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Play when a Dark Soul falls. Destroy the Soul that damaged it if that Soul has 4 HP or less.
Some hooks stay in after death.

Cancel an Event unless its controller discards a card.
The answer is an empty hand.

Play when an enemy Soul readies. Exhaust it and deal 1 damage to it.
The grave pulls hardest on those who rise.

Play when a Dark Soul attacks. It has +2 ATK this combat.
No moon. No witness.

Play when a Light Soul would fall. It survives with 1 HP, then ready it.
The last signal is the hardest to silence.

Play after a Light Soul takes damage. Deal that much damage to the attacker, up to 4.
Dawn remembers every insult.

Play when a Soul you control is targeted. Change the target to another legal Soul.
The strike lands on a reflection with a pulse.

Play when an enemy Soul enters combat. Exhaust it unless its controller pays 2.
Light can bind as surely as chain.

Play when a Light Soul would take damage. Prevent 2 of that damage.
The shield arrives as a burst of white.

Play when an enemy Soul attacks. That Soul deals no damage this turn.
The blade was always there.

Deal 2 damage to a Soul. If it falls this turn, draw a card.
The wound is an opening. The opening is hungry.

Destroy a Soul with DEF 2 or less.
Weakness is not forgiven in the dark.

Discard a card. Draw two cards.
The dead accept almost any currency.

Target Soul gets -3 ATK this turn. If it is Light, it also takes 1 damage.
Every flame has a throat.

Ready all Light Souls you control. They have +1 DEF until end of turn.
The dark planned for one dawn.

Search your deck for an Equipment, reveal it, and put it into your hand.
A banner is a map for the brave.

Banish a damaged Dark Soul.
Judgment arrives without a shadow.

Restore 3 HP to a Soul. If it is Light, draw a card.
Kindness is still a tactical choice.

Light Souls you control have +2 ATK this turn while attacking.
The first line breaks when the second sun rises.

Return all Souls to their owners' hands. Draw a card for each Dark Soul returned.
For one breath, neither side held the sky.

When equipped Dark Soul destroys a Soul, draw a card.
It stores triumphs like preserved organs.

Equipped Soul cannot be targeted by Events that cost 2 or less.
The face you forget is the one that kills you.

Equipped Soul has +4 ATK. When it attacks, it takes 1 damage.
Heavy enough to split a memorial stone.

When equipped Dark Soul attacks, exhaust the defending Soul.
It catches more than flesh.

Other Light Souls you control have +1 HP.
No one retreats while the cloth still shines.

Equipped Soul can attack the turn it enters.
Speed is faith made practical.

When equipped Soul deals damage, scry 2.
The right angle turns light into prophecy.

Equipped Soul has +4 DEF and +2 HP.
It burns brightest where the blade lands.

Equipped Light Soul has +2 ATK while attacking.
A straight line from dawn to the enemy heart.

Equipped Soul has +1 ATK / +3 DEF and cannot be banished by Dark cards.
Forged from a fallen star.

Whenever a player discards a card, they may deal 1 damage to a Soul.
Every bargain costs a pulse.

Players cannot restore HP to Souls here.
Prayer enters. Nothing leaves.

At the end of each turn, deal 1 damage to each exhausted Soul here.
Armor sinks first. Hope follows.

Dark Souls attacking here have +1 ATK.
The floor is lower than fear.

Once each turn, when you play an Equipment, draw a card.
The shelves glow with victories not yet won.

When a Soul attacks here, reveal the top card of your deck. If it is Light, draw it.
Nothing crosses the horizon unseen.

The first Event you play each turn costs 1 less.
A door of light is still a weapon.

At the start of your turn, restore 1 HP to each Light Soul you control.
Every bell is rung by survivors.

Light Souls you control have +1 DEF while defending here.
Its walls remember the shape of morning.

Souls that attack here gain +1 ATK. At end of turn, deal 1 to each Soul.
Old glory, new graves.

Whenever a card leaves an opponent's discard pile, this gains +2 ATK this turn.
Its song makes memory rot.

While this is in play, your opponent draws one fewer card.
The gate remembers every name.

When this attacks, it deals 1 damage to itself.
Pain is only proof that the body remains.

Enter: look at the top three cards of your deck. Put one into your discard pile.
The future burns cold in her hands.

At the start of your turn, each opponent discards a card unless they control a Light Soul.
A throne is just a shadow everyone agrees to fear.

This cannot block. When it falls, deal 1 damage to an enemy Soul.
The first bite is a promise.

When a Dark Soul enters under your control, enemy Souls get -1 ATK this turn.
Her lullabies teach graves to listen.

When this damages a Soul, restore 1 HP to a Dark Soul you control.
A small hunger is still hunger.

Ambush cards in your hand cost 1 less during combat.
You see your end in its eyes a breath too late.

Each time a Light Soul falls, this gains +1 ATK.
It feeds on the fading.

Other Light Souls you control have +1 DEF.
Where she stands, the dark cannot.

When this attacks, destroy an enemy Domain with DEF 4 or less.
No gate survives the second sunrise.

Enter: restore 2 HP divided among Light Souls you control.
The wound closes before despair can enter.

Whenever you play an Equipment, draw a card, then discard a card.
Every reflection shows another possible victory.

Flying. Event cards you play cost 1 less while this is in play.
Gold wings mark the safest road through war.

When another Light Soul falls, ready this and restore 2 HP to it.
Every vow becomes a blade when the dawn is threatened.

Guard. The first time this would take damage each turn, prevent 1 of it.
The court doors open only for the worthy.

When this enters, another Light card you control has +1 DEF this turn.
Small flames still split the night.

When this attacks a Dark Soul, it has +1 ATK this combat.
She learned to strike before shadows could gather.

When this Soul enters, banish a Dark card in play.
First light over the broken wall.