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Vantage Masters (ヴァンテージマスターズ) is a minigame introduced in Trails of Cold Steel III. It is also available in Trails of Cold Steel IV and Trails into Reverie.

Background[]

Vantage Masters is a turn-based collectible card game that has become increasingly popular around the continent, serving as a replacement for the formerly popular game Blade. A game of strategy, each player forms a deck from the many cards available and plays until one of them has their Master card defeated. New cards can be bought in shops or earned from defeating other opponents. Cards from missed opponents can also be bought from curio shops.

Trails of Cold Steel III[]

Rean Schwarzer is first introduced to the game in Leeves in the Carnegie Books & Games store. The owner and inhabitants of the town are fond of the game and give Rean a starter deck to practice some matches, comparing its popularity with that of Blade.

Rean, Claire Rieveldt and Sara Valestein play Vantage Masters against Rutger Claussell, Leonidas and Xeno on the top floor of Raquel's Casino Alisha as a wager to learn about the Palatinate Knight and the jaegers' objectives in Lamare. Following their instructor, New Class VII enter the casino, and seeing the state of the game, Musse Egret and Ash Carbide take over from Claire and Sara, with Rean restarting his game against Rutger.

After obtaining every card, either by defeating people or by buying them, Aurier Vander becomes available as the final opponent during Heimdallr's Summer Festival. Defeating her earns the Fire Master Quartz Chevalier master quartz, or a Potion (Sen III Item) Dragon Incense if it was already obtained.

Opponent Availability Reward
Zach Chapter 1: "Reunion", 4/16 - Leeves VM Card (Sen III Item) Magic Crystal ×3
Rachel VM Card (Sen III Item) D-Arma ×3
Sidney VM Card (Sen III Item) Hepetus ×3
Juna Crawford Chapter 1: "Reunion", 4/21 - Derfflinger VM Card (Sen III Item) Ranger
Celestin Chapter 1: "Reunion", 4/22 - Saint-Arkh VM Card (Sen III Item) Guene-Foss ×3
Clover Chapter 1: "Reunion", 4/22 - Parm VM Card (Sen III Item) Zamilpen ×3
Michael Irving Chapter 2: "Conflict in Crossbell", 5/13 - Leeves VM Card (Sen III Item) Wall ×3
Louise Chapter 2: "Conflict in Crossbell", 5/14 - Leeves VM Card (Sen III Item) Dullmdalla ×3
Munk VM Card (Sen III Item) Uptide ×3
Kurt Vander Chapter 2: "Conflict in Crossbell", 5/19 - Derfflinger VM Card (Sen III Item) Knight
Wendy Chapter 2: "Conflict in Crossbell", 5/20 - Crossbell City VM Card (Sen III Item) Da-Colm ×3
Xin Chapter 2: "Conflict in Crossbell", 5/20 - Crossbell City
After completing Do Me This Favor
VM Card (Sen III Item) Kyria-Bell ×3
Maya Chapter 3: "Pulse of Steel", 6/10 - Leeves VM Card (Sen III Item) Ae-Ferrion ×3
Stark Chapter 3: "Pulse of Steel", 6/11 - Leeves VM Card (Sen III Item) Thief
Randy Orlando VM Card (Sen III Item) Oonvievle ×3
Altina Orion Chapter 3: "Pulse of Steel", 6/16 - Derfflinger VM Card (Sen III Item) Vanish ×3
Mimika Chapter 3: "Pulse of Steel", 6/17 - Raquel VM Card (Sen III Item) Gia-Bro ×3
Setsuna Chapter 3: "Pulse of Steel", 6/18 - Ordis VM Card (Sen III Item) Amoltamis ×3
Musse Egret Chapter 4: "Radiant Heimdallr", 7/8 - Leeves VM Card (Sen III Item) Tarbyss ×3
Rosine Chapter 4: "Radiant Heimdallr", 7/9 - Leeves VM Card (Sen III Item) Fifenall ×3
Professor Schmidt VM Card (Sen III Item) Witch
Ash Carbide Chapter 4: "Radiant Heimdallr", 7/15 - Derfflinger VM Card (Sen III Item) Greon ×3
Fred Chapter 4: "Radiant Heimdallr", 7/15 - Heimdallr VM Card (Sen III Item) Neptjuno ×3
Jingo Chapter 4: "Radiant Heimdallr", 7/16 - Heimdallr VM Card (Sen III Item) Swordsman
Aurier Vander Chapter 4: "Radiant Heimdallr", 7/17 - Heimdallr
Must have collected all VM cards
Fire Master Quartz Chevalier

Trails of Cold Steel IV[]

New Class VII can play Vantage Masters on Rean's behalf until his return, with him keeping all obtained cards until then. Rean also introduces Crow Armbrust to the game, after his long absence from card games during his time as Azure Siegfried. Even though he did not play during this time, it was revealed he picked up many of the strategies and tactics used by observing Zephyr and others play it in the Black Workshop. Expecting to hustle Rean after he offers to teach him the game, Crow did not anticipate Rean was in turn expecting it and was outplayed.

Stark also later plays against him to show how far he has come along, and to wager the old deck of cards belonging to Crow's grandfather against Crow promising to have a meal with him and Rean in Jurai, following the Great War. Despite this being a seemingly impossible proposition, Stark nevertheless states that Crow would never settle for giving in to his fate, and eventually gets through to him and wins the game. Crow also goes up against Pablo, betting his favorite pin-up magazine featuring girls in swimsuits. He plays under the impression that Pablo is betting the same, not realizing that Pablo's "pin-up magazine" actually features pictures of trains.

After obtaining every card except the Tyrant master card, Victor S. Arseid becomes available as the final opponent on the first day of the Great War in the Courageous II. Defeating him earns Tyrant and the Time Master Quartz Woden master quartz.

Opponent Availability Reward
Pablo Act 1: "The Trials of Class VII", 8/7 - Parm VM Card (Sen III Item) Dullmdalla ×3
Elliot Craig Act 1: "The Trials of Class VII", 8/9 - Eryn VM Card (Sen III Item) Requ ×3
Sister Olfa Act 1: "The Trials of Class VII", 8/10 - Raquel VM Card (Sen III Item) D-Arma ×3
Tilia Act 1: "The Trials of Class VII", 8/10 - Alster VM Card (Sen III Item) Kyria-Bell ×3
Fie Claussell Act 1: "The Trials of Class VII", 8/13 - Eryn VM Card (Sen III Item) Blaze ×3
Shanshan Act 1: "The Trials of Class VII", 8/15 - Crossbell City VM Card (Sen III Item) Bard
Mishy Act 1: "The Trials of Class VII", 8/15 - Mishelam Wonderland VM Card (Sen III Item) Uptide ×3
KeA Fragments: "A Shattered Blade", 8/17 - Eryn VM Card (Sen III Item) Fifenall ×3
Roselia Act 2: "Guiding Starlight", 8/19 - Eryn VM Card (Sen III Item) Reduce ×3
Laura S. Arseid VM Card (Sen III Item) Knight
Juna Crawford Act 2: "Guiding Starlight", 8/20 - Merkabah Booster (Sen III Item) All droplets ×3
Anton Act 2: "Guiding Starlight", 8/20 - Parm VM Card (Sen III Item) Gia-Bro ×3
Vincent Florald Act 2: "Guiding Starlight", 8/21 - Ordis VM Card (Sen III Item) Tarbyss ×3
Kurt Vander Act 2: "Guiding Starlight", 8/22 - Merkabah Booster (Sen III Item) All droplets ×3
Angelica Rogner VM Card (Sen III Item) Amoltamis ×3
Alisa Reinford Act 2: "Guiding Starlight", 8/24 - Merkabah VM Card (Sen III Item) Oonvievle ×3
Marquis Ballad Act 2: "Guiding Starlight", 8/24 - Saint-Arkh VM Card (Sen III Item) Transmute ×3
Josette Capua Act 2: "Guiding Starlight", 8/25 - Milsante VM Card (Sen III Item) Shadow
Ash Carbide Act 2: "Guiding Starlight", 8/26 - Merkabah Booster (Sen III Item) All droplets ×3
Celine VM Card (Sen III Item) Expel ×3
Lloyd Bannings Act 2: "Guiding Starlight", 8/26 - Pantagruel VM Card (Sen III Item) Da-Colm ×3
Duvalie Act 3: "Seekers of the Dawn", 8/27 - Courageous II VM Card (Sen III Item) Paladin
Jusis Albarea VM Card (Sen III Item) Neptjuno ×3
Kaela MacMillan Act 3: "Seekers of the Dawn", 8/27 - Avon Hills VM Card (Sen III Item) Regna-Croix ×3
Scherazard Harvey Act 3: "Seekers of the Dawn", 8/27 - Leeves VM Card (Sen III Item) Vanish ×3
Sara Valestein Act 3: "Seekers of the Dawn", 8/28 - Courageous II VM Card (Sen III Item) Beast
Sharon Kreuger Act 3: "Seekers of the Dawn", 8/29 - Courageous II VM Card (Sen III Item) Ma-Gorb ×3
Cao Lee Act 3: "Seekers of the Dawn", 8/29 - Crossbell City VM Card (Sen III Item) Greon ×3
Crow Armbrust Act 3: "Seekers of the Dawn", 8/30 - Courageous II VM Card (Sen III Item) Disaster ×3
Altina Orion Booster (Sen III Item) All droplets ×3
Toval Randonneur Eventide: "Night of Promises", 8/31 - Mishelam Wonderland Key (Sen III Item) Mishelam Ticket
Accessory (Sen III Item) Quick Caliber V
Millium Orion VM Card (Sen III Item) Spirit
Cassius Bright VM Card (Sen III Item) Tentarch ×3
Musse Egret Finale: "Scattered Petals, Dying Flames", 9/1 - Courageous II Booster (Sen III Item) All droplets ×3
Joshua Bright Finale: "Scattered Petals, Dying Flames", 9/1 - Hamel
Must complete Ghosts of Hamel first
VM Card (Sen III Item) Xenofiend ×3
Victor S. Arseid Finale: "Scattered Petals, Dying Flames", 9/1 - Courageous II
Must have collected all VM cards
VM Card (Sen III Item) Tyrant
Time Master Quartz Woden

Trails into Reverie[]

Vantage Masters (Hajimari)

Vantage Masters title screen in Reverie

Vantage Masters can only be played in the True Reverie Corridor. While cards can be obtained from defeating characters, characters available from Gold Sealing Stones do not reward cards, making them optional to obtain a full deck. Additionally, the VM Dojo can be unlocked, adding Sonya Baelz, Michael Irving and Matteus Vander and others as new opponents.

After collecting every card except Regna-Croix, Tyrant, and the VM Dojo cards, Lloyd Bannings can face off against C as payback for the latter's actions.

Opponent Availability Reward
True Reverie Corridor
Elie MacDowell Initial VM Card (Sen III Item) Tarbyss ×3
Ash Carbide VM Card (Sen III Item) Shadow
Claire Rieveldt VM Card (Sen III Item) Uptide ×3
Alfin Reise Arnor After joining the corridor Booster (Sen III Item) Spiritual Divine Water
Agate Crosner After unlocking 2F VM Card (Sen III Item) Oonvievle ×3
Musse Egret VM Card (Sen III Item) Amoltamis ×3
Rixia Mao VM Card (Sen III Item) High Ranger
George Nome After joining the corridor after unlocking 2F Booster (Sen III Item) Fortuitous Divine Water
Wazy Hemisphere After unlocking 3F VM Card (Sen III Item) Ma-Gorb ×3
Elise Schwarzer VM Card (Sen III Item) Holy Sister
Lechter Arundel VM Card (Sen III Item) Xenofiend ×3
Nadia Rayne VM Card (Sen III Item) Reduce ×3
Aurelia Le Guin After joining the corridor after unlocking 3F Booster (Sen III Item) Powerful Divine Water
Noel Seeker After unlocking 4F VM Card (Sen III Item) Disaster ×3
Estelle Bright VM Card (Sen III Item) Tentarch ×3
Crow Armbrust VM Card (Sen III Item) Crown Thief
Zeit VM Card (Sen III Item) Greon ×3
Vita Clotilde After joining the corridor after unlocking 4F Booster (Sen III Item) Magical Divine Water
C Must have obtained all VM cards except from the opponents below
Must be controlling Lloyd
VM Card (Sen III Item) Regna-Croix ×3
Potion (Sen III Item) Zeram Capsule
McBurn After joining the corridor VM Card (Sen III Item) Tyrant
Flaming VM Dojo
Wald Wales After unlocking the dojo Booster (Sen III Item) Powerful Divine Water ×3
Fran Seeker Booster (Sen III Item) Spiritual Divine Water ×3
Michael Irving VM Card (Sen III Item) Soul Fighter
Earth UR (Sen III Quartz) True Steel Bell
Shizuku MacLaine Buy with fragments, clear 5F, and defeat previous opponents Booster (Sen III Item) Magical Divine Water ×3
Alex Dudley Booster (Sen III Item) Fortuitous Divine Water ×3
Sonya Baelz VM Card (Sen III Item) Elder Spirit
Wind UR (Sen III Quartz) True Enchantment
Sergei Lou Buy with fragments, clear 6F, and defeat previous opponents Booster (Sen III Item) Vital Divine Water ×3
Erika Russell VM Card (Sen III Item) Master Swordsman
Matteus Vander VM Card (Sen III Item) Arc Paladin
Space UR (Sen III Quartz) True Solar Gyre

Gameplay[]

Battle Screen
Card Info

Vantage Masters is a turn-based game of strategy. There are three types of cards, Master, Magic and Natial. The information, skills, abilities and attributes of a card are all listed on it during play.

  • Master cards are the focus of the game. Each player has one Master which may have an ability and/or skill it can use at a cost of mana. Each Master has a fixed mana starting value which will increase by one each turn. The objective of the game is to reduce your opponents' Master's HP to zero.
  • Natial cards can be summoned to the board at a mana cost. They come in four elemental attributes and can be used to attack other Natials or Masters. Each Natial has a ATK and HP score of their own. Natials can have an active skill they can use at no cost but only once for each Natial, though their skill can be refreshed with other cards' effects. If their HP is reduced to zero, they are removed from play.
  • Magic cards can be used at a mana cost to produce a certain effect, after which they are used up and cannot be used again. Magic cards may have different effects depending on the deck's Master or the target's attribute.

Starting a Game[]

Vantage Masters can be played by pressing a specific button near an eligible NPC, which brings up the deck choosing menu. A deck is made up from up to 20 cards, including one Master. Decks can also be managed from the Notebook, with up to three saved decks.

On the first turn, a coin is flipped. Getting heads (Mishy) grants the first move, but the opponent will have a Magic Crystal card appear on a random space on their field, and viceversa. A starting hand of three cards will be shown, which can be discarded to get up to three other cards to begin the game with.

Actions and Summoning[]

At the start of your turn, your mana will be completely refreshed, and after the first turn, one more mana will be added until a maximum of 10 and one card will be drawn from the remaining deck. When summoning a Natial, you can choose any open space on your side of the field. If there are no open spaces, you cannot summon. Most cards cannot perform actions in the same turn they are summoned. However, Natials with the Flying trait are able to ignore this rule.

Each of your cards already on the field can perform Move, Skill (if available) and Attack actions during your turn. You can only move to spaces in your side of the field. If you choose a spot that already has a card in it, the two cards will swap places. After using an attack or skill, that card cannot move for the rest of the turn. There are three types of attacks, all of which have different areas of effect and damage:

  • Normal attacks can only be performed from the front row and target a single enemy. The enemy will then counterattack for damage equal to their ATK -1.
  • Ranged normal attacks can target any space on the opponent's side of the field. If your attacker is more than 1 row away from their target, the target can't counterattack.
  • Skill attacks are offensive skills. They can target any space and cannot be counterattacked.

Skills and Abilities[]

Vantage Masters icon - Skill

Some cards have skills. Natial card skills can only be used once per card. However, they cost no mana and can be restored with a Magic Crystal. Master card skills have unlimited uses but each use costs mana.

Abilities are different from skills in that they activate automatically. There are many different types of abilities. For example, some cards automatically protect the two cards adjacent to them from enemy attacks (this does not work on cards that grant a similar effect), whereas others allow you to draw an additional card upon their leaving the field.

Attributes[]

Elemental efficacy

There are four different attributes: Earth, Water, Fire and Heaven. Damage dealt will differ depending on the matchup. An attack against a weaker elements deals +1 damage. An attack against a stronger element deals -2 damage. Master cards have no attribute.

Earth -> Water -> Fire -> Heaven -> Earth

Magic Crystals[]

The player who goes second will have a Magic Crystal appear on their side of the field on the first turn. Additionally, a Magic Crystal will appear on a random open space for each player every three rounds. (if there are no open spaces, it will not appear.) These Magic Crystals have the same effect as the Magic Crystal card. Moving a summoned card on top of them grants this effect.

Icons[]

Icon Meaning Icon Meaning
Vantage Masters icon - Mana
Mana: Available mana (greyed out if spent)
Vantage Masters icon - Earth
Earth: The card has the Earth attribute
Vantage Masters icon - Attack
ATK: The card's attack damage
Vantage Masters icon - Water
Water: The card has the Water attribute
Vantage Masters icon - HP
HP: The card's remaining HP
Vantage Masters icon - Fire
Fire: The card has the Fire attribute
Vantage Masters icon - Flying
Flying: The card may act immediately after being summoned
Vantage Masters icon - Heaven
Heaven: The card has the Heaven attribute
Vantage Masters icon - Ranged
Ranged: The card can attack from afar
Vantage Masters icon - Skill
Skill: The card has a skill that may be activated (greyed out if used)

List of Cards[]

Masters[]

Fighter Ranger
Fighter
Attack
2
Ranger
Attack
1
HP
20
HP
18
Flying
No
Flying
No
Ranged
No
Ranged
Yes
Starting Mana
1
Starting Mana
2
Description Description
A wry fighter on a continuous journey to improve her skills. Only by fighting does she achieve a measure of self-fulfilment, becoming stronger with each bout. She has challenged the ultimate Natial Master in the past. The guardian of a vast forest. She was raised in the wild, where she developed a strong sense of compassion for all living creatures. Deeply disturbed by the endless cycle of war mankind wages among itself.
Skill Skill: None Skill Skill: None
N/A N/A
Ability Ability
Counterattacks deal +1 damage. None
Sister Knight
Sister
Attack
1
Knight
Attack
3
HP
18
HP
30
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
3
Starting Mana
2
Description Description
A sister on a never-ending journey, her heart filled with determination. When she learned the world was in danger, she took up arms to defend it despite having no combat training. An elderly knight. Despite his genial attitude, his prowess with a lance is second to none, and he is admired many many as a master of his craft. Said to be the most treasured knight in all the kingdom, though he has since retired from battle.
Skill Skill: Cleric Cure Skill Skill: Cavalry Order
Vantage Masters icon - ManaVantage Masters icon - Mana Target gains HP +2. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Your cards in play get ATK +1.
Ability Ability
None None
Thief Witch
Thief
Attack
1
Witch
Attack
2
HP
26
HP
24
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
2
Starting Mana
5
Description Description
A fleet-footed thief who desires power so he can fulfill his dream. In his entire career he has never been caught stealing once. That being said, the futility of his criminal ways is beginning to weigh on him. The apprentice to a legendary witch. She admires her master and wakes up bright and chipper to be trained by her. Considered a tomboy due to her rural upbringing, she nevertheless has the makings of an excellent witch.
Skill Skill: Speed Draw Skill Skill: Flame Shot
Vantage Masters icon - ManaVantage Masters icon - Mana Draw a card. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Deals 4 damage to the target.
Ability Ability
This card can act twice. None
Paladin Beast
Paladin
Attack
3
Beast
Attack
4
HP
30
HP
CS3: 25
CS4+: 30
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
4
Starting Mana
4
Description Description
A warrior who wields a holy blade in his quest to free the realm from evil. His eyes burning with determination, he fights for those weary of war. After hearing tales of the ultimate Natial Master, he began searching for him. A half-man, half-wolf who is feared and hated by humans. Because of his, he tries to avoid contact, living in solitude. The fact that he has recently appeared in human civilization suggests he does so with an important goal.
Skill Skill: Salvation Skill Skill: Wild Draw
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Resurrect 1 random card. Vantage Masters icon - Mana Draw a card.
Ability Ability
Restores 1 HP each turn. Counterattacks deal +2 damage.
Swordsman Sorcerer
Swordsman
Attack
3
Sorcerer
Attack
1
HP
27
HP
25
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
4
Starting Mana
5
Description Description
A wandering swordsman who drifts through life. Living only for himself, he does not take orders from anyone as a matter of principle. He keeps his emotions buried, preferring instead that his swordsmanship says all that needs to be said. A master of magic who has spent his lifetime trying to unravel the mysteries of the world. Studied under the legendary witch to hone his knowledge. Has carefree demeanour, but can call upon countless forbidden spells.
Skill Skill: Shadow Slice Skill Skill: Create Magic
Vantage Masters icon - ManaVantage Masters icon - Mana Deals 1 damage to a row of enemies. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Creates a Magic Crystal.
Ability Ability
ATK+1 to self per enemy slain. None
Shadow Spirit
Shadow
Attack
2
Spirit
Attack
1
HP
20
HP
20
Flying
No
Flying
No
Ranged
Yes
Ranged
No
Starting Mana
2
Starting Mana
5
Description Description
A disciple of darkness who lives and works in the seedy underbelly of the world, carrying out his missions with cold precision. In his spare time, he pays visits to the legendary witch... A beautiful spirit with hair that shines like the stars, she is the embodiment of purity itself. Her eyes betray her inner struggle, however. 'Why was I born? What am I?' she asks as she wanders the world, desperately searching for answers.
Skill Skill: Meteor Shuriken Skill Skill: Dazzling Caress
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Destroys a card in the enemy's hand. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Allows the target to act again.
Ability Ability
This card can counterattack against Ranged attacks. When HP is 10 or less, HP/ATK +1 to all your cards.
Bard Tyrant
Bard
Attack
2
Tyrant
Attack
5
HP
22
HP
30
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
3
Starting Mana
4
Description Description
A wandering bard who travels from town to town, harp in hand. His phenomenal singing voice has lifted the spirits of people the world over. To help those whose spirits have been broken by war, he now seeks the legendary Song of Hope... The ultimate Natial Master. A monstrous figure whose power can crush entire armies, he defeated all others in the Age of Strife, becoming the supreme ruler of his own empire. Rumours claim that he even studied under the legendary witch.
Skill Skill: Beguiling Tune Skill Skill: Storm Blade
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Seals an enemy's actions for 1 turn. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Deals 3 damage to all enemies.
Ability Ability
None HP/ATK +2 for adjacent cards to the left and right.
Soul Fighter High Ranger
Soul Fighter
Attack
4
High Ranger
Attack
2
HP
35
HP
26
Flying
No
Flying
No
Ranged
No
Ranged
Yes
Starting Mana
3
Starting Mana
3
Description Description
A masterful combatant whose skill, honed through countless bouts across her aimless journey, is enough to make even mountains tremble. Continues onward in hopes of seeking a rematch against the ultimate Natial Master. The guardian of a vast forest whose strength to uphold her ideals comes from journeying the world over. Holds deep compassion for all living things and strives to create harmony between humans and creatures of the wood.
Skill Skill: Soul Cry Skill Skill: Snipe Shot
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana ATK+2 to allies. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Inflicts Seal for 1 turn.
Ability Ability
Counterattacks deal +1 damage. Recovers 1 HP per turn.
Holy Sister Crown Thief
Holy Sister
Attack
2
Crown Thief
Attack
2
HP
24
HP
32
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
4
Starting Mana
3
Description Description
A sister whose journey to save the world has awakened her true strength. Possesses a heart whelmed with determination after years of training on the road. A fleet-footed thief who desires power so he can fulfill his dream. Has a reputation as a 'gentleman thief' throughout the world thanks to his exploits as one who dives into monstrous affairs to save those less fortunate.
Skill Skill: Cleric Cure Skill Skill: Treasure Draw
Vantage Masters icon - ManaVantage Masters icon - Mana Target gains HP +3. Vantage Masters icon - ManaVantage Masters icon - Mana Draws 2 cards and reduces Mana costs by 1.
Ability Ability
HP/ATK+1 for adjacent cards to the left and right. This card can act twice.
Arc Paladin Master Swordsman
Arc Paladin
Attack
4
Master Swordsman
Attack
4
HP
36
HP
33
Flying
No
Flying
No
Ranged
No
Ranged
No
Starting Mana
5
Starting Mana
4
Description Description
A warrior, now stronger upon her defeat at the hands of the ultimate Natial Master, who wields a holy blade in her quest to free the realm from evil. Brandishes her blade to bring an end to the eternal flames of war. A wandering swordsman who drifts through life, living only for himself as a matter of principle. Has remained unchallenged in swordplay throughout his long journey--and may well continue to be long into the future.
Skill Skill: Salvation Arc Skill Skill: True Shadow Slice
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Revives and returns a random card to play. Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Deals 2 damage to a row of enemies and destroys a random enemy in play.
Ability Ability
Restores 2 HP each turn. ATK+1 to self per enemy slain.
Elder Spirit
Elder Spirit
Attack
1
HP
28
Flying
No
Ranged
No
Starting Mana
6
Description
A beautiful spirit of inhuman purity and incredible power who has finally understood the meaning behind her creation. Wields her powers as she journeys onward toward the goal she has finally found at last.
Skill Skill: Astral Kiss
Vantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - ManaVantage Masters icon - Mana Allows the target to act again and grants ATK+1.
Ability
When HP is 10 or less, HP/ATK +2 to all your cards.

Natials[]

Earth[]

Pa-Rancell D-Arma
Pa-Rancell
Attack
2
D-Arma
Attack
1
HP
1
HP
3
Flying
No
Flying
No
Ranged
No
Ranged
No
Mana
1
Mana
2
Description Description
A basic earth Natial first discovered and considered a rarity after the Middle Ages, though they are now a common sight all over the continent. Now deified as a symbol of harmony.
Height : 18~160 Rege
Weight : 0.2~45 Curim
A healing Natial from the Far East that is very weak to magic and dissolves when submerged in water. Said to have a virtuous countenance.
Height : 50~160 Rege
Weight : 8~30 Curim
Skill Skill: None Skill Skill: Cure
N/A HP+2 to target.
Ability Ability
Defends left-and-right adjacent cards. This card can act twice.
Ae-Ferrion Gia-Bro
Ae-Ferrion
Attack
2
Gia-Bro
Attack
2
HP
2
HP
5
Flying
No
Flying
No
Ranged
Yes
Ranged
No
Mana
3
Mana
4
Description Description
A Natial discovered in the southern region of the continent. Depicted by the natives on murals and decorative ornaments as the god of victory.
Height : 30~200 Rege
Weight : 2~120 Curim
A Natial discovered in the northern region of the continent that fires magic seeds from its head. Widely believed in local legend to be the god of earth and fertility.
Height : 120~320 Rege
Weight : 8~70 Curim
Skill Skill: None Skill Skill: Grenade
N/A CS3: Deals 1 damage to a row of enemies.
CS4+: Deals 2 DMG to an entire row.
Ability Ability
None None
Da-Colm Ma-Gorb
Da-Colm
Attack
6
Ma-Gorb
Attack
5
HP
8
HP
5
Flying
No
Flying
Yes
Ranged
No
Ranged
No
Mana
6
Mana
7
Description Description
A towering Natial of colossal proportions. Known to have originated from an ancient civilization that pioneered the technology to create autonomous rock giants.
Height : 160~400 Rege
Weight : 220~50000 Curim
A unique earth Natial that can float and freely manipulate silver. Known to leave their Masters and live in caves for hundreds of years.
Height : 6~620 Rege
Weight : 0.4~1000 Curim
Skill Skill: None Skill Skill: Vermeil
N/A Inflicts Seal for 2 turns.
Ability Ability
HP+1 to allies in the same row. ATK+1 to self per enemy slain.

Water[]

Requ Marme
Requ
Attack
1
Marme
Attack
2
HP
1
HP
3
Flying
No
Flying
No
Ranged
No
Ranged
No
Mana
1
Mana
3
Description Description
One of the oldest naturally occurring Natials. Known to be extremely agile but lacking in enough stamina to travel long distances.
Height : 20~240 Rege
Weight : 0.2~90 Curim
A water Natial with healing powers and a strong advantage over fire Natials. First sighted in the Devil's Sea, where many ships have disappeared.
Height : 160~180 Rege
Weight : 80~200 Curim
Skill Skill: None Skill Skill: Heal
N/A HP+3 to target.
Ability Ability
Draws a card upon leaving play. None
Zamilpen Tarbyss
Zamilpen
Attack
4
Tarbyss
Attack
3
HP
3
HP
3
Flying
No
Flying
No
Ranged
No
Ranged
Yes
Mana
4
Mana
5
Description Description
A Natial discovered in the northern region of the continent with saliva that freezes enemies on contact. Maintains a mysterious ecology despite extensive research.
Height : 80~160 Rege
Weight : 8~200 Curim
A sunbathe-loving Natial that resembles a flattened fish. Often seen drifting along the surface of the southern tropics' waters that of like fallen leaves.
Height : 80~460 Rege
Weight : 4~4000 Curim
Skill Skill: Freeze Skill Skill: None
Inflicts Seal for 1 turn. N/A
Ability Ability
None Draws a card upon leaving play.
Neptjuno Tentarch
Neptjuno
Attack
5
Tentarch
Attack
6
HP
7
HP
9
Flying
No
Flying
No
Ranged
No
Ranged
No
Mana
7
Mana
8
Description Description
A Natial in the form of a magical warrior standing atop a turtle. Popular for deployment among summoners in the military.
Height : 140~220 Rege
Weight : 160~240 Curim
An extremely large water Natial with overwhelming destructive power. Appears in legends the world over as a monster that commands the sky and sea.
Height : 220~30000 Rege
Weight : 300~550000 Curim
Skill Skill: Ice Burn Skill Skill: Maelstrom
Deals 2 DMG to an enemy. Deals 4 DMG to all enemies.
Ability Ability
Defends left-and-right adjacent cards. None

Fire[]

Hepetus Dullmdalla
Hepetus
Attack
2
Dullmdalla
Attack
1
HP
2
HP
3
Flying
No
Flying
No
Ranged
No
Ranged
No
Mana
2
Mana
3
Description Description
A Natial that resembles an old dwarf who lacks in agility but possesses raw power. Highly empathic to its user's emotional state.
Height : 120~160 Rege
Weight : 60~110 Curim
A giant head that emerges from the void, burning everything in its path. The ancient race that created this colossus quickly came to fear it.
Height : 150~600 Rege
Weight : 60~3500 Curim
Skill Skill: None Skill Skill: Explosion
N/A Deals 1 DMG to an entire row.
Ability Ability
None ATK+1 to self per enemy slain.
Blyx Oonvievle
Blyx
Attack
CS3: 3
CS4+: 2
Oonvievle
Attack
6
HP
3
HP
5
Flying
No
Flying
No
Ranged
Yes
Ranged
No
Mana
4
Mana
6
Description Description
A Natial that resembles a human woman and a four-legged beast. In legend, it is the gatekeeper of a desert kingdom, or the guardian of a forest.
Height : 180~280 Rege
Weight : 200~300 Curim
A Natial with a giant scythe. There are many theories about its origins, including one that suggests it lived alongside dragons.
Height : 180~240 Rege
Weight : 20~50 Curim
Skill Skill: None Skill Skill: None
N/A N/A
Ability Ability
None ATK+1 to self per enemy slain.
Greon Xenofiend
Greon
Attack
5
Xenofiend
Attack
4
HP
5
HP
7
Flying
Yes
Flying
No
Ranged
No
Ranged
No
Mana
7
Mana
7
Description Description
A rare winged Fire attribute Natial that requires a great deal of magic to keep itself aloft. It's depicted on the flag of a southern kingdom.
Height : 80~200 Rege
Weight : 8~80 Curim
A burning demon that can turn the world to ash. Due to the colossal amount of power in its body, humans are only able to manifest its upper half.
Height : 200~2400 Rege
Weight : 400~5000 Curim
Skill Skill: None Skill Skill: Inferno
N/A Deals 5 DMG to an enemy.
Ability Ability
This card can act twice. ATK+2 to self per enemy slain.

Heaven[]

Pelitt Guene-Foss
Pelitt
Attack
1
Guene-Foss
Attack
2
HP
1
HP
3
Flying
Yes
Flying
Yes
Ranged
No
Ranged
No
Mana
1
Mana
3
Description Description
A tiny fairy Natial. Though weak, it can remove sealing effects. Used in diversion tactics intended to penetrate the enemy's front lines.
Height : 6~60 Rege
Weight : 0.2~2 Curim
This cloud-riding, lightning-summoning Natial is believed to have come from the East. Popular due to its relatively inexpensive summoning cost.
Height : 120~200 Rege
Weight : 0.8~4 Curim
Skill Skill: Medic Skill Skill: Blitz
Removes Seal from target. Deals 2 DMG to an enemy.
Ability Ability
None None
Kyria-Bell Fifenall
Kyria-Bell
Attack
CS3: 4
CS4+: 5
Fifenall
Attack
CS3: 1
CS4+: 2
HP
CS3: 4
CS4+: 3
HP
CS3: 5
CS4+: 6
Flying
Yes
Flying
Yes
Ranged
No
Ranged
No
Mana
4
Mana
4
Description Description
A war maiden whose descent from the heavens is heralded by the sound of clanging bells. In the North, she is known as a guide of souls.
Height : 160~180 Rege
Weight : 60~90 Curim
A Natial that can restore a significant amount of health. Despite its angelic appearance, its wings and halo are strictly decorative.
Height : 140~170 Rege
Weight : 37~59 Curim
Skill Skill: Thunder Skill Skill: Recovery
Deals 2 DMG to an entire row. HP+6 to target.
Ability Ability
None Draws a card upon leaving play.
Amoltamis Regna-Croix
Amoltamis
Attack
3
Regna-Croix
Attack
5
HP
6
HP
7
Flying
Yes
Flying
Yes
Ranged
Yes
Ranged
No
Mana
6
Mana
8
Description Description
Ancient war journals mention a moon goddess Natial, who rides a chariot through the sky and fires arrows upon the battlefield.
Height : 190~210 Rege
Weight : 180~200 Curim
A Natial last seen at the previous era's end, its holy rays vaporize friend and foe alike. Said to be sent by the gods to purify the mortal realm.
Height : 200~4000 Rege
Weight : 140~60000 Curim
Skill Skill: None Skill Skill: Destruction
N/A Deals 3 DMG to an entire row.
Ability Ability
ATK+2 while in the front row. ATK+1 to Heaven allies.

Magic[]

Magic Crystal Medic
Magic Crystal
Medic
Mana
0
Mana
1
Description Description
A brilliant crystal brimming with magical power. It is said battles are won by the Master who can claim the most magic crystals. Healing magic that contains the power of the heavens. Said to be the byproduct of alchemical research into reanimation.
Effect Effect
Target gains HP/ATK+1 and you receive Mana +1. if the target is a Natial, its Skill can be used again. Restores 2 HP to the target and removes Seal. If the target is a Heaven attribute card, it also gains ATK+1.
Transmute Vanish
Transmute
Vanish
Mana
4
Mana
4
Description Description
Support magic that transforms enemies into pure gold. Said to contain the essence of a Natial that posesses humans and brings misfortune. Offensive magic that cuts through enemies like a deadly blade. Contains the essence of a savage Natial. Used primarily by medieval assassins.
Effect Effect
Seals an enemy's actions for 2 turns. If your master is the Witch, the enemy is sealed for 3 turns instead. Deals 6 damage to the target. If your Master is the Paladin, deal 7 damage instead.
Uptide Blaze
Uptide
Blaze
Mana
3
Mana
2
Description Description
Support magic with the power of water. Said to contain the essence of a Natial that could manipulate gravity. Support magic with the power of fire. Contains the essence of a Natial that could manipulate flames, and grant fire's protection to a target.
Effect Effect
All Water attribute cards gain HP/ATK+1, and the enemy's Earth, Fire and Heaven attribute cards each take 1 damage. Target gains ATK+2. if the target is a Fire attribute card, it gains ATK+3 instead.
Wall Expel
Wall
Expel
Mana
2
Mana
3
Description Description
Support magic with the power of earth. uses the essence of a Natial who controls the soil to raise the earth into a defensive barrier. Support magic that uses the power of a Natial that can control time and space to revert an enemy Natial to its state before being summoned.
Effect Effect
Puts a barrier on the target that negates damage once. if the target is an Earth attribute card, it also gains +2 HP. Returns an opponent's Natial to their hand.
Reduce Disaster
Reduce
Disaster
Mana
1
Mana
5
Description Description
Support magic that grants heavenly blessings. Calls upon the power of a fiery angel who fills the user with miraculous power. Offensive magic that calls down a ruinous storm using the power of a weather-controlling Natial. Tears through all in its path without mercy.
Effect Effect
Halves the mana cost of one card in your hand. Deals 4 damage to a row of enemies.

Gallery[]

Trivia[]

  • This game is based upon an older property of Falcom by the same name.
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