Features | Clan Card Game | CCG Card List




Card Cost Abilities/Attacks
150 Fairy: When the creature's Health reaches 0, restore all health. This only works once per game.
Bow: Hits any creature in Waiting with half of the attack power.
Bomb: Hits all opponent's Attacking monsters with half of the user's attack power.
Shield: The creature has Hidden status for 1 turn (until your next turn). Can only be used every other turn.
Grapple: Switch an Attacking creature with a Waiting creature.
150 1-Up: When the creature's Health reaches 0, restore all health. This only works once per game.
Jump: Hits any creature in Waiting with half of the attack power.
Hammer: Hits all opponent's Attacking monsters with half of the user's attack power.
Cape: The creature has Hidden status for 1 turn (until your next turn). Can only be used every other turn.
Fireball: Inflict a creature with Burn status.
30 Speed: +5
Charge: This attack always goes first and does damage with the user's attack power. The user is Immobilized next turn.
25 Health: Recover 25
70 Health: +10, Attack: +5
70 Speed: +5, Health: +10
10 Population: There can be more than one of the creature on the field at the same time (i.e., you can use this card to fill up to 6 places of your creatures).
10 Population: There can be more than one of the creature on the field at the same time (i.e., you can use this card to fill up to 6 places of your creatures)
25 First Aid: This attack cures the user of being Burned, Poisoned, or Paralyzed.
25 Bugle: When the creature's Health is 15 or below, its Attack is boosted by 5.
35 Spit Nut: Deal damage to a creature in Waiting with half of the user's attack power.
Barter: This ability may be used during your opponent's turn. Prevent damage from one source at the cost of half of the user's health. This ability may only be used once per game.
35 Shield: The creature has Hidden status for 1 turn (until your next turn). Can only be used every other turn.
160 Forest Power: All creatures under the Forest Alliance on your side of the field have Healthy status.
Courage: Double one creature's Attack power on your side of the field until the end of this creature's next turn.
Wind Spell: Select one creature: unequip all items on that creature and deal damage equal to the number of stat points the equipment increased or decreased the creature's stats (if none, then it does 0 damage).
160 Regeneration: This creature has Healthy status.
Fire Trip: Inflict Burn status on one creature.
Lightning Orb: Inflict Paralysis on one creature.
Stop Eyes: This creature and one creature on your opponent's side of the field have Immobilized status for one turn. Do damage equal to half the Attack power of this creature to the selected opponent's creature.
60 Parasol: This attack can hit any creature in Waiting and does damage with the user's attack power.
Frying Pan: This attack does damage with half of the user's Attack power and also inflicts Burn status on the creature.
Cry: This attack decreases a creature's original Attack power by 2 (their Attack power cannot go below 1).
60 Light Arrow: This attack can only hit creatures in Waiting. Deal half Attack power damage to a creature and the selected creature cannot switch with any creature in Attacking until the user's next turn.
Tri-Light: Three creatures on your opponent's side of the field have Paralyzed status for their next turn.
Sword Dive: This attack always goes first and does damage with the half of the user's attack power.
60 Swallow: This attack does half Attack power damage. Regain health equal to the damage done by this move.
Saddle: This attack many only be used twice per game. Equip this card to a creature, the user of this move is treated as an equipment card with this effect, "Speed: +7", and the attack, "Swallow: This attack does half Attack power damage. Regain health equal to the damage done by this move." If the equipped creature is destroyed, the user of this move takes the place of the destroyed creature as a creature again (Health does not reset).
60 Needles: This attack does half Attack power damage to all creatures on your opponent's Attacking side of the field.
Harp: Inflict one creature on your opponent's side of the field with Sleeping status for 2 of their turns. You may only use this move every 5 turns.
35 Phase: Every turn this creature skips its turn, it is left with Hidden status until its next turn (no items or equipment may be used). This effect is canceled if this card is the only creature left on your side of the field.
Zap: Deal half Attack power damage to a creature and also Paralyze the selected creature.
35 Copy Move: Use one of your opponent's creature's moves. You can not use the same move again for the remainder of the game.
Thwomp: This attack does does 50% more damage if the attacked creature is slower than the user (round up).
150 Attack: +10
Doomsday: In three of the user's turns, the game ends in a draw. If the user is destroyed, the effect of this move is negated.  
150 Worm Infection: The user of this item loses all of their health. Take control of any creature on your opponent's side of the field that's rank is equal to the user of this item until the end of the game. Increase the Attack power of the controlled creature by 5. You may only use this affect once per game.
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25 Reconstruct: Whenever a creature is destroyed on your side of the field, replace it with a copy of this creature. If you have two cards with "ChuChu" in their name in Attacking at the same time, you must switch one of them with a creature of another name in Waiting. If at any time you control only creatures with "ChuChu" in their name, you automatically lose the game.
25 Undead: Revive this creature with full health if it is destroyed by a normal attack.
Bone Toss: Deal half damage to one creature in Waiting.
30 Eat: Target creature unequips all equipment. You may only use this move every 3 turns.
65 Shield: This creature has Hidden status for 1 turn (until you next turn). This move can only be used every other turn.
40 Water Resistance: Any damage this creature takes from the Water Alliance is halved.
150 Tentacles: This creature can target creatures in Waiting as if they where in Attacking.
Squeeze: This attack does half Attack power damage. Regain health equal to the damage done by this move.
160 Sea Power: All creatures under the Water Alliance on your side of the field have Healthy status.
Wisdom: Target creature is Immobilized for 2 turns. You may only use this move every 5 turns.
Time Spell: Return the field to as it was on this creature's last turn. You may only use this move 3 times during the game.


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