Genshin Impact Wiki
Genshin Impact Wiki

List of Support Cards in Genius Invokation TCG.

List of Cards[]

Obtainable[]

71 cards match the category selection:

IconNameGroupCostUsage(s)Effect
 "Collective of Plenty" Location3When your character prepares a Skill: This character gains 3 Workout.
After your character switches to become the active character: This character gains 2 Workout.
(When Workout stacks reach 3, heal the corresponding character for 1 HP. When Workout stacks reach 5, the corresponding character deals +1 DMG)
 "Flower-Feather Clan" Location0After you Discard 2 cards: Your next off-field character gains 1 stack of "The next time this character switches to become your active character, recover 1 Elemental Die of the corresponding color." (Can stack. Triggers 1 stack each time.)
 "Masters of the Night-Wind" Location0This card begins with 4 Spiritspeaking.
After you Select: Spiritspeaking -1.
At the start of the Action Phase: If Spiritspeaking is 0, this card is removed, and you can Select one of 3 random 2-cost Support Cards to be created.
 "People of the Springs" Location23When your Summon enters play: its Usage(s) +1.
 "Scions of the Canopy" Location0When you play a card whose name was not in the initial deck at the start of the match: If that card's original Elemental Dice cost is not less than this card's Daredevil Count, then generate 1 random basic Elemental Die, and +1 to this card's Daredevil Count.
 Adventurers' Guild Location23End Phase: Adventure: Once.
 Atea Companion1When you use a Technique: Spend 1 less Elemental Die. (Once per Round)
 Calligraphy Tavern Location23When played: Randomly create 1 Origami Flying Squirrel, Pop-Up Paper Frog, or Origami Hamster, and add it to your Hand.
When you declare the end of your Round: Randomly trigger 1 of your Simulanka Summon's "End Phase" effects.
Usage(s): 3

Origami Flying Squirrel
End Phase: Gain 1 stack of Efficient Switch.

Efficient Switch
The next time you perform "Switch Character": Spend 1 fewer Elemental Die. (Can stack, no stack limit)
Usage(s): 2
Cost: 1

Pop-Up Paper Frog
End Phase: Draw 1 card.
Usage(s): 2
Cost: 1

Origami Hamster
End Phase: Heal your character that has taken the most DMG for 2 HP.
Usage(s): 1
Cost: 1

Simulanka Summon
There are 4 kinds of Simulanka Summons in total:
Toy Guard: At the End Phase, deal 1 Physical DMG. Usage(s): 2.
Origami Flying Squirrel: At the End Phase, gain 1 stack of Efficient Switch. Usage(s): 2.
Pop-Up Paper Frog: At the End Phase, draw 1 card. Usage(s): 2.
Origami Hamster: At the End Phase, heal your character that has taken the most DMG for 2 HP. Usage(s): 1.
 Central Laboratory Ruins Location1After you Discard or use 1 card for Tune: This card gains 1 Experimental Progress point. When you reach 3, 6, and 9 points, you will gain 1 Omni Die. After that, if Experimental Progress is at least 9, discard this card.
 Chang the Ninth Companion0When either side uses a Skill: If Physical DMG or Piercing DMG was dealt, or an Elemental Reaction was triggered, this card gains 1 Inspiration.
When this card gains 3 Inspiration, discard this card, then draw 2 cards.
 Chef Mao Companion1After playing a Food Event Card: Create 1 random Elemental Die. (Once per Round)
After playing a Food Event Card: Draw 1 random Food Event Card from your deck (once per match).
 Chenyu Vale Location
 Adventure Spot
0When Adventure Experience reaches 2: Create 2 Chenyu Brew and add them to your Hand.
When Adventure Experience reaches 4: You gain 3 stacks of Efficient Switch and Agile Switch.
When Adventure Experience reaches 7: All your characters gain Hydro Application, and the character on your team who has taken the most DMG is healed to their Max HP and gains an additional 2 Max HP. Then, discard this card.
 Chinju Forest Location24Before you choose your action: If the current total number of Elemental Dice is even, your character's Normal Attacks will cost 1 fewer Unaligned Element.
 Constellation Metropole Location2When played: Create 1 Toy Guard and add it to your Hand.
After your characters uses an Elemental Skill: Spend 1 fewer Elemental Die the next time Toy Guard is played. (Cannot stack)
After your characters uses an Elemental Burst: The next Toy Guard you play gains +1 to the number listed in the effect. (Cannot stack)

Toy Guard
Summons Toy Guard.
(Toy Guard: End Phase: Deal 1 Physical DMG.
Usage(s): 2)
Cost: 1
 Dawn Winery Location3When you perform "Switch Character": Spend 1 less Elemental Die. (Twice per Round)
 Dunyarzad Companion1When playing a Companion Support Card: Spend 1 less Elemental Die. (Once per Round)
After playing a Companion Support Card: Draw 1 random Companion Support Card from your deck (once per match).
 Ellin Companion2When you use a Skill that has already been used in this Round: Spend 1 less Elemental Die. (Once per Round)
 Favonius Cathedral Location22End Phase: Heal your active character for 2 HP.
 Flames of War0This card will tally the DMG you deal to the opposing characters as "Fighting Spirit."
When the Action Phase begins: if this card is the Flames of War with the most "Fighting Spirit" on the field, then clear its "Fighting Spirit," and your active character deals +1 DMG this Round.
 Forest Blessing Companion2When played and after your character triggers an Elemental Reaction: Randomly create 1 Origami Flying Squirrel, Pop-Up Paper Frog, or Origami Hamster, and add it to your Hand.

Origami Flying Squirrel
End Phase: Gain 1 stack of Efficient Switch.

Efficient Switch
The next time you perform "Switch Character": Spend 1 fewer Elemental Die. (Can stack, no stack limit)
Usage(s): 2
Cost: 1

Pop-Up Paper Frog
End Phase: Draw 1 card.
Usage(s): 2
Cost: 1

Origami Hamster
End Phase: Heal your character that has taken the most DMG for 2 HP.
Usage(s): 1
Cost: 1
 Fortress of Meropide Location1When your active character takes DMG or is healed: This card gains 1 "Prohibition" point. (Maximum 4 points)
When Action Phase begins: If this card has accumulated 4 "Prohibition" points, then 4 points will be consumed and 1 Strictly Prohibited will be created in your opponent's playing field.
(1 Event Card played by your opponent this Round will have no effect.)

Strictly Prohibited
Event Cards played on this side of the field this Round will be invalid.
Usage(s): 1
 Gandharva Ville Location13Before you choose your action, when the number of Elemental Dice you have is 0: Create 1 Omni Element (once per Round).
 Gift of the Goddess of Prophecy Companion22When played: Create 2 Toy Guard and add them to your Hand, then create another 2 Toy Guard and randomly place them into your deck.
After you play Simulanka Summon, add 1 to the number listed in the effect.
Usage(s): 2

Toy Guard
Summons Toy Guard.
(Toy Guard: End Phase: Deal 1 Physical DMG.
Usage(s): 2)
Cost: 1

Simulanka Summon
There are 4 kinds of Simulanka Summons in total:
Toy Guard: At the End Phase, deal 1 Physical DMG. Usage(s): 2.
Origami Flying Squirrel: At the End Phase, gain 1 stack of Efficient Switch. Usage(s): 2.
Pop-Up Paper Frog: At the End Phase, draw 1 card. Usage(s): 2.
Origami Hamster: At the End Phase, heal your character that has taken the most DMG for 2 HP. Usage(s): 1.
 Golden House Location02When you play a Weapon card or an Artifact card with an original cost of at least 3: Spend 1 less Elemental Die. (Once per Round)
 Grand Narukami Shrine Location3After your character uses a Skill: If the total number of Elemental Dice is odd, then generate 1 Omni Element. (Twice per Round)
 Hanachirusato Companion0When a Summon disappears: This card gains 1 Cleansing Ritual Progress. (Max 3)
When you play a Weapon or Artifact Card: If you already have 3 Cleansing Ritual Progress, discard this card and cause the card you play to cost 2 less Elemental Dice.
 Iron Tongue Tian Companion22End Phase: One of your characters without maximum Energy gains 1 Energy. (Active Character prioritized)
 Jade Chamber Location0Roll Phase: 2 of the starting Elemental Dice you roll are always guaranteed to match the Elemental Type of your active character.
When Action Phase begins: If you have no more than 3 cards in your Hand, discard this card and create 1 Omni Element.
 Jeht Companion1This card will record the number of cards discarded from your Support Zone during this match as Sophistication points. (Max 6 points)
After your characters use an Elemental Burst: If this card has recorded at least 6 Sophistication points, discard this card and attach Sand and Dreams to your active character.

Sand and Dreams
When you play a Talent card or a Character uses a Skill: Spend 3 less Elemental Die.
Usages: 1
 Katheryne Companion1When you perform "Switch Character": The switch is considered a Fast Action instead of a Combat Action. (Once per Round)
 Kid Kujirai Companion0When the Action Phase begins: Create 1 Omni Element. Then if your opponent's Support Zone is not full, transfer this card to your opponent's Support Zone.
 Knights of Favonius Library Location0When played: Select any Elemental Dice to reroll.
Roll Phase: Gain another chance to reroll.
 Kusava Item1When Action Phase begins: Discard a maximum of 2 cards with the highest Elemental Dice Cost in your Hand. For each card you Discard, this card accumulates 1 Memories and Dreams point (maximum of 2).
When your character uses a Skill: If you haven't played an Action Card this round, consume 1 Memories and Dreams point, and this Skill costs 1 less Elemental Die.
 Liben Companion0End Phase: Collect your unused Elemental Dice (Max 1 of each Elemental Type).
When Action Phase begins: If this card has collected 3 Elemental Dice, draw 2 cards and create Omni Element ×2, then discard this card.
 Liu Su Companion12After you switch characters: If the character you switched to does not have Energy, they will gain 1 Energy. (Once per Round)
 Liyue Harbor Wharf Location22End Phase: Draw 2 cards.
 Lumenstone Adjuvant Item33After you play an Action Card: If, while this card is on the field, you have already played 3 Action Cards this Round, draw 1 card and create 1 Omni Die. (Once per Round)
 Mamere Companion03After you play a Food/Location/Companion/Item Action Card other than Mamere: Randomly create 1 Food/Location/Companion/Item Action Card other than Mamere, and add it to your hand. (Once per Round).
 Master Zhang Companion1When playing a Weapon card: Spend 1 less Elemental Die. On top of that, for each of your characters already equipped with a Weapon on the field, you spend 1 less Elemental Die. (Once per Round.)
 Memento Lens Item12When you play a Weapon/Artifact/Location/Companion card: If you have played a card with the same name previously during this match, spend 2 less Elemental Dice to play it. (Once per Round)
 NRE Item1When played: Draw 1 Food Event Card from your deck.
When you play a Food Event Card: Draw 1 Food Event Card from your deck. (Once per Round)
 Opera Epiclese Location13Before you choose an action: If the original Elemental Dice cost of the cards equipped to your characters is not less than that of the opposing side, create 1 Elemental Die of your active character's element. (Once per Round)
 Paimon Companion32When Action Phase begins: Create Omni Element ×2.
 Parametric Transformer Item2When either side uses a Skill: If Elemental DMG was dealt this card gains 1 Qualitative Progress.
When this card gains 3 Qualitative Progress, discard this card, then create 3 different Basic Elemental Dice.
 Rana Companion2After your character uses an Elemental Skill: Create 1 Elemental Die of the same Type as your next off-field character. (Once per Round)
 Red Feather Fan Item2After you switch characters: The next Switch Character action you perform this Round will be considered a Fast Action instead of a Combat Action. It will also cost 1 less Elemental Die. (Once per Round)
 Sangonomiya Shrine Location22End Phase: Heal all your characters for 1 HP.
 Seed Dispensary Item02When you play a Support Card with an original cost of at least 2 Elemental Dice: Spend 1 less Elemental Die. (Once per Round)
 Seirai Island Location1After any character on either side is healed: That character gains Distant Storm. (Takes 2 Piercing DMG at the End Phase. Can be used once)
Duration (Rounds): 2

Distant Storm
End Phase: Deal 2 Piercing DMG to the character to which this is attached.
Usage(s): 1
 Serene Companion23Triggers automatically once per Round: 1 random Melusine Support is added to your Hand.
 Setaria Companion13After you perform any action, if you have 0 cards in your hand: Draw 1 card.
 Silver and Melus Companion1This card will record the number of types of Elemental DMG opposing characters have taken during this match as points of Attendant's Attentiveness. (Max 4 points)
End Phase: If you have at least 3 Attendant's Attentiveness points, discard this card and draw cards equal to the amount of Attendant's Attentiveness points.
 Sir Arthur Companion0After you Discard or use 1 card for Tune: This card gains 1 News Lead point. (Max 2 points)
End Phase: If this card already has 2 News Lead points, deduct 2 points, then copy 1 card at the top of your opponent's deck and add it to your Hand.
 Stadium of the Sacred Flame Location2After you use a Skill or Technique: This card gains 1 Contending Fire.
When your Contending Fire reaches 2: Create 1 random basic Elemental Die.
When it reaches 4: Heal your active character for 2 HP.
When it reaches 6: Discard this card, your current active character deals +1 DMG for 2 Rounds.
 Stage Tepetl Location0After you play a card whose name was not in the initial deck at the start of the match: This card gains 1 Attention point.
After the opponent plays a card whose name was not in the initial deck at the start of the match: This card loses 1 Attention point.
When the Action Phase begins: If this card has at least 3 points of Attention, then generate 1 random basic Elemental Die; and if this card has at least 1 point of Attention, convert 1 Elemental Die to an Omni Element.
 Stormterror's Lair Location23When played: Draw a random Talent card from your deck.
When you play a Talent card, or when your character uses a Skill with an original cost of at least 4 Elemental Dice: Spend 1 less Elemental Die. (Once per Round)
 Sumeru City Location2When your character uses a Skill or equips a Talent: If you do not have more Elemental Dice than cards in your hand, spend 1 less Elemental Die. (Once per Round)
 Taroumaru Companion2When played: Create 4 Taroumaru's Savings and distribute them evenly in your deck.
After you have played 2 Taroumaru's Savings cards: Discard this card and summon 1 Taroumaru Enraged.

Taroumaru's Savings
Create 1 Omni Die.
Cost: 0

Taroumaru Enraged
End Phase: Deal 2 Physical DMG.
Usage(s): 2
 Tenshukaku Location2When the Action Phase begins: If you have 5 different kinds of Elemental Die, create 1 Omni Element.
 The Mausoleum of King Deshret Location1After your opponent draws 4 cards cumulatively: Discard this card and create 2 Forbidden Knowledge at the top of your opponent's deck. After that, until this Round ends, for every 1 card your opponent draws, 1 Forbidden Knowledge will be created immediately and randomly placed within their deck.

Forbidden Knowledge
Cannot use this card in Elemental Tuning, and only one copy of "Forbidden Knowledge" can be played each round.
Deal 1 Piercing DMG to your active character and draw 1 card.
Cost: 0
 The White Glove and the Fisherman Companion02End Phase: Create 1 "Called In For Cleanup" and place it randomly amongst the 5 cards at the top of your deck. If this card has only 1 Usage(s) remaining, draw 1 card.

"Called In For Cleanup"
Your active character will deal +1 DMG the next time they deal DMG. (Can stack. Max +2)
Cost: 0
 Timaeus Companion2Comes with 2 Transmutation Materials when played. If your deck originally includes at least 6 Artifact cards, you will randomly also draw 1 Artifact Card from your deck.
End Phase: Gain 1 Transmutation Material.
When playing an Artifact Card: If possible, spend Transmutation Materials equal to the total cost of the Artifact and equip this Artifact for free. (Once per Round)
 Timmie Companion0Triggers automatically once per Round: This card gains 1 Pigeon.
When this card gains 3 Pigeons, discard this card, then draw 1 card and create Omni Element ×1.
 Treasure-Seeking Seelie Item1After your character uses a skill: This card will accumulate 1 Treasure Clue.
When this card has stored 3 Treasure Clues, discard this card and draw 3 cards.
 Tubby Companion2When playing a Location Support Card: Spend 2 less Elemental Dice. (Once per Round)
 Vanarana Location0End Phase: Collect up to 2 unused Elemental Dice.
When the Action Phase begins: Reclaim the dice you collected using this card.
 Wagner Companion2Comes with 2 Forging Billets when played. If your deck originally includes at least 3 different types of Weapons, you will randomly also draw 1 Weapon Card from your deck.
End Phase: Gain 1 Forging Billet.
When playing a Weapon Card: If possible, spend Forging Billets equal to the total cost of the Weapon and equip this Weapon for free. (Once per Round)
 Wangshu Inn Location22End Phase: Heal the most injured character on standby for 2 HP.
 Weeping Willow of the Lake Location12End Phase: If your Hand has no more than 2 cards, draw 2 cards.
 Xudong Companion2When playing a Food Event Card: Spend 2 less Elemental Dice. (Once per Round)
 Yayoi Nanatsuki Companion1When playing an Artifact card: Spend 1 less Elemental Die. If two of your characters on the field already have an equipped Artifact, you additionally spend 1 less Elemental Die. (Once per Round.)

Unobtainable[]

164 cards match the category selection:

IconNameCostUsage(s)Effect
 Blood Bond: Dark Decay0Characters affected by Bond of Life take +1 DMG.
 Blood Bond: Ensemble0When the Action Phase begins: All characters gain 2 stacks of Bond of Life.
 Elemental Forte0DMG dealt by Elemental Reactions +1.
 Elemental Orb: Dissipated01When Action Phase begins: All characters on both sides gain 1 Energy.
 Elemental Orb: Enduring0When Action Phase begins: All your characters gain 1 Energy.
 Elemental Orb: Plentiful01When Action Phase begins: All your characters gain 2 Energy.
 Elemental Orb: The Grand Banquet01When Action Phase begins: All characters on both sides gain 2 Energy.
 Elevated Array0DMG dealt by all Summons +1.
 Game of Wits: Enduring Victory0Start with 2 points of Victory Countdown.
End Phase: Remove 1 point of Victory Countdown. If none of your characters are defeated when Victory Countdown points run out, you instantly win the match.
When Action Phase begins: If there is exactly 1 point of Victory Countdown, create 4 Omni Element.
 Game of Wits: Hot Pod Mechanism0When Action Phase begins: Create Hot Potato on the side of the player who goes first.
End Phase: If the effect of Hot Potato is calculated on the opposing side, player on the opposing side will lose the match.

Hot Potato
After your character uses Skill: This effect will be transferred to the opposing side and accumulate 1 point of Piping Hot (max 4 points). End Phase: Remove this effect and deal 2 Physical DMG to the side where this effect is attached to. Each point of Piping Hot grants +1 DMG to this effect.
 Game of Wits: Unrelenting Assault0When Action Phase begins: Create 2 Omni Element. However, you will lose this match in the End Phase of this Round.
After an opposing character is defeated or your character uses Elemental Burst: Create 3 Omni Element, draw 1 card, and you gain an extra move upon the completion of your current action.
 Hilichurl Reserve0When Action Phase begins: Summon 1 Random Hilichurl Summon!
 Ingenious Engineering: Harnessing Annihilation0After a Pneuma-Ousia Annihilation Reaction occurs on an opponent's character: Generate 2 Omni Element. (When a character is defeated, a Pneuma-Ousia Annihilation Reaction will not be triggered)
 Ingenious Engineering: Pneuma Re-Creation0Before you choose your action: If your side has no more than 4 Elemental Dice remaining, create a Pneuma Block. (Once per Round)
After a Pneuma-Ousia Annihilation Reaction occurs on an opponent's character: Generate 3 Omni Element. (When a character is defeated, a Pneuma-Ousia Annihilation Reaction will not be triggered)
 Ingenious Engineering: Pneuma-Ousia Conversion0When battle begins: Create a Pneuma Block: Persistent on your side of the field.
After you switch characters: If your side of the field has a Pneuma Block: Persistent, convert it to a Ousia Block: Persistent. If your side of the field has a Ousia Block: Persistent, convert it to a Pneuma Block: Persistent.
After a Pneuma-Ousia Annihilation Reaction occurs on an opponent's character: Create 2 Omni Element. (When a character is defeated, a Pneuma-Ousia Annihilation Reaction will not be triggered)
 Ley Line Disorder: Aegis of the Abyss0After your Abyss Mage uses a Skill when their Elemental Shield has been broken: Restore the Elemental Shield.
 Ley Line Disorder: Armored Warfare0If the opposing active character is not protected by either a Shield Status or a Shield Combat Status, your characters deal +2 DMG.
When your character is defeated: If the opposing active character is not protected by either a Shield Status or a Shield Combat Status, deal 2 Piercing DMG to all opposing characters.
 Ley Line Disorder: Arrogant Bluster0When your opponent plays an Action Card: Gain 4 Shield points to protect your active character. (Can stack)
 Ley Line Disorder: Attrition Posture - Encouragement0When Action Phase begins: Accumulate 3 Attrition Energy.
After the opponent's characters use a skill: Remove 1 Attrition Energy.
End Phase: If the amount of Attrition Energy remaining is not 0, then all your characters are healed for 1 HP, and all remaining Attrition Energy is consumed. For each point of Attrition Energy consumed, the amount of healing is increased by 1.
 Ley Line Disorder: Attrition Posture - Inspiration0When Action Phase begins: Accumulate 3 Attrition Energy.
After the opponent's characters use a skill: Remove 1 Attrition Energy.
End Phase: If the amount of Attrition Energy remaining is not 0, then all your characters are healed for 2 HP, and all remaining Attrition Energy is consumed. For each point of Attrition Energy consumed, the amount of healing is increased by 1.
 Ley Line Disorder: Belligerence Unfettered0When the battle starts, all of your characters will have Belligerence Unfettered attached. When characters would be defeated, they will not be defeated, and heal them to 1 HP. 2 Usages.
 Ley Line Disorder: Bitter Belligerence - Advanced0End Phase: Heal all your characters who have not been afflicted by the Frozen Status and have also used a Skill this Round for 6 HP. If your opponent has a character afflicted by the Frozen Status, then the opponent's active character will have Gurgling Bubble attached at the start of the next Round's Action Phase.
 Ley Line Disorder: Bitter Belligerence - Basic0End Phase: Heal all your characters who have not been afflicted by the Frozen Status and have also used a Skill this Round for 2 HP. If your opponent has a character afflicted by the Frozen Status, then the opponent's active character will have Gurgling Bubble attached at the start of the next Round's Action Phase.
 Ley Line Disorder: Bitter Belligerence - Intermediate0End Phase: Heal all your characters who have not been afflicted by the Frozen Status and have also used a Skill this Round for 4 HP. If your opponent has a character afflicted by the Frozen Status, then the opponent's active character will have Gurgling Bubble attached at the start of the next Round's Action Phase.
 Ley Line Disorder: Blazing Will0When the battle starts, all of your characters will have Belligerence Unfettered attached. When characters would be defeated, they will not be defeated, and heal them to 1 HP. 3 Usages.
 Ley Line Disorder: Compensatory Onslaught0End Phase: Deal 10 Physical DMG to all opposing characters.
When your characters take DMG: For each point of DMG your characters receive, the next time this card deals DMG, decrease the DMG dealt by 1.
 Ley Line Disorder: Critical Cost0At the end of Round 1: The opposing player immediately loses the match.
 Ley Line Disorder: Cunning Command0When the Action Phase begins: Discard the 2 cards with the highest original Elemental Dice Cost in your opponent's Hand.
 Ley Line Disorder: Cunning Leadership0When the Action Phase begins: Discard the card with the highest original Elemental Dice Cost in your opponent's Hand.
 Ley Line Disorder: Damage Concatenation - Advanced0When Action Phase begins: You gain 3 stacks of Multiplied Damage. (DMG dealt by your characters +1; DMG further increased by 1 for each stack of Multiplied Damage; Multiplied Damage stacks up to 3 times)
 Ley Line Disorder: Damage Concatenation - Basic0When Action Phase begins: You gain 1 stack of Multiplied Damage. (DMG dealt by your characters +1; DMG further increased by 1 for each stack of Multiplied Damage; Multiplied Damage stacks up to 3 times)
 Ley Line Disorder: Damage Concatenation - Intermediate0When Action Phase begins: You gain 2 stacks of Multiplied Damage. (DMG dealt by your characters +1; DMG further increased by 1 for each stack of Multiplied Damage; Multiplied Damage stacks up to 3 times)
 Ley Line Disorder: Dangerous Riddles0Each time the opponent fails to see through the Whopperflower's disguise: Deal 2 Pyro DMG to all opposing characters.
 Ley Line Disorder: Defensive Posture - Impregnable0When Action Phase begins: Your active character gains 6 Shield points.
 Ley Line Disorder: Defensive Posture - Light Armor0When Action Phase begins: Your active character gains 3 Shield points.
 Ley Line Disorder: Diminishing Momentum0End Phase: Deal 6 Physical DMG to all opposing characters.
When any character takes DMG: The next time this card deals DMG, decrease the DMG dealt by 1.
 Ley Line Disorder: Dire Echoes0End Phase: For each one of your characters downed during this Round, all your remaining character(s) will gain 2 Shield points (Can stack, max 4 points) and permanently deal +1 DMG (Can stack, max +2 DMG).
 Ley Line Disorder: Driving Rain0When Action Phase begins: Both sides' active characters gain Hydro Application.
 Ley Line Disorder: Ending Countdown0At the end of Round 2: The opposing player immediately loses the match.
 Ley Line Disorder: Energetic Arena01When Action Phase begins: All your characters gain 1 Energy.
 Ley Line Disorder: Fight or Flight0After your character triggers an Elemental Reaction: Heal all your characters for 2 HP.
 Ley Line Disorder: Forerunner's Punishment0When a player declares the end of their Round: All of that player's characters receive 1 Piercing DMG.
 Ley Line Disorder: Frontline Tactics0When the Action Phase begins: All your characters gain 1 Rally Up. (The next time they are defeated, ensure the character Immunity to Defeat, and heal them to 4 HP.)
When you trigger Rally Up's effect: Your opponent gains 1 Omni Element.
 Ley Line Disorder: High Efficiency Supply - Pneuma0When you Switch Characters: This action is considered a Fast Action and not a Combat Action.
End Phase: The Pneuma Energy of the character to which this is attached is replenished, and that character changes to be in the "Pneuma State."
 Ley Line Disorder: High Temperature0When Action Phase begins: Both sides' active characters gain Pyro Application.
 Ley Line Disorder: Honed Factor0You will deal +1 DMG to opposing characters not defended by Shield(s).
 Ley Line Disorder: Ignited Morale0When the battle starts, all of your characters will have Ignited Morale attached. When characters would be defeated, they will not be defeated, and heal them to 1 HP. 1 Usage.
 Ley Line Disorder: Induced Enervation0When the battle begins: Create 1 Mysterious Enervation on your opponent's play area. (Causing Skills to cost 2 more Elemental Dice)
 Ley Line Disorder: Induced Weakness0When the battle begins: Create 1 Mysterious Weakening on your opponent's play area. (Causing Skills to cost 1 more Elemental Die)
 Ley Line Disorder: Layered Defenses - Advanced0Your active character gains 6 Shield points.
When Action Phase begins: Refresh the shield provided by this card.
 Ley Line Disorder: Layered Defenses - Basic0Your active character gains 2 Shield points.
When Action Phase begins: Refresh the shield provided by this card.
 Ley Line Disorder: Layered Defenses - Intermediate0Your active character gains 4 Shield points.
When Action Phase begins: Refresh the shield provided by this card.
 Ley Line Disorder: Lightweight Defense0When Action Phase begins: Grant 6 points of Shield to defend your active character, though this Shield cannot block Elemental Burst DMG.
After the opposing character uses an Elemental Burst: Remove this Shield.
 Ley Line Disorder: Manifold Anguish0Elemental DMG received by your characters +1.
After your character receives Elemental DMG: If your opponent's Support Zone isn't full, transfer this card to their Support Zone.
 Ley Line Disorder: Mechanics of Penetration0You will deal +2 DMG to opposing characters not defended by Shield(s).
 Ley Line Disorder: Medical Operation0After an opposing character uses an Elemental Skill: Heal all characters for 2 HP, then deal 2 Piercing DMG to all characters.
 Ley Line Disorder: Muzzling Tactics0End Phase: Heal all your characters for 5 HP. After your opponent plays a card: The healing this card provides this Round is reduced by 1.
 Ley Line Disorder: Overgrowth0When Action Phase begins: Both sides' active characters gain Dendro Application.
 Ley Line Disorder: Pneumousia Suffusion0When the Action Phase Begins: The Pneuma or Ousia Energy of your characters is replenished, and they are changed to be in the corresponding state.
 Ley Line Disorder: Position of Electroparalysis0End Phase: All opposing characters gain Electro Application; for every 1 Energy short of their maximum Energy opposing characters are, heal Abyss Lector: Violet Lightning for 1 HP.
 Ley Line Disorder: Position of Weakness0When Action Phase begins: All opposing characters lose 1 Energy.
 Ley Line Disorder: Precision Strike Order0When the battle begins or when completing a task: Create a new task: Deal exactly 1/2/3/4 DMG to an opponent's character with a single attack. (This repeats in sequence)
 Ley Line Disorder: Price of Unrelenting Assault0After your opponent plays a card: Deal 3 Physical DMG to your opponent's active character.
 Ley Line Disorder: Prideful Bluster0When your opponent plays an Action Card: Gain 2 Shield points to protect your active character. (Can stack)
 Ley Line Disorder: Principles of Restraint0End Phase: Heal all your characters for 3 HP. After your opponent plays a card: The healing this card provides this Round is reduced by 1.
 Ley Line Disorder: Shamanic Curse0Your Geo Samachurl starts with Mutation Stone: Shamans Treasure

Mutation Stone: Shamans Treasure
Your active character deals +2 DMG.
 Ley Line Disorder: Shattering Momentum0Your characters deal +2 DMG.
 Ley Line Disorder: Skyward Patrol0When the battle begins: Dvalin will begin with Skyward Patrol attached.
When the Skyward Patrol effect attached to Dvalin ends: Attach Exhausted Plunge.
When the Exhausted Plunge effect attached to Dvalin ends: Re-attach Skyward Patrol.
 Ley Line Disorder: Slim Shielding0When Action Phase begins: Grant 3 points of Shield to defend your active character, though this Shield cannot block Elemental Burst DMG.
After the opposing character uses an Elemental Burst: Remove this Shield.
 Ley Line Disorder: Smashing Momentum0Your characters deal +1 DMG.
 Ley Line Disorder: Strong Feedback0After your character triggers an Elemental Reaction: Heal all your characters for 3 HP.
 Ley Line Disorder: Sumptuous Feast0When the Action Phase begins: Each side creates 1 random Food card and adds it to their Hand.
 Ley Line Disorder: Surging Energy0When the Action Phase begins: Each side's active character gains 1 Energy.
 Ley Line Disorder: Swift Wind0After you character use a Skill: Switch to the next character. (Once per Round)
 Ley Line Disorder: The Answer Advantage0When your opponent plays a card whose name was in the initial deck at the start of the match: Heal your active character for 1 HP.
 Ley Line Disorder: Thunderous Surge0When Action Phase begins: Electro Application to all opposing characters. Repeats once.
 Ley Line Disorder: Thunderstorm0When Action Phase begins: Both sides' active characters gain Electro Application.
 Ley Line Disorder: United Posture - Advance0The Normal Attacks of your characters deal +1 DMG for each Summon on your side of the field.
End Phase: If you have at least 2 Summons of your side of the field, your active character(s) gain 1 Energy.
 Ley Line Disorder: United Posture - Gentle War0For each Summon on your side of the field, the Normal Attacks of your characters deal +1 DMG.
 Ley Line Disorder: Vicious Posture - Blunt Force0Your active character deals +1 DMG.
 Ley Line Disorder: Vicious Posture - Ferocity0Your active character deals +2 DMG.
 Ley Line Disorder: Wet0When Action Phase begins: Your active character gains Hydro Application.
 Ley Line Monolith: Frontline Fulcrum0Starts with 20 Endurance.
When Endurance is depleted, discard this card.
When your characters take damage: Consumes this card's Endurance to block DMG.
When this card is discarded: You lose the match.
 Mastery Talisman: Adding Fuel to the Fire0For every 1 card you draw: Your characters deal +1 DMG the next time they deal DMG. (Can stack, no stack limit)
 Mastery Talisman: Airborne Reinforcements0When you perform "Switch Character": Consider this Switch to be a Fast Action rather than a Combat Action.
When you perform a Plunging Attack: Deal +2 DMG.
 Mastery Talisman: All or Nothing0If you have no more than 1 card in your Hand, your characters deal +2 DMG.
 Mastery Talisman: Arcane Secret to Elemental Victory0After your characters take 4 different types of Elemental Damage: The opposing player immediately wins the match.
 Mastery Talisman: Arms and Armor Honed0When your character uses a Charged Attack: DMG dealt +1. Draw 1 card after finalization.
 Mastery Talisman: Attack Adept0When your character uses a Normal Attack: Spend 1 less Elemental Die. After this, this card changes to trigger upon "Elemental Skill" use.
 Mastery Talisman: Backup Engine0After your characters Prepare a Skill: Create 2 Omni Element. (Twice per Round)
 Mastery Talisman: Backup Plan0After your characters use a Skill: Select 1 from 3 random Technique cards.
 Mastery Talisman: Battle Ready0Your characters with Weapon Cards attached deal +1 DMG.
After your characters use a Skill: If this character has a Weapon Card attached, return the Weapon Card to your Hand, and the next time you play a Weapon Card, spend 2 fewer Elemental Dice. (Each character can trigger this once per Round)
 Mastery Talisman: Battle-Ready0When your character equipped with both a Weapon and an Artifact uses a Skill: Spend 3 less Elemental Dice. (Once per Round)
 Mastery Talisman: Burst Assault - Ousia0When your character uses their Elemental Burst: Spend 3 fewer Elemental Dice. (Once per Round)
When you announce the end of your Round: If your characters have used an Elemental Burst this Round, then deal 1 Arkhe: Ousia-aligned Piercing DMG to all of your opponent's characters.
 Mastery Talisman: Buttressed Combined Assault0When a Summon disappears: Gain 1 point of Buttressed Succor (up to 3 points).
When Action Phase begins: Consume all points of Buttressed Succor. For each point consumed, generate 1 Omni Element.
 Mastery Talisman: Cascading Defeat0When an opposing character is defeated: Deal 1 Piercing DMG to all opposing characters.
 Mastery Talisman: Center of Attention0After playing a Technique card or using a Technique: Create 2 Omni Element. (Twice per Round. Resets after defeating an opponent.)
 Mastery Talisman: Chaotic Banners0After an opposing character takes Elemental Reaction damage: Create Omni Element ×1. (Can be triggered up to 3 times per Round)
 Mastery Talisman: Cold War0The first Skill used or Talent equipped by each of your characters per Round will cost 1 less Elemental Die.
Your Cryo-related reactions deal +2 DMG.
 Mastery Talisman: Counterattack Spirit0Your characters with 7 HP or less deal +2 DMG. Your characters with 4 HP or less deal +1 additional DMG.
 Mastery Talisman: Cycle Charge0When you perform "Switch Character": Spend 1 less Elemental Die. (Twice per round)
When you perform a Plunging Attack: Deal +2 DMG.
 Mastery Talisman: Damage Control0After you play an Action Card: Create an Omni Element and remove one of your opponent's Multiplied Damage stacks. (Can be triggered up to 3 times per Round)
 Mastery Talisman: Dauntless Pursuit0When your characters use Plunging Attack to deal Elemental DMG: The DMG is increased by 2. After the Skill finishes calculating, generate 2 Elemental Dice of the same type as your active character (once per Round).
 Mastery Talisman: Decisive Battle0Your characters with 6 HP or less deal +2 DMG.
 Mastery Talisman: Dense Vegetation0After an opposing character takes Dendro-related Reaction DMG: Create 2 Omni Element.
 Mastery Talisman: Don't Push Your Luck0After an opponent takes Elemental Damage: Grants 1 Shield to your active chracter (Up to 5 Shield).
 Mastery Talisman: Dual-Pronged Approach0After you use a Skill: If your active character is being protected by a Shield, create 2 Omni Element and 1 Shield point. (Once per Round)
 Mastery Talisman: Economies of Scale0Your Summons deal +2 DMG.
After you create a Summon: Deal 1 Piercing DMG to all opposing characters.
 Mastery Talisman: Elemental Response0After an opposing character takes Elemental Reaction DMG: Create 2 Omni Element.
 Mastery Talisman: Enhancing Will0At the start of the match: Discard this card and create Surging Will. (When you play a Support Card: Create 1 Omni Element, draw 1 card, up to once per Round)
 Mastery Talisman: Extended Explosion0When an opposing character takes Elemental Reaction DMG: Accumulate 1 Extension. If you have at least 3, consume 3 Extension and deal 4 Piercing DMG to all opposing characters.
 Mastery Talisman: External Assistance0For every 2 Action Cards you use whose names were not in the initial deck at the start of the match:Your character deals +1 DMG. (Can stack)
 Mastery Talisman: Fear No Pain0After your active character takes DMG: Heal your active character for 1 HP.
 Mastery Talisman: Fierce Follow-Up0After your character uses a Skill: During this match, the DMG dealt by the character will be increased by 1 (Can stack up to 3 times, but 1 stack is lost at the end of each Round).
 Mastery Talisman: Formation Assault0When your character uses an Elemental Burst: Spend 3 less Elemental Dice. (Once per Round)
After your characters take DMG or are healed: This card gains 1 "Formation" point. If this card already has 5 "Formation" points, consume 5 points, and cause all of your characters to gain 1 Energy.
 Mastery Talisman: Frugality as Countermeasure0When you play an Action Card: Spend 2 less Elemental Dice and draw 1 card. (Up to 3 times per Round)
 Mastery Talisman: Harmonic Tactics0When Action Phase begins: Draw 1 random Talent Card from your deck.
After your character takes DMG: The DMG that character deals in this match increases by 1 (Up to 3 stacks, +3 DMG total).
 Mastery Talisman: Hysteresis Strategy0When Action Phase begins: Create 3 Omni Element.
At the end of Round 3: You instantly win the match.
 Mastery Talisman: Immovable0When Action Phase begins: If your character is protected by a Shield, create 2 Omni Element and draw 2 cards.
When you play any card: Spend 2 less Elemental Dice. (Once per round)
 Mastery Talisman: Intelligence Update0After you switch characters: Create 1 Elemental Die of the same Type as your active character. (Twice per Round)
 Mastery Talisman: Lightweight Tactics0When you play an Action Card: Spend 1 less Elemental Die and create 1 Omni Element. (Up to 3 times per Round)
 Mastery Talisman: Planning Long-Term0When a Weapon or Artifact Equipment card with a cost of at least 3 is played: Spend 3 less Elemental Dice. (Once per Round)
 Mastery Talisman: Power of Friendship0When a Simulanka Summon is played, add an additional 2 to its number of effects.
 Mastery Talisman: Practice Makes Perfect0The first Skill used or first Talent equipped by each of your characters per Round will cost 1 less Elemental Die.
 Mastery Talisman: Precise Destruction: I0When you deal exactly 1 DMG: Generate 4 Omni Element, then switch the trigger condition of this effect. (Switches and cycles through conditions in this order: 1/2/3/4)
 Mastery Talisman: Precise Destruction: II0When you deal exactly 2 DMG: Generate 4 Omni Element, then switch the trigger condition of this effect. (Switches and cycles through conditions in this order: 1/2/3/4)
 Mastery Talisman: Precise Destruction: III0When you deal exactly 3 DMG: Generate 4 Omni Element, then switch the trigger condition of this effect. (Switches and cycles through conditions in this order: 1/2/3/4)
 Mastery Talisman: Precise Destruction: IV0When you deal exactly 4 DMG: Generate 4 Omni Element, then switch the trigger condition of this effect. (Switches and cycles through conditions in this order: 1/2/3/4)
 Mastery Talisman: Press the Advantage0After an opposing character takes Elemental Reaction damage: Draw 2 cards, and create Omni Element ×1. (Can be triggered up to 2 times per Round)
 Mastery Talisman: Press the Attack0After an opposing character is defeated: Create 1 Omni Element and draw 1 card.
 Mastery Talisman: Searing Chains0After an opposing character takes Elemental Reaction DMG: Deal 1 Piercing DMG to all opposing characters. If the Elemental Reaction triggered is Pyro-Related Reactions, also gain 1 Omni Element. (up to 3 times per Round)
 Mastery Talisman: Secret Surprise0For every 3 Action Cards you use that did not exist in your initial Deck: Create 2 Omni Element.
 Mastery Talisman: Seeing Through the Disguise0When you play a card whose name was not in the initial deck at the start of the match: Create 1 Omni Element.
 Mastery Talisman: Sharp Focus0Elemental DMG dealt by your characters' Normal Attacks +1.
After your active character takes DMG or is healed 3 times this Round: Create 3 Omni Element. (Once per Round)
 Mastery Talisman: Shield Rush0After your character uses a Skill: If your active character has a Shield or is defended by a Combat Status, then your characters deal +1 DMG this Round. (Can stack up to +3 DMG)
 Mastery Talisman: Skill Adept0When your character uses an Elemental Skill: Spend 1 less Elemental Die. After this, this card changes to trigger upon "Normal Attack" use.
 Mastery Talisman: Solid Guarantee0After your characters use a Skill, create 1 Omni Element and draw 1 card. (Can be triggered up to 3 times per Round)
 Mastery Talisman: Spirited Counterattack0After your character is healed: This character deals +2 DMG the next time they deal DMG.
 Mastery Talisman: Stalwart Frontline0DMG dealt by your Summons +1.
When you declare the end of your Round: Create 1 Omni Element at the start of the next Round's Action Phase for each Summon on your side of the field.
 Mastery Talisman: Sudden Ambush0After your character uses a Skill: Create an Ambuscade Mine of your character's Element on the opposing side of the field. The Ambuscade Mine will deal 1 DMG of that corresponding element to opposing reinforcements after they enter play.
 Mastery Talisman: Supplementary Damage0After you use a Weapon Card: Create 2 Omni Dice. (Can be triggered up to 2 times per Round)
At the start of the match: Draw 1 random Weapon Card from the deck.
 Mastery Talisman: Surging Vigor01When Action Phase begins: Your active character gains 3 Energy.
 Mastery Talisman: Swift Triumph0When Action Phase begins: Create 4 Omni Element. However, you will lose this match in the End Phase of this Round.
After an opposing character is defeated or your character uses Elemental Burst: Create 3 Omni Element, draw 1 card, and you gain an extra move upon the completion of your current action.
 Mastery Talisman: Sympathetic Pain0When an opposing character is defeated: Deal 2 Piercing DMG to all opposing characters.
 Mastery Talisman: Teatime0When Action Phase begins: Create 1 Eremite Teatime and add it to your Hand.
 Mastery Talisman: The Elements Entwined0After either side takes Elemental Reaction DMG: Obtain 1 Entwinement.
When Entwinement reaches 6: You win the match.
 Mastery Talisman: United as One0When an opposing character is defeated: Deal 1 Piercing DMG to all opposing characters.
End Phase: Deal 1 Piercing DMG to all opposing characters.
 Mastery Talisman: Unyielding Advance0When your character uses a Skill they have already used once this Round: Spend 1 less Elemental Die. (Once per Round)
When your character uses a skill they have already used twice this Round: Spend 2 less Elemental Dice. (Once per Round)
 Mastery Talisman: Verdant Overgrowth0After opposing characters receive Bloom DMG: Spend 2 less Elemental Dice when playing your next Action Card. The next time your characters deal Hydro DMG or Dendro DMG to your opponent's active character, the DMG is increased by 2.
 Mastery Talisman: Victorious Repute0When an opposing character is defeated: Draw 1 card. +1 to the DMG of the current active character in this match. (Can stack. Max 3 Stacks.)
 Mastery Talisman: War Breeds War0For every 2 cards you play: Your active character gains 1 Energy.
 Mastery Talisman: Winterwind's Whip0After an opposing character is Frozen: Create 2 Omni Element. (Can be triggered up to twice per Round)
 Mutation Stone0Your active character deals +2 DMG.
Starts with 2 Endurance when played. (Discard this card when Endurance is depleted)
After your active character goes down: This card loses 1 Endurance.
 Ousia Nodes: Power of Enhancement0When Action Phase begins: Create 1 Amplified Enhancement: Ousia on your side.
 Pneuma Node: Hold Fast - Advanced012When one of your characters is defeated: Ensure the character Immunity to Defeat and heal them to 2 HP.
After your characters receive Arkhe: Ousia aligned DMG: This card's Usage(s) -1.
 Pneuma Node: Hold Fast - Basic04When one of your characters is defeated: Ensure the character Immunity to Defeat and heal them to 2 HP.
After your characters receive Arkhe: Ousia aligned DMG: This card's Usage(s) -1.
 Pneuma Node: Hold Fast - Intermediate08When one of your characters is defeated: Ensure the character Immunity to Defeat and heal them to 2 HP.
After your characters receive Arkhe: Ousia aligned DMG:
This card's Usage(s) -1.
 Rekindled Flame0Burning Flame deals +3 DMG and is triggered again when you announce the end of your Round.
 Spreading Cold0When Action Phase begins: Cryo Application to all opposing characters. Repeats once.
 Transfiguring Flame0After any character triggers a Burning reaction: Create 1 Omni Element.
 Withering Corrosion0Start with 4 Candle of Life points.
When your character uses a Skill: Remove 1 Candle of Life point.
Once all Candle of Life points are depleted, the opposing duelist loses the match.
 Withering Corrosion (5 Points)0Start with 5 Candle of Life points.
When your character uses a Skill: Remove 1 Candle of Life point.
Once all Candle of Life points are depleted, the opposing duelist loses the match.
 Withering Corrosion (6 Points)0Start with 6 Candle of Life points.
When your character uses a Skill: Remove 1 Candle of Life point.
Once all Candle of Life points are depleted, the opposing duelist loses the match.
 Zero Hour Invokation: All-Out Aggression01When Action Phase begins: All your characters gain 2 Energy.