Welcome to our guide on Monster Cards and their skills! Here, you’ll find all the information you need on the skills and ultimate abilities available in the game. This guide has been updated as of 5/4/24, so you can be sure you’re getting the most recent and accurate information. Let’s dive in!
Overview
5 Skill Categories
- Basic (18 Skills)
- Advanced (16 Skills)
- Sunrise (6 Skills)
- Named (6 Skills)
- Horror (6 Skills}
Ults
*Ults are only active with UR rarity cards
Basic
Dodge
Discard
Immediately ends the turn and avoid attacks by cards with attack strength of 2 or less Ult: Avoids all card attacks regardless of attack power
Double Edged
Standard
During combat, whenever this card gains advantage, deal 1 damage to the opposing card’s owner; but whenever the opposing card gains advantage, this card’s owner takes 1 damage.
Ult: Means compatibility long hand movement +1
Elemental Torrent
Game Changer
In combat, cards with the same Element as this card are treated as having the strongest Element.Ult: Lock the Game Changer for the next 3 turns
Friendship
Standard
When this card is placed in the defense zone, if it matches the rarity of the card in the offense zone, move both cards to the ruins and start the turn over again
Ult: It is activated regardless of rarity and zone lock
Giant Killing
Standard
During combat, if the opposing card’s power is greater than this card, whenever this card would gain attribute advantage it gains +1 additional advantage.Ult: Must win if the attack power is 2 or higher than this card
Heal
Standard
When you play this card, return the topmost card of your graveyard to the top of your deck.Ult: Healing amount to 2
KickOut
Standard
When replacing a card in the attack zone with this card, return that card to its opponent’s hand. (If the card in the attack zone also has the “KickOut” skill, it is returned to the graveyard instead)Ult: The returned player takes 1 damage. If the returned card is UR, it becomes 2 damage
Lightning
Standard
When this card is placed in the offense zone, it deals 1 damage to the next player at the start of their turn
Ult: When a card is played, it deals damage to the owner of the card in the offense zone
Pressure
Standard
When the card is placed, the owner of the card in the offense zone takes 1 damageUlt: The game changer’s owner is also damaged, and if each card has 1 attack or less , it is sent to the ruins
Protection
Standard
When this card loses while defending, reduce the damage received by 3Ult: Allows you to nullify any damage until the end of your turn, and also activates at the beginning of your turn when you are in the offense zone
Return
Standard
When this card successfully attacks, return the card to your hand. However, it cannot be moved to the offense zone after winning from defense
Ult: When it returns to your hand after an attack, it deals 1 damage to your opponent
Reverse
Standard
After the card is placed, the order of players are reversed Ult: All players get back all the stolen cards from their hands
Revolution
Game Changer
When placed on the game changer zone, the strength of rarities are reversed Ult: Lock the game changer zone for the next 3 turns
Ruin
Standard
The player attacked by this card discards all cards in their hand
Ult: Attack damage and discard hand effects will cause cards to move from the deck to the ruins
Snipe
Discard
Choose a player. Deal 1 damage to the chosen player.Ult: The target can be selected twice
Species Pride
Game Changer
Cards sharing a species with this card receive +1 rarity advantage in combat.
Ult: Lock the Game Changer Zone for the next 3 turns
Surge
Standard
When you play this card, every player (including you) places one card from their deck into their graveyard.(Takes 1 damage)Ult: The effect is reactivated with each successful attack
Trick
Standard
When you play this card, exchange at random 1 card from your hand with 1 card from the owner of the opposing card’s hand. (If either player’s hand has insufficient cards, no exchange is made.)
Ult: The cards to be exchanged will be your opponent’s most powerful cards and your least powerful cards
Advanced
Causality Manipulation
Game Changer
When a player rolls a dice, the value of 2 is treated as 1
Ult: Lock the Game Changer zone for the next 3 turns
Choice
Standard
When moving from the defense zone to the attack zone, choose the future. *If you choose a future, the attack power is enhanced by 1
Ult: The attack power of the future attack is increased by 1, and the effect is activated depending on the future chosen
Commander
Standard
Add two Soldiers to your hand *Soldiers are rarity C, attack Power 1
Ult: Soldiers will be rarity R, attack 2
Critical
Standard
Before attacking, roll a dice, and if it rolls a 1, double the damage dealt
Ult: If the roll of 1 comes out, the damage is tripled. However, if a roll of 6 is rolled, the attack will fail
Dark Summon
Discard
Select a player and put the top card in their cemetery onto the defense zone
Ult: Add it to your hand instead of putting it in the defense zone
Evolve
Standard
This card gains a short-hand advantage (-1) in combat. However, it evolves into a complete [(Final Form)] when it is able to win a battle. *The complete body increases in rarity by 1 level, increases in attack power by 2, and can change its type.
Ult: The attack power of the final form is increased by 2
Fascinate
Standard
When the card is placed, the wonder of the card in the offense zone rolls a dice, and if 1 is rolled, a random hand is taken and added to the hand
Ult: All other players also roll dice
Finishing Blow
Standard
When this card is in the offense zone, it gains the following effects:
- Gain Short-Hand disadvantage (-4)
- If the owner of this card has 0 cards in their hand, they attack with the strongest means
- If the attack is successful, the opponent is killed instantly
Ult: Locks the offense zone
Greed
Discard
Draw two cards
Ult: Draw 2 more cards
Live On Stage
Game Changer
Non-Skilled Cards have a compatibility advantage over elemental, species, means, and size compatibility draws when playing against cards with skills
Ult: Lock the Game Changer zone for the next 3 turns
Oblivion
Discard
All players, including yourself, discard the lowest cost card from your hand to the cemetery
Ult: Discard all cards
Parry
Standard
When this card is played as defense, the short hand is fixed on the center. However, only positions that would normally result in a draw are considered a win; all other positions are considered a lostUlt: If successfully defended , it deals 3 damage to the opponent
Poisoner
Standard
When this card successfully attacks, it gives 2 poison cards [(Poison)] to the opponent.
Ult: If the attack fails, it gives one
Revival
Discard
Select a player and heal one
Ult: Can revive a dead player. The amount of recovery is increased by 1 for every 3 cards in the selected player’s cemetery
Trapper
Standard
When this card is placed on the field, trap cards are added to the deck and shuffled
Ult: Two additional trap cards cards are added, and the trap cards in hand are returned to the deck before shuffling
Wild Element
Standard
When it enters the field, it changes to the attribute of your choice
Ult: Elemental compatibility long hand movement +1
Sunrise
Assassin
Discard
Discard a card from a selected player’s hand at random to the ruins
Ult: You will be able to choose one card by looking at your opponent’s hand instead of randomly
Bushido
Standard
When this card moves into the offense zone,it locks the offense zone for the next turn
Ult: Additional game changer zone and ruins will also be locked
Divine Nullification
Game Changer
Any skill effects will not be activated
Ult: Lock the game changer zone for the next 3 turns
Meditation
Discard
Return all cards in hand to the deck, shuffle, and draw three cards
Ult: Cards with a Rarity of disturbed are not returned to the deck, but discarded to ruins
Mind’s Eye
Standard
Negates the short-hand advantage/disadvantage effect of the card confronted
Ult: Double the shorthand advantage/disadvantage effect that this card receives
Suppression
Standard
The game changer of this card’s rarity or lower is dismissed
Ult: Activates regardless of rarity and is not affected by zone locks
Named
Bolt From the Blue
Game Changer
All compatibility is reversed when playing against each other
Ult: Lock the game changer zone for three turns
Cheer
Discard
While this card is on top of Ruins, cards with the same owner on the field gain a short-hand advantage(+1)
Ult: At the beginning of the match when this card is on top of ruins , the owner of field recovers the same number of cards
Revenger
Standard
If the owner of this card has more cards in their cemetery than their opponent, they gain a short-hand advantage (+1). If the cardholder has the highest number of cards in their cemetery among all players, they gain an additional (+!) advantage
Ult: If it’s dying and in the attack zone, it locks the attack zone
Sky High
Standard
When you lose or draw during an attack, roll the dice. If the roll is +2 or more than the attack power of the opponent’s card, return this card to the top of the deck
Ult: The card is not activated by “attack power of the opponent’s card +2 or more,” but by “attack power of the opponent’s card +1 or more.”
Trick Or Treat
Standard
After winning the match, the attack will now randomly take away cards from your hand instead of damaging them
Ult: The effect is now triggered by attacks in all cases and deals damage for each card taken from the hand
Ying Yang
Standard
A tie shall be considered a win for this card
Ult: No compatibility between element and means is considered an offensive advantage., and no compatibility between species and size is considered a defensive advantage
Horror
Chaser
Standard
At the end of the turn, the next person to take a turn is selected
Ult: Swap the turn order of the selected player so that it comes under the owner
Grudge
Standard
The player who beats this card is given a curse [(Curse)]
Ult: The power of the curse becomes 4
In The Dark
Game Changer
Once a card is on the field, no information is visible until is played once or attacked
Ult:Lock the Game Changer zone for the next three turns
Jumpscare
Discard
All players discard cards of rarity C in their hand to the cemetery
Ult: Cards with R rarity are also discarded tot he cemetery
Petrifying Fear
Game Changer
During combat, the long hand will not move to the defense side the first time
Ult: Lock the Game Changer zone for the next three turns
Severance
Standard
The attack damage dealt by this card moves the deck to the ruins
Ult: In addition, send the top five cards in the cemetery to the ruins
And that wraps up our share on MONSTER CARDS: All Skills [UPDATED]. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by ExoticEon, who deserves all the credit. Happy gaming!
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