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, serving as a replacement for the formerly popular game 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.
Defeating opponents earns Rean a new type of card. If an opponent was missed, their cards are available at Curio shops. 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 Chevalier master quartz, or a Dragon Incense if it was already obtained.
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. 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.
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.
Defeating opponents earns Rean a new type of card, and opponents can be challenged at any time after they become available, with the exception of Cassius (his card is available at Curio shops). After defeating an opponent, they can be rematched for a harder game and a different reward. If their cards were carried over from Clear Data, their first reward will be their rematch reward plus U-Material ×2.
After obtaining every card except the Tyrant master card, Victor S. Arseid becomes available as the final opponent during the Finale: "For Whom the Bell Tolls" in the Courageous II. Defeating him earns Tyrant and the Woden master quartz, or a Dragon Incense if it was already obtained.
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.
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[]
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
Mana: Available mana (greyed out if spent)
Earth: The card has the Earth attribute
ATK: The card's attack damage
Water: The card has the Water attribute
HP: The card's remaining HP
Fire: The card has the Fire attribute
Flying: The card may act immediately after being summoned
Heaven: The card has the Heaven attribute
Ranged: The card can attack from afar
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: None
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: Cleric Cure
Skill: Cavalry Order
Target gains HP +2.
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: Speed Draw
Skill: Flame Shot
Draw a card.
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: Salvation
Skill: Wild Draw
Resurrect 1 random card.
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: Shadow Slice
Skill: Create Magic
Deals 1 damage to a row of enemies.
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: Meteor Shuriken
Skill: Dazzling Caress
Destroys a card in the enemy's hand.
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: Beguiling Tune
Skill: Storm Blade
Seals an enemy's actions for 1 turn.
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: Soul Cry
Skill: Snipe Shot
ATK+2 to allies.
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: Cleric Cure
Skill: Treasure Draw
Target gains HP +3.
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: Salvation Arc
Skill: True Shadow Slice
Revives and returns a random card to play.
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: Astral Kiss
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: None
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: None
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: None
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: None
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: Freeze
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: Ice Burn
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: None
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: None
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: None
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: Medic
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: Thunder
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: None
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[]
Bard icon
Beast icon
Fighter icon
Knight icon
Paladin icon
Ranger icon
Shadow icon
Sister icon
Sorcerer icon
Spirit icon
Swordsman icon
Thief icon
Tyrant icon
Witch icon
Trivia[]
This game is based upon an older property of Falcom by the same name.