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Card Recipes

Guide

These 52 recipes cover distinct classic mechanics; numeric changes and content-reference swaps are treated as the same mechanism, and every entry includes an editable GCS FlowGraph

Recipe overviewโ€‹

#MechanismWhat it builds
1Selected-target strikeUse this for the standard โ€œdeal N damage to the chosen enemyโ€ card
2Block and armor gainUse this for defend cards, temporary shields, and armor packages
3Strike plus debuffUse this for poison arrows, bleeding cuts, vulnerable strikes, and any attack that leaves a status
4Area damageUse this for whirlwind, blizzard, chain explosion, or any attack that hits every enemy
5Multi-hit and random-hit attackUse this for flurries, ricochets, rapid fire, and attacks whose hit count scales
6X-cost scalingUse this for โ€œspend all energyโ€ cards whose damage, armor, draw, or stacks scale with the energy spent
7Conditional payoff and executeUse this for executes, โ€œwhile woundedโ€ bonuses, combo thresholds, and target-state checks
8Consume a status as a resourceUse this for spending poison, rage, frost, prayer, or marks to power a card
9Blood cost and lifestealUse this for HP-cost cards, self-damage bargains, drain, and vampiric attacks
10Draw, discard, and hand filteringUse this for cycling, loot-style draw-then-discard, prepared hands, and discard payoffs
11Scry and reorder the draw pileUse this for foresight, discard-from-top, deck inspection, and setup for the next draw
12Exhaust, retain, innate, and ethereal lifecycleThese are card-lifecycle rules; set the built-in tags on the card asset, then attach reactions only when the lifecycle event should create an extra payoff
13Create cards, wounds, and cursesUse this for shivs, temporary spells, status cards, junk, wounds, and enemy-added curses
14Discover, draft, and choose oneUse this for discovering one of three cards, improvised spells, and reward-like choices during combat
15Replay, copy, and auto-playUse this for echo, double-cast, play-the-last-card, and effects that force another card to resolve
16Transform and upgrade cardsUse this for temporary forms, permanent upgrades, evolve effects, and hand mutation
17Temporary and dynamic cost rulesChange card costs during a defined window and calculate them dynamically from statuses or other battle data
18Power, equipment, and delayed prayerUse a status for persistent powers or equipment, and resolve delayed effects after the specified number of turns
19Stance SwitchLeave one stance and enter another as one atomic card resolution
20Calm Exit EnergyPay out energy when Calm ends, then remove the stance
21Temporary Shiv GenerationCreate several temporary attack cards in hand
22Armor-Piercing DamageDeal damage directly through armor
23Prayer Countdown AccelerationReduce the remaining prayer countdown immediately
24Retained Card GrowthUpgrade cards while a growth card remains in hand
25Direct Energy GainGrant energy immediately when the card resolves
26Energy per TurnIncrease the energy granted at the start of each player turn
27Direct HealingRestore a fixed amount of HP to the chosen unit
28Missing-Health HealingRestore HP as a percentage of the unit's missing health
29Draw and Gain EnergyDraw cards and grant energy in the same resolution
30Filtered Deck SearchFind cards in the draw pile by rule and move a matching result into the hand
31Sorted Deck SearchSort cards by a property, take a fixed number, and move them between piles
32Hand-Size Limit ModifierChange the maximum hand size for the battle or a limited duration
33Temporary Cost ModifierModify card energy costs for a limited duration through the card-cost hook
34Outgoing Damage ModifierModify damage dealt for a limited duration through a damage hook
35Incoming Damage ModifierReduce or amplify incoming damage for a limited duration through a damage hook
36Pile-Size ScalingScale an effect from the number of cards in a selected pile, with an optional cap
37Recover Chosen CardLet the player choose a card from the discard pile and return it to hand
38Held-Card End-Turn PenaltyTrigger an effect when an unplayed card remains in hand at turn end
39Drawn-Card PenaltyTrigger a penalty when this card enters the hand from the draw pile
40Cancel Armor ResetOverride the normal armor reset rule for the duration of a persistent effect
41Armor-Scaled DamageConvert the user's current armor into attack damage
42Repeated Hit with StatusRepeat an attack that deals damage and applies a status on every hit
43Area Status DetonationConsume a status on every enemy and turn its stacks into area damage
44Recover and Auto-PlayRecover a matching card from another pile and immediately play it
45Energy-Scaled Area DamageScale area damage from the energy currently available
46Extra TurnSchedule an additional player turn after the current turn
47Status Stack MultiplierRead a target's status stacks and multiply the existing amount
48Combat Counter ScalingTrack uses during combat and scale later resolutions from the accumulated count
49Split Targets by StatusPartition enemies by a status condition and apply different effects to each group
50Status-Scaled DamageScale damage from the number of status stacks on the target
51Cleanse and HealRemove matching negative statuses, then restore HP
52Batch UpgradeFilter a card collection and upgrade every matching card in one resolution

Open a mechanism to see its effect, node connections, and complete FlowGraph; click the graph on the right to zoom in

Selected-target strike

Effect

Deals a configurable amount of damage to the enemy selected for the card.

Node connections

  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.

Node configuration

  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Uses 6 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
Selected-target strike FlowGraph
Block and armor gain

Effect

Grants a configurable amount of armor to the player.

Node connections

  • On Card Played.Out โ†’ Change Armor.In: Runs Change Armor when On Card Played fires.

Node configuration

  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 5: Uses 5 as the example value; replace it with the amount required by the card.
Block and armor gain FlowGraph
Strike plus debuff

Effect

Deals damage to the selected enemy, then applies a configured debuff to the same target.

Node connections

  • On Card Played.Out โ†’ Sequence.In: Runs Sequence when On Card Played fires.
  • Sequence.Step0 โ†’ Deal Damage.In: Runs ordered branch 1 and enters Deal Damage.
  • Sequence.Step1 โ†’ Change Status.In: Runs ordered branch 2 and enters Change Status.

Node configuration

  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change Status
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Status = Vulnerable: Reads or changes the Vulnerable status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Strike plus debuff FlowGraph
Area damage

Effect

Deals the same amount of damage to every living enemy.

Node connections

  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.
  • All Enemies.Units โ†’ Deal Damage.Target: Passes All Enemies.Units into Deal Damage.Target.

Node configuration

  • Deal Damage
    • Target = Opponent: Driven at runtime by All Enemies.Units; this value is only the unconnected fallback.
    • Amount = 6: Uses 6 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
Area damage FlowGraph
Multi-hit and random-hit attack

Effect

Repeats an attack for a configured number of hits and can select a new random target for each hit.

Node connections

  • On Card Played.Out โ†’ Loop.In: Runs Loop when On Card Played fires.
  • Loop.Body โ†’ Deal Damage.In: Enters Deal Damage for each loop iteration.
  • All Enemies.Units โ†’ Random Elements.Collection: Passes All Enemies.Units into Random Elements.Collection.
  • Random Elements.Result โ†’ Deal Damage.Target: Passes Random Elements.Result into Deal Damage.Target.

Node configuration

  • Loop
    • Count = 4: Sets how many cards, elements, choices, or loop iterations are produced.
  • Random Elements
    • Kind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
  • Deal Damage
    • Target = Opponent: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
    • Amount = 3: Uses 3 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
Multi-hit and random-hit attack FlowGraph
X-cost scaling

Effect

Spends all available energy and scales damage, armor, draw, or status stacks from the amount spent.

Node connections

  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.
  • Deal Damage.Out โ†’ Change Energy.In: Enters Change Energy after Deal Damage completes.
  • Player Energy.Current โ†’ Math Binary.A: Passes Player Energy.Current into Math Binary.A.
  • Math Binary.Result โ†’ Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.

Node configuration

  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Player Energy.Current; this value is only the unconnected fallback.
    • B = 3: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change Energy
    • Mode = Set: Replaces the current value with the configured value.
    • Amount = 0: Uses 0 as the example value; replace it with the amount required by the card.
X-cost scaling FlowGraph
Conditional payoff and execute

Effect

Chooses between the normal and enhanced outcomes from the source HP, target HP, combo count, or target state.

Node connections

  • On Card Played.Out โ†’ Branch.In: Runs Branch when On Card Played fires.
  • Unit Status Stacks.Stacks โ†’ Condition.A: Passes Unit Status Stacks.Stacks into Condition.A.
  • Constant.Value โ†’ Condition.B: Passes Constant.Value into Condition.B.
  • Condition.Result โ†’ Branch.Condition: Passes Condition.Result into Branch.Condition.
  • Branch.True โ†’ Draw Cards.In: Enters Draw Cards when the condition is true.
  • Branch.False โ†’ Change Armor.In: Enters Change Armor when the condition is false.

Node configuration

  • Unit Status Stacks
    • Unit = Self: Reads the source unit itself.
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 0: Supplies the integer constant.
  • Condition
    • Op = Greater: Passes when A is greater than B.
  • Draw Cards
    • Mode = Count: Advances the delay by turn count.
    • Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.
Conditional payoff and execute FlowGraph
Consume a status as a resource

Effect

Reads and removes status stacks, then calculates the card payoff from the amount consumed.

Node connections

  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.
  • Deal Damage.Out โ†’ Change Status.In: Enters Change Status after Deal Damage completes.
  • Unit Status Stacks.Stacks โ†’ Math Binary.A: Passes Unit Status Stacks.Stacks into Math Binary.A.
  • Math Binary.Result โ†’ Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.
  • Unit Status Stacks.Stacks โ†’ Math Unary.A: Passes Unit Status Stacks.Stacks into Math Unary.A.
  • Math Unary.Result โ†’ Change Status.Amount: Passes Math Unary.Result into Change Status.Amount.

Node configuration

  • Unit Status Stacks
    • Unit = Self: Reads the source unit itself.
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
    • B = 3: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Math Unary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
    • Op = Neg: Negates the input value.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Marked: Reads or changes the Marked status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Math Unary.Result; this value is only the unconnected fallback.
Consume a status as a resource FlowGraph
Blood cost and lifesteal

Effect

Pays HP or deals self-damage for an effect, with optional healing based on damage dealt.

Node connections

  • On Card Played.Out โ†’ Change HP (1).In: Runs Change HP (1) when On Card Played fires.
  • Change HP (1).Out โ†’ Deal Damage.In: Enters Deal Damage after Change HP (1) completes.
  • Deal Damage.Out โ†’ Change HP (2).In: Enters Change HP (2) after Deal Damage completes.
  • Deal Damage.Dealt โ†’ Change HP (2).Amount: Passes Deal Damage.Dealt into Change HP (2).Amount.

Node configuration

  • Change HP (1)
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -3: Uses -3 as the example value; replace it with the amount required by the card.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 9: Uses 9 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change HP (2)
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Deal Damage.Dealt; this value is only the unconnected fallback.
Blood cost and lifesteal FlowGraph
Draw, discard, and hand filtering

Effect

Draws cards, lets the player discard, and continues resolving from the discarded cards.

Node connections

  • On Card Played.Out โ†’ Choice.In: Runs Choice when On Card Played fires.
  • Card Piles.Cards โ†’ Choice.Options: Passes Card Piles.Cards into Choice.Options.
  • Choice.OnChosen โ†’ Move Cards.In: Enters Move Cards after the player confirms a choice.
  • Choice.Chosen โ†’ Move Cards.Cards: Passes Choice.Chosen into Move Cards.Cards.
  • Move Cards.Out โ†’ Draw Cards.In: Enters Draw Cards after Move Cards completes.

Node configuration

  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Choice
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Prompt = Choose cards to discard: Sets the player-facing choice prompt.
    • Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
    • Mode = UpTo: Uses up to the configured number when fewer results are available.
    • Allow Skip = On: Controls whether the player may close the choice without selecting an option.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.
    • Pile = Discard: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Draw Cards
    • Mode = Count: Advances the delay by turn count.
    • Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
Draw, discard, and hand filtering FlowGraph
Scry and reorder the draw pile

Effect

Inspects the top of the draw pile, removes unwanted cards, and arranges upcoming draws.

Node connections

  • On Card Played.Out โ†’ Choice.In: Runs Choice when On Card Played fires.
  • Card Piles.Cards โ†’ Take.Collection: Passes Card Piles.Cards into Take.Collection.
  • Take.Result โ†’ Choice.Options: Passes Take.Result into Choice.Options.
  • Choice.OnChosen โ†’ Move Cards.In: Enters Move Cards after the player confirms a choice.
  • Choice.Chosen โ†’ Move Cards.Cards: Passes Choice.Chosen into Move Cards.Cards.
  • Move Cards.Out โ†’ Shuffle Draw Pile.In: Enters Shuffle Draw Pile after Move Cards completes.

Node configuration

  • Card Piles
    • Pile = Draw: Selects the source or destination card pile.
  • Take
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 3: Sets how many cards, elements, choices, or loop iterations are produced.
    • From = Top: Selects the side of the collection from which elements are taken.
  • Choice
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Prompt = Choose cards to discard: Sets the player-facing choice prompt.
    • Count = 3: Sets how many cards, elements, choices, or loop iterations are produced.
    • Mode = UpTo: Uses up to the configured number when fewer results are available.
    • Allow Skip = On: Controls whether the player may close the choice without selecting an option.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.
    • Pile = Discard: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Scry and reorder the draw pile FlowGraph
Exhaust, retain, innate, and ethereal lifecycle

Effect

Controls when a card enters the hand, stays in hand, or leaves combat through Exhaust, Retain, Innate, and Ethereal rules.

Node connections

  • On Card Played.Out โ†’ Change Status.In: Runs Change Status when On Card Played fires.
  • On Card Exhausted.Out โ†’ Draw Cards.In: Runs Draw Cards when On Card Exhausted fires.
  • On Card Retained.Out โ†’ Change Armor.In: Runs Change Armor when On Card Retained fires.

Node configuration

  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Ritual: Reads or changes the Ritual status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
  • Draw Cards
    • Mode = Count: Advances the delay by turn count.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 3: Uses 3 as the example value; replace it with the amount required by the card.
Exhaust, retain, innate, and ethereal lifecycle FlowGraph
Create cards, wounds, and curses

Effect

Adds temporary cards, wounds, curses, or another configured card to the hand or a pile.

Node connections

  • On Card Played.Out โ†’ Sequence.In: Runs Sequence when On Card Played fires.
  • Sequence.Step0 โ†’ Add Cards (1).In: Runs ordered branch 1 and enters Add Cards (1).
  • Sequence.Step1 โ†’ Add Cards (2).In: Runs ordered branch 2 and enters Add Cards (2).

Node configuration

  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Add Cards (1)
    • Card = Spark: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Add Cards (2)
    • Card = Wound: Selects the card asset created by this node.
    • Pile = Discard: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Create cards, wounds, and curses FlowGraph
Discover, draft, and choose one

Effect

Presents several candidate cards and adds the player's selection to the hand.

Node connections

  • On Card Played.Out โ†’ Choice.In: Runs Choice when On Card Played fires.
  • Deck Cards.Cards โ†’ Random Elements.Collection: Passes Deck Cards.Cards into Random Elements.Collection.
  • Random Elements.Result โ†’ Choice.Options: Passes Random Elements.Result into Choice.Options.
  • Choice.OnChosen โ†’ Add Cards.In: Enters Add Cards after the player confirms a choice.
  • Choice.Chosen โ†’ Add Cards.Cards: Passes Choice.Chosen into Add Cards.Cards.

Node configuration

  • Deck Cards
    • Deck = None: Selects the deck whose cards are read.
  • Random Elements
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 3: Sets how many cards, elements, choices, or loop iterations are produced.
  • Choice
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Prompt = Choose one card: Sets the player-facing choice prompt.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
    • Mode = Exactly: Requires exactly the configured number of results.
    • Allow Skip = Off: Controls whether the player may close the choice without selecting an option.
  • Add Cards
    • Card = None: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Discover, draft, and choose one FlowGraph
Replay, copy, and auto-play

Effect

Copies or resolves a selected card again, including cards played automatically by the system.

Node connections

  • On Card Played.Out โ†’ Replay Card.In: Runs Replay Card when On Card Played fires.
  • Replay Card.Out โ†’ Play Card.In: Enters Play Card after Replay Card completes.
  • Cards Played This Turn.Cards โ†’ Pick Element.Collection: Passes Cards Played This Turn.Cards into Pick Element.Collection.
  • Pick Element.Element โ†’ Replay Card.Card: Passes Pick Element.Element into Replay Card.Card.
  • Pick Element.Element โ†’ Play Card.Card: Passes Pick Element.Element into Play Card.Card.

Node configuration

  • Pick Element
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • By = Last: Selects the property used to pick an element.
    • Index = 0: Selects the zero-based collection element.
  • Replay Card
    • Card = ThisCard: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.
  • Play Card
    • Card = ThisCard: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
Replay, copy, and auto-play FlowGraph
Transform and upgrade cards

Effect

Replaces a selected card with another card or upgrades matching cards in the hand and piles.

Node connections

  • On Card Played.Out โ†’ Choice.In: Runs Choice when On Card Played fires.
  • Card Piles.Cards โ†’ Choice.Options: Passes Card Piles.Cards into Choice.Options.
  • Choice.OnChosen โ†’ Transform Card.In: Enters Transform Card after the player confirms a choice.
  • Choice.OnChosen โ†’ Upgrade Cards.In: Enters Upgrade Cards after the player confirms a choice.
  • Choice.Chosen โ†’ Transform Card.Card: Passes Choice.Chosen into Transform Card.Card.
  • Choice.Chosen โ†’ Upgrade Cards.Cards: Passes Choice.Chosen into Upgrade Cards.Cards.

Node configuration

  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Choice
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Prompt = Choose a card: Sets the player-facing choice prompt.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
    • Mode = Exactly: Requires exactly the configured number of results.
    • Allow Skip = Off: Controls whether the player may close the choice without selecting an option.
  • Transform Card
    • Card = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.
    • New Card = Empowered Form: Selects the card asset that replaces the original card.
  • Upgrade Cards
    • Cards = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.
Transform and upgrade cards FlowGraph
Temporary and dynamic cost rules

Effect

Changes card costs for a defined duration and can calculate the cost from statuses or other battle data.

Node connections

  • On Card Played.Out โ†’ Modify Card Cost.In: Runs Modify Card Cost when On Card Played fires.
  • Card Piles.Cards โ†’ Modify Card Cost.Cards: Passes Card Piles.Cards into Modify Card Cost.Cards.
  • Card Cost Hook.Out โ†’ Write Hook.In: Enters Write Hook after Card Cost Hook completes.
  • Constant.Value โ†’ Write Hook.Value: Passes Constant.Value into Write Hook.Value.

Node configuration

  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Modify Card Cost
    • Cards = ThisCard: Driven at runtime by Card Piles.Cards; this value is only the unconnected fallback.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
    • Duration = ThisTurn: Selects how long the card-cost change remains active.
    • Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.
  • Card Cost Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 0: Supplies the integer constant.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.
Temporary and dynamic cost rules FlowGraph
Power, equipment, and delayed prayer

Effect

Maintains persistent power or equipment rules with a status and resolves delayed effects after a configured number of turns.

Node connections

  • On Card Played.Out โ†’ Change Status.In: Runs Change Status when On Card Played fires.
  • On Card Played.Out โ†’ Delayed Trigger.In: Runs Delayed Trigger when On Card Played fires.
  • Delayed Trigger.Body โ†’ Deal Damage.In: Enters Deal Damage for each loop iteration.

Node configuration

  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Moonlit Blade: Reads or changes the Moonlit Blade status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
  • Delayed Trigger
    • Delay Turns = 3: Sets how many turns pass before the delayed branch resolves.
    • Tick Phase = PlayerTurnStart: Selects the battle phase that advances the delayed countdown.
    • Cancel On Source Death = Off: Cancels the delayed resolution if its source unit dies first.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 18: Uses 18 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
Power, equipment, and delayed prayer FlowGraph
Stance Switch

Effect

Leave one stance and enter another as one atomic card resolution.

Node connections

  • On Card Played.Out โ†’ Sequence.In: Runs Sequence when On Card Played fires.
  • Sequence.Step0 โ†’ Change Status (1).In: Runs ordered branch 1 and enters Change Status (1).
  • Sequence.Step1 โ†’ Change Status (2).In: Runs ordered branch 2 and enters Change Status (2).

Node configuration

  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Change Status (1)
    • Target = Self: Targets the source unit itself.
    • Status = Calm: Reads or changes the Calm status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -99: Uses -99 as the example value; replace it with the amount required by the card.
  • Change Status (2)
    • Target = Self: Targets the source unit itself.
    • Status = Wrath: Reads or changes the Wrath status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Stance Switch FlowGraph
Calm Exit Energy

Effect

Pay out energy when Calm ends, then remove the stance.

Node connections

  • On Card Played.Out โ†’ Sequence.In: Runs Sequence when On Card Played fires.
  • Sequence.Step0 โ†’ Change Energy.In: Runs ordered branch 1 and enters Change Energy.
  • Sequence.Step1 โ†’ Change Status.In: Runs ordered branch 2 and enters Change Status.

Node configuration

  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Calm: Reads or changes the Calm status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -99: Uses -99 as the example value; replace it with the amount required by the card.
Calm Exit Energy FlowGraph
Temporary Shiv Generation

Effect

Create several temporary attack cards in hand.

Node connections

  • On Card Played.Out โ†’ Sequence.In: Runs Sequence when On Card Played fires.
  • Sequence.Step0 โ†’ Add Cards (1).In: Runs ordered branch 1 and enters Add Cards (1).
  • Sequence.Step1 โ†’ Add Cards (2).In: Runs ordered branch 2 and enters Add Cards (2).
  • Sequence.Step2 โ†’ Add Cards (3).In: Runs ordered branch 3 and enters Add Cards (3).

Node configuration

  • Sequence
    • Outputs = 3: Sets the number of ordered control-flow branches.
  • Add Cards (1)
    • Card = Shiv: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Add Cards (2)
    • Card = Shiv: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Add Cards (3)
    • Card = Shiv: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Temporary Shiv Generation FlowGraph
Armor-Piercing Damage

Effect

Deal damage directly through armor.

Node connections

  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.

Node configuration

  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.
    • Ignore Armor = On: Damage bypasses armor and reduces HP directly.
Armor-Piercing Damage FlowGraph
Prayer Countdown Acceleration

Effect

Reduce the remaining prayer countdown immediately.

Node connections

  • On Card Played.Out โ†’ Change Status.In: Runs Change Status when On Card Played fires.

Node configuration

  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Prayer Countdown: Reads or changes the Prayer Countdown status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Prayer Countdown Acceleration FlowGraph
Retained Card Growth

Effect

Upgrade cards while a growth card remains in hand.

Node connections

  • On Card Retained.Out โ†’ Upgrade Cards.In: Runs Upgrade Cards when On Card Retained fires.
  • Card Piles.Cards โ†’ Upgrade Cards.Cards: Passes Card Piles.Cards into Upgrade Cards.Cards.

Node configuration

  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Upgrade Cards
    • Cards = ThisCard: Driven at runtime by Card Piles.Cards; this value is only the unconnected fallback.
Retained Card Growth FlowGraph
Direct Energy Gain

Effect

Grant energy immediately when the card resolves.

Node connections

  • On Card Played.Out โ†’ Change Energy.In: Runs Change Energy when On Card Played fires.

Node configuration

  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Direct Energy Gain FlowGraph
Energy per Turn

Effect

Increase the energy granted at the start of each player turn.

Node connections

  • Energy Per Turn Hook.Value โ†’ Math Binary.A: Passes Energy Per Turn Hook.Value into Math Binary.A.
  • Math Binary.Result โ†’ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
  • Energy Per Turn Hook.Out โ†’ Write Hook.In: Enters Write Hook after Energy Per Turn Hook completes.
  • On Card Played.Out โ†’ Change Energy.In: Runs Change Energy when On Card Played fires.

Node configuration

  • Energy Per Turn Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Energy Per Turn Hook.Value; this value is only the unconnected fallback.
    • B = 1: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Energy per Turn FlowGraph
Direct Healing

Effect

Restore a fixed amount of HP to the chosen unit.

Node connections

  • On Card Played.Out โ†’ Change HP.In: Runs Change HP when On Card Played fires.

Node configuration

  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
Direct Healing FlowGraph
Missing-Health Healing

Effect

Restore HP as a percentage of the unit's missing health.

Node connections

  • Constant.Value โ†’ Math Binary (1).B: Passes Constant.Value into Math Binary (1).B.
  • Math Binary (2).Result โ†’ Math Binary (1).A: Passes Math Binary (2).Result into Math Binary (1).A.
  • Math Binary (3).Result โ†’ Math Binary (2).A: Passes Math Binary (3).Result into Math Binary (2).A.
  • Unit Info.MaxHP โ†’ Math Binary (3).A: Passes Unit Info.MaxHP into Math Binary (3).A.
  • Unit Info.HP โ†’ Math Binary (3).B: Passes Unit Info.HP into Math Binary (3).B.
  • Math Binary (1).Result โ†’ Change HP.Amount: Passes Math Binary (1).Result into Change HP.Amount.
  • On Card Played.Out โ†’ Change HP.In: Runs Change HP when On Card Played fires.

Node configuration

  • Unit Info
    • Unit = Self: Reads the source unit itself.
  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.
  • Math Binary (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.
    • Op = Div: Divides A by B.
  • Math Binary (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (3).Result; this value is only the unconnected fallback.
    • B = 30: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
  • Math Binary (3)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Info.MaxHP; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Unit Info.HP; this value is only the unconnected fallback.
    • Op = Sub: Subtracts B from A.
Missing-Health Healing FlowGraph
Draw and Gain Energy

Effect

Draw cards and grant energy in the same resolution.

Node connections

  • On Card Played.Out โ†’ Draw Cards.In: Runs Draw Cards when On Card Played fires.
  • Draw Cards.Out โ†’ Change Energy.In: Enters Change Energy after Draw Cards completes.

Node configuration

  • Draw Cards
    • Mode = Count: Advances the delay by turn count.
    • Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Draw and Gain Energy FlowGraph
Filtered Deck Search

Effect

Find cards in the draw pile by rule and move a matching result into the hand.

Node connections

  • Card Piles.Cards โ†’ Filter.Collection: Passes Card Piles.Cards into Filter.Collection.
  • Filter.Result โ†’ Random Elements.Collection: Passes Filter.Result into Random Elements.Collection.
  • Random Elements.Result โ†’ Move Cards.Cards: Passes Random Elements.Result into Move Cards.Cards.
  • On Card Played.Out โ†’ Move Cards.In: Runs Move Cards when On Card Played fires.

Node configuration

  • Card Piles
    • Pile = Draw: Selects the source or destination card pile.
  • Filter
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Card Rule = [Type, Tags]: Selects the card property used by this collection operation.
    • Tags = [Attack]: Sets the card tags matched by the filter.
    • Type = Basic: Sets the card type matched by the filter.
  • Random Elements
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Filtered Deck Search FlowGraph
Sorted Deck Search

Effect

Sort cards by a property, take a fixed number, and move them between piles.

Node connections

  • Card Piles.Cards โ†’ Sort.Collection: Passes Card Piles.Cards into Sort.Collection.
  • Sort.Result โ†’ Take.Collection: Passes Sort.Result into Take.Collection.
  • Take.Result โ†’ Move Cards.Cards: Passes Take.Result into Move Cards.Cards.
  • On Card Played.Out โ†’ Move Cards.In: Runs Move Cards when On Card Played fires.

Node configuration

  • Sort
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Card Rule = Cost: Selects the card property used by this collection operation.
    • Order = Ascending: Selects ascending or descending sort order.
  • Card Piles
    • Pile = Draw: Selects the source or destination card pile.
  • Take
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
    • From = Top: Selects the side of the collection from which elements are taken.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Take.Result; this value is only the unconnected fallback.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Sorted Deck Search FlowGraph
Hand-Size Limit Modifier

Effect

Change the maximum hand size for the battle or a limited duration.

Node connections

  • Hand Size Hook.Value โ†’ Math Binary.A: Passes Hand Size Hook.Value into Math Binary.A.
  • Math Binary.Result โ†’ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
  • Hand Size Hook.Out โ†’ Write Hook.In: Enters Write Hook after Hand Size Hook completes.
  • On Card Played.Out โ†’ Draw Cards.In: Runs Draw Cards when On Card Played fires.

Node configuration

  • Hand Size Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Hand Size Hook.Value; this value is only the unconnected fallback.
    • B = 2: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
  • Draw Cards
    • Mode = Count: Advances the delay by turn count.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
Hand-Size Limit Modifier FlowGraph
Temporary Cost Modifier

Effect

Modify card energy costs for a limited duration through the card-cost hook.

Node connections

  • Card Cost Hook.Value โ†’ Math Binary.A: Passes Card Cost Hook.Value into Math Binary.A.
  • Math Binary.Result โ†’ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
  • Card Cost Hook.Out โ†’ Write Hook.In: Enters Write Hook after Card Cost Hook completes.

Node configuration

  • Card Cost Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Turns: Keeps the hook active only for the configured number of turns.
    • Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Card Cost Hook.Value; this value is only the unconnected fallback.
    • B = -1: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Temporary Cost Modifier FlowGraph
Outgoing Damage Modifier

Effect

Modify damage dealt for a limited duration through a damage hook.

Node connections

  • Damage Dealt Hook.Value โ†’ Math Binary.A: Passes Damage Dealt Hook.Value into Math Binary.A.
  • Math Binary.Result โ†’ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
  • Damage Dealt Hook.Out โ†’ Write Hook.In: Enters Write Hook after Damage Dealt Hook completes.

Node configuration

  • Damage Dealt Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Turns: Keeps the hook active only for the configured number of turns.
    • Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Damage Dealt Hook.Value; this value is only the unconnected fallback.
    • B = 1: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Outgoing Damage Modifier FlowGraph
Incoming Damage Modifier

Effect

Reduce or amplify incoming damage for a limited duration through a damage hook.

Node connections

  • Damage Taken Hook.Value โ†’ Math Binary.A: Passes Damage Taken Hook.Value into Math Binary.A.
  • Math Binary.Result โ†’ Write Hook.Value: Passes Math Binary.Result into Write Hook.Value.
  • Damage Taken Hook.Out โ†’ Write Hook.In: Enters Write Hook after Damage Taken Hook completes.

Node configuration

  • Damage Taken Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Turns: Keeps the hook active only for the configured number of turns.
    • Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Damage Taken Hook.Value; this value is only the unconnected fallback.
    • B = 1: Sets the second operand when the B input is not connected.
    • Op = Sub: Subtracts B from A.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Incoming Damage Modifier FlowGraph
Pile-Size Scaling

Effect

Scale an effect from the number of cards in a selected pile, with an optional cap.

Node connections

  • Card Piles.Cards โ†’ Count.Collection: Passes Card Piles.Cards into Count.Collection.
  • Count.Result โ†’ Clamp.Value: Passes Count.Result into Clamp.Value.
  • Clamp.Result โ†’ Change Armor.Amount: Passes Clamp.Result into Change Armor.Amount.
  • On Card Played.Out โ†’ Change Armor.In: Runs Change Armor when On Card Played fires.

Node configuration

  • Count
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
  • Card Piles
    • Pile = Draw: Selects the source or destination card pile.
  • Clamp
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Count.Result; this value is only the unconnected fallback.
    • Min = 0: Sets the lower clamp limit.
    • Max = 10: Sets the upper clamp limit.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Clamp.Result; this value is only the unconnected fallback.
Pile-Size Scaling FlowGraph
Recover Chosen Card

Effect

Let the player choose a card from the discard pile and return it to hand.

Node connections

  • Card Piles.Cards โ†’ Choice.Options: Passes Card Piles.Cards into Choice.Options.
  • Choice.Chosen โ†’ Move Cards.Cards: Passes Choice.Chosen into Move Cards.Cards.
  • Choice.OnChosen โ†’ Move Cards.In: Enters Move Cards after the player confirms a choice.
  • On Card Played.Out โ†’ Choice.In: Runs Choice when On Card Played fires.

Node configuration

  • Card Piles
    • Pile = Discard: Selects the source or destination card pile.
  • Choice
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Prompt = None: Sets the player-facing choice prompt.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
    • Mode = Exactly: Requires exactly the configured number of results.
    • Allow Skip = Off: Controls whether the player may close the choice without selecting an option.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Recover Chosen Card FlowGraph
Held-Card End-Turn Penalty

Effect

Trigger an effect when an unplayed card remains in hand at turn end.

Node connections

  • On Turn End.Out โ†’ Change HP.In: Runs Change HP when On Turn End fires.

Node configuration

  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Held-Card End-Turn Penalty FlowGraph
Drawn-Card Penalty

Effect

Trigger a penalty when this card enters the hand from the draw pile.

Node connections

  • On Card Drawn.Out โ†’ Change Energy.In: Runs Change Energy when On Card Drawn fires.

Node configuration

  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Drawn-Card Penalty FlowGraph
Cancel Armor Reset

Effect

Override the normal armor reset rule for the duration of a persistent effect.

Node connections

  • Armor Reset Hook.Out โ†’ Cancel Hook.In: Enters Cancel Hook after Armor Reset Hook completes.
  • On Card Played.Out โ†’ Change Armor.In: Runs Change Armor when On Card Played fires.

Node configuration

  • Armor Reset Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.
Cancel Armor Reset FlowGraph
Armor-Scaled Damage

Effect

Convert the user's current armor into attack damage.

Node connections

  • Unit Info.Armor โ†’ Math Binary.A: Passes Unit Info.Armor into Math Binary.A.
  • Math Binary.Result โ†’ Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.
  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.

Node configuration

  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Unit Info
    • Unit = Self: Reads the source unit itself.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Info.Armor; this value is only the unconnected fallback.
    • B = 2: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
Armor-Scaled Damage FlowGraph
Repeated Hit with Status

Effect

Repeat an attack that deals damage and applies a status on every hit.

Node connections

  • Loop.Body โ†’ Deal Damage.In: Enters Deal Damage for each loop iteration.
  • On Card Played.Out โ†’ Loop.In: Runs Loop when On Card Played fires.
  • Deal Damage.Out โ†’ Change Status.In: Enters Change Status after Deal Damage completes.

Node configuration

  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change Status
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Status = Burn: Reads or changes the Burn status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
  • Loop
    • Count = 3: Sets how many cards, elements, choices, or loop iterations are produced.
Repeated Hit with Status FlowGraph
Area Status Detonation

Effect

Consume a status on every enemy and turn its stacks into area damage.

Node connections

  • All Enemies.Units โ†’ Foreach.Collection: Passes All Enemies.Units into Foreach.Collection.
  • Foreach.Element โ†’ Unit Status Stacks.Unit: Passes Foreach.Element into Unit Status Stacks.Unit.
  • Unit Status Stacks.Stacks โ†’ Math Binary (1).A: Passes Unit Status Stacks.Stacks into Math Binary (1).A.
  • Foreach.Element โ†’ Deal Damage.Target: Passes Foreach.Element into Deal Damage.Target.
  • Math Binary (1).Result โ†’ Deal Damage.Amount: Passes Math Binary (1).Result into Deal Damage.Amount.
  • Unit Status Stacks.Stacks โ†’ Math Binary (2).A: Passes Unit Status Stacks.Stacks into Math Binary (2).A.
  • Math Binary (2).Result โ†’ Change Status.Amount: Passes Math Binary (2).Result into Change Status.Amount.
  • Foreach.Body โ†’ Deal Damage.In: Enters Deal Damage for each loop iteration.
  • Deal Damage.Out โ†’ Change Status.In: Enters Change Status after Deal Damage completes.
  • On Card Played.Out โ†’ Foreach.In: Runs Foreach when On Card Played fires.
  • Foreach.Element โ†’ Change Status.Target: Passes Foreach.Element into Change Status.Target.

Node configuration

  • Foreach
    • Kind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
  • Unit Status Stacks
    • Unit = Self: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.
    • Status = Burn: Reads or changes the Burn status.
  • Math Binary (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
    • B = 3: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Deal Damage
    • Target = Opponent: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.
    • Amount = 6: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change Status
    • Target = Self: Driven at runtime by Foreach.Element; this value is only the unconnected fallback.
    • Status = Burn: Reads or changes the Burn status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.
  • Math Binary (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
    • B = -1: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
Area Status Detonation FlowGraph
Recover and Auto-Play

Effect

Recover a matching card from another pile and immediately play it.

Node connections

  • Card Piles.Cards โ†’ Filter.Collection: Passes Card Piles.Cards into Filter.Collection.
  • Filter.Result โ†’ Random Elements.Collection: Passes Filter.Result into Random Elements.Collection.
  • Random Elements.Result โ†’ Move Cards.Cards: Passes Random Elements.Result into Move Cards.Cards.
  • Random Elements.Result โ†’ Pick Element.Collection: Passes Random Elements.Result into Pick Element.Collection.
  • Pick Element.Element โ†’ Play Card.Card: Passes Pick Element.Element into Play Card.Card.
  • Move Cards.Out โ†’ Play Card.In: Enters Play Card after Move Cards completes.
  • On Card Played.Out โ†’ Move Cards.In: Runs Move Cards when On Card Played fires.

Node configuration

  • Card Piles
    • Pile = Exhaust: Selects the source or destination card pile.
  • Filter
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Card Rule = [Type]: Selects the card property used by this collection operation.
    • Type = Burst: Sets the card type matched by the filter.
  • Random Elements
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
  • Move Cards
    • Cards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Pick Element
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • By = First: Selects the property used to pick an element.
    • Index = 0: Selects the zero-based collection element.
  • Play Card
    • Card = ThisCard: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.
    • Target = Self: Targets the source unit itself.
Recover and Auto-Play FlowGraph
Energy-Scaled Area Damage

Effect

Scale area damage from the energy currently available.

Node connections

  • Player Energy.Current โ†’ Math Binary.A: Passes Player Energy.Current into Math Binary.A.
  • Math Binary.Result โ†’ Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.
  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.

Node configuration

  • Deal Damage
    • Target = AllEnemies: Targets every living enemy.
    • Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Player Energy.Current; this value is only the unconnected fallback.
    • B = 6: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
Energy-Scaled Area Damage FlowGraph
Extra Turn

Effect

Schedule an additional player turn after the current turn.

Node connections

  • On Card Played.Out โ†’ Extra Turn.In: Runs Extra Turn when On Card Played fires.

Node configuration

  • Extra Turn
    • Parameters = None: This node has fixed behavior and needs no additional parameters; when triggered, it schedules one extra turn.
Extra Turn FlowGraph
Status Stack Multiplier

Effect

Read a target's status stacks and multiply the existing amount.

Node connections

  • Unit Status Stacks.Stacks โ†’ Change Status.Amount: Passes Unit Status Stacks.Stacks into Change Status.Amount.
  • On Card Played.Out โ†’ Change Status.In: Runs Change Status when On Card Played fires.

Node configuration

  • Unit Status Stacks
    • Unit = Opponent: Reads the enemy currently selected by the card or behavior.
    • Status = Poison: Reads or changes the Poison status.
  • Change Status
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Status = Poison: Reads or changes the Poison status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
Status Stack Multiplier FlowGraph
Combat Counter Scaling

Effect

Track uses during combat and scale later resolutions from the accumulated count.

Node connections

  • Variable.Result โ†’ Math Binary (1).A: Passes Variable.Result into Math Binary (1).A.
  • Math Binary (1).Result โ†’ Math Binary (2).A: Passes Math Binary (1).Result into Math Binary (2).A.
  • Math Binary (2).Result โ†’ Deal Damage.Amount: Passes Math Binary (2).Result into Deal Damage.Amount.
  • Set Variable.Out โ†’ Deal Damage.In: Enters Deal Damage after Set Variable completes.
  • On Card Played.Out โ†’ Set Variable.In: Runs Set Variable when On Card Played fires.

Node configuration

  • Set Variable
    • Name = Momentum: Identifies the battle or graph variable.
    • Battle Scope = On: Stores or reads the variable for the current battle rather than one graph execution.
    • Mode = Increase: Increases the existing cost by the configured amount.
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 1: Sets the value written or processed when the Value input is not connected.
  • Variable
    • Name = Momentum: Identifies the battle or graph variable.
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Battle Scope = On: Stores or reads the variable for the current battle rather than one graph execution.
  • Math Binary (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Variable.Result; this value is only the unconnected fallback.
    • B = 3: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Math Binary (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.
    • B = 4: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
Combat Counter Scaling FlowGraph
Split Targets by Status

Effect

Partition enemies by a status condition and apply different effects to each group.

Node connections

  • All Enemies.Units โ†’ Filter.Collection: Passes All Enemies.Units into Filter.Collection.
  • All Enemies.Units โ†’ Exclude.Collection: Passes All Enemies.Units into Exclude.Collection.
  • Filter.Result โ†’ Exclude.Exclude: Passes Filter.Result into Exclude.Exclude.
  • Exclude.Result โ†’ Deal Damage (1).Target: Passes Exclude.Result into Deal Damage (1).Target.
  • Filter.Result โ†’ Deal Damage (2).Target: Passes Filter.Result into Deal Damage (2).Target.
  • On Card Played.Out โ†’ Deal Damage (1).In: Runs Deal Damage (1) when On Card Played fires.
  • Deal Damage (1).Out โ†’ Deal Damage (2).In: Enters Deal Damage (2) after Deal Damage (1) completes.

Node configuration

  • Filter
    • Kind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
    • Unit Rule = [HasStatus]: Selects the unit property used by this collection operation.
    • Status ID = Marked: Sets the status identifier matched by the filter.
  • Exclude
    • Kind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
  • Deal Damage (1)
    • Target = Opponent: Driven at runtime by Exclude.Result; this value is only the unconnected fallback.
    • Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Deal Damage (2)
    • Target = Opponent: Driven at runtime by Filter.Result; this value is only the unconnected fallback.
    • Amount = 12: Uses 12 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
Split Targets by Status FlowGraph
Status-Scaled Damage

Effect

Scale damage from the number of status stacks on the target.

Node connections

  • Unit Status Stacks.Stacks โ†’ Math Binary.A: Passes Unit Status Stacks.Stacks into Math Binary.A.
  • Math Binary.Result โ†’ Deal Damage.Amount: Passes Math Binary.Result into Deal Damage.Amount.
  • On Card Played.Out โ†’ Deal Damage.In: Runs Deal Damage when On Card Played fires.

Node configuration

  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 6: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Unit Status Stacks
    • Unit = Opponent: Reads the enemy currently selected by the card or behavior.
    • Status = Marked: Reads or changes the Marked status.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Unit Status Stacks.Stacks; this value is only the unconnected fallback.
    • B = 6: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
Status-Scaled Damage FlowGraph
Cleanse and Heal

Effect

Remove matching negative statuses, then restore HP.

Node connections

  • Unit Info.Statuses โ†’ Filter.Collection: Passes Unit Info.Statuses into Filter.Collection.
  • Filter.Result โ†’ Remove Statuses.Statuses: Passes Filter.Result into Remove Statuses.Statuses.
  • On Card Played.Out โ†’ Remove Statuses.In: Runs Remove Statuses when On Card Played fires.
  • Remove Statuses.Out โ†’ Change HP.In: Enters Change HP after Remove Statuses completes.

Node configuration

  • Unit Info
    • Unit = Self: Reads the source unit itself.
  • Filter
    • Kind = Status: Selects the data, collection, choice, or hook value type handled by this node.
    • Status Rule = [Type]: Selects the status property used by this collection operation.
    • Status Type = Debuff: Sets the status category matched by the filter.
  • Remove Statuses
    • Target = Self: Targets the source unit itself.
  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 3: Uses 3 as the example value; replace it with the amount required by the card.
Cleanse and Heal FlowGraph
Batch Upgrade

Effect

Filter a card collection and upgrade every matching card in one resolution.

Node connections

  • Card Piles.Cards โ†’ Filter.Collection: Passes Card Piles.Cards into Filter.Collection.
  • Filter.Result โ†’ Upgrade Cards.Cards: Passes Filter.Result into Upgrade Cards.Cards.
  • On Card Played.Out โ†’ Upgrade Cards.In: Runs Upgrade Cards when On Card Played fires.

Node configuration

  • Upgrade Cards
    • Cards = ThisCard: Driven at runtime by Filter.Result; this value is only the unconnected fallback.
  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Filter
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Card Rule = [Type]: Selects the card property used by this collection operation.
    • Type = Basic: Sets the card type matched by the filter.
Batch Upgrade FlowGraph
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