part of a player's starter deck.

### Stats

ATK:

* 1 (Post Beta 9.1)
* 2 (Post Beta 10.2)
* 3 (Post Beta 33.0, Current)

HP: 2

Cost:

* 2 (Post Beta 9.1)
* 3 (Post Beta 33.0, Current)

Abilities:

* Armor (2). (Post Beta 9.1)
* Armor (1). (Post Beta 10.2)
* Armor. (Post Beta 53.0, Current)
	+ **[Unchanged. Updated wording due to Armor change.]**

Rarities:

* Blue (Rare) (Post Beta 9.1)
* White (Common) (Post Beta 14.0)
* Gray (Basic) (Post Beta 53.1, Current)

### Trivia

* Charles had quite a few similarities with Receptionist 2:
	+ Released with 2 HP and Armor (2).
	+ From Beta 12.1 to Beta 33.0, both had 2/2.
	+ Swapped Rarities in Beta 14.0.
	+ As of Beta 33.0, Charles has R2's original 3/2.
Dad Slime

* Dad Slime
* Kid Slime

Dad Slime was added in Beta 21.0, revealed here the day prior. Previous Versions can be found here. Previous Versions of Kid Slime can be found here.

Dad Slime is a 7G 5/5 monster that summons 2 Kid Slimes upon death. These 2 Kid Slimes are 2/1 monsters with no effect. If they are bounced, they cost 1G each to be replayed.

As such, Dad Slime works as a sort of hybrid between Rock and So Sorry. Since Beta 30.0, Flower Can works as a miniture version of this.

## Card Skins

* Best Dad (by Jake Horror)
	+ Just a Normal Kid (sold separately)
	+ Like the Cool Kids (sold separately)
Diamond Boy 1

Previous Versions can be found here.

Diamond Boy 1 is a very useful card added in **Beta 6.6**, giving what is basically Armor to non-Armor monsters on your board. It won't affect itself, so a 2nd DB1 is needed to give each other "Armor" (but the effect doesn't stack on the other monsters).

With just 1 less DMG being taken, effects like those of Undyne are entirely denied. And monsters like Mad Dummy need to be struck with a higher initial damage number, which becomes rarer very quickly, keeping it alive more often.

Since Beta 54.0, it has Taunt, making it unable for people to hide it behind other Taunt monsters, which often forced spells and effects in order to deal with DB1 before the Taunt.
Diamond Chaos: Previous Versions

Current Version can be found here.

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

Diamond Chaos' buff was improving its effectiveness, letting you draw UP to 3 cards instead of 3 regularly. This means that you won't overdraw nor trigger Fatigue no matter how many cards you have. Drawn cards also get their cost dropped by 2 instead of 1.

### Stats

Spell giver: Jevil

Cost: 0

Effects:

* Deal 3 cards with -1 cost. (Post Beta 39.1)
* Deal up to 3 cards with -2 cost. (Post Beta 42.0, Current)

Rarity: Green (Generated)
Expulsion

## Effect

Return an enemy monster to their hand.

Previous Versions can be found here.

Expulsion is an Integrity deck specific effect card. It allows the owner to put an enemy card back into the opponent's hand,

Expulsion can be used to remove expensive monsters from play and/or to make the opponent have a full hand, making them lose the next drawn card. It can also be used to kill the targeted monster if the opponent already has a full hand, without triggering any dust effects.

Keep in mind that returned cards will be turned into their base form and that Magic, Haste, or Charge effects can be reused.
Call of the Grave: Previous Versions

Current Version can be found here.

Call of the Grave (CotG) was added in **Beta 43.0** with the effect to summon a copy of 3 random Dust monsters from your Dustpile with a cost of 3G or less and have their stats set to 1/1. **Beta 51.0** made it no longer able to summon both duplicates and generated monsters.

### Stats

SOUL Type: Determination

Cost: 4

Effects:

* Summon from your dustpile a 1/1 copy of ...
	+ 3 random <= 3G Dust monsters. (Post Beta 43.0)
	+ 3 random different non-generated <= 3G Dust monsters. (Post Beta 51.0, Current)

Rarity: White (Common)
Experience

Experience is a common artifact.

It increases all XP rewards by 50%. This includes player level XP and Friendship XP.

## Strategy

Experience does nothing from a deck power standpoint, For this reason it should almost always be used in Standard Queue, not Ranked. Experience can be very useful for newer players seeking to get as much packs as possible, but it is more useful as a way to increase your Friendship for cards. Since the Friendship rewards for cards are pretty good and can be earned pretty fast at lower levels of Friendship, using a variety of cards with Experience can help players gain a lot of rewards. Since Experience essentially makes it so you are running 1 common artifact you should ensure the deck you are using is mostly fine with just 1 common artifact. Overall Experience is a good way to help grind certain aspects of the game but it offers no strategic advantage, except for letting you flex on people when you beat them with it.
Cogwheel: Previous Versions

Current Version can be found here.

Cogwheel was added in **Beta 36.0**. Every time your turn ended, the cheapest card in your hand would return to your deck and you draw a new card. In **Beta 45.0**, it was changed to now return the most expensive one. In both cases, the card was chosen randomly if there were multiple cards with the same lowest/highest cost.

### Stats

ATK: 2

HP: 3

Cost: 2

Abilities:

* Turn end: Shuffle from your hand to your deck...
	+ the cheapest card. Draw a card. (Post Beta 36.0)
	+ the most expensive card. Draw a card. (Post Beta 45.0, Current)

Rarity: White (Common)
Call of the Grave

## Effect

Summon 1/1 copies of 3 random different non-generated <= 3G Dust monsters from your dustpile.

## Misc

### Soul type

 (DETERMINATION Soul)

Call of the Grave is Determination's 1st Deltarune, 3rd Common (4th if including Knife) and 9th overall Spell added in Beta 43.0. Previous Versions can be found here.

Call of the Grave (CotG) works as a mix between Tombstone for being able to summon non-duplicate Dust monsters from your Dustpile, Pre-Beta 48.1 Bloody Tree for only being able to affect Dust monster with a cost of 3 or lower, Business Dude for making them 1/1 copies instead of the actual (dead) monster and Jukebox/Father Alvin for being 3 monsters rather than 1 or 2 like the others (but are chosen randomly, which is like the others). Like Resurrection, it is also unable to give generated monsters.

This spell works very well in the deck that feature one or multiple of the previously mentioned cards (aside from Business Dude), working great in either Resurrection focused decks, Dust decks, or Plant decks (as like the old Bloody Tree, this spell works easily alongside Flowey).
Crown: Previous Versions

Current Version can be found here.

Crown was added as a Generated card for C-Round in **Beta 30.0**. It would turn an ally C-Round into a K-Round, but did nothing beyond that. **Beta 31.0** fixed that letting you draw a card if there's no ally C-Round.

**Beta 41.0** buffed it quite a bit. Not only will it now let you draw a card at any time, using it on anything but C-Round will give the targeted monster +1/+2 (even a K-Round). Keep in mind that it can now target enemy monsters.

### Stats

Creator: C-Round

Cost: 2

Effects:

* Turn an ally C-Round into K-Round. (Post Beta 30.0)
	+ If there's none, draw a card. (Post Beta 31.0)
* Give a monster +1/+2. Turn a C-Round into a K-Round instead. Draw a card. (Post Beta 41.0, Current)

Rarity Creator: Purple (Epic)
Cool Bone

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

Being an attack from Papyrus, it has a very similar effect, being able to attack more than once per turn if it attacks a monster instead of the opponent directly.

While it lacks Charge (and even Haste) and its ability only allows it to attack one more time each turn rather than as many times as it wants as long as it kills each time, it doesn't actually need to kill the monster it attacks to attack again. What this means is that you have a choice: 1 attack to any enemy, or 2 attacks limited to enemy monsters.
Ambition

Ambition is a common artifact.

At the end of every 3 turns, it will add a Dream to the top of your deck as long as there are no Dreams in your hand or deck.

## Strategy

Ambition does not have an effect on your draw, rather it has an effect on what cards are in your hand. This effect can prove useful for decks that run high-cost cards, as Ambition lets you send it back to your deck and draw a card that is potentially more playable for the current time of the game. Ambition is generally a good option for any late-game deck but it is worth considering if there are other artifacts that provide more usefulness to you. Ambition is also a must-include for any combo deck, as it is the best artifact for enabling set-ups. Ambition is a very good artifact and it is one that gives decent value throughout the course of a game.
Flowey: Previous Versions

Current Version can be found here.

Flowey didn't change much since his debut as a 4G 1/6 at first with the ability to gain +3 ATK every time he dies alongside being able to keep ATK buffs. His first change was in **Beta 5.2**, where his cost was reduced by 1G, making him summonable by Assault.

**Beta 12.0** made him only gain +2 ATK upon death, but he gained default Haste in the process. The next update, **Beta 12.1**, changed that to make him gain +3 ATK upon death again, but no longer having Haste after his first death. **Beta 15.0** gave him -1 HP. **Beta 18.1** made him gain +2 ATK upon death once again, but he still loses Haste after his first death.

**Beta 52.0** changed him forever, by now adding a Silenced copy to your deck upon death instead. The copy will gain both +2 ATK and Haste, allowing it to attack with 3 ATK right away, but previously given buffs are lost. And now, instead of an infinite loop of returning to your deck, he only returns once by default. **Beta 57.1** made the copy, still Silenced and with Haste, gain +3 ATK again. The copy will also gain +3 HP and Cost, giving it a total of +3/+3/+3. **Beta 59.0** gave it its first default ATK change, increasing it to 2.

### Stats

ATK:

* 1 (Pre Beta 59.0)
* 2 (Post Beta 59.0, Current)

HP:

* 6 (Pre Beta 15.0)
* 5 (Post Beta 15.0, Current)

Cost:

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

Abilities:

* Dust: Return to your deck with +3 ATK (keep ATK buffs). (Pre Beta 12.0)
* Haste. Dust: Return to your deck ...
	+ with +2 ATK (keep ATK buffs). (Beta 12.0)
	+ with +3 ATK, but without Haste (keep ATK buffs). (Post Beta 12.1)
	+ with +2 ATK, but without Haste (keep ATK buffs). (Post Beta 18.1)
	+ Silenced, but with +2 ATK and Haste. (Post Beta 52.0)
	+ Silenced, but with +3/+3/+3 and Haste. (Post Beta 57.1, Current)

Rarity: Purple (Epic)
Dummy

Dummy is a 1/0/4 card of base rarity. It has the Taunt effect.

## Strategy

Dummy is a very cheap option to protect your other cards. Dummy is best used in decks that wish to spam cheaper card, like Charles. Low-cost cards with 2-3 ATK in combination with Dummy can lead to a very strong early game. In combination with buffing cards like Grillby and Monster Kid, this type of deck can lead to strong boards really fast.

Dummy also has some niche use in decks that focus on locking the enemy board. Since Dummy has 0 ATK and Taunt, they can make it so enemy monsters won't take damage while attacking. In combination with ATK-reducing cards like Woshua, this can make it very hard for the enemy player to deal damage. This type of deck has largely fallen out of favour over the years due to the difficulty in pulling it off, but it remains an option for those that want it.

## Trivia

* Dummy remains as one of the few unchanged cards in the game.
Desk Lamp

Desk Lamp was added in Beta 39.1.

Desk Lamp is close to Receptionist 2 by being a 4G Taunt monster with 2 ATK that is able to avoid some DMG. In this case, with Dodge (1), it ignores any amount for 1 time. This is arguably worse than Armor (2), which blocks all 1-2 DMG at all times, so Desk Lamp has 1 more HP to compensate.

Desk Lamp also functions similar to Rock, as it (usually) guarantees that it needs at least 2 sources of DMG to die.
Exploration: Previous Versions

Current Version can be found here.

Exploration was added in **Beta 43.0** as a 3G spell that allowed you to draw any card from your deck. If the chosen card was <= Epic, it would also have its cost reduced by 1G. **Beta 52.0** removed the bonus, but reduced its own cost by 1G, effectively keeping the total cost the same for <= Epic cards, but -1G for all others. In return, the cards that you get to see is now limited to your deck's top 5.

Due to **Beta 55.0** reworking the soul, Exploration is back at 3G but will now draw the card at the bottom of your deck. At the end of that turn, 2 more cards from the bottom of your deck will be drawn.

### Stats

SOUL Type: Patience

Cost:

* 3 (Post Beta 43.0)
* 2 (Post Beta 52.0)
* 3 (Post Beta 55.0, Current)

Effects:

* See your deck. Choose 1 to draw. If it's <= Epic, give it -1 cost. (Post Beta 43.0)
* See the top 5 cards of your deck. Choose 1 to draw. (Post Beta 52.0)
* Draw the card at the bottom of your deck. Delay: Draw the 2 cards at the bottom of your deck. (Post Beta 55.0, Current)

Rarity: White (Common)
Clover

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

Clover is an extremely high value card, providing 3 DMG to a target of your choice, 3 HP restored to you and allow you to draw 3 new cards when placed down.

She also has Haste, allowing her to attack an enemy monster right away, providing 3 extra DMG (normally), creating an extremely versatile card, capable of refreshing your hand, stabilizing a board and providing health against a combo or aggro.

This card fits in a variety of decks, from being the top end of an aggro curve, to a midrange staple, to a powerful card in control to prevent death against aggro.

## Card Skins

* Clover on the Beach (by BlueKitty)
	+ Originally available through Summer Pack Bundle.
* Dog Brothers (by Diamaincrah)

## Trivia

* Clover's 2nd skin name incorrect.
	+ In DR, she's canonically female.
	+ In UC, she doesn't count as a Dog (at least right now).
Chaos Duck: Previous Versions

Current Version can be found here.

Chaos Duck was added in **Beta 30.0** with the Magic ability to turn an enemy monster into an Apoca Duck, an effectless 5/5 "copy" of itself for 4G (half the cost, should it ever return to someone's hand/deck). **Beta 39.1** buffed it by allowing it to target any other monster, so you can turn one of your own monsters into an Apoca Duck. **Beta 51.0** reduced its cost from 8G to 7G, but made it impossible to target an enemy monster.

### Stats

ATK: 5

HP: 5

Cost:

* 8 (Post Beta 30.0)
* 7 (Post Beta 51.0, Current)

Abilities:

* Magic: Turn an enemy monster into an Apoca Duck. (Post Beta 30.0)
* Magic: Turn a monster into an Apoca Duck. (Post Beta 39.1)
* Magic: Turn an ally monster into an Apoca Duck. (Post Beta 51.0, Current)

Rarity: Purple (Epic)
Cool Papyrus: Previous Versions

Current Version can be found here.

Cool Papyrus was added in **Beta 23.0** as a 5/9 (same as Papyrus ever since Beta 7.4) for 10G with Haste and the ability to add a copy of any monster he kills during your turn to your hand. He stayed like this all the way until **Beta 53.1**, where the copy will have its stats set to 5/5/5, but he will no longer be able to copy Determination monsters.

### Stats

ATK: 5

HP: 9

Cost: 10

Abilities:

* Haste. Whenever this attacks and kills a monster, ...
	+ add a copy of the killed monster to your hand. (Post Beta 23.0)
	+ add a 5/5/5 copy of the killed non-DT monster to your hand. (Post Beta 53.1, Current)

Rarity: Gold (Legendary)

Song: Dating Start!
DamnAnnoyingDog's Recognition Page

If anyone is to stumble across this page... somehow... this is the page to recognize DamnAnnoyingdog's efforts to improve this wiki, by adding the Community Strategy Guide Page for struggling players, and adding categories so that it is easier to find 2 of the same thing. Salute, to Perseverance Soul Trait Deck User...

DamnAnnoyingDog!

\*Bark Bark!

\*This doesn't seem like the Toby Fox you recognize, but he does look adorable. Welp, give him a round of applause anyway.
Big Hat Charles: Previous Versions

Current Version can be found here.

Big Hat Charles was added in **Beta 30.0** as a 5/6 for 7G. **Beta 40.0** reduced its HP by 1. **Beta 53.0** changed Armor to always just reduce DMG by 1. In most cases, like this one, it only caused a wording update. Its HP nerf was reverted in **Beta 54.1**, but reduced its ATK by 1 instead.

### Stats

ATK:

* 5 (Post Beta 30.0)
* 4 (Post Beta 54.1, Current)

HP:

* 6 (Post Beta 30.0)
* 5 (Post Beta 40.0)
* 6 (Post Beta 54.1, Current)

Cost: 7

Abilities:

* Armor (1). (Post Beta 30.0)
* Armor. (Post Beta 53.0, Current)
	+ **[Unchanged. Updated wording due to Armor rework.]**

Rarity: White (Common)
Clam Girl

Clam Girl is one of the 14 new cards added in Beta 7.6, alongside Clam Boy. Previous Versions can be found here.

When Clam Girl is placed on the board, she will reduce the cost of all spells in your hand by 2. This can make her really good in decks that rely on spells, such as Justice and Perseverance.

She also reduces the cost of spells generated by other monsters, making her pair well with Trader Temmie, Sans and even Omega Flowey.

### Trivia

Her effect from Beta 8.3 was bugged, as it didn't work on spells generated from Trader Temmie. Beta 8.3.1 (a few hours later) fixed that.
Coffee Man

Coffee Man is card 7/11 shown on Twitter here. It was released in Beta 18.1. Previous Versions can be found here.

At first glance, it seems very similar to Nacarat Jester, being a Rare with the Magic effect to silence a monster of your choice.

Coffee Man costs 3G more, but has -1/+2 and comes equipped with Taunt. The two extra health makes it less vulnerable to Jumping Rabbit and Punishment, and can protect you and your board fairly well or at least force your opponent to waste a silence on it.
Bunbun: Previous Versions

Current Version can be found here.

Bunbun was one of the 14 cards added in **Beta 7.6**. While its ability has always allowed it to summon a single Bun (which was also added in Beta 7.6) with Magic, its stats were changed a couple times, partly due to changes to Bun itself, which can be found here.

Starting as a 3/4 for 5G, **Beta 14.0** gave it +1 HP. This was reverted in **Beta 20.0**, but reverted back in **Beta 55.1. Beta 57.0** followed it up with -1 ATK and Cost, leaving it at 2/5 for 4G.

### Stats

ATK:

* 3 (Post Beta 7.6)
* 2 (Post Beta 57.0, Current)

HP:

* 4 (Post Beta 7.6)
* 5 (Post Beta 14.0)
* 4 (Post Beta 20.0)
* 5 (Post Beta 55.1, Current)

Cost:

* 5 (Post Beta 7.6)
* 4 (Post Beta 57.0, Current)

Ability: Magic: Summon a Bun.

Rarity: White (Common)
Ficus

Previous versions can be found here.

Ficus was a Plant added in Beta 51.0.

While Ficus is on your board, if another ally Plant dies, Ficus gains +1 ATK. This helps it making it much more useful as it starts with a mere 2 ATK for 5G. Its HP is at an already solid 7, though.

This is best used alongside Bridge Seed and Christmas Tree for being Plants with Taunt. They can protect Ficus when they're alive and buff it when they eventually die. (Blue Flower is also one, but not easily obtainable.)
Dark Candy Tree

Dark Candy Tree (DCT) was added in Beta 30.0. Previous Versions can be found here.

DCT is a strong, litteral supportive monster with the ability to restore 2 HP to any attacking monster on your board (aside from itself), somewhat providing them with Knight Knight's passive effect (though healing before the attack rather than after).

Very useful in Kindness decks and alongside monsters that have an ability that requires them to be damaged, like Receptionist 1, MTT Fountain or Mirror. The latter two also help protect it from attacks due to their Taunt. All three also work very well in Kindness, being able to increase their HP using Force of Nature and remove the latter two's Disarmed with Heal.

While it doesn't heal itself, you can work around that by using 2 DCT's, as that lets them heal each other (and heal the 2 remaining monsters double as much). Since Beta 48.0, this is even expanded, as any of your attacking Plants receive a +1 ATK bonus on top of their +2 HP healing. And since DCT is one itself, this applies to two of them buffing each other as well.
Defrosting: Previous Versions

Current Version can be seen here.

Defrosting originally dealt 4 DMG to all paralyzed enemy monsters when played, at the cost of 4G. The cost was reduced to 3G in **Alpha 3.2**. And **Beta 4.8** reduced the DMG to 3. **Beta 7.1** brought new life into it by still dealing 3 damage to all paralyzed enemy monsters, but now also does 1 damage to non-paralyzed enemy monsters, making it work very much like Pollutant Gas.

After quite some time, **Beta 18.1** dropped its cost further to 2G, but **Beta 32.1** reverted this back to 3G. With the class change of **Beta 55.0**, Defrosting was reworked to now deal 3 DMG to all damaged monsters (both ally and enemy, making it act as a small Asgore). Then, at the end of that turn, all monsters would take 1 DMG.

### Stats

SOUL Type: Patience

Cost:

* 4 (Post Alpha 3.0)
* 3 (Post Alpha 3.2)
* 2 (Post Beta 18.1)
* 3 (Post Beta 32.1, Current)

Effects:

* Deal 4 DMG to all paralyzed enemy monsters. (Post Alpha 3.0)
* Deal 3 DMG to all paralyzed enemy monsters. (Post Beta 4.8)
* Deal 1 DMG to all enemy monsters. If paralyzed, deal 3 DMG instead. (Post Beta 7.1)
* Deal 3 DMG to all damaged monsters. Delay: Deal 1 DMG to all monsters. (Post Beta 55.0, Current)

Rarity: Blue (Rare)

 Trivia

* Beta 33.0 updated its image.
	+ For Patience, it shares this with Protection, Cold Winter and Ice Replica.
* Beta 56.0 updated its image again.
	+ For Patience, it shares this with Fridge, Ice Prison and Cold Winter (again).
Explosion: Previous Versions

Current Version can be found here.
Explosion started as 7G with the effect to deal 2 DMG to an enemy monster of your choice. Monsters adjacent to it (so directly left and right) will take 4 DMG. **Beta 7.4** gave it its first change, which was an updated image, making Explosion one of the first cards to do so. **Beta 9.3** gave it its first balance change, a -1 cost drop from 7G to 6G.

**Beta 15.0** brought it back to 7G, but also reworked the effect a bit. Now, it deals 4 damage to any monster of your choice instead of 2 limited to enemy monsters. But the adjacent monsters, while still taking 4 damage, will only take damage if the targeted monster is killed with this. **Beta 18.1** dropped its cost back to 6. **Beta 22.0** nerfed its effect a bit by only dealing 3 damage to adjacent monsters.

### Stats

SOUL Type: Justice

Cost:

* 7 (Post Alpha 3.0)
* 6 (Post Beta 9.3)
* 7 (Post Beta 15.0)
* 6 (Post Beta 18.1, Current)

Effects:

* Deal 2 DMG to an enemy monster and 4 DMG to adjacent ones. (Post Alpha 3.0)
* Deal 4 DMG to a monster. Kill: Deal 4 DMG to adjacent ones. (Post Beta 15.0)
* Deal 4 DMG to a monster. Kill: Deal 3 DMG to adjacent ones. (Post Beta 22.0, Current)

Rarity: Blue (Rare)
Flower Fingers

Flower Fingers were added in Beta 39.0. Previous Versions can be found here.

Flower Fingers are a powerful addition to a Plant deck by being a Plant itself with solid stats of 4/4 for 5G and the Magic effect of dealing 1 DMG for each ally Plant (meaning it will count itself, allowing it to always deal at least 1 DMG upon played). This can result in 1-4 DMG to a target of your choice, making it somewhat of a more flexable, but Tribe exclusive version of Scissor Dancer.

This can work very well with Asgore's Truck, released in the same update, as that will give 2 Green Flowers in your hand (which are 0G) and is able to kill itself easily by attacking with 3/1 and Haste so you can play a 3rd Plant before using this (as Truck isn't a Plant itself).
Fishing Rod

**The article "Fishing Rod" is *outdated*.**
This article contains information that does not apply to the current version of Undercards. Please read with caution, and if possible, update the article.

## Card Information

### Tribes

N/A

Fishing Rod is the 1st of 11 cards shown planned for Beta 18.1 as shown here. Previous Versions can be found here.

For 3G, you get a monster with 2/3 and, since Beta 56.0, the effect to let you draw a card when played and at the start of your every turn. This can be helpful in heavy draw decks.

As of Beta 53.1, it's also part of a player's starting deck.
Butterflies

Butterflies were added in Beta 39.0. Previous Versions can be found here.

Butterflies function similar to Bone Box, allowing you to see a selection of spells and choose 1 to add to your hand. However, instead of 1 out of 3 <= 3G spells, it's 1 out of 2 <= 1G spells. This makes it a miniature version of Bone Box, especially due to its -2/-2/-2 in stats. But it also has Haste, allowing it to seperate itself from Bone Box further.

Butterflies has been like this since Beta 54.0 due to the release of Magic Crystal in the same update, making Butterflies function as a very helpful setup card for it (rather than one for Scepter and/or Shock decks, which require => 2G spells, outside Butterflies range).
Easy to Draw Bed

## Bedbox

Previous versions can be found here.

Easy to Draw Bed was added in Beta 51.0.

After its first attack, it gets replaced by a random other craftable monster. The new monster will have its base stats set to 4/5.

Keep in mind that it can be turned into a monster with Disarmed, rendering it useless. It can also turn into a Haste or Charge monster, allowing for a second attack because it's a new monster.
Dad Dragon

* Dad Dragon
* Dragon Kid

Dad Dragon and Dragon Kid were added in Beta 36.0. Previous Versions of Dad Dragon can be found here.

Being the Deltarune version of Sad Dragon, Dad Dragon shares its cost at 6G and swapped stats. However, that's all they share. Dad Dragon is an Epic monster that summons a Dragon Kid every time an ally monster dies (except for Dragon Kid itself).

Dragon Kid is a 3G 2/2 without an effect.
Ferry: Previous Versions

Current Version can be found here.

Ferry originally was a 1/2 monster for 1G that would give 2G upon death when it was released in **Beta 6.6**. **Beta 9.1** nerfed it to a 1/1, making it the same as Undertale's weakest monster: Sans. Much later, in **Beta 19.0**, its HP was brought back to 2, but got nerfed as it now costs 2G and gives 3G upon death, which would still be a 1G profit.

**Beta 21.0** changed that by increasing its cost by 1G again, but now actually decreasing the gold you earn from its Dust, making you actually get a 1G loss. It gained +1 ATK with this. **Beta 24.0** gave it +1 HP, while **Beta 49.1** gave it +1 ATK again, leaving it at 3/3/3.

**Beta 51.0** almost doubled this with +3G +2/+3. **Beta 54.0** gave it -1 HP.

### Stats

ATK:

* 1 (Post Beta 6.6)
* 2 (Post Beta 21.0)
* 3 (Post Beta 49.1)
* 5 (Post Beta 51.0, Current)

HP:

* 2 (Post Beta 6.6)
* 1 (Post Beta 9.1)
* 2 (Post Beta 19.0)
* 3 (Post Beta 24.0)
* 6 (Post Beta 51.0)
* 5 (Post Beta 54.0, Current)

Cost:

* 1 (Post Beta 6.6)
* 2 (Post Beta 19.0)
* 3 (Post Beta 21.0)
* 6 (Post Beta 51.0, Current)

Abilities:

* Dust: Earn 2 gold. (Post Beta 6.6)
* Dust: Earn 3 gold. (Post Beta 19.0)
* Dust: Earn 2 gold. (Post Beta 21.0, Current)

Rarity: White (Common)
Bench

Bench was added in Beta 23.0.

Bench brings back an older version of Lemon Bread, which would gain +1/+1 for each card in your hand, but was a terrible base 2/2 for 6G.

Bench is in a much better state though with both Taunt and a base HP of 5 for -1G, at the cost of starting out with 0 ATK instead of 2, making its maximum ATK 6 (as it doesn't count itself when placed).

This makes Bench a very good monster to use in decks that either use a lot of Taunts or often have a lot of cards in their hand (or both).

## Counters

However, the same counters that Lemon Bread had applies here, being it getting Silenced, returning its ATK to 0 and losing Taunt. After that, it can simply die to cards like Madjick and Muffet's Pet, just like all other 0 ATK monsters.
Bob: Previous Versions

Current Version can be found here.
Bob was added in **Beta 13.4** as the 5th Tem in the game. However, it already got nerfed in **Beta 14.0**, where its Magic changed from filling your entire hand with random Tems to just adding 3 (this doesn't include other Bobs). It gained Charge for it, though. **Beta 24.0** brought that Charge down to Haste.

**Beta 44.1** increased its cost from 5G to 6G and brought its Magic somewhat back to its original version, as now it adds one of every other Tem to your hand going from the lowest to highest cost. Tems with equal cost are actually given in a fixed order as well rather than randomly. **Beta 50.1** made it mentioned to no longer give Generated Tems. While this does include the only actual Generated Tem, that being Temmie 2, Bob was actully also unable to give Thrashing Machine now.

**Beta 53.1** changed it up a bit. It will now copy one of each Tem from your dustpile, meaning Bob now requires to have an actual deck of Tems and is more of a late-game monster. It still adds them in a fixed order from lowest to highest cost, excluding other Bobs, but can give Temmie 2 and Thrashing Machine again.

### Stats

ATK: 2

HP: 2

Cost:

* 5 (Post Beta 13.4)
* 6 (Post Beta 44.1, Current)

Abilities:

* Magic: Fill your hand with random other Tems. (Post Beta 13.4)
* Charge. Magic: Add 3 random other Tems to your hand. (Post Beta 14.0)
* Haste. Magic: Add 3 random other Tems to your hand. (Post Beta 24.0)
* Haste. Magic: Add to your hand based on cost (from low to high) in a fixed order ...
	+ all other Tems. (Post Beta 44.1)
	+ all other Tems (except Temmie 2 and Thrashing Machine). (Post Beta 50.1)
	+ a copy of every other different Tem from your dustpile. (Post Beta 53.1, Current)

Rarity: Purple (Epic)
Cross Bomb: Previous Versions

Current Version can be found here.

Cross Bomb is (not) a Bomb added in **Beta 50.0**. As the first Bomb added after the Tribe's removal, it lacks a Dust and sacrificial ability. Instead, it would deal 1 DMG to the monster in front of it whenever it attacked the opponent directly, which it could do on its first turn as well due to having Charge. **Beta 52.1** changed that almost completely. While it still has Charge and the monster in front of it now takes 2 DMG, it only does so at the end of the turn if Cross Bomb didn't attack at all during that turn (a condition originally belonging to Elder Puzzler).

### Stats

ATK: 2

HP: 2

Cost: 3

Abilities:

* Charge. Deal 1 DMG to the monster in front of this if ...
	+ this attacks the opponent directly. (Post Beta 50.0)
* Charge. Turn end: Deal 2 DMG to the monster in front of this if ...
	+ this didn't attack this turn. (Post Beta 52.1, Current)

Rarity: White (Common)
Dispatch

**NOTE**: As of **Season 70.5**, this card has been replaced by Silly Strings.

Dispatch was added during **Season 69.0** alongside another 6 Epic Deltarune Spells.

For 1G, Dispatch would target up to 2 random Generated cards in hand, and delete them in exchange for dealing 3 DMG to a random enemy monster for each card affected.

## Trivia

* Although Dispatch was able to deal 2 separate instances of damage with its effect, in reality Dispatch would target the same exact monster for 6 DMG, instead of just 3. It was impossible to target 2 different enemy monsters with this card.
Flower Can: Previous Versions

Current Version can be found here.

Flower Can was added in **Beta 30.0** with the ability to summon 2 Green Flowers upon death. It had stats of 3G 2/3, but the first change in **Beta 52.0** gave it +1 cost and ATK, ending it at 4G 3/3.

### Stats

ATK:

* 2 (Post Beta 30.0)
* 3 (Post Beta 52.0, Current)

HP: 3

Cost:

* 3 (Post Beta 30.0)
* 4 (Post Beta 52.0, Current)

Ability: Dust: Summon 2 Green Flowers.

Rarity: White (Common)
Business Dude: Previous Versions

Current Version can be found here.

Business Dude was added in **Beta 23.0** with the Magic ability to summon a 1/1 copy of a random monster from your deck. **Beta 44.1** buffed this by not making it summon copies of other Business Dudes. But **Beta 45.0** nerfed it by not allowing it to summon copies of DT monsters. This was done as it was heavily used with Angel of Death. **Beta 46.0** gave it +1/+1.

### Stats

ATK:

* 4 (Post Beta 23.0)
* 5 (Post Beta 46.0, Current)

HP:

* 3 (Post Beta 23.0)
* 4 (Post Beta 46.0, Current)

Cost: 6

Abilities:

* Magic: Summon from your deck a 1/1 copy of ...
	+ a random monster. (Post Beta 23.0)
	+ a random other monster. (Post Beta 44.1)
	+ a random other non-DT monster. (Post Beta 45.0, Current)

Rarity: Blue (Rare)
Bloxer: Previous Versions

The current version of this card can be found here.

Bloxer was added in **Beta 36.0**, as a 7 cost monster with 5 ATK and 4 HP. It had a Magic effect of looking at 3 random monsters that each costed less than or equal to 3G, and picking one to summon. **Beta 56.1** changed this effect to look exclusively at monsters in your dustpile, allowing you to better control which monster was summoned by just having that monster in your deck and playing it.

### Stats

ATK:

* 5 (Beta 36.0, Current)

HP:

* 4 (Beta 36.0, Current)

Cost:

* 7 (Beta 36.0, Current)

Abilities:

* Magic: Look at 3 random monsters costing <= 3 G and choose one. Summon it. (Post Beta 36.0)
* Magic: Look at 3 random monsters costing 3 or less G in your dustpile and choose one. Summon it. (Post Beta 56.1, Current)

Rarity:

* Blue (Rare) (Post Beta 36.0, Current)
Asriel: Previous Versions

Current version can be seen here.

Asriel always had 4 ATK and 4 HP. However, when released, Asriel costed 7G and would heal all your other monsters. However, he didn't restore anything else yet. **Beta 4.3** changed that by lowering his cost to 6G, but also made Asriel able to remove KR from all ally monsters before healing them. This made Asriel a much better card, especially after his cost was reduced again to 5G in **Beta 4.8**.

After the Beta 6.8 rework of KR not being able to deny healing anymore, **Beta 7.1** buffed Asriel again. Now, for 6G, Asriel doesn't just remove KR, but all negative effects from all ally monster. However, this also includes the Taunt from monsters that don't have it in their base form. (So cards like Dummy and Jerry keep Taunt, but cards that have been given Taunt by Protection, Glad Dummy and even the effect of Lemon Bread will have it removed.) The next update, **Beta 7.2,** returned Asriel to 5G again. And **Beta 7.5** made Taunt not classify as a negative effect at all, meaning that Asriel will never remove it.

**Beta 16.0** nerfed Asriel quite a bit, no longer making him restore your other monsters' HP and only removing their negative effects. **Beta 17.0** buffed him by lowering his cost to 4. **Beta 20.0** returned him to 5G, but also gave some of his healing ability back by restoring 3 HP to the monsters he targeted at the end of that turn. **Beta 22.0** nerfed this to 2 HP. **Beta 51.0** gave this condition its own keyword: Delay. Burgerpants also obtained this. And **Beta 52.1** buffed the Delay by also making its owner restore 2 HP.

### Stats

ATK: 4

HP: 4

Cost:

* 7 (Pre Beta 4.3)
* 6 (Post Beta 4.3)
* 5 (Post Beta 4.8)
* 6 (Beta 7.1)
* 5 (Post Beta 7.2)
* 4 (Post Beta 17.0)
* 5 (Post Beta 20.0, Current)

Abilities:

* Magic: Fully restore all ally monsters. (Pre Beta 4.3)
	+ Remove their KR first. (Post Beta 4.3)
	+ Remove their negative effects first. (Post Beta 7.1)
* **[Taunt is no longer a negative effect.]** (Post Beta 7.5)
* Magic: Remove all negative effects from all other ally monsters. (Post Beta 16.0)
	+ and Turn end: Restore 3 HP to them. (Post Beta 20.0)
	+ and Turn end: Restore 2 HP to them. (Post Beta 22.0)
	+ Delay: Restore 2 HP to them. (Post Beta 51.0)
		- **[Unchanged. Updated wording due to newly added Keyword.]**
	+ Delay: Restore 2 HP to all allies. (Post Beta 52.1, Current)

Rarity: Purple (Epic)

### Trivia

* When he got reworked in Beta 20.0, the description forgot to include "Magic:" and used the old "at the end of the turn," instead of "End of turn:".
* Beta 21.1 gave him an updated image.
Кварц

*«Быть охранником Земли - худшее наказание.»*
— Кварц

**Кварц**  - центральный персонаж "Истории Кварца". Тем не менее появляется там реже чем Уго.

## Биография

Кварц появился в результате падения магического метеорита на Протоземлю 4 567 654 321 года до н.э.. Он был бы простым камнем, но магический метеорит сделал его живым и разумным. Магия метеорита заполнила собой всю Протоземлю, что вызвало появление ещё других магических существ - Духов, которые сделали Кварца свои правителем. Но духи вскоре покинули Кварца - они телепортировались через портал в Потусторонний мир, а своего правителя оставили присматривать за Землёй.

Кварц был разорван в пыль приблизительно 115 миллионнов извержением вулкана. Кварца впитало в древовидную траву, а потом семя этой самой травы(ставшее из-за магии Кварца волшебным) полетело в пещеру погглей, где один из погглей съел семя, сделав разумными всех животных в радиусе километра.

## Интересные факты

* Является самым старым персонажем в "ПэПэБИКе" - на момент конца 2 серии ему 4 683 641 997 лет.
Doggo

Previous Versions can be found here.

Doggo is a decent monster for most decks, and incredibly useful in specialized ones, such as control decks. Its ability is to return a card back to the user's hand, just like Break. Cards sent back to the hand will be reverted to their original state and fully healed.

## Card Skins

* See You (by Asrite)
* Pot Pat Pet (by BlueKitty)
Demon Flowey

Demon Flowey was added in Beta 54.0.

When played, Demon Flowey will catch a random monster in your dustpile. When he dies, that monster will return to your dustpile. However, all other monsters in it will also turn into a Demon Flowey.

As such, once his Dust has taken effect, your dustpile will only have Demon Floweys and the previously chosen monster. This can be used as a way to allow cards like Father Alvin and Tombstone to be able to choose the one different monster if before there were too many that could be chosen that the one you wanted the most wasn't included.
Ficus: Previous Versions

Current version can be found here.

Ficus was added in **Beta 51.0** as a 5/2/7 common monster with both the plant tribe and an aura effect. Whenever Ficus was on the board, and an ally plant died, Ficus gained +1 ATK. **Beta 57.0** changed its stats, reducing its cost by 1, but also reducing its HP by 1, to make it a 4/2/6.

### Stats

ATK:

* 2 (Post Beta 51.0, Current)

HP:

* 7 (Post Beta 51.0)
* 6 (Post Beta 57.0, Current)

Cost:

* 5 (Post Beta 51.0)
* 4 (Post Beta 57.0, Current)

Abilities:

* Whenever an ally plant dies, gain +1 ATK. (Post Beta 51.0, Current)

Rarities:

* White (Common) (Post Beta 51.0, Current)
Abstract Art

Abstract Art was added in Beta 51.0. Previous Versions can be found here.

When this monster is on the board, any monster the user summons with a cost less than that of itself will have their Dust effect triggered.

It can work with any Lost Soul and monsters summoned through Call of the Grave, making it a great addition to a Determination deck.