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MRC — Unimplemented Cards Analysis

64 of 181 MRC cards are unimplemented. This document organizes them first by mechanical group (cards that share a system and should be implemented together), then by isolated cards bucketed as Easy / Medium / Hard.


Mechanical Groups


1. Tristan Lineage & Preparation Counter System

The Tristan champion line is built entirely around preparation counters accumulated on the champion. The champions themselves, their weapon/skill support, and the generated Ominous Shadow token all depend on this counter resource and should be wired up as a cohesive system.

New engine needs:

  • preparation counter on the champion object (persists across turns).
  • Tristan Bonus champion-check (mirror of Vanitas Bonus).
  • Champion level-up draw hook (Tristan Lineage: draw 2 on level-up).
  • Tristan, Shadowreaver: banish top 4 of opponent's deck face-down and allow them to be played ignoring element — this is the hardest piece; requires tagged banish + a cross-phase "you may activate this" window.
  • Shadow's Claw: Phantasia allies using a weapon to attack is a novel interaction.
Card ID Note
Tristan, Underhanded bjlwabipl6 L1 Champion; On Enter: put a preparation counter on Tristan OR gain Agility 3 for this turn
Tristan, Hired Blade gt7lh9v221 L2 Champion; On Enter: draw if ≥2 prep counters; draw extra if ≥4 prep counters
Tristan, Shadowreaver 4upufooz13 L3 Champion; Tristan Lineage: level-up draws 2; On Enter: banish top 4 of opponent's deck face-down, you may play them ignoring element reqs
Sadi, Blood Harvester ugly4wiffe Unique NORM Assassin Ally; (2): return to hand, put prep counter on champion; Class Bonus On Kill: Agility 3
Mercenary's Blade k0xhi5jnsl NORM Dagger; Class Bonus: remove a prep counter from champion to activate from material deck
Shadow's Claw vm4kj3q2sv Umbra Dagger; as long as ≥4 prep counters, activate from material deck; Tristan Bonus: Phantasia allies can attack using this weapon; put durability counter on when they do
Penumbral Waltz nt1lyk1dvd Umbra Reaction Skill; additional cost: remove X prep counters from champion; prevent next X+3 damage to champion; Tristan Bonus X≥3: summon 2 Ominous Shadow tokens
Gloamspire Mantle fooz13xfpk Umbra Assassin Accessory; Tristan Bonus On Enter: may pay (3) to summon an Ominous Shadow token; umbra element Phantasia allies you control have Ambush
Scorching Trap wjbqjdmthh Fire Reaction Skill; Class Bonus: if not your turn, remove a prep counter to activate from memory for free; deal 2 damage to target attacking unit
Collapsing Trap v2214upufo Water Reaction Skill; Class Bonus: if not your turn, remove a prep counter to activate from memory for free; the next time allies would enter the field this turn, they enter rested
Ominous Shadow gveirpdm44 TOKEN Umbra Phantasia Ally; Unblockable; prevent 3 damage to it; can only attack units your champion has dealt combat damage to this turn

2. Imbue Multi-Modal Decrees

Three spells share an identical Imbue-3 structure: choose 1 option; if imbued, choose 2. Once the template is proven for one, the other two are trivial.

Card ID Options
Verdigris Decree 7cx66hjlgx Suppress ally / +2 POWER to ally / Destroy target Phantasia
Cerulean Decree ipl6gt7lh9 Negate activation (unless pay 2) / target unit attacks get -3 POWER / draw into memory
Vermilion Decree tjej4mcnqs Deal 3 to target champion / deal 2 to target ally / each player draws a card

3. Potion Infusion Cycle

Three spells that rest a target Potion and grant it a temporary On-Sacrifice ability until end of turn. They share the same "attach ephemeral ability to a Potion" mechanic; implement the attach mechanism once and each card is a small variation.

  • Growth uses age counters (different mechanically — no sacrifice trigger).
  • Blaze and Seal both attach an On-Sacrifice ability.
Card ID Effect When Resting a Potion
Potion Infusion: Growth 2898b1w1mv Put LV age counters on it (no sacrifice trigger)
Potion Infusion: Blaze 8bki6fxxgm Gains "On Sacrifice: deal 4 damage to target attacking ally" until end of turn
Potion Infusion: Seal om2ry208kk Gains "On Sacrifice: Negate target activation unless its controller pays (2)" until end of turn; also has Floating Memory

4. Unit Link Shields

Three Shield Regalia all use Unit Link to protect the linked unit. The core Unit Link mechanism already exists; each card simply adds a passive protection rule tied to the link.

Card ID Linked-Unit Bonus
Prototype Shield zadf9q1vk8 Class Bonus: prevent 3 damage while linked unit is attacking
Vaporjet Shield y208kkz07n Class Bonus: prevent 1 damage to linked unit
Winbless Kiteshield uoy5ttkat9 Class Bonus costs 1 less; linked unit has Vigor

5. Powercell Token Synergy

Several cards generate, count, or consume the Powercell token (already defined as a card in the set). The cluster below should be implemented together once it is confirmed the Powercell token (card qzzadf9q1v) resolves correctly from summon sources.

Card ID Role
Cell Converter eqhj1trn0y At beginning of end phase, summon a Powercell token rested; Class Bonus: Floating Memory
Cell Forging pufooz13xf Choose: 2 durability counters on target weapon OR summon a Powercell token
Charged Assailant ffy4dwavco Wind Automaton; Class Bonus On Enter: if you control a Powercell, gain Agility 3
Alchemical Scripture h9v2214upu Neos Regalia Book; at beginning of end phase, if you control 4+ tokens, draw a card into memory
Overlord Mk III sl7ddcgw05 Unique NORM Guardian Automaton; additional cost: sacrifice 4 Powercells; Intercept / Spellshroud / Steadfast / True Sight; at beginning of end phase: may banish an Automaton from GY → buff counter + draw

6. Starcall / Astra Mechanics

Three cards revolve around the Starcalling mechanic and the Astra element. Meteor Strike uses existing Starcall engine behavior. Lunar Conduit is a persistent artifact with charge counters. Stargazer's Portent (the copy effect) is the hardest of the three.

Card ID Note
Meteor Strike dwavcoxpnj Starcalling (3); while being starcalled: deal 3 damage to all units except your champion; otherwise: destroy target non-champion object
Stargazer's Portent btjuxztaug Astra Cleric Skill; Class Bonus costs 1 less; the next time you starcall a card this turn, copy that activation (new targets optional) — Hard
Lunar Conduit 0yetaebjlw Astra Regalia Staff; Class Bonus costs 1 less; whenever you activate an astra element card, put a charge counter on it; REST (3): as a Spell, deal damage to target unit = charge counters, then remove one charge counter

7. Foster Allies

Two allies share the Foster keyword with different passive bonuses that activate while fostered. If the Foster keyword is already in the engine, both are minor stat-modifier additions.

Card ID While Fostered
Krustallan Patrol 8sugly4wif On Foster: put a buff counter; gains Steadfast (retaliates while rested, doesn't rest to do so)
Embershield Keeper xhi5jnsl7d Gets +2 LIFE

8. Tamer / Beast Synergy

Three Tamer-class cards that buff, generate, or recover Animal and Beast allies.

Card ID Note
Spirited Falconer a5igwbsmks Wind Tamer Human Ally; Class Bonus: Fast Activation; Class Bonus On Enter: put a buff counter on up to two target Animal and/or Beast allies
Seaside Ringleader eirpdm44nt Water Tamer Human Ally; Class+Element Bonus GY activation: (2), banish this → draw into memory; while active this turn, Animal/Beast allies you activate enter with an extra buff counter
Automaton Beastkeeper i5jnsl7ddc NORM Tamer Automaton Ally; Class Bonus On Enter: may return a Beast ally card from your graveyard to your memory

9. Gun Weapons

Two Gun weapons share the Gun mechanic (must be loaded, can't combine with an attack card) with class-bonus interactions on load or activation.

Card ID Gun-Specific Bonus
Loaded Thoughts hh88rx6p3p Water Ranger Gun; Class Bonus: whenever this weapon becomes loaded, may put the top card of your deck into your graveyard
Framework Sidearm p4lgdlx7md NORM Ranger Gun; Class Bonus: may pay (3) to activate this card from your material deck


Isolated Cards

Cards with no strong dependency on other unimplemented cards.


Easy

Simple On-Enter triggers, standard keyword application, straightforward damage spells, or single-condition checks.

Card ID Effect Summary
Surging Bolt 08kkz07nau Fire Mage Spell; Imbue 3; deal 3 damage to target champion (4 if imbued)
Windmill Engineer fz1nr5a3pm Wind Ranger Human Ally; Imbue 2; On Enter if imbued: draw a card into your memory
Slip Away ooffy4dwav Umbra Ranger Reaction Skill; Imbue 2; target unit becomes Distant; if imbued: also gains Stealth and Spellshroud
Skirting Step brq9x9z2k2 Wind Ranger Reaction Skill; Imbue 2; target unit becomes Distant; if imbued: prevent 1 damage to that unit and draw a card
Imperial Scout nrow8iopvc Water Ranger Human Ally; Ranged 2; whenever CARDNAME becomes Distant, may put top 2 cards of deck into graveyard
Andronika, Eternal Herald vw2ifz1nr5 Unique Wind Warrior Automaton Ally; Imbue 3; while imbued: +1 POWER, +1 LIFE, has Vigor; Class Bonus On Enter: put a buff counter on up to two Automaton allies you control

Medium

Multiple conditions, zone-state lookups, GY-activation gates, recollection-phase triggers, or mechanics that require moderate engine hooks.

Card ID Effect Summary
Hailstorm Guard 05qzzadf9q Water Guardian Reaction Spell; Class Bonus costs 2 less; prevent the next damage dealt to your champion this turn; then mill from top of deck equal to the amount prevented
Fractal of Rain 3zb9p4lgdl Water Cleric Phantasia Fractal; Imbue 2; Reservable; at beginning of your recollection phase, if imbued: target player mills 1 from deck
Tideholder Claymore 5iqigcom2r Water Guardian Sword Weapon; Class Bonus costs 1 less; additional cost to attack: pay (10) reduced by (1) for each water element card in your graveyard
Gloamspire Sniper 6hjlgx72rf Umbra Ranger Human Ally; Ranged 4, True Sight; Class Bonus On Kill: Generate a Creeping Torment card and put it on the bottom of target champion's lineage
Frost Shard jnsl7ddcgw Water Mage Spell; Class Bonus: if your champion has leveled up this turn, may activate from graveyard (banish on resolve); deal 2 damage to target unit (3 if that unit is rested)
Sinister Mindreaver jozihslnhz Umbra Assassin Human Ally; Class Bonus: Fast Activation, Ambush; On Champion Hit: look at that opponent's memory, may discard up to 2 cards from it, they draw that many into their memory
Suffocating Miasma coxpnjvt9y Umbra Assassin Phantasia; Imbue 2; On Enter if imbued: put 3 debuff counters on target ally; at the beginning of each opponent's recollection phase: they put a debuff counter on an ally they control or take 2 unpreventable damage to their champion
Mechanized Smasher qsm3n9yvn1 Wind Guardian Fist Weapon; Class Bonus costs 1 less; can't be used with attack cards; additional cost to attack: reveal four wind element cards from your memory
Surge Protector qigcom2ry2 Fire Guardian Skill; until end of turn, target Shield item you control gains "If damage would be dealt to your champion, prevent that damage and sacrifice this object instead"
Cultivate cy3gme0xxw Wind Cleric Skill; Imbue 1; for every three Herb items you control, Gather; if imbued: Gather one additional time
Clockwork Musicbox q2svdv3zb9 NORM Tamer Artifact Regalia; Hindered (enters rested); Class Bonus: whenever you activate a Harmony or Melody card from hand, may banish it as it resolves; REST: activate a card banished by CARDNAME (you still pay its costs)
Krustallan Ruins fei7chsbal Water Cleric Domain Ruins; whenever any ally enters the field under any player's control, rest that ally unless that player pays (1)

Hard

Replacement effects, cross-turn stat carry-overs, permanent global state modifications, copy mechanics, arbitrary object cloning, or unusual timing constraints that require significant engine work.

Card ID Effect Summary
Diablerie 0plqbtjuxz Wind Cleric Reaction Spell; the next time a divine relic Regalia would enter the field this turn, it enters under your control instead; Vanitas Bonus: Floating Memory
Atmos Shield 80yu75k0hl TOKEN NEOS Guardian Automaton Ally; REST: prevent the next 2 non-combat damage dealt to a target neos element unit this turn; passive: whenever another neos element unit you control is targeted for an attack, may redirect that attack to CARDNAME instead
Blessed Clergy a3pmmloejo Wind Cleric Human Ally; Imbue 2; Class Bonus On Enter if imbued: target player cannot play more than two cards during their next turn (requires per-player turn-scoped card-play counter)
Echoic Guard gn1b2sbrq9 NEOS Guardian Reaction Skill; Class Bonus costs 1 less; prevent the next 2 damage to target ally; then may pay (X) where X = that ally's reserve cost to summon a token copy of that ally
Naia, Diviner of Fortunes jdmthh88rx Unique Water Mage Human Ally; Class Bonus On Enter: reveal top 3, choose 1 to banish (rest go to GY); if banished card is a Spell, you may activate it as long as you control CARDNAME (persistent banished-card activation window)
Gearstride Academy lxnq80yu75 Unique Wind Guardian Domain Castle; wind ally cards you activate gain Imbue 2; wind allies have "On Enter: if this ally is imbued, gets +1 POWER until end of turn"; Upkeep: pay (1) at start of recollection phase or sacrifice this
Eternal Magistrate taug52u81v Wind Cleric/Tamer Automaton Ally; Imbue 2; while imbued: cards can't leave opponents' material decks unless it is their materialize phase (requires global gate on material-deck card removal)
Refracted Twilight me0xxw0plq Astra Cleric Potion Item; Brew — Two Silvershine, Three Herbs; Banish CARDNAME: the next time you activate an ability of target Potion this turn, copy that ability twice (you may choose new targets for those copies)
Vainglory Retribution qtzsekkjn3 Wind Cleric Reaction Spell; Vanitas Bonus L2+: costs 2 less; prevent the next ≤4 combat damage to your champion this turn; your champion's first weaponless attack during your next turn gets +X POWER where X = damage prevented (cross-turn power carry-over dependent on prevention amount)
Curse Amplification x9z2k2a5ig Umbra Ranger Skill; Diana Bonus: costs 3 less; if champion has ≥20 damage, Recover 4; for the rest of the game, Curse cards in lineages have "Inherited Effect: at the beginning of your recollection phase, deal 1 unpreventable damage to this object" (permanent global lineage modification)
Orchestrated Seizure pwscn0esog Wind Cleric Skill; activate only during an opponent's end phase; during your next materialize phase, you may banish Floating Memory cards from opponents' graveyards to pay for memory costs (non-standard timing window + cross-phase payment flag)