This is a list of Frequently Asked Questions (FAQ) about TEPPEN.
General[]
Q: What is TEPPEN?
A: TEPPEN is a card game, it was developed primarily by GungHo.
Q: Why does this game have Capcom characters in it?
A: TEPPEN is a collaboration between GungHo and Capcom, as such, Capcom IPs are featured in it.
Q: Where can I download this game?
A: TEPPEN is a free game made for iOS and Android devices. As of April 30, 2026, it is no longer available for download on digital stores.
Q: Will there be a port to [platform]?
A: Other than the game being playable on PC via Google Play Games, there are no plans for a port for other platforms. However, one of the questions within the TEPPEN First Annual Community Survey asked users to type in what platform they wanted the game to be on.
Q: Is TEPPEN a P2W (Pay to Win) game?
A: No, players are able to use "F2P" (free to play) currencies such as Zenny or Souls to acquire specific cards. All Heroes and their Hero Arts are unlocked by default. However, it's important to note that not all f2p players may be able to own all meta decks at once, since Legendary Cards sometimes were too expensive to craft with Souls.
Q: What does "TEPPEN" mean?
A: "TEPPEN" means "to the top" or "summit" in Japanese, for this reason, a lot of times in TEPPEN events, players are seen pointing upwards in pictures.
Q: I encountered a bug or a glitch in my game, where do I report it?
A: Official support is no longer available since the game went offline. The following link was used for support during the game's run: https://web.archive.org/web/20251101044027/https://teppenthegame.com/en/info/contact.html
Q: Why content obtained in one device is not the same in another, despite both having the same account?
A: As the game is now offline, saved game data in no longer stored in the game's server, being stored on the device itself.
Q: How do I transfer my data from one device to another?
A: Transfer is no longer available in the offline version. The following link has information of how it used to be done: https://web.archive.org/web/20251026173030/https://teppenthegame.com/en/info/backup.html
Gameplay[]
Q: What is the current meta?
A: You may want to join the teppencommunity discord or see #TEPPEN_DECK to have meta discussions with other players.
Q: What is [ability]?
A: Please see the following link: Abilities.
Q: Why do some cards have a "burning" effect on them?
A: The burning animation on a card means that it is Ascended.
Q: What is the "attack gauge"?
A: The attack gauge is the moving arrow/bar coming out of a Unit Card, blue for ally Units, red for enemy Units.
Q: How do I check the count of an ability?
A: Some cards can only perform something if your "count" is at a set number. For example, Unleashed (DON 022) will only give Flight to a friendly Unit Card if your "Explore" count is at 3 or higher. There are two ways to know the count of something:
- By tapping the card which needs the count to be at a certain number to perform a specific action.
- By tapping at your Hero, which will then display your Hero Art's effect and the count needed. Do note that just like the cards, only Hero Arts which need a count in the first play will display it on the text.
Q: I tried to play an Action Card but it did not work!
A: Certain Action Cards can only be played under a certain condition. Make sure to read the Action Card's description to see what the condition is. For example, Unforeseen Interference (COR 117) cannot be played unless your opponent plays an Action Card first.
Q: Why did my Unit Card just suddenly get killed?
A: Sometimes things in TEPPEN can happen too quickly. If one of your Unit Cards got killed immediately out of nowhere, make sure to tap any enemy Unit Cards to see what their effects are. For example, the effect of Lady (COR 024) reads "When played: Deals 6 damage split among all enemy units.", as such, this card can potentially immediately one shot your Unit Cards when the opponent plays it.
Q: Why do I keep playing against a person named "Stranger" all the time?
A: "Stranger" is the default name given to players if they have not set a name or if the player chooses to not show their screen name to others.
Q: What is a "Giant Killer Challenge"?
A: Please see the following link: Ranked Match.
Q: Can I complete Missions in Room Matches?
A: Yes, if the mission states "against another player", then you can complete it in Room Matches, Free Play, Ranked, etc.
Q: What are the rewards given for leveling up [Hero]?
A: Please see the following link: Level Up Rewards. The level from Heroes Offline version.
Q: What is the maximum level of a Hero?
A: 50 for all Heroes.
Q: Can I build a deck with more than one color?
A: Yes, but the maximum MP will be decreased. Please see the following link for further information: How to Play.
The effect from Golden Cards and Secret Cards.
Q: What are Golden Cards?
A: Golden Cards are an alternate version of an already existing card that feature a special effect over them. The Golden version still acts as a duplicate of the original card, so a deck cannot have x3 of the default card and x3 of the Golden version in a deck.
Q: What are Secret Cards?
A: Secret Cards are an alternate version of an already existing card. These cards feature an alt illustration, with it usually being animated. The Secret version still acts as a duplicate of the original card, so a deck cannot have x3 of the default card and x3 of the Secret version. All Secret Cards have the same effect as Golden Cards. Five Secret Cards (Ryunosuke Naruhodo, Jujudormah-Ran, Shadow Lady, Mech Zangie-F, and My Hero Claire) have different names from their default versions, but they still count as the same card.
Q: I know my opponent is using a deck with two or more colors but they have played a card with an MP cost that's higher than their limit, how is that possible?
A: While the game gives a warning that you are using a card with an MP cost above the limit, there are still ways to force it into play, such as using False Throne (COR 175) followed by Rebirth (DON 099).
Q: What are Tour Points?
A: Please see the following link: Tour Points.
Interactions[]
Q: Does the effect of Forbidden Fruit (TDA 100) go away if I Seal it?
A: Yes.
Q: What happens if I use Liberating Slash (TDA 025) on a card which is under the effect of Forbidden Fruit (TDA 100)?
A: The Hero who owns the card will take -9 damage.
Q: Does the effect of Blood Destiny (COR 180) persist if I use Brainwashed (COR 135) on it?
A: Yes.
Q: I have used Wire Snatch (NERO 013) but my Unit Card was still hit/destroyed/halted/etc.
A: Wire Snatch (NERO 013) will only move the Unit Card to a different slot, it will not stop Action Cards or abilities from interacting with the card in the question. The only ability that would miss is the one related to "the unit in front", such as Experiment Records (WESKER 012).
Q: Does Spillover trigger when hitting the Hero?
A: No.
Q: Does Spillover trigger Decimate when defeating a unit that is not in front?
A: No.
Q: What happens if I use Liberating Slash (TDA 025) on Sengoku Titan Tadakatsu (BOA 039)?
A: Sengoku Titan Tadakatsu (BOA 039) will be halted, and the targeted Hero will gain +9 Life.
Slang, abbreviations, and glossary[]
Q: What does red/green/purple/black mean?
A: Red, Green, Purple and Black are the Elements in TEPPEN.
Q: What are the letters and numbers that may appear with a card's name?
A: They are the card's ID, indicating their set and number. For example, Ryu (RYU 008) is a 8th card from the RYU Basic Cards, Ryu (TFS 012) is the 12th card from the set The Force Seekers (TFS), and Ryu (ADA 010) is the 10th A Dark Agenda (ADA) card.
Q: What does "HA" mean?
A: "HA" is an abbreviation for Hero Art.
Q: What does DT, SB, AA and Overture mean?
A: These are abbreviations or slang terms for Hero Arts. DT, SB and AA are abbreviations of Devil Trigger, Shadow Blade and Antibody Activation respectively. While Overture is a slang term given to Devil Breaker, a Hero Art of Nero which shows him using his "Overture" Devil Breaker from Devil May Cry 5. Players often use abbreviations to mention Hero Arts, these are not the only ones that exist. Note that abbreviations can refer to different things depending on the context, like DD being either the Demon Dogfight set or the Dark Destruction Hero Art.
Q: What does 1s/2s/3s/4s, etc. mean?
A: Players often mention a group of cards by calling out their MP cost. Certain decks are also built upon these numbers, which causes the slang "Fourrigan" to exist, for example.
Q: What does "Fourrigan" mean?
A: "Fourrigan" means any decks which consists of Morrigan Aensland and mostly cards with a 4 MP cost. Similar slangs also exist.
Q: What does "Yawn-Li" mean?
A: "Yawn-Li" means any decks of Chun-Li with the Yawn Hero Art.
Q: What does "Mana" mean?
A: "Mana" is a slang term for MP (Mirage Particles).
Q: What does "Battery" and "Mana Battery" mean?
A: "Battery" and "Mana Battery" are slang terms for cards with the MP Boost ability.
Q: What does "Burn" mean?
A: Besides the Burn ability, Burn may be used as a slang in conversations to refer to a Deck that focuses on dealing damage directly at the enemy's opponent via the usage of cards like Sneak Attack (COR 035), Bit (HBM 006), Agent's Memories (HBM 025), etc.
Wiki-Related[]
Q: Who made this wiki?
A: User:BSHK808
Q: Is this wiki affiliated with GungHo/Capcom?
A: No.
Q: There is something wrong with a page...
A: If you find something wrong, or something that requires an update, then you can always edit and fix the page yourself. Some pages are protected so that only registered users may edit, if the page you want to edit has that requirement then you must log in or create an account to edit it.
If the problem is unrelated to the content within the page itself, then there may be something wrong with FANDOM, if this is the case, then simply wait until the problem fixes itself, or contact FANDOM to let them know what is wrong, because the TEPPEN Wiki cannot do anything at that point.
Q: How can I help?
A: You do not need to help the wiki, but if you wish to do so, you may want to see the categories under the site maintenance category, they will list pages that need some type of edit.
If you wish to create a new page, it's recommended for you to see the layout guide first so that it fits the style of the wiki.
Official FAQ[]
The FAQ that was available on the TEPPEN official site.
General Gameplay[]
I can’t craft certain cards
You cannot craft Basic or Golden cards.
A Secret Sphere is required in order to craft Secret Cards.
Learn more about Secret Spheres here.
I want to avoid reaping certain cards by accident
You can avoid accidental actions on a card by registering the card in "Favorites".
You can register a card as a favorite by tapping the key icon on the card details screen.
Do Emblems or Player Icons have any effect on battle?
Emblems and Player Icons have no effect on battle.
Where can I change my name?
You can change your name by going to "Other" >> "Profile".
Where can I confirm my User ID?
You can confirm your User ID by going to "Other" >> "Profile".
How do I become friends with other players?
You can send a friend request from “Other” >> “Friends” >> “Recent Opponents” or “Search”.
Can I quit during the middle of a battle?
From the “Options” button at the top left of the battle screen, you can select “Forfeit” to forfeit the match. If you forfeit the match, it will be treated as a defeat.
NEW PACK TICKET cannot be used.
NEW PACK TICKET is a ticket than can be exchanged for packs sold at a later date.
When the corresponding pack goes on sale, they will automatically change to that pack’s ticket and become usable.
Until the pack goes on sale, they cannot be used.
Stats by Hero Rankings
The Stats by Hero Rankings is a ranking based on the wins of each Hero.
Hero Skins that change the character, like the Extra Skin Phoenix Wright, will have the wins of the original Hero counted in the rankings.
Stats by Hero Rankings is only updated at certain times.
It may take some time before the current Battle Records are reflected in the rankings.
Questions About the Rules[]
What happens when my deck has 0 cards remaining?
You can still play cards from your hand, but you cannot draw any more cards. Even if your deck has no cards remaining, the battle will continue until one player’s Life goes down to 0, or the battle time expires.
A unit with <Veil> received an effect
<Veil> is an ability where the unit cannot be “targeted” by an effect, so the unit will still receive effects that do not select specific targets.
Examples of such effects are “1 damage to all enemy units,” “1 damage to 1 random enemy unit,” and “Divide 3 damage between enemy units.”
Where in the deck will cards returned to the deck through <Revenge> be placed?
The cards are returned to random places within the deck.
What happens to the attack preparation time of a unit with <Agility> when you inflict it with <Slow>?
The unit will then have both <Agility> and <Slow>, which will cancel each other’s effects out and return the unit to normal attack preparation time.
Using Hero Arts like Genesis to add cards explored during battle to the EX Pocket
Only cards that you have explored for can be put into your EX Pocket.
Even if an explored card is removed, it can still be added into your EX Pocket.
Multiples of the same card can also be added to your EX Pocket.
When a unit on the field is granted an ability, what happens when that unit is removed from the field?
Abilities applied to units after they enter the field are reset when that unit is removed from the field.
How do I level up units with the <Growth> ability?
Unit Cards with the <Growth> ability level up when they reach a certain amount of Growth Points. They can also gain new effects.
When a Unit Card with the <Growth> ability is in play, playing another Unit Card from your hand or EX Pocket into an open board slot will grant Growth Points equal to the amount of MP consumed.
- If a card’s MP cost is not paid when playing it to the field via Hero Arts or an effect, Growth Points will not be granted.
The amount of Growth Points required to level up once vary from card to card.
Deck Elements (Colors)
The element of the Hero set to your deck is also included in your deck’s elements.
For example: If you set the black element Hero, Albert Wesker, as your hero and add green element cards to your deck, your deck will then become a two-color deck, with your Max MP becoming 5.
New cards that are elements not originally in your deck have been added to your deck during battle. Does your Max MP change during battle if your deck’s elements (colors) increase?
Your Max MP will not change if new cards of a different element are added to your deck during battle.
If a unit whose stats were modified with an ability is then sealed, will its stats be reverted back to its original stats?
Stats of units whose stats were modified will not be reverted back to their original value when they are inflicted with Seal.
Just like the following examples, units whose stats were modified through a temporary effect who are then inflicted with Seal, the effect causing the modification of its stats will be removed.
Example: Colonel (COR 022)
Card effect:
When on the field: Gives a friendly red unit other than itself +1 Attack and <Rush>.
Increasing Your Memory Count
Your Memory Count increases at the end of each Active Response for each of your Action Cards that resolved.
MP Charge Speed
MP will charge at 100% speed if unaltered. However, through <MP Boost> and MP Charge Speed Down effects, that charge speed can be increased or decreased.
For example: If <MP Boost: 20> is applied to you, your MP Charge Speed will be increased to 120%. Then, following that, if you have an MP Charge Speed Down 30% effect added to you, your total MP Charge Speed will be 90%.
<MP Boost> and MP Charge Speed Down effects stack, and only the active effects will take effect.
MP Charge Speed Down effects do stack, with the lowest MP Charge Speed being 0%.
Dealing Damage
▼ Instances When No Damage Will Be Dealt
Damage will not be dealt when a unit with 0 Attack attacks, counter attacks, or when certain Action Cards are used and 1 or more damage is not dealt. Because no damage was dealt, "Taking damage," "Increased damage taken," or other effects that activate when damage is taken will not activate. <Shield> will also not be lost.
▼ Instances When Damage Will Be Dealt
Damage will be dealt when a unit with 1 Attack or higher attacks, counter attacks, or when certain Action Cards are used and 1 or more damage is dealt. This will cause effects that activate when damage is taken to activate.
- ”Attack Damage +” and “Counter Damage +” effects are not included in effects that activate when damage is taken and are applied when attacking or counterattacking respectively.
About the limited frequency effects that will be affected by the Seal effect
▼ Limited frequency effects that will be affected by the Seal effect.
“<Combo> (Effective for 1 attack.)” and “<Spillover> (Effective for 1 attack.)” effects that grant a unit an ability with a limited number of uses and “Destroy this unit after 1 attack.” will be Sealed.
▼ Limited frequency effects that will not be affected by the Seal effect.
“Attack +1 (Effective for 1 attack.)” and “Attack -1 (Effective for 1 attack.)” effects that grant a unit an ability with a limited number of uses will not be Sealed.
If there are two Unit Cards in your Graveyard with the same name that belong to different packs, such as “X (X 008)” and “X (HBM 026),” how many different types of Unit Cards are in your Graveyard?
Each card is counted as one type, so there would be two different types in total.
Questions About Card Effects[]
Action Cards that target other Action Cards
When you play an Action Card that targets an opponent’s Action Card, the target will be the last Action Card that your opponent played.
The Effect of “Utsusemi Technique (COR 127)"
"Utsusemi Technique" has the effect of changing the target of an Action Card randomly, so it is an effect without a specific target. Therefore, even if the randomly selected target has <Veil>, it will receive the effect.
The Effect of “Advanced Artifact X (COR 070)”
The card effects of “Advanced Artifact X" are as follows:
Decimate: Gain the ability of the defeated unit. (Once only.)
(Decimate = Triggered when defeating an enemy unit with an attack or counter.)
Thus, “Advanced Artifact X“ gains the abilities of said enemy unit at the time it was defeated. Therefore, if the defeated unit is in a “Seal” or "Halt" state at the time of its defeat, “Advanced Artifact X“ will also inherit those states.
The ability gained by “Advanced Artifact X” is lost when it leaves the field.
About the effect of "Monstrous Virus (DON 075)"
Monstrous Virus’s effect is not that it can only affect each Hero once, rather once a Hero has had its effect placed on them, they cannot use Monstrous Virus again.
For Action Cards with effects that change depending on the number of times you play certain cards, at what point does the game read the play count?
When you play an Action Card like “State of Nothingness (DON 025)“ whose effect changes depending on how many times you’ve played certain other cards, the game uses the count at the time the Action Card is played.
Example: State of Nothingness
Card effect: Gives a friendly unit +1 Attack for each time you used an Action Card during this battle.
1. Play Action Cards twice
2. Play “State of Nothingness“ and go into Active Response
>> You’ve played two Action Cards at this point, so the final effect is +2 Attack.
3. Play an Action Card during Active Response
>> You’ve now played three Action Cards, but this doesn’t affect State of Nothingness.
4. Active Response effect resolution
- Action Cards activate in order from the last card played
- The Action Card from step 3 activates
- “State of Nothingness“ from step 2 activates, awarding +2 Attack
For Action Cards with effects that change depending on the number of times you use other moves, at what point does the game read the usage count?
When you play an Action Card like “Bladescale Storm (DON 021)“ whose effect changes depending on how many times you’ve made certain other moves (e.g. Explore), the game uses the count at the time the card’s effect activates.
Example: Bladescale Storm
Card effect: Deals 3 damage to a random enemy unit.
If your Explore count is 3 or higher, deals 4 damage to all enemy units instead.
1. Explore 2 times
2. Play “Bladescale Storm“ and go into Active Response
>> You’ve explored twice at this point, so the effect is “deal 3 damage to a random enemy unit”
3. Play an exploring card during Active Response
4. Active Response effect resolution
- Action Cards activate in order from the last card played
- The card from step 3 activates, bringing the Explore count to 3
- You’ve now explored three times, so when “Bladescale Storm“ from step 2 activates, the resulting effect is “4 damage to all enemy units”
Card copying
All copied cards retain the core stats of the original card. Any effects or abilities added to the original are not copied over.
About giving enemy units -n Attack
A unit cannot have less than 0 Attack.
Effects that decrease Attack will be applied to the current Attack.
For example, if a unit that has an Attack increase from <Coordination> or “Celestial Envoy’s Miracle (Amaterasu’s Hero Art)” receives an Attack decrease from an effect, the effect decrease will be subtracted from the values increased by “Celestial Envoy’s Miracle” or <Coordination>.
Example: “Celestial Envoy’s Miracle”
Hero Art Effect: Your Hero gains “All friendly red units gain +1 Attack.”
“Reduce a Card’s MP” Effect
A card’s MP cost cannot go below 1.
What Happens When You Use Utsusemi Technique (COR 127) on a “Negate a Card Effect” Effect
Because “Negate a card’s effect” effect can only target the previous Action Card used before it, using Utsusemi Technique will not change its original target.
What Happens When You Use Utsusemi Technique (COR 127) on an Action Card Effect With Multiple Effects
If 1 card has multiple effects, Utsusemi Technique will change the target of all effects.
Place a Unit in the Same Board Slot Death Effects
If another unit is in the same board slot when the unit is destroyed, its effect will not activate.
For example: A unit with that effect which triggers on Death is on the field, and then a unit with <Ascended> is placed on top of it. Because a unit already exists in that board slot, its Death effect will not trigger and the unit will not be placed on the board.
Decimate Effects
Decimate effects will only trigger when your opponent’s unit is destroyed through an attack or counter, and your unit survives.
- Destroying opponent's units through damaging card effects that trigger when attacking or countering do not trigger Decimate.
Deviljho’s (TFS 088) Effect
“When an enemy unit is placed on the field: Move this unit to the front of the enemy unit.” effect still activates even if the enemy unit that is placed on the field is destroyed as it is placed on the field.
Reducing Life Lost When Sacrificing Life
Aside from “Immune to Life sacrifice effects” effects, life lost through Sacrifice effects cannot be reduced.
“When a Friendly Unit With Explore Explores” Effects
If a unit with multiple instances of Explore ever Explores, each instance of Explore will activate.
Even units that have activation conditions for Explore that aren’t When played will still Explore regardless if those conditions have been met or not.
For example: If you use Bushinryu Awakening (DON 023) on Cody (TDA 014), Explore will activate 3 times.
Example: Cody
Card effect:
When played: Explore for Hidden Knife.
Decimate: Explore for Hidden Knife.
Death: Explore for Hidden Knife.
Example: Bushinryu Awakening
Card effect:
A friendly unit with Explore uses Explore. Obtained card gets MP cost -1.(MP costs cannot drop below 1.)
“Damage Taken By This Unit is Taken by Your Hero Instead” Effects
Damage that your Hero takes when a friendly unit with the "Damage taken by this unit is taken by your Hero instead" effect is not altered due to the stats or abilities of that unit. The damage will be equal to the enemy unit’s Attack.
For example: If the unit has effects such as “Nullify damage” or “Reduce incoming damage to 1,” the damage your Hero takes will not be 0 or 1, it will be equal to the Attack of the attacking or countering enemy unit.
Unit <Memory> Effects
In a single battle, if your count of resolved Action Cards are equal to or greater than the <Memory> count listed on a card or a Hero Art, then their effect will activate when they are placed on the field.
However, Action Cards that place units on the field do not count towards those units Memory Count.
For example: If your Memory Count is currently at 3, and Cody (HBM 010) with the <Memory>: 4 ability is placed on the field via Summon Minions (COR 164), because putting Cody onto the field is part of Summon Minions’ effect, your Memory Count does not increase until after the effect resolves, resulting in Cody’s <Memory>: 4 ability to not trigger.
Example: Cody
Card Effect:
<Memory>: 4
Deal 3 damage split among all enemy units.
Example: Summon Minions
Card Effect:
Sacrifices 2 Life.
Places a unit in your deck that costs 4 MP or less on the field.
Attacking Effects
Attacking effects happen before dealing damage to a unit or Hero.
So if a unit with the effect: “Attacking: Expends -2 HP” were at 2 HP or less and they were to attack something, their HP would drop to 0 before dealing any damage to the opponent’s unit or Hero and it would be destroyed.
Memory Count Shown on Cards
If a card has an effect that puts units on the field with the <Memory> ability, the Memory Count will be shown.
For example: Sherry Birkin (HBM 034) doesn’t have a <Memory> effect, but the card Mercenary by Blood (T047) which is put into play through her “When played” does have a <Memory> effect, so Memory Count will be displayed.
Example: Sherry Birkin
Card Effect:
When played: Places one Mercenary by Blood on the field.
When placed on the field: Gains "Gain +1 HP every 5 seconds"
Example: Mercenary by Blood
Card Effect:
<Memory>: 4
Gains +2 Attack and <Shield>.
Skulduggery’s (TDA 072) Effect
Skulduggery’s effect doesn’t take into account the card’s use or resolution order. If the Active Response it is being used in has 3 or more Action Cards being used (including Skulduggery), then its effect will activate.
Additionally, even if other cards have been negated, the amount of cards used will not be reduced.
Natural Cycle’s (TFS 050) Effect
Natural Cycle’s effect will happen in the following order.
1. All players return all cards in their hands, EX Pocket, and Graveyard to their respective decks and shuffle them.
2. All players draw 5 cards.
3. If 25 or more cards were returned to the deck in step 1, then all units in the deck of the player who played Natural Cycle gain +1/+1.
4. The played Natural Cycle is then removed from the game.
Banbaro’s (ATH 008) Effect
Friendly units that take damage through its “Deal 2 damage to all other friendly Monster units” effect will gain HP +4.
- Units that have a <Shield> and don’t have their HP lowered through “Deal 2 damage to all other friendly Monster units” will still gain HP +4.
Effects that Check Deck Card Counts
Effects that check deck card counts will check at the timing listed below.
- Unit Cards
Unit Cards check deck card counts right before they’re placed onto the field when they’re played from your hand.
For example: When you play Ndesu (ATH 082) with 16 cards in your deck, its effect, “When played: If your deck has 15 or less cards, gain +1/+2” will not activate.
Example: Ndesu
Card Effect:
<Revenge>: +1/+2.
When played: If your deck has 15 or less cards, gain +1/+2.
- Action Cards
Action Cards will check deck counts after the Active Response has finished and at the time your Action Card resolves.
For example: If you use Return of the Heretics (ATH 100) when you have 6 cards in your deck, by using this card you will draw a card from your deck and its count will be reduced by 1. If Return of the Heretics resolves, then at the time of resolution, you will have 5 cards in your deck and the “If your deck has 5 or less cards in it” effect will resolve.
Example: Return of the Heretics
Card Effect:
Return 2 black units from your graveyard to your EX Pocket with their MP costs halved (rounded up.)
If your deck has 5 or less cards in it, give those units +2/+2.
Death’s Executioner’s (ATH 098) Effect
Death’s Executioner’s “If your deck has 10 or less cards in it” effect will check your deck’s card count once it’s first effect “Send 3 cards from your deck that don’t have <Revenge> active to the graveyard” has happened.
For example: If at the time you use Death’s Executioner you have 14 cards in your deck, two things will happen. First you will draw a card because you used a card. Then its effect will happen, sending 3 cards from your deck to your graveyard. If these events happen, then you will have 10 cards left in your deck at the time Death’s Executioner checks your deck’s card count and it’s “If your deck has 10 or less cards in it” effect will activate.
Hourglass
Effects that are active for a set amount of time, or card effects or Hero Arts that have time limits to them will have a timer display.
The color of the timer will change depending on the effect that it is timing. The corresponding color and meaning is as follows.
- Red
An effect that deals damage.
- Green
An effect that restores.
- Orange
Other types of effects.
Demon King Oda Nobunaga's (TOA 092) Effect
Demon King Oda Nobunaga's effect "<Revenge>: Gain Attack and HP equal to their respective values when this unit died." calculates at the time the unit is destroyed. So if Demon King Oda Nobunaga is destroyed through damage, it's HP is calculated as 0, and only its Attack will be added.
Additionally, the “unit destroyed by this unit’s <Ascended> ability” is the unit in which Demon King Oda Nobunaga is placed on.
- Destroyed units through Hero Arts effects like Raging Demon are not applicable.
<Indestructible> Units
Destroy effects like the Action Card “Obliteration (COR 176)” or the Hero Art Dark Destruction do not affect units with <Indestructible>.
Damage done through attacks or through card effects will destroy the unit when its HP reaches 0.
About “When your Hero gains life” Effects
“When your Hero gains life” effects, will only trigger when your Hero’s life is less than 30.
About “Sengoku Titan Tadakatsu (BOA 039)”’s Effects
The effect “While on the field: All Action Card effects that affect this unit become "Halt this unit for 5 seconds."” will still activate when effects that check the status of this card such as “Emergency Strike (COR 085)” target it, but the effect that checked the status of this card will be changed and not activate.
About “Sengoku Titan Tadakatsu (BOA 039)” Being On the Field When “Salvation of Souls (T030)” is Used
If “Salvation of Souls” is used while “Sengoku Titan Tadakatsu” is on the field, the effect “While on the field: All Action Card effects that affect this unit become "Halt this unit for 5 seconds.”” will keep its Attack and HP the same, but it will count towards “Salvation of Souls” effect of “For each unit changed, the selected unit gains +1/+1.”
Usage of Action Cards and Damage-Dealing Enhancing Effects
The damage-dealing enhancing effects that “Leon S. Kennedy (COR 021)” and “Ashley Graham (HBM 001)” have will be applied to Action Cards when they are used.
Therefore, when that Action Card resolves, even if the unit with the effect that enhances damage-dealing effects has left the field, the Action Card will still deal additional damage.
About the “Sample Collection (WESKER 009)” Effect
“Sample Collection”’s effect destroys a random friendly unit and a random enemy unit. It can still be used even if you don’t have a friendly unit on your field.
“Experiment Records (WESKER 012)” and “Just Deserts (COR 171)” both have the condition of “Destroys a friendly unit”, and so if there is no friendly unit on the field, it cannot be used, and if there is no friendly unit on the field when it resolves, it does not activate.
“Chosokabe Motochika (BOA 035)” Effect
The effect “While on the field: Give all Machine units in your hand and EX Pocket -1 MP. (MP costs cannot drop below 1.)” only reduces the MP of the target unit cards while they’re in your hand or EX Pocket.
Once they have been put on the field from your hand or EX Pocket, the effect will be removed and MP will return to its original value.
“Priestess Rao (BOA 089)” Effect
The effect “Whenever a Human unit dies: Becomes Fox Demon Ninetails,” will only trigger when a Human unit other than Priestess Rao itself dies.
“Ill-Fated Queen Himiko (BOA 013)” Effect
“Death: Deal 1 damage to a random enemy unit on the field with the highest MP cost. Once this effect activates 9 times, remove this unit from the game,” is an effect that has the effect "Deal 1 damage to a random enemy unit on the field with the highest MP cost," repeat consecutively nine times.
For example, if there is a 9 MP unit with 7 HP and a 4 MP unit with 5 HP on your opponent’s field, the “Deal 1 damage to a random enemy unit on the field with the highest MP cost,” effect will trigger onto the 9 MP unit seven times, and after it dies from the seventh trigger, the remaining two times will target the 4 MP unit.
“Ada Wong (ADAW 008)” Effect
The effect “When placed on the field: Randomly Lock 1 of your empty board slots for 10 seconds, then return all unit cards in front of board slots that are inflicted with Lock to the EX Pocket.” will not activate the "return all unit cards in front of board slots that are inflicted with Lock to the EX pocket," portion if you are unable fulfil the "Randomly Lock 1 of your empty board slots for 10 seconds" part of the effect.
Also, the effect “...return all unit cards in front of board slots that are inflicted with Lock to the EX pocket,” will return units to the EX Pocket that are in front of locked board slots even if it is not from the board slot that was locked by this effect.
“Lock Board Slot” Effect
A board slot that is currently inflicted with Lock cannot be inflicted with Lock again.
Overlapping effects will also not extend the time the board state is inflicted with Lock.
“Nergigante (ADA 086)” Effect
When your Life and the enemy Hero’s life both reach 0 from Nergigante’s attack and the effect “Attacking: Sacrifice 2 Life and gain +1 Attack.”, it will be counted as a loss for both players.
"Steel Samurai Show's (AVP 022)" Effect
If the effect “Switch the Attack of 1 friendly unit and the unit in front” causes a unit to switch Attack that is affected with a temporary effect such as "Attack +1. (Effective for 1 attack.)," the modified Attack will be switched.
However, the “(Effective for 1 attack.)” effect will not be transferred. The Attack of the unit that received the “(Effective for 1 attack.)” effect will be the switched Attack plus the modified amount of Attack from the "(Effective for 1 attack.)" effect.
For example, when the Attack of Unit A (1 Attack) and the Attack of Unit B (5 Attack including a "+2 Attack (Effective for 1 attack.)" effect) are swapped, Unit A’s Attack will become "5." Unit B’s Attack will become Unit A’s original Attack "1" plus the "+2 Attack (Effective for 1 attack.)" effect to become "3 Attack" for one attack, then it will revert to "1 Attack."
"Decimate" and "Maggey Byrde (AVP 057)" Effects
If a unit with "Decimate" deals damage to a Hero while Maggey Byrde with the “While on the field: This unit receives all damage that your Hero would receive,” effect is on the field, Maggey Byrde will receive that damage. If Maggey Byrde is destroyed through this damage, the "Decimate" effect will activate.
<Heavy Pierce> and "Maggey Byrde (AVP 057)" Effects
When a unit with <Heavy Pierce> attacks and destroys a unit other than Maggey Byrde, Maggey Byrde will take the <Heavy Pierce> damage done to the Hero.
Additionally, if Maggey Byrde is destroyed through the <Heavy Pierce> damage that is taken in place of the Hero and the unit that dealt the <Heavy Pierce> has Decimate, both the original unit that was destroyed and Maggey Byrde will count towards Decimate and it will activate twice.
- Even if Maggey Byrde is destroyed through the <Heavy Pierce> damage received in place of the Hero, no <Heavy Pierce> damage will be done to the Hero.
"Pierce Damage" and "Maggey Byrde (AVP 057)" Effects
If units other than Maggey Byrde are destroyed by Pierce Damage, the damage from “after defeating an enemy unit, any excess damage is dealt to the enemy Hero” will be taken by Maggey Byrde via the “While on the field: This unit receives all damage that your Hero would receive,” effect.
Additionally, if that damage destroys Maggey Byrde, the HP of the attacked and destroyed unit and Maggey Byrde will be subtracted from the original Pierce Damage and dealt to the Hero.
For example, if a 3 HP unit and a 1 HP Maggey Byrde are on the field, and the 3 HP unit receives 6 Pierce Damage, the damage dealt to the Hero is 2.
"Danger Zone Report's (AVP 095)" Effect
If multiple Danger Zone Reports are played, the “double all damage this unit receives” effect will activate that many times.
For example, if a unit receives the Danger Zone Report effect 3 times and is attacked by a unit with 1 Attack, the damage it will take will be 8 (1x2x2x2).
<Quest>: This unit's HP increases
Unit Cards with "<Quest>: This unit's HP increases", will level up whenever the HP of the unit with that ability increases. This includes not only your card effects or Hero Art, but also your opponent's card effects as well.
<Quest>: An enemy unit dies
Unit Cards with "<Quest>: An enemy unit dies", will level up whenever an enemy unit dies. This includes not only through battle, your card effects, or your Hero Art, but also things like your opponent's card effects and when your opponent uses <Ascended> as well.
<Quest>: A card is added to your EX Pocket
Unit Cards with “<Quest>: A card is added to your EX Pocket”, will level up whenever a card is added to your EX Pocket. This includes not only through your card effects or Hero Art, but also your opponent’s card effects that add cards to your EX Pocket.
If a card is added to your opponent’s EX Pocket, they won’t level up.
Level Up
Level Up has different conditions depending on the ability. For <Quest>, the unit's level will increase when the specified conditions are fulfilled. For <Growth>, the unit's level will increase by acquiring the necessary amount of growth points.
Further, Level Up conditions such as “<Quest>: Another friendly unit levels up”, or "Activate the following effects depending on the number of times friendly units have leveled up” count both <Quest> and <Growth> levels.
When exploring Effects
When exploring effects activate every time a friendly Action Card or Unit Card's effect Explores.
For example, if a "1 friendly unit with Explore uses Explore" effect is used on a unit with two Explore effects, Explore will be activated twice and the effects of a unit with "When exploring" effects will also activate twice.
Chatterbox's (AVP 015) Effects
Chatterbox's "Deal 1 damage to 1 unit 3 times" is one effect, not three.
Additionally, if <Present> activates, it will have two separate effects, "Deal 1 damage to 1 unit 3 times." and "Deal an additional 1 damage to that unit 3 times."
Stay Close's (IOF 050) Effect
The effect "While on the field: All Action Card effects that affect this unit become 'Gain +1/+1'" activates once per Action Card.
For example, if <Memory> or <Present> conditions have been fulfilled and a unit that has Stay Close's effect is targeted by an Action Card with either <Memory> or <Present>, Stay Close's "While on the field: All Action Card effects that affect this unit become 'Gain +1/+1'" effect will activate only once.
Overseer Alex Wesker (IOF 088)'s Effect
The effect "<Ascended>: Destroy 1 random enemy unit whose HP is less than or equal to the amount of times friendly black units have had the <Ascended> status this battle" also includes how many times "Overseer Alex Wesker" has had the <Ascended> status.
For example, if "Overseer Alex Wesker" gets the <Ascended> status after only 1 other friendly black unit received the <Ascended> status, destroy 1 random enemy unit whose HP is 2 or less.
<Faith> Effects
<Faith> does not activate from Dark Invitation (Oichi Hero Arts).
Solitary Ninja Marino’s (MOR 083) Effect
“Attacking: Give the enemy Hero -1 Art Points and your Hero gains <Art Charge 1>” triggers <Art Charge 1> even if the enemy Hero has 0 AP.
Absolute Power Tigrex’s (MOR 087) Effect
“While on the field: Give all Action Cards in your hand and EX Pocket +2 MP. (MP costs cannot exceed 10.)” will be active until the effects of the used Action Cards are resolved.
For example, if you use an Action Card with an original MP value of 2 while Absolute Power Tigrex is on your field, it will have an MP cost of 4 during Active Response.
<∞ Revenge> and <5 Revenge>’s Effects
If a unit that doesn’t originally have <∞ Revenge> or <5 Revenge> would gain one of these abilities from an ability like Advanced Artifact X (COR 070)’s “Decimate,” it gains <Revenge> instead.
“When a friendly unit gains 5 or more HP” Effects
The effect “When a friendly unit gains 5 or more HP” activates when the unit with this effect or a friendly unit gains 5 or more HP at once.
This effect can be activated multiple times, as long as the requirements are met.
<Unleash> Status
The <Unleash> status is triggered when a unit with <Unleash> meets one of the following conditions.
- Your Hero’s Life is less than or equal to the number indicated when placed onto the field.
- While on the field, your Hero’s Life becomes less than or equal to the number indicated.
However, the <Unleash> status will not activate multiple times even if your Hero’s Life increases and decreases repeatedly.
“Turns into” Death Effects
If a unit transforms with a “Turns into” Death effect, the unit before transformation will be removed from the game.
Moreover, when a unit with the “Turns into” Death effect upon death happens to die while also having an effect such as "Death: Return this unit to the deck," “Death: Return itself to the EX Pocket,” or the <Revenge> status, the unit before transformation will be removed from the game without returning to the deck or EX Pocket.
- Cards with “Turns into” Death effects
“Rachel Foley (BOR 049)”, etc.
- Cards that give “Death: Return this unit to the deck” or “Death: Return itself to the EX Pocket”or <Revenge>
“Resurrect (DOW 069)”, “Miraculous Awakening (HBM 071)”, “Deal With the Devil (COR 172)”, etc.
“After dealing damage to the enemy Hero” Effects
“After dealing damage to the enemy Hero” effects activate when a unit with this effect deals damage to the enemy Hero with via an attack or an effect.
The “After dealing damage to enemy Hero” effect will not activate if you deal damage to the enemy Hero by using an Action Card or another unit that does not have this effect.
- Cards with “After dealing damage to the enemy Hero” effects
“Raymond Vester (BOR 043)”, etc.
“<Quest>: The enemy Hero takes damage”
Units with “<Quest>: The enemy Hero takes damage” level up not only when the enemy Hero is damaged by the attack of a unit with that effect, but also when an enemy Hero is damaged by an Action Card or through any other means.
- Cards with “<Quest>: The enemy Hero takes damage”
“Bomber (DOW 003)”, etc.
- Cards with “Deal damage to the enemy Hero” effects
“Sneak Attack (COR 035)”, etc.
<Immolate> Status
The <Immolate> status is triggered when the HP of a unit with <Immolate> becomes 4 or less.
You may play a unit from your hand or EX Pocket on top of a unit with the <Immolate> status. The played unit gains the listed <Immolate> effect for 1 attack.
However, units cannot be played on top of a unit that has both the <Immolate> status and <Indestructible>.
Also, the <Immolate> status will be removed if the unit with <Immolate> recovers and its HP becomes 5 or more.
“Seize Control” Effects
When a unit is taken control of, that unit’s attack gauge is reset.
The attack gauge is also reset when the target unit is affected by “Halt.”
- Cards with “Seize Control” Effects
“Brainwashed (COR 135),” etc.
- “Halt” Effects
“While halted, the target will be unable to attack or counter. If the target were to be attacked, they will not counter, and their attack gauge cannot be reset. ”
<Coordination> Effects
<Coordination> will remain active so long as the designated amount of other friendly units or more are on the field.
For example, if a card like “Evasive Action (COR 087)” that returns a unit’s attack and HP to their original values is used on a unit with “+3 Attack” received from <Coordination>, the effect from <Coordination> will not disappear and the unit will still have “+3 Attack” added to its original Attack value.
Cheerful Hustle’s (SSV 058) Effect
Cheerful Hustle’s effect “Give all Unit Cards in your EX Pocket +1/+3” will not activate if no cards were added to your or your opponent’s EX Pocket.
- Cheerful Hustle’s Effect
“Both players draw 1 card and put it into their EX Pocket.
If the cards added to the EX Pocket were both Unit Cards, give all Unit Cards in your EX Pocket +1/+3.”
About “<Quest>: Send a card from your deck to the Graveyard”
Units with “<Quest>: Send a card from your deck to the Graveyard” level up equal to the number of cards sent from the deck to the Graveyard.
- Cards with “<Quest>: Send a card from your deck to the Graveyard”
“Benjamin Woodman (SSV 061),” etc.
Effects That Refer to Damage Dealt
Effects like “Your Hero gains Life equal to the damage dealt” and “Give +1 HP to this unit equal to the damage dealt” are only effective for the amount of damage actually inflicted.
- Cards with “Your Hero gains Life equal to the damage dealt” Effects
“A Splendid Buffet (DON 070),” etc.
Cards with “Give +1 HP to this unit equal to the damage dealt” Effects
“Barlagual (SSV 050),” etc.
Violent Crossfire’s (SSV 020) Effect
If there are no friendly units on the field when the “Deal 2 damage to 1 random enemy unit” effect of “Violent Crossfire” is triggered, this effect will only activate once.
- Violent Crossfire’s Effect
“Deal 2 damage to 1 random enemy unit. If that unit is not destroyed by this damage, deal 2 damage to 1 random friendly unit.
This process will repeat until a unit is destroyed by this damage or no units remain on either player’s field. (This damage-dealing effect will activate up to 7 times.)”
Can you give any unit in your EX Pocket the <Invasion> Ready status?
You cannot <Invasion> Ready units in your EX Pocket without the “Give a card in your EX Pocket the <Invasion> Ready status.”
- Cards with “Give a Card in Your EX Pocket the <Invasion> Ready Status” Effects
“Space-Time Rift (JR 033),” etc.
What happens if there are no open board slots when a unit with the <Invasion> Ready status is placed onto the field?
The <Invasion> Ready unit will be sent to the Graveyard.
In addition, the listed <Invasion> effects will not activate.
Do the effects of “Ingrid Hunnigan (JR 010)” and “Third Energy Genius Kirk (JR 071)” that target “a friendly unit with <Invasion>” only work for units that were placed onto the field by <Invasion> effects?
Units placed onto the field by non-<Invasion> effects can also be targeted.
When an <Invasion> Ready unit is placed onto the field through a “Place a unit in your EX Pocket onto the field” effect, do the listed <Invasion> effects activate?
They will not activate.
Will the MP of a unit placed onto the field via <Invasion> effects become the MP cost paid to give it the <Invasion> Ready status?
The unit’s MP will not change.
For example, when 5 MP is paid to activate <Invasion> and place a unit with an MP cost of 3 onto the field, that unit’s MP cost will remain 3.
If Unit Cards with “When added to your hand or EX Pocket: If there are Unit Cards in your EX Pocket...” effects are added to your EX Pocket, will that trigger their effect?
Yes.
Adding the Unit Card to your EX Pocket even when it’s empty will still fulfill the requirements of the card’s effect and trigger it.
Will “When moved to an empty board slot” effects activate when a unit is moved to another board slot by a “Swap board slots” or “Seize Control” effect?
They will not activate.
“When moved to an empty board slot” effects only activate when moved to an empty board slot by a “Move” effect.
- Cards with “When moved to an empty board slot” Effects
“Wire Sponge (OCS 032),” etc.
- Cards with “Move” Effects
“Wire Snatch (NERO 013),” etc.
- Cards with “Swap board slots” Effects
“Dhalsim (BOR 048),” etc.
- Cards with “Seize Control” Effects
“Brainwashed (COR 135),” etc.
“Resonate” Activation Limit Effects
"Resonance" effects with activation limits such as "(Up to 1 time)" can activate 2 times when they gain "Reverberate", and after that "Resonance" effects do not activate.
- Cards with “Resonate” Activation Limit Effects
“4th Hell: Sloth (SSV 042),” etc.
- Hero Arts That Grant “Reverberate”
“Ebony & Ivory (Dante’s Hero Art)”
If the “When using Hero Arts, AP consumption becomes 0 (up to 1 time)” effect has been given, can a Hero Art be used even if the AP needed to activate the Hero Art has not been saved up?
It cannot be used.
- Cards That Grant “When using Hero Arts, AP consumption becomes 0 (up to 1 time)” Effects
“Scarlet Heroine Regina (SI 014),” etc.
When a unit with “Mark of Akatsuki” is on your field, if all of your opponent’s slots are occupied and “Mother Computer Akatsuki (SI 054)” has left the field, will that unit with “Mark of Akatsuki” have its control seized?
It remains on your field without its control having been seized.
In addition, its “Mark of Akatsuki” will be lost.
- “Mother Computer Akatsuki” Effects
"This unit cannot attack.
When played: Seize control of 1 random enemy unit and give it Mark of Akatsuki.
When leaving the field: All friendly units with Mark of Akatsuki lose Mark of Akatsuki and the opponent seizes control of them."
If a “Give a unit in your deck an ability and place that unit onto the field” effect is used when all of your board slots are occupied, will the “Give a unit in your deck an ability” effect activate?
If you can’t place the unit in your deck onto the field, the “Give a unit in your deck an ability” effect will not activate.
- Cards with “Give a unit in your deck an ability and place that unit onto the field” Effects
“Unexpected Assault (ATH 024),” etc.
When using a “Swap the Attack and HP” effect on a unit with 0 Attack, if the “When Attack becomes (number) or higher for the first time” condition is fulfilled at the same time its HP reaches 0, will the “When Attack becomes (number) or higher for the first time” effect activate?
It will not activate.
- Cards with “Swap the Attack and HP” Effects
“Let’sh Go, Garangolm! (DD 036),” etc.
- Unit Cards with “When Attack becomes (number) or higher for the first time” Effects
“Gobul (IOF 029),” etc.
For “Give Effect 1, then give Effect 2 ,” if Effect 1 fails to activate, will Effect 2 be activated?
It will not activate.
For “Give Effect 1, then give Effect 2 ,” the activation of Effect 1 is a condition for activating Effect 2. Therefore, once Effect 1 fails to activate, Effect 2 cannot be activated.
However, in the case of “Give Effect 1. Give Effect 2, ” Effect 1 and Effect 2 are independent of each other. Even if Effect 1 fails to activate, Effect 2 will still be activated.
When units are removed from your hand, the EX Pocket, the deck, the Graveyard, etc. with “<Quest>: Another unit is removed from the game.” will the effect meet the conditions and activate?
It will not activate.
The conditions for “<Quest>: Another unit is removed from the game.” will only be met when a unit is removed from the field. The effect will only activate in this case.
- Cards with “<Quest>: Another unit is removed from the game.” Effects
“Crimson NetNavi ProtoMan.EXE (3ME 047)”, etc.
When 6 or more of your own cards have been removed, when placing a unit with both the “<Burn>: 3” and “<Burn>: 6” effects onto the field, will both <Burn> effects activate?
The “<Burn>: 3” and “<Burn>: 6” effects will activate, in that order.
- Cards with multiple <Burn> Effects
“PharaohMan.EXE (3ME 009)”, etc.
If a unit that has been granted the “Unit is destroyed after 1 attack” effect and also has “<Quest>: The enemy Hero or an enemy unit takes 6 or more damage” attacks and deals 6 or more damage, will the effect activate when that unit levels up? It will activate.
- Cards with “<Quest>: The enemy Hero or an enemy unit takes 6 or more damage”
“F7.EXE (3ME 059)”, etc.
- Cards with “Unit is destroyed after 1 attack” Effects
“Countdown to Ruin (3ME 070)”, etc.
If a card is removed from the game during the processing of an Action Card’s <Burn> effect, and that removal fulfills the conditions for another <Burn> effect, will the additional <Burn> effect of that Action Card activate?
It will not activate.
The <Burn> effect refers to the number of cards removed from the game when the processing of the Action Card’s effect begins.
- Action Cards with <Burn> Effects
“Battle Chip—Nina V2 (3ME 017),” etc.
Do units with the "this unit is <Ascended>" effect count as "units with <Ascended>"?
Those units do not count as such.
Only when units with the "this unit is <Ascended>" effect are placed on the field are they treated as "units with the <Ascended> status," but not as "units with <Ascended>."
- Cards with “This unit is <Ascended>” Effects
“Evil Ryu (T045),” etc.
If a unit is sent to a location other than the EX Pocket by the effect of “Beautiful 8 Trish (TB8 047),” will the “give this unit -1 Attack equal to the returned unit's MP cost” effect activate?
It will not activate.
The “give this unit -1 Attack equal to the returned unit's MP cost” effect will only activate when a unit is returned to your opponent's EX Pocket.
- “Beautiful 8 Trish” Effects
“When played: Return the unit in front with an MP cost of 7 or less to the EX Pocket, then give this unit -1 Attack equal to the returned unit's MP cost.
<Coordination>: 2
Gain <Combo>.”
If “Madcap Chase (TB8 072)” is used when both Heroes have 2 or less Life, how will the battle end?
The Life of both the enemy Hero and your Hero will drop to 0 at the same time, and both players will lose the battle.
- “Madcap Chase” Effects
“Destroy 1 random enemy unit and 1 random friendly unit.
Deal 2 damage to the enemy Hero and your Hero.
Send 1 random card from both your opponent's EX Pocket and your EX Pocket to the Graveyard.”
If a unit with both a “When played” and an <Unleash> effect is played when the requirements for <Unleash> have been met, which effect will activate first?
The <Unleash> effect will activate first.
- Cards with both “When played” and <Unleash> Effects
“Alcina Dimitrescu (TB8 044)”, etc.
Will the “Taking damage (Your Hero)” effect be activated by damage from “Sacrifice” effects?
It will not be activated.
- Cards That Grant “Taking damage (Your Hero)” Effects
“Battle Chip—Muramasa (TB8 049)”, etc.
- Cards with “Sacrifice” Effects
“Nelo Angelo (NERGIGANTE 004)”, etc.
If a unit with <Frenzy> is placed on the field on top of a unit with "Death: Return a unit from the Graveyard to your deck," will the unit returned to the deck by the "Death" effect become <Frenzied> by the <Frenzy> effect?
It will not be.
- Units with "Death: Return a unit from the Graveyard to your deck" effects
“Ghost Pals (TDD 046)”, etc.
- Units with <Frenzy> effects
“Spirit (TDD 040)”, etc.
If damage is dealt to the enemy Hero by the <Heavy Pierce> effect, will the "After dealing Attack Damage to the enemy Hero" effect activate?
It will not be activated.
- Cards with "After dealing Attack Damage to the enemy Hero" Effects
“Hirondelle (AZ 040)”, etc.
- Cards That Grant <Heavy Pierce> Effects
“Battle Before the Battle (TB8 054)”, etc.
Will units that have activated <∞ Revenge> and <5 Revenge> effects be affected by "Units with <Revenge>" effects?
It will be targeted.
Effects that target "Units with <Revenge>" will affect units with and can activate <Revenge>, <∞ Revenge>, and <5 Revenge>.
Units that have already activated <Revenge> effects and units that have "0 remaining <5 Revenge>" are not affected.
- Cards with <∞ Revenge> Effects
“Civilization Rebel Sigma (HBM 087)”, etc.
- Cards with <5 Revenge> Effects
“Obsessive Killer Ustanak (IOF 108)”, etc.
- Cards with Specified "Units in your deck with <Revenge>" Effects
“Gordiant (AZ 062)”, etc.
If a unit with <Energy> gains an amount of Energy Points that gives it 6 or more points in total, will the Energy Points that exceed 5 remain after the <Energy> effect is activated?
They will not remain.
The maximum amount of Energy Points that a unit can gain is 5. Energy Points in excess of 5 will be discarded.
Can effects such as <Shield>, "Nullify Damage," and "Nullify Sacrificing Life" protect against the reduction of life via "Reduce Hero Life" effects?
They cannot.
- Cards with effects that give "Give your Hero <Shield>"
“Defensive Stance (CHUN-LI 010)”, etc.
- Cards with effects that give "Nullify Damage" or "Nullify Sacrificing Life"
“Monstrous Virus (DON 075)”, etc.
- Cards with "Reduce Hero Life" effects
“Azai Nagamasa (SR 037)”, etc.
If your opponent has activated a "Reduce Hero Life" effect, will "<Quest>: The enemy Hero takes damage" effects activate?
It will not be activated.
The "Reduce Hero Life" effect is not treated as damage.
- Cards with "<Quest>: The enemy Hero takes damage"
“Bomber (DOW 003)”, etc.
- Cards with "Reduce Hero Life" effects
“Azai Nagamasa (SR 037)”, etc.
Via the effect of units on the field with "While on the field: Give all Unit Cards in your hand and EX Pocket +1 MP.," if purple units are placed on the field from your hand or the EX Pocket that have gone from 4 MP to 5 MP, will "When a friendly purple unit with an MP cost of 4 is placed on the field" effects activate?
It will activate.
The "While on the field: Give all Unit Cards in your hand and EX Pocket +1 MP." effect only activates on units in your hand or in your EX Pocket, so at the point when the unit is placed on the field its MP returns to its original value.
- Cards with "While on the field: Give all Unit Cards in your hand and EX Pocket +1 MP." effects
“Daimyo's Dog Pincher (TF 051)”, etc.
- Cards with "When a friendly purple unit with an MP cost of 4 is placed on the field " effects
“Lurker (SR 039)”, etc.
Will "When placed on the field: Activate one of the following effects based on the number of different Tribes in your Graveyard" effects activate if the number of different Tribes is something other than the specified values?
It will not be activated.
For example, when three or more different Tribes are in your Graveyard, the effect will not activate on the Tribes designated as "Tribe 1" or "Tribe 2."
- Cards with "When placed on the field: Activate one of the following effects based on the number of different Tribes in your Graveyard"
“Tiffany Lords (SR 023)”, etc.
Are units that belong to both Machine and Demon Tribes targeted by the specified "All Unit Cards that belong to a different Tribe than this unit" effect when activated by a Machine unit?
They are.
The specified "All Unit Cards that belong to a different Tribe than this unit" effect targets a unit as long as one of the multiple Tribes that unit belongs to is different from the Tribe of the card activating the effect.
- Machine Units with Specified "All Unit Cards that belong to a different Tribe than this unit" Effects
“Ferham (TDJ 010)”, etc.
- Units That Belong to Machine and Demon Tribes
“Infested Tank (DTL 006)”, etc.
If a unit is placed on the field when a unit with the "When a friendly unit is placed on the field: Give that unit +2 HP and give this unit -2 HP" effect and less than 2 HP is already on the field, does the unit placed on the field get +2 HP?
The unit placed on the field gets +2 HP, and the unit with the "When a friendly unit is placed on the field: Give that unit +2 HP and give this unit -2 HP" effect will have its HP reach 0 and die.
- Units with "When a friendly unit is placed on the field: Give that unit +2 HP and give this unit -2 HP" Effects
“Blizzard Buffalo (TDJ 021)”, etc.
If your hand is reduced to 4 or fewer cards, will a card with <Overload> get added from your deck to your hand?
It will not be added.
Cards with <Overload> can be added to the EX Pocket via effects like "Add to your EX Pocket."
- Cards with <Overload>
“Split Mushroom (TDJ 041)”, etc.
- Cards with "Add to your EX Pocket" Effects
“Foresight (COR 123)”, etc.
For units with "Explore for Card 1, and if conditions are met, Explore for Card 2 instead" effects, when the conditions are met and the effect "1 Explore ability is activated at random" is activated, which card is subject to Explore: Card 1 or Card 2?
Both Cards 1 and 2 apply, and either one can be subject to Explore.
Also, in cases where the effect "Activate all Explore abilities" is used, both cards are subject to Explore.
- Cards with "Explore for Card 1, and if conditions are met, Explore for Card 2 instead" Effects
“Bobby (MCD 004)”, etc.
- Cards with "1 Explore ability is activated at randomt" Effects
“Den City (3ME 073)”, etc.
- Cards with "Activate all Explore abilities" Effects
“Bushinryu Awakening (DON 023)”, etc.
The first time the effect "Attacking: Activate the following effects in sequential order" is activated and the attack is interrupted, if no attack damage is dealt, will the next attack activate the second effect?
It will be the second effect.
- Cards with "Attacking: Activate the following effects in sequential order" Effects
“Tireless Reporter Frank (MCD 030)”, etc.
When an enemy unit has gained multiple Halt effects, does the effect "<Quest>: An enemy unit's Halt is removed." activate after all Halt effects that unit has gained are removed?
It activates when the timer of any of the Halt effects reaches 0.
- Cards with "<Quest>: An enemy unit's Halt is removed."
“Madonna (MCD 038)”, etc.
When "If the difference in Life between your Hero and the enemy Hero is 10 or more" is specified, is the condition fulfilled regardless of which Hero has more Life?
Yes, either case will satisfy the condition.
- Cards with "If the difference in Life between your Hero and the enemy Hero is 10 or more"
“Poison over Poison (MCD 070)”, etc.
When "True Power (Nero's Hero Art)" is used and a unit with <Growth> levels up, do "When gaining Growth Points" effects activate?
It will activate.
Moreover, this effect is also activated when the level is raised by cards with the "Raise the level of units with <Growth>" effect.
However, when the effect is processing and the unit's <Growth> level has reached its maximum, becoming unable to increase any further, the effect does not activate.
- Cards with "When gaining Growth Points" Effects
“Calamity Omen Vorsphyroa (WD 029)”, etc.
- Cards with "Raise the level of units with <Growth>" Effects
“Bamboo's Gift (TOA 048)”, etc.
With "Unparryable Strike (WD 032)," can a unit at maximum <Growth> level be selected?
It can be selected.
Can maximum MP become higher than it was at the beginning of battle with the "Restore maximum MP" effect?
They cannot.
The "Restore maximum MP" effect only activates when maximum MP is decreased by "Reduce maximum MP" effects.
- Cards with "Restore maximum MP" Effects
“Sigma (WD 061)”, etc.
- Cards with "Reduce maximum MP" Effects
“Psycho Inferno (WD 070)”, etc.
If "Zero (MSM 075)" is placed on the field when there are two friendly Machine units on the field, will MP increase by 2 by the effect "When placed on the field: Gain +1/+1 for each other friendly Machine unit, then gain +1 MP."?
No, under the "When placed on the field" effect, just 1 MP is added.
If "Zero" enters the field again when there are no other friendly Machine units, the "When placed on the field" effect does not activate.