Card Recipes
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
| # | Mechanism | What it builds |
|---|---|---|
| 1 | Selected-target strike | Use this for the standard โdeal N damage to the chosen enemyโ card |
| 2 | Block and armor gain | Use this for defend cards, temporary shields, and armor packages |
| 3 | Strike plus debuff | Use this for poison arrows, bleeding cuts, vulnerable strikes, and any attack that leaves a status |
| 4 | Area damage | Use this for whirlwind, blizzard, chain explosion, or any attack that hits every enemy |
| 5 | Multi-hit and random-hit attack | Use this for flurries, ricochets, rapid fire, and attacks whose hit count scales |
| 6 | X-cost scaling | Use this for โspend all energyโ cards whose damage, armor, draw, or stacks scale with the energy spent |
| 7 | Conditional payoff and execute | Use this for executes, โwhile woundedโ bonuses, combo thresholds, and target-state checks |
| 8 | Consume a status as a resource | Use this for spending poison, rage, frost, prayer, or marks to power a card |
| 9 | Blood cost and lifesteal | Use this for HP-cost cards, self-damage bargains, drain, and vampiric attacks |
| 10 | Draw, discard, and hand filtering | Use this for cycling, loot-style draw-then-discard, prepared hands, and discard payoffs |
| 11 | Scry and reorder the draw pile | Use this for foresight, discard-from-top, deck inspection, and setup for the next draw |
| 12 | Exhaust, retain, innate, and ethereal lifecycle | These 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 |
| 13 | Create cards, wounds, and curses | Use this for shivs, temporary spells, status cards, junk, wounds, and enemy-added curses |
| 14 | Discover, draft, and choose one | Use this for discovering one of three cards, improvised spells, and reward-like choices during combat |
| 15 | Replay, copy, and auto-play | Use this for echo, double-cast, play-the-last-card, and effects that force another card to resolve |
| 16 | Transform and upgrade cards | Use this for temporary forms, permanent upgrades, evolve effects, and hand mutation |
| 17 | Temporary and dynamic cost rules | Change card costs during a defined window and calculate them dynamically from statuses or other battle data |
| 18 | Power, equipment, and delayed prayer | Use a status for persistent powers or equipment, and resolve delayed effects after the specified number of turns |
| 19 | Stance Switch | Leave one stance and enter another as one atomic card resolution |
| 20 | Calm Exit Energy | Pay out energy when Calm ends, then remove the stance |
| 21 | Temporary Shiv Generation | Create several temporary attack cards in hand |
| 22 | Armor-Piercing Damage | Deal damage directly through armor |
| 23 | Prayer Countdown Acceleration | Reduce the remaining prayer countdown immediately |
| 24 | Retained Card Growth | Upgrade cards while a growth card remains in hand |
| 25 | Direct Energy Gain | Grant energy immediately when the card resolves |
| 26 | Energy per Turn | Increase the energy granted at the start of each player turn |
| 27 | Direct Healing | Restore a fixed amount of HP to the chosen unit |
| 28 | Missing-Health Healing | Restore HP as a percentage of the unit's missing health |
| 29 | Draw and Gain Energy | Draw cards and grant energy in the same resolution |
| 30 | Filtered Deck Search | Find cards in the draw pile by rule and move a matching result into the hand |
| 31 | Sorted Deck Search | Sort cards by a property, take a fixed number, and move them between piles |
| 32 | Hand-Size Limit Modifier | Change the maximum hand size for the battle or a limited duration |
| 33 | Temporary Cost Modifier | Modify card energy costs for a limited duration through the card-cost hook |
| 34 | Outgoing Damage Modifier | Modify damage dealt for a limited duration through a damage hook |
| 35 | Incoming Damage Modifier | Reduce or amplify incoming damage for a limited duration through a damage hook |
| 36 | Pile-Size Scaling | Scale an effect from the number of cards in a selected pile, with an optional cap |
| 37 | Recover Chosen Card | Let the player choose a card from the discard pile and return it to hand |
| 38 | Held-Card End-Turn Penalty | Trigger an effect when an unplayed card remains in hand at turn end |
| 39 | Drawn-Card Penalty | Trigger a penalty when this card enters the hand from the draw pile |
| 40 | Cancel Armor Reset | Override the normal armor reset rule for the duration of a persistent effect |
| 41 | Armor-Scaled Damage | Convert the user's current armor into attack damage |
| 42 | Repeated Hit with Status | Repeat an attack that deals damage and applies a status on every hit |
| 43 | Area Status Detonation | Consume a status on every enemy and turn its stacks into area damage |
| 44 | Recover and Auto-Play | Recover a matching card from another pile and immediately play it |
| 45 | Energy-Scaled Area Damage | Scale area damage from the energy currently available |
| 46 | Extra Turn | Schedule an additional player turn after the current turn |
| 47 | Status Stack Multiplier | Read a target's status stacks and multiply the existing amount |
| 48 | Combat Counter Scaling | Track uses during combat and scale later resolutions from the accumulated count |
| 49 | Split Targets by Status | Partition enemies by a status condition and apply different effects to each group |
| 50 | Status-Scaled Damage | Scale damage from the number of status stacks on the target |
| 51 | Cleanse and Heal | Remove matching negative statuses, then restore HP |
| 52 | Batch Upgrade | Filter 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 DamageTarget = 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.

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 ArmorTarget = 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.

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
SequenceOutputs = 2: Sets the number of ordered control-flow branches.
Deal DamageTarget = 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 StatusTarget = 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.

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 DamageTarget = 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.

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
LoopCount = 4: Sets how many cards, elements, choices, or loop iterations are produced.
Random ElementsKind = 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 DamageTarget = 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.

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 BinaryKind = 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 DamageTarget = 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 EnergyMode = 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.

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 StacksUnit = Self: Reads the source unit itself.Status = None: Selects the status read, changed, removed, or observed by the node.
ConstantKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 0: Supplies the integer constant.
ConditionOp = Greater: Passes when A is greater than B.
Draw CardsMode = Count: Advances the delay by turn count.Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
Change ArmorTarget = 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.

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 StacksUnit = Self: Reads the source unit itself.Status = None: Selects the status read, changed, removed, or observed by the node.
Math BinaryKind = 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 DamageTarget = 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 UnaryKind = 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 StatusTarget = 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.

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 DamageTarget = 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.

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 PilesPile = Hand: Selects the source or destination card pile.
ChoiceKind = 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 CardsCards = 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 CardsMode = Count: Advances the delay by turn count.Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.

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 PilesPile = Draw: Selects the source or destination card pile.
TakeKind = 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.
ChoiceKind = 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 CardsCards = 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.

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 StatusTarget = 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 CardsMode = Count: Advances the delay by turn count.Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.
Change ArmorTarget = 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.

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
SequenceOutputs = 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.

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 CardsDeck = None: Selects the deck whose cards are read.
Random ElementsKind = 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.
ChoiceKind = 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 CardsCard = 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.

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 ElementKind = 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 CardCard = ThisCard: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.
Play CardCard = 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.

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 PilesPile = Hand: Selects the source or destination card pile.
ChoiceKind = 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 CardCard = 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 CardsCards = ThisCard: Driven at runtime by Choice.Chosen; this value is only the unconnected fallback.

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 PilesPile = Hand: Selects the source or destination card pile.
Modify Card CostCards = 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 HookPriority = 0: Sets this hook's order relative to other hooks at the same timing.Scope = Battle: Keeps the hook active for the entire battle.
ConstantKind = Int: Selects the data, collection, choice, or hook value type handled by this node.Int Value = 0: Supplies the integer constant.
Write HookKind = 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.

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 StatusTarget = 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 TriggerDelay 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 DamageTarget = 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.

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
SequenceOutputs = 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.

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
SequenceOutputs = 2: Sets the number of ordered control-flow branches.
Change EnergyMode = 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 StatusTarget = 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.

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
SequenceOutputs = 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.

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 DamageTarget = 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.

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 StatusTarget = 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.

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 PilesPile = Hand: Selects the source or destination card pile.
Upgrade CardsCards = ThisCard: Driven at runtime by Card Piles.Cards; this value is only the unconnected fallback.

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 EnergyMode = 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
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 HookPriority = 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 BinaryKind = 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 HookKind = 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 EnergyMode = 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 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 HPTarget = 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.

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 InfoUnit = Self: Reads the source unit itself.
Change HPTarget = 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.
ConstantKind = 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.

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 CardsMode = Count: Advances the delay by turn count.Count = 2: Sets how many cards, elements, choices, or loop iterations are produced.
Change EnergyMode = 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.

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 PilesPile = Draw: Selects the source or destination card pile.
FilterKind = 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 ElementsKind = 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 CardsCards = 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.

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
SortKind = 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 PilesPile = Draw: Selects the source or destination card pile.
TakeKind = 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 CardsCards = 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.

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 HookPriority = 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 BinaryKind = 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 HookKind = 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 CardsMode = Count: Advances the delay by turn count.Count = 1: Sets how many cards, elements, choices, or loop iterations are produced.

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 HookPriority = 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 BinaryKind = 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 HookKind = 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
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 HookPriority = 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 BinaryKind = 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 HookKind = 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
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 HookPriority = 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 BinaryKind = 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 HookKind = 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.

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
CountKind = Card: Selects the data, collection, choice, or hook value type handled by this node.
Card PilesPile = Draw: Selects the source or destination card pile.
ClampKind = 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 ArmorTarget = 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.

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 PilesPile = Discard: Selects the source or destination card pile.
ChoiceKind = 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 CardsCards = 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.

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 HPTarget = 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.

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 EnergyMode = 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.

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 HookPriority = 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 ArmorTarget = 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.

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 DamageTarget = 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 InfoUnit = Self: Reads the source unit itself.
Math BinaryKind = 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.

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 DamageTarget = 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 StatusTarget = 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.
LoopCount = 3: Sets how many cards, elements, choices, or loop iterations are produced.

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
ForeachKind = Unit: Selects the data, collection, choice, or hook value type handled by this node.
Unit Status StacksUnit = 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 DamageTarget = 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 StatusTarget = 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.

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 PilesPile = Exhaust: Selects the source or destination card pile.
FilterKind = 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 ElementsKind = 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 CardsCards = 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 ElementKind = 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 CardCard = ThisCard: Driven at runtime by Pick Element.Element; this value is only the unconnected fallback.Target = Self: Targets the source unit itself.

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 DamageTarget = 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 BinaryKind = 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.

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 TurnParameters = None: This node has fixed behavior and needs no additional parameters; when triggered, it schedules one extra turn.

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 StacksUnit = Opponent: Reads the enemy currently selected by the card or behavior.Status = Poison: Reads or changes the Poison status.
Change StatusTarget = 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.

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 VariableName = 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.
VariableName = 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 DamageTarget = 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.

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
FilterKind = 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.
ExcludeKind = 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.

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 DamageTarget = 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 StacksUnit = Opponent: Reads the enemy currently selected by the card or behavior.Status = Marked: Reads or changes the Marked status.
Math BinaryKind = 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.

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 InfoUnit = Self: Reads the source unit itself.
FilterKind = 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 StatusesTarget = Self: Targets the source unit itself.
Change HPTarget = 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.

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 CardsCards = ThisCard: Driven at runtime by Filter.Result; this value is only the unconnected fallback.
Card PilesPile = Hand: Selects the source or destination card pile.
FilterKind = 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.
