Here you will find some information about the Dark Type. First a short description of the type. Second is a listing of what types it is strong and weak against. After that there is a listing of all the Dark cards you can unlock and use as the Dark type.


Description For Dark


The Dark type is a tricky type to master. First off there are quite a bit of hands, and the strengths and weaknesses are a bit odd. On top of that the top level offensive attacks take time and proper circumstances to set up. This makes it both tricky to pair with a secondary, and to set up a killing blow at the end of a long battle. If the right ratio of primary to secondary cards is found, and the proper types are chosen it could make for a tough deck to overcome.


Strengths & Weaknesses


This is broken down into four categories.


Very Effective Attack:

Not Effective Attack:

Very Effective Defense:

Not Effective defense:

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Cards Of The Dark Type


shady mind:

requires the launcher to be dark type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on dark launched attacks, )
(dark, type, passive effect)


self-mutilation:

works following the number of dark cards in the launcher's hand, never fails
takes 2 health points from its launcher, the launcher has a 5 % chance of becoming +1 in fear, for up to 1 turns
The launcher gets 1 bleeding cards in their hand
(dark, blood, unmissable)


growl:

100 % success
the target has a 100 % chance of becoming -2 in physical attack, for up to 2 turns
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(dark, mouth, sound, stat, offensive)


bite:

3 physical power, 100 % success
(dark, mouth, fang, contact, physical, offensive)


taste of risk:

100 % success
the launcher has a 100 % chance of becoming +1 in critical hit, +1 in critical failure, for up to 4 turns
(dark, stat)


dark symbol

100 % success
The launcher gets 2 dark symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(dark, minor symbol, passive effect)


hemorrhage

follows the number of bleeding cards in the target's hand
 100 % success
 takes1 health points from its target, the target has a 100 % chance to put 1 card bleeding into their discard pile
(dark, blood, offensive, manipulation)


immunity against psy:

works as a parry against a "psychic" card
requires the launcher to be "dark" type, 85 % success
 The launcher gets 1 "immunity against psy" cards in their hand, The launcher can't draw during 1 turns,
(dark, parry)


disloyal ripost:

Level1
works as a reaction against a contact card
5 physical power, has a level 1 critical hit, never fails
The target gets 1 bleeding cards in their hand
(dark, contact, blood, reaction, physical, offensive, unmissable)


feint attack:

Level 1
4 physical power, has a level 1 critical hit, never fails
(dark, contact, physical, offensive, unmissable)


intimidate:

Level 1
100 % success
the target has a 100 % chance of becoming -1 in physical attack, for up to 8 turns
(dark, stat, offensive)


spit:

Level 1
100 % success
the target has a 100 % chance of becoming +2 in physical attack, -2 in physical defense, for up to 2 turns
(dark, mouth, stat, offensive)


sucker punch:

Level 1
4 physical power, has a level 3 critical hit, 100 % success
(dark, contact, physical, offensive)


unnoticed larceny:

Level 1
works as a reaction against a manipulation card, 100 % success
the launcher has a 100 % chance to take 2 card in the target's discard pile
(dark, double try, hand, reaction, manipulation, offensive)


blood barrier:

Level 1
works as a parry against a fairy card, works following the number of bleeding cards in the launcher's hand
2 magical power, 100 % success
the target has a 100 % chance of becoming +1 in fear, for up to 1 turns
the target has a 100 % chance to take 1 card bleeding in the launcher's hand
the target puts 1 cards fairy below their deck.
(dark, parry, barrier, magical, offensive, status, manipulation)


Level 1
works as a reaction against a contact card, 5 physical power, has a level 1 critical hit, never fails
The target gets 1 bleeding cards in their hand
(dark, contact, blood, reaction, physical, offensive, unmissable)


madness:

Level 2
100 % success
the launcher has a 100 % chance of becoming +4 in critical hit, +4 in critical failure, for up to 4 turns
in 2 turns the launcher has a 100 % chance of becoming +1 in confusion, for up to 2 turns
(dark, stat, status)


plot:

Level 2
80 % success
the launcher has a 100 % chance to take 1 card from their deck
the target has a 100 % chance to take 1 card from their deck
(dark, manipulation, offensive)


chance of the thief:

Level 2
works following the target's sleep status, 100 % success
the launcher has a 100 % chance to take 1 card in the target's deck
(dark, hand, manipulation, offensive)


exacerbation:

Level 2
100 % success
The launcher's type level is modified by 4, The target's type level is modified by 4
(dark, offensive, type)


constraint:

Level 2
100 % success
the target has a 100 % chance to put 1 card into their discard pile
(dark, manipulation, offensive)


self-centered thinking:

Level 2
100 % success
 The target gets 2 "egocentrism" cards in their hand,
(dark, offensive)


sadistic:

Level 3
100 % success
The launcher takes the sadistic posture
(+2 power on multi-hit launched attacks, +1 power on blood launched attacks, +1 power on fairy received attacks)
(dark, posture)


bloody scratch:

Level 3
4 physical power, 100 % success
The target gets 1 bleeding cards in their hand
(dark, contact, hand, blood, physical, offensive)


insomnia:

Level 4
100 % success
the launcher has a 100 % chance of becoming -2 in sleep, for up to 8 turns
(dark, status)


snatching:

Level 4
100 % success
The launcher's type level is modified by 1
The target's type level is modified by -1
(dark, offensive, type)


shared glass:

Level 5
100 % success
in 2 turns the launcher has a 50 % chance of becoming +1 in poison, for up to 2 turns
in 2 turns the target has a 50 % chance of becoming +1 in poison, for up to 2 turns
the launcher has a 100 % chance to take 1 card in the target's hand
the target has a 100 % chance to take 1 card in the launcher's hand
(dark, offensive, manipulation)


werewolf howl:

Level 5
4 magical power, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
the launcher has a 100 % chance to take 1 card dark in the target's deck
(dark, mouth, sound, magical, offensive, manipulation)


crunch:

Level 6
8 physical power, 100 % success
the target has a 20 % chance of becoming -1 in physical defense, for up to 4 turns
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(dark, mouth, fang, contact, physical, offensive)


pickpocket:

Level 6
100 % success
the launcher has a 100 % chance to take 2 card in the target's deck
(dark, hand, manipulation, offensive)


dark elf:

Level 6
100 % success
The launcher takes the dark elf posture
(+3 power on dark launched attacks, +2 power on poison launched attacks, +1 power on arrow launched attacks, +1 power on magical launched attacks, -2 power on physical launched attacks, +3 power on physical received attacks, +2 power on sword received attacks, +1 power on fairy received attacks, -1 power on magical received attacks)
(dark, posture)


murderous axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in poison, for up to 1 turns
(dark, weapon, axe, physical, offensive)


troll:

Level 6
100 % success
The launcher takes the troll posture
(+5 power on mace launched attacks, +3 power on physical launched attacks, +2 power on axe launched attacks, -8 power on magical launched attacks, +6 power on magical received attacks, +2 power on weapon received attacks)
(dark, posture)


rush:

Level 8
4 physical power, 100 % success
the launcher has a 75 % chance to take 1 card in the target's deck
(dark, contact, physical, offensive)


knock out:

Level 8
5 physical power, 100 % success
the target has a 100 % chance to put 1 card into their discard pile
(dark, contact, physical, offensive, manipulation)


nasty sacrifice:

Level 9
100 % success
takes 12 health points from its launcher, the launcher has a 100 % chance to take 3 card from their deck
(dark, manipulation)


midnight ring:

Level 10
100 % success
the launcher has a 100 % chance of becoming +2 in physical attack, +2 in special attack, +2 in critical hit, for up to 4 turns
the launcher has a 100 % chance of becoming -2 in confusion, -2 in fear, -2 in sleep, for up to 4 turns
the launcher puts 1 cards dark above their deck.
(dark, sound, stat, status, manipulation)


rip-off:

Level 10
100 % success
the launcher has a 100 % chance to take 1 card in the target's hand
(dark, hand, manipulation, offensive)


reversed evilness:

Level 11
follows the number of physical cards in the target's hand, 100 % success
the target has a 100 % chance to put 1 card physical into their discard pile
The target gets 1 self-mutilation cards in their hand
(dark, manipulation, offensive)


shock from terror:

Level 12
works following the target's fear status, 4 magical power, has a level 1 critical hit, 100 % success
(dark, magical, offensive)


dark night:

Level 12
100 % success
Changes the environment to dark night
(+5 power on shock from terror launched attacks, +3 power on nightmare launched attacks, +2 power on dark launched attacks, +1 power on ghost launched attacks, -4 power on grass launched attacks, -2 power on fairy launched attacks)
(dark, environment)


enlarge sore:

Level 14
follows the number of bleeding cards in the target's hand, 2 physical power, 100 % success
The target gets 1 bleeding cards in their hand
(dark, contact, blood, physical, offensive)


blood resonance:

Level 16
works following the number of bleeding cards in the launcher's hand, follows the number of bleeding cards in the target's hand
1 magical power, 100 % success
the launcher suffers 50 % of the damages caused to the target
(dark, blood, undulation, magical, offensive)


bloody panic:

Level 18
follows the number of bleeding cards in the target's hand
1 magical power, 100 % success
the target has a 100 % chance of becoming +1 in fear, for up to 1 turns
(dark, blood, magical, offensive, status)


envious' ray:

Level 20
works following the number of target's critical hits
10 magical power, 100 % success
the target has a 50 % chance to put 1 card into their exile
(dark, ray, magical, offensive)


deadly symbol

Level 30
1 magical power, 100 % success
works following the number of minor symbol cards in the launcher's hand, follows the number of minor symbol cards in the target's hand
(dark, major symbol, magical, offensive)