Cards are the base of Undercards. They are everything you use to make a deck with 25 cards, play and reach your objective: to defeat the opponent. There are 2 kind of cards: Monsters and Spells.
When beginning a game, you are shown 3 cards from your deck. You can choose any amount of them to put back in your deck. Afterwards, you draw as many new cards to have your starting hand of 3 cards (though the same cards can be redrawn because of this). At the start of your turn, you (normally) draw a card to from your deck to your hand. You can hold up to 7 cards in your hand. If you draw another, it's instantly brunt (removed from the game). To play a card, you must pay its cost, shown on the top right of the card in blue.
To play a card depends on the kind. Spells simply need to be dragged to the board and, if you have a targetable effect, choose the target. Monsters need to be dragged to a board slot specifically and will be placed there. Targetable Magic effects will let you choose the same way you use spells. As of Season 42, All cards now have a Deltarune trim around it and not a UT trim.
Some cards in the game are part of 1 bigger group: Tribes. A full list is found on this page.
Monsters[]
Monster cards are the predominant type of card in Undercards, and the bigger half of the game's base gameplay features. You would normally want more monsters than spells in a deck.
Monsters are cards that fill your hand just like spells, although while spells have instant effects, monsters require a space on your board to use of which you have 4. When placing one down, it may already trigger an effect like spells do. There are primairly "Magic" effects. Afterwards, they become allies of you to use to attack enemy monsters and the opponent directly for as long as they live.
Monsters have a small red number on the bottom left and a small green number on the bottom right of the card. These indicate their ATK and HP respectively, which are self-explanatory. Whenever a monster attacks another monster however, the defending monster will deal its own amount of ATK back at the attacker. This is called a "counter-attack". When a monster is damaged, its HP will turn yellow. If it drops to 0, it dies and is added to your Dustpile.
Monsters also have a small blue number on the top right which is the the cost of the card. This also indicates its cost, or in other words the amount of G you will need to spend in order to play that card. Many cards have different cost ranges, and some effects may increase of decrease the amount of G needed.
Many monsters have different kind of effects, many of which also trigger at different points. As said before, "Magic" effects will activate when you play the monster. But most other abilities activate while it is on the board instead, like at the start or end of your turn. Some effects will even trigger the moment said monster dies. For the full list of different Abilities, check this page.
Generated monsters (those with a Green Rarity Icon) are usually only obtainable by craftable monsters with effects that specifically give those monsters. Because of this, cards like Lamp are unable to give such cards. Before Beta 30.0 introduced the Generated Rarity, these cards were usually the same rarity as that of the monster that gave them. However, this still made them not obtainable by most other means, not even Igloo.
Spells[]
Spell cards, although less in number than monster cards, are equally essential, since their effects are instant like Magic effects, have very powerful effects and don't need space on your board to use. The only downside is that they have no use beyond that as they have no stats.
Craftable Spells are restricted to a specific Class, which is easy to notice due to their name being in the color associated to said Class. The sprite is often also said or a similar color. There are equal amount of spells of each Rarity for each Class:
There are also Common Deltarune spells added in version Beta 43.0.
Generated Spells have a colorless name and sprite, just like monsters. This is because they don't belong to a Class, but rather are given to you by a monster itself. These spells are also unobtainable by most other means, like Trader Temmie, Snowdin Sign and the Arcane Scepter Artifact (though the latter still triggers its effect from using one).
Spells also can have keywords that would normally be from monsters, such as Turbo (as in the Mines) or Start of turn (as in Hyper Goner). Start of turn occurs on your hand instead of in board.
Rarities[]
All cards have rarities. They generally define how much of the same card you have, or may have in a deck prior to a game:
- You can use up to 3 of the same Common card per deck. Most of the cards have this rarity, at 228, 21 spells and 207 monsters, and they have the highest chance to get in packs. They cost 40 dust and can be disenchanted for 5 dust.
- The maximum for the same Rare card is also 3, but there are less of these than there are Common cards, at 195, 28 spells and 168 monsters. They are, too, rarer to find in packs. They cost 100 dust and can be disenchanted for 20 dust.
- You can use up to 2 of the same Epic card and there 118 of them, 21 spells and 97 monsters. They are rarer to find than Rare or Common cards, and are the highest rarity for spells. They cost 400 dust and can be disenchanted for 100 dust.
- You can use 1 of each Legendary card in a deck. Since Epic is the highest spell rarity, this rarity consists of only monsters, of which there are 57. Whenever a Legendary card is played, a section of their theme plays. They cost 1600 dust and can be disenchanted for 400 dust.
- You can use 1 of each Determination card in a deck in Standard and Custom games, but only 1 per deck in Ranked games. They are extremely rare and it's highly unlikely to encounter one in a pack. Just like Legendary cards, a theme plays when you play one and they only consist of monsters. And a mere 14 at that. To directly obtain a Determination card, you must use 4 DT Fragments by ranking to at least RUBY IV, or completing all the season quests.
- Token cards can only be created in-game via other cards or artifacts. They cannot be crafted, disenchanted, or obtained in packs, and there are exactly 151 of them as for season 99. There are currently a few Token monsters and spells that play a "theme" when cast. Token cards are only Shiny if they are created by another Shiny card.
- Basic cards are the cards all new players gain by default at the start of the game. There are always 3 copies of them which can't be crafted, disenchanted or unpacked. However, shiny Base cards can be crafted and disenchanted like Common cards.
Shiny Cards[]
Shiny versions of cards are rarer to find in packs and cost and sell for more dust. The number of shiny cards you can have by default is separated from the number of normal cards (3 normal and 3 shiny Common cards without counting in Auto disenchant), however the number you can put on a deck remains the same.
Although their appearance is more appealing, the difference between normal and shiny cards is that Shiny cards will give you 50% more Friendship exp. Generated cards will also be shiny if the card that summoned them were shiny.
- Common and Base shiny cards cost 400 dust and disenchant for 40 dust.
- Rare shiny cards cost 800 dust and disenchant for 100 dust.
- Epic shiny cards cost 1600 dust and disenchant for 400 dust.
- Legendary shiny monsters cost 3200 dust and disenchant for 1600 dust.
- Shiny Determination cards only are summoned after you own one of all other Determination monsters. They disenchant for 4 Determination fragments.
All Cards[]
Below is a full table containing all cards in Undercards, from spells, to monsters, to cards that were removed or replaced from the game prior to Version 30.
This table should soon be updated to Version 30.
Effect Cards
Determination
Last Dream, Faded Memory, Another Chance, Call of the Grave, Resurrection, Soul Drain, Will to Fight, Knife, Royal Determination, and Hyper Goner.
Patience
Change of Winds, Royal Patience, Cold Winter, Fridge, Frozen Energy, Ice Prison, Ice Replica, Defrosting, Exploration, Melt, Self Reflection, and True Self.
Bravery
Recruitment, Acceleration, Assult, Penetration, Royal Bravery, Overgrowth, Strength, Rage, [[Frot
Integrity
Break, Fortune, Investment, Expulsion, Shopping, Cloning and Inflation.
Perseverance
Poison, Worsening, Spider Web, Pollutant Gas, Termination, Contamination and Brain Shift.
Kindness
Force of Nature, Heal, Pie, Feast, Soothing, Longevity and Test of Will.