Official rules guide

How to Play

Source. This guide is based on the official Comprehensive Rules. Rule references on this page point to the relevant clause.
Players
2
Decks
50 main + 10 soul
Starting life
10
Souls per turn
2 (max 10)
Opening hand
5 (1 mulligan)
Win
Opponent to 0 life, or out of cards

Rules guide

The play area

Each player controls one half of the mat. From the official video, the named zones are:

  • Deck: your shuffled 50-card main deck — a hidden zone whose card order is controlled, so you may only look or reorder when a rule or effect says so (CR 4.5.1-4.5.2, 6.1.1.1).
  • Soul Deck: your separate pile of 10 Soul cards, your resource economy.
  • Soul Area: where Souls you've drawn sit. You Rest (turn sideways) Souls here to pay costs.
  • Base: where Pals, Structures and Gear are deployed and used. A public zone; “Pal”, “Structure” or “Gear” with no zone named always means one here (CR 4.4.1-4.4.3).
  • Graveyard: a public zone, stacked face up and open to both players, for used cards — destroyed Pals, spent Events and damage-check cards (CR 4.7.1-4.7.2).
  • Flow of the Game: the printed phase track on the mat: Stand → Draw → Soul → Main → End.
The Palworld Official Card Game playmat showing the Soul Area, Base, Deck, Soul Deck, Graveyard and the Flow of the Game phase track
The official two-player mat. Each side has a Deck, Soul Deck, Soul Area, Base and Graveyard, plus the printed phase track. Frame from the official play-guide video.

Rules guide

Build your deck

Every legal deck is two separate piles:

  • Main Deck: exactly 50 cards. Pals, Structures, Gear, and Events.
  • Soul Deck: exactly 10 cards. Soul cards only, spent to deploy Pals and play other cards.

Construction limits:

  • Up to two colors from Red, Blue, Green, and Purple. Colorless cards may always be included.
  • 4 copies maximum of any one card name.
  • 8 Lucky Pals maximum in the 50-card main deck.
  • Both players start at 10 life; reduce your opponent to 0 to win.
“You may choose up to two colors from among Red, Blue, Green, and Purple to construct your deck. In addition to the colors you have chosen, construct a deck of 50 cards together with Colorless cards that can be used in any decks. You may only include up to 4 cards with the same card name.”
· Bushiroad press release, BP01/TD0102 preorder announcement

Rules guide

Set up the game

1
Place your decks
Shuffle your main deck and place it in your Deck zone (the video puts it on the right). Place your 10-card Soul Deck in the Soul Deck zone.
2
Decide who goes first
Randomly determine turn order (the video uses rock-paper-scissors); the winner chooses to go first.
3
Second player's soul bonus
The player going second takes 1 Soul from their Soul Deck and places it into their Soul Area at the start. They begin the game with one extra Soul to offset going second.
4
Draw your opening hand
Each player draws 5 cards from the top of their main deck.
5
Mulligan (once)
You may redraw your hand one time only. To mulligan, return your whole hand to the deck, shuffle, and draw 5 again. Then the first player's turn begins.

Rules guide

The turn: five phases

Every turn follows the “Flow of the Game” printed on the mat:

  1. Stand Phase. Stand all the cards in your base and soul area (CR 7.2.1). This phase is NOT skipped on turn 1 — it is where “at the beginning of turn”, “at the beginning of stand phase” and, on turn 1, “at the beginning of the game” triggers fire (CR 7.2.2).
  2. Draw Phase. Draw 1 card (CR 7.3.3).
  3. Soul Phase. Add souls from your soul deck to your soul area (CR 7.4.2). The number set at the start of a game is 2 (CR 7.4.2.1), and your soul upper limit starts at 10 (CR 6.1.2.1). If your soul deck holds fewer than that, move all of it (CR 7.4.2.2).
  4. Main Phase. You get a play timing and may take the main-phase actions: deploy, play Events, attack, activate abilities, Assign (CR 7.5.2).
  5. End Phase. The damage of all Pals and structures in ALL bases becomes 0 — your opponent's too, not just yours (CR 7.6.3) — and every “until end of turn” or “during turn” effect is invalidated (CR 7.6.4).
First turn exception: the player going first skips the Draw Phase and proceeds to the Soul Phase (CR 7.3.1). The Stand Phase is NOT skipped: it still happens and still fires its triggers, there is simply nothing rested to stand yet (CR 7.2).

Rules guide

Playing cards & paying with Souls

To play a Pal, Structure, Gear, or Event you pay its Cost, the number in the card's top-left corner. You pay by Resting that many Souls: paying a soul cost changes that many Souls in your soul area from standing to resting (CR 10.4.3). A cost that cannot be paid in full is not paid at all — you may never pay part of one (CR 10.4.2.2).

In the video the player pays Cost 2 by Resting two Souls to deploy a Pal to their Base.

  • Your Base holds a maximum of 5 Pals at any time.
  • A newly deployed Pal can act immediately, so it can attack the same turn it is played: “even if the Pal was deployed in your base this turn, it may perform an attack” (CR 9.2.2.3). It must be standing and not stopped from battling by an effect (CR 9.2.2.1-9.2.2.2).
A Pal deployed to the Base zone after Resting two Souls in the Soul Area to pay its cost
Deploying a Pal: Rest Souls equal to the Cost (top-left number), then place the Pal in your Base. Frame from the official play-guide video.

Rules guide

Attacking a player & the Damage Check

A Standing Pal can attack. When it does, it Rests. If it attacks the opposing player, it deals damage equal to its Strike value (the number on the lower-right of the card).

The attacked player then performs a Damage Check:

  1. Put the top card of your deck into your graveyard, one card at a time — this is a loop, not a single flip of N cards (CR 11.2.2.1).
  2. If any revealed card is a Lucky Pal (marked with the Lucky sparkle icon in its upper-right), the resolution ends immediately (CR 11.2.2.2): the damage is canceled and you lose no life at all. Any cards the check had not reached yet stay on top of your deck — a Lucky Pal on the first card of a 3-damage check mills only that one card.
  3. Otherwise the loop repeats until the cards milled equal the damage taken, and only then do you lose that much life (CR 11.2.2.3). If your deck empties first, the resolution also ends — but you still lose life equal to the FULL damage, not merely the number of cards you had left.
An attack being declared with Souls Rested in the Soul Area, before the defender performs a damage check
Attacking the opposing player. Strike determines both the damage dealt and how many cards the defender reveals. Frame from the official play-guide video.
Strike (bottom-right) is the attacker's value against a player. Power (bottom-left) is used in Pal-vs-Pal battles (see below). They are different numbers in different corners.

Rules guide

Pal battles & blocking

Instead of the player, an attacker may target an opposing Pal, but only a Pal that is in the Rested (sideways) state, or one of their Structures. Standing Pals cannot be chosen as an attack target (CR 9.2.3) — Assault is the ability that allows it (CR 12.15.2). A Standing Pal can still block, see below.

When a Pal attacks a Pal, a battle happens, using each Pal's Power (the number in the bottom-left corner of the card):

  • Both Pals deal damage equal to their Power to each other simultaneously.
  • Any Pal that takes damage equal to or greater than its Power is destroyed and sent to the Graveyard.
  • In the video, Power 300 vs Power 200: the 200 Pal is destroyed; the 300 Pal survives with 200 damage marked on it.
  • Damage resets at the End Phase, so surviving Pals are fully healed for the next turn.
Two Pals facing each other in a battle, each dealing its Power to the other
A Pal battle. Both Pals deal their Power to each other; a Pal destroyed if it takes damage ≥ its Power. Frame from the official play-guide video.

Blocking. A Standing Pal can block an incoming attack, whatever it was aimed at — your life, one of your Pals, or a Structure. In the block declaration step you may choose 1 standing Pal you control that isn't already the attack's target and isn't stopped from blocking by an effect (CR 9.4.2); it is Rested and becomes the attack's new target (CR 9.4.2.1), so the attacker and that blocker become each other's battle opponent (CR 9.4.3).

An Interrupt is not an alternative to blocking — it comes later. The block step leads into the quick step (CR 9.4.4), and an Interrupt is a Quick activated ability played there (CR 12.8.1, CR 9.5.2), so you may block AND then Interrupt in the same battle. Nullifying the attack jumps the battle straight to its end (CR 5.18.1).

Rules guide

Quick & interrupt

Some cards and abilities have the Quick keyword. When you are being attacked, you may play a Quick card at that moment. Precisely: in the quick step the non-turn player may play an event card from hand, or an active activated ability that can be played in that step, any number of times and in any order (CR 9.5.2, CR 9.5.2.1). The turn player cannot activate abilities during the quick step (CR 9.5.2.2).

The video demonstrates a Quick card with Interruptibility, played by either spending 1 Soul or discarding 1 card from your hand. A successful interrupt makes the opponent's attack fail: nullifying the attack moves the battle immediately to the end of battle step, so no damage and no battle follow (CR 5.18.1).

Rules guide

Structures & Assign

Structure cards (bases and machines) are played in a sideways landscape orientation. They cost Souls like any other card (Cost in the top-left). You may have any number of Structures in play — the Pal limit of 5 applies to Pals only (CR 4.4.5.2), and going over it sends the extra Pals to the graveyard by rule action (CR 4.4.5.1, CR 11.5). A Structure has a Durability value and is destroyed if it takes damage equal to or above it.

A Structure's ability is powered by Assigning a Pal to it: Rest one of your Pals and place it to work on the Structure. This triggers the Structure's on-Assign ability. In the video, assigning a Pal to a Structure lets the player draw a card.

A Structure card played in landscape orientation with a Pal Assigned to it
Structures sit in landscape orientation. Assign a Pal (Rest it) to trigger the Structure's ability. Frame from the official play-guide video.

Rules guide

Gear

Gear cards (tools and weapons) are played by paying their Cost, just like Pals. Many have an on-deploy ability that fires as they enter play. The video's Single-Shot Rifle deals 1000 damage to an opposing Pal, destroying a Pal with 700 Power.

Costs can also be reduced: a Structure's continuous ability in the video lowers Gear costs by 2, letting a Cost-4 Gear be played for 2.

A Gear card (Single-Shot Rifle) played to the field next to a Structure that reduces its cost
Gear is paid for like any card. On-deploy effects can damage Pals; Structures can reduce Gear costs. Frame from the official play-guide video.

Rules guide

Winning the game

  • Reduce your opponent's life from 10 to 0. Each unblocked, un-canceled point of attack damage costs 1 life.
  • You also win if your opponent decks out — a player with no cards left in their deck fulfils a losing condition (CR 1.2.1.2, CR 11.3.2). If all players lose at the same time the game is a draw (CR 1.2.2), and a player may concede at any time and immediately lose (CR 1.2.3).
A full board late in the demo game, the moment a Lucky Pal is revealed during a damage check and cancels the damage
Late in the official demo: a Lucky Pal revealed on the damage check cancels the incoming damage. Frame from the official play-guide video.

Reference

Rules guide

Card stats & keyword glossary

Card types

Pal Card
A creature with Power, Strike, Color and (optionally) work suitabilities. Attacks players, Pals or Structures, and can block.
Gear Card
Tools and weapons. Pay the Cost to play; often has on-deploy effects.
Structure Card
Bases and machines, played in landscape orientation. Powered by Assigning a Pal. Uses Durability in place of Power.
Soul Card
Resource cards in the 10-card Soul Deck. Rested to pay Cost.
Event Card
One-shot effects. Pay the Cost; the effect resolves; the card goes to the Graveyard. Some Events are Quick.

Card stats

Cost
Top-left number. The number of Souls you Rest to play the card.
Color
Red, Blue, Green, Purple, or Colorless. Must match your chosen deck colors (Colorless is universal).
Strike
Lower-right number. The damage a Pal deals when it attacks a player, and the number of cards the defender reveals on the damage check. Disclosed values: 1–4.
Power
Bottom-center number. Used in Pal-vs-Pal battles: both Pals deal their Power to each other, and a Pal is destroyed if it takes damage ≥ its Power. Damage clears at the End Phase. Values come in 100-point increments (e.g. 200 / 300 / 700).
Lucky (subtype)
A sparkle icon in the upper-right marks a “Lucky Pal.” If revealed during an opponent's damage check on you, it cancels the damage. Capped at 8 per main deck.
Durability (Structures)
Replaces Power on Structure cards; the Structure is destroyed when its Durability is exceeded.
Rarity
Base rarities RR, R, U, C. Trial Decks add a guaranteed parallel slot (TSR / TSP).

Ability & status keywords

AUTO
Automatic ability. Plays itself when the situation it names happens (commonly On Deploy or On Assign).
ACT
Activated ability. You choose to use it, paying its printed cost.
CONT
Continuous ability. Always active while in play (e.g. a Structure reducing Gear cost).
Quick
Timing keyword. Can be played/activated while you are being attacked, not just on your own turn.
Stand / Rest
Standing = upright and ready; Rest = turned sideways and spent. Pals Rest to attack, Assign or block; Souls Rest to pay Cost. Rested cards Stand again in your next Stand Phase.
Assign
Resting one of your Pals to “work” a Structure, triggering its on-Assign ability.

Keywords and card abilities

Ability markers

Timing

Combat

Stats & bonuses

Lucky

Rule 11.2.2.2

A Lucky Pal turned over during a Damage Check ends that resolution — no life is lost.

No revealed example card is available yet.

Costs & actions

Rules guide

Work suitability

Pal cards carry work-suitability tags, and many Structure cards are powered by Assigning a Pal whose tag matches. The released cards (TD / BP01) use these tags:

  • Harvesting
  • Crafting
  • Collecting
  • Transporting
  • Kindling
  • Cooling
  • Farming
  • Electricity
Spotted an error? This guide follows Bushiroad's official Comprehensive Rules, reproduced in full further down this page and cited clause by clause throughout. Screenshots come from the official tutorial videos, which use prototype cards that may differ from the final product. If something here contradicts an official source, the official source wins. Let us know via the Discord and we'll fix it.

Every card, rule by rule

All 138 cards the simulator implements, each with its printed text and the comprehensive-rule clauses that govern it. Generated from the same ability data the engine runs, so it cannot drift from how the card actually behaves. Tap a rule number to jump to it.

Jormuntide Ignis – Savage Lava DragonACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.

ACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.

Rules5.2.110.1.1.110.4

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Jormuntide Ignis – Savage Lava DragonACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.

ACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.

Rules5.2.110.1.1.110.4

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Suzaku – Hellfire WingsCONT When your red card would deal Damage other than battle damage to a Pal, deal +200 Damage instead (Strengthens this card's ability too). AUTO OnDeploy Choose up to 1 Pal, and deal 700 Damage.

CONT When your red card would deal Damage other than battle damage to a Pal, deal +200 Damage instead (Strengthens this card's ability too). AUTO OnDeploy Choose up to 1 Pal, and deal 700 Damage.

Rules5.1510.1.1.311.412.3

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Gobfin Ignis – Blazing HotheadCONT All of your other red Pals get Power +300.

CONT All of your other red Pals get Power +300.

Rules10.1.1.3

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Bushi – Ephemeral BladeAUTO At the end of the battle this card attacked, you may return this card to hand. ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

AUTO At the end of the battle this card attacked, you may return this card to hand. ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules5.169.59.712.8

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Reptyro – Ore GorgerAUTO OnDeploy Get 3 Material. ACT 1/Turn [Consume 3 Material ] Look at the top 5 cards of your deck, choose up to 1 ◇8 or less gear from among them and deploy it, and shuffle the rest of the cards with the deck.

AUTO OnDeploy Get 3 Material. ACT 1/Turn [Consume 3 Material ] Look at the top 5 cards of your deck, choose up to 1 ◇8 or less gear from among them and deploy it, and shuffle the rest of the cards with the deck.

Rules4.55.135.1510.1.1.110.412.3

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Foxparks – Light of CourageAUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)

AUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)

Rules7.6.49.312.4

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Kitsun – Wyrmbane FangsAUTO OnDeploy Choose up to 1 ◇7 or greater Pal, and deal 1200 Damage.

AUTO OnDeploy Choose up to 1 ◇7 or greater Pal, and deal 1200 Damage.

Rules5.1511.412.3

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Sparkit – Hazardous ContactAUTO OnDeploy Choose up to 1 Pal in the stand state, and deal 500 Damage.

AUTO OnDeploy Choose up to 1 Pal in the stand state, and deal 500 Damage.

Rules5.1511.412.3

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Univolt – Valiant ThunderclapAUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)

AUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)

Rules7.6.49.312.4

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Ragnahawk – Emberwing StrikerAUTO OnAttack Choose all of your red Pals, and they get Power +500/Strike +1 until end of turn.

AUTO OnAttack Choose all of your red Pals, and they get Power +500/Strike +1 until end of turn.

Rules7.6.49.312.4

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Rooby – Brave SparksAUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

Rules5.147.6.412.5

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Flambelle – Scorching TearsAUTO OnDeploy Get 2 Material.

AUTO OnDeploy Get 2 Material.

Rules5.135.1512.3

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Blazehowl – Hellflame DefenderACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Mounted Machine GunACT 1/Turn [Consume X Material, assign 1 Pal] Perform 〈Choose 1 Pal, and deal 500 Damage. 〉 X times.

ACT 1/Turn [Consume X Material, assign 1 Pal] Perform 〈Choose 1 Pal, and deal 500 Damage. 〉 X times.

Rules10.1.1.110.410.4.211.4

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Primitive FurnaceACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. ACT 1/Turn [Consume X Material ] Reduce the cost of playing your next gear from hand by X until end of turn. It does not become ◇0 or less from this ability.

ACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. ACT 1/Turn [Consume X Material ] Reduce the cost of playing your next gear from hand by X until end of turn. It does not become ◇0 or less from this ability.

Rules5.75.1310.1.1.110.410.4.210.4.3

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Flame CauldronCONT All of your red Pals get Power +200. AUTO When your red Pal is deployed, get 1 Material.

CONT All of your red Pals get Power +200. AUTO When your red Pal is deployed, get 1 Material.

Rules5.1510.1.1.3

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Alarm BellACT 1/Turn [①, assign 1 Pal] Stand all Pals assigned this turn. Until end of turn, your Pals cannot be assigned, and must attack as much as possible (Includes Pals deployed after activating this ability).

ACT 1/Turn [①, assign 1 Pal] Stand all Pals assigned this turn. Until end of turn, your Pals cannot be assigned, and must attack as much as possible (Includes Pals deployed after activating this ability).

Rules5.2.15.1710.1.1.110.4

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Foxparks' HarnessACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Foxparks》, it gets the skill in 〈〉 until end of turn. 〈AUTO OnAttack Choose up to 1 Pal, and deal 700 Damage 〉.

ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Foxparks》, it gets the skill in 〈〉 until end of turn. 〈AUTO OnAttack Choose up to 1 Pal, and deal 700 Damage 〉.

Rules7.6.410.1.1.110.410.6.3

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Pump-Action ShotgunAUTO OnDeploy Choose all of your opponent's Pals, and deal 1200 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

AUTO OnDeploy Choose all of your opponent's Pals, and deal 1200 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

Rules5.157.6.410.1.1.110.411.412.3

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Makeshift HandgunAUTO OnDeploy Choose up to 1 Pal, and deal 500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

AUTO OnDeploy Choose up to 1 Pal, and deal 500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

Rules5.157.6.410.1.1.110.411.412.3

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Stone PickaxeACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Material.

ACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Material.

Rules5.137.6.410.1.1.110.4

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Axel's StrategyChoose 1 of the following: ・Choose 1 Pal, and deal 1500 Damage. ・Choose up to X Pals, and stand them. X is equal to your number of gears. ・Choose all of your opponent's ◇5 or greater Pals, and they cannot block until end of turn.

Choose 1 of the following: ・Choose 1 Pal, and deal 1500 Damage. ・Choose up to X Pals, and stand them. X is equal to your number of gears. ・Choose all of your opponent's ◇5 or greater Pals, and they cannot block until end of turn.

Rules5.2.15.159.410.6.311.412.3

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Treasure Chest Found!Look at the top 5 cards of your deck, choose up to 1 red structure or red gear from among them and add it to hand, and shuffle the rest of the cards with the deck. If you chose 0 cards, get 3 Material.

Look at the top 5 cards of your deck, choose up to 1 red structure or red gear from among them and add it to hand, and shuffle the rest of the cards with the deck. If you chose 0 cards, get 3 Material.

Rules4.55.1512.3

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Chillet – Dragon WhispererAUTO OnDeploy Reveal the top card of your deck, and if it is a ◇8 or less Dragon Pal, you may deploy it. If you did not deploy it, add it to hand.

AUTO OnDeploy Reveal the top card of your deck, and if it is a ◇8 or less Dragon Pal, you may deploy it. If you did not deploy it, add it to hand.

Rules4.55.1512.3

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Relaxaurus – Hungry GunnerAUTO OnDeploy Choose up to 1 ◇6 or less Pal, and rest it. While this card is in the base, that card does not stand.

AUTO OnDeploy Choose up to 1 ◇6 or less Pal, and rest it. While this card is in the base, that card does not stand.

Rules5.2.15.157.210.6.312.3

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Jormuntide – Surging Sea SerpentAUTO OnDeploy Draw 1 card, choose up to 1 ◇7 or less Pal, and rest it. That card does not stand during your opponent's next stand phase.

AUTO OnDeploy Draw 1 card, choose up to 1 ◇7 or less Pal, and rest it. That card does not stand during your opponent's next stand phase.

Rules5.2.15.75.157.210.6.312.3

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Pengullet – Yearning for the SkyAUTO When this card is put into the graveyard, draw 1 card.

AUTO When this card is put into the graveyard, draw 1 card.

Rules5.710.5.311.4

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Azurobe – Water Dragon WaltzAUTO OnDeploy Draw 1 card, choose up to 1 Pal, and rest it.

AUTO OnDeploy Draw 1 card, choose up to 1 Pal, and rest it.

Rules5.2.15.75.1512.3

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Reptyro Cryst – Glacial DevourerAUTO OnDeploy Draw 1 card. ACT 1/Turn [Discard 1 card from hand] Look at the top 5 cards of your deck, choose up to 2 ◇6 or less structures from among them and deploy them, and shuffle the rest of the cards with the deck.

AUTO OnDeploy Draw 1 card. ACT 1/Turn [Discard 1 card from hand] Look at the top 5 cards of your deck, choose up to 2 ◇6 or less structures from among them and deploy them, and shuffle the rest of the cards with the deck.

Rules4.55.75.1510.1.1.110.412.3

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Penking – Mighty Warrior of the DeepCONT All of your main name 《Pengullet》 Pals get Power +700.

CONT All of your main name 《Pengullet》 Pals get Power +700.

Rules10.1.1.3

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Fuack – Manic Wave RipperAUTO When this card is attacked, this card gets Power +300 until end of turn.

AUTO When this card is attacked, this card gets Power +300 until end of turn.

Rules7.6.49.3

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Wumpo – Frostpeak SentinelCONT If this card is in the rest state, all of your opponent's Pals get Strike -1.

CONT If this card is in the rest state, all of your opponent's Pals get Strike -1.

Rules10.1.1.3

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Teafant – Fountain of CheerAUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

Rules5.147.6.412.5

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Mau Cryst – Harbinger of RichesAUTO When this card is assigned to a 「Farming」 structure, draw 1 card.

AUTO When this card is assigned to a 「Farming」 structure, draw 1 card.

Rules5.75.1412.5

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Celaray – Loop De LoopAUTO OnAttack Draw 1 card, choose 1 card from your hand, and discard it.

AUTO OnAttack Draw 1 card, choose 1 card from your hand, and discard it.

Rules5.75.109.312.4

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Cryolinx – Arctic OrdealACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Antique CurtainAUTO OnDeploy Choose up to X of your opponent's Pals, and return them to hand. X is equal to the number of different card names among your structures with 《Antique》 in their card names (For example, if the current state has 4 《Antique Mirror》, and 《Antique Curtain》 is deployed, return up to 2 cards).

AUTO OnDeploy Choose up to X of your opponent's Pals, and return them to hand. X is equal to the number of different card names among your structures with 《Antique》 in their card names (For example, if the current state has 4 《Antique Mirror》, and 《Antique Curtain》 is deployed, return up to 2 cards).

Rules4.65.1512.3

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Antique DresserACT 1/Turn [Discard 1 card from hand] Declare 1 card name. Choose all of your cards, and they get that declared card name in addition until end of turn. ACT 1/Turn [Discard X cards from hand] Choose X of your Pals, and they get Power +1000/Strike +1 until end of turn.

ACT 1/Turn [Discard 1 card from hand] Declare 1 card name. Choose all of your cards, and they get that declared card name in addition until end of turn. ACT 1/Turn [Discard X cards from hand] Choose X of your Pals, and they get Power +1000/Strike +1 until end of turn.

Rules5.105.207.6.410.1.1.110.410.4.2

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Hot SpringACT 1/Turn [Assign 1 Pal] Choose up to 2 ◇6 or less Pals, and rest them. Those cards do not stand during your opponent's next stand phase.

ACT 1/Turn [Assign 1 Pal] Choose up to 2 ◇6 or less Pals, and rest them. Those cards do not stand during your opponent's next stand phase.

Rules5.2.110.1.1.110.4

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Antique MirrorAUTO OnDeploy Draw 1 card.

AUTO OnDeploy Draw 1 card.

Rules5.75.1512.3

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Sphere WorkbenchACT 1/Turn [Assign 1 Pal] Draw 2 cards, choose 1 card from your hand, and discard it.

ACT 1/Turn [Assign 1 Pal] Draw 2 cards, choose 1 card from your hand, and discard it.

Rules5.75.1010.1.1.110.4

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Pengullet Rocket LauncherACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Pengullet》, instead it gets Power +500 and the skill in 〈〉 until end of turn. 〈ACT [Rest this card] Choose all of your opponent's Pals, and they get X Damage. X is equal to this card's Power. Put this card into the graveyard〉.

ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Pengullet》, instead it gets Power +500 and the skill in 〈〉 until end of turn. 〈ACT [Rest this card] Choose all of your opponent's Pals, and they get X Damage. X is equal to this card's Power. Put this card into the graveyard〉.

Rules7.6.410.1.1.110.4

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Grappling GunACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈AUTO Vigilance (At the end of your turn, stand this card)〉.

ACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈AUTO Vigilance (At the end of your turn, stand this card)〉.

Rules7.6.410.1.1.110.410.6.3

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Victor's StrategyChoose 1 of the following: ・Look at the top 5 cards of your deck, choose 1 card from among them and add it to hand, and shuffle the rest of the cards with the deck. ・Choose 1 Pal, and return it to hand. ・Draw X cards. X is equal to the number of your structures.

Choose 1 of the following: ・Look at the top 5 cards of your deck, choose 1 card from among them and add it to hand, and shuffle the rest of the cards with the deck. ・Choose 1 Pal, and return it to hand. ・Draw X cards. X is equal to the number of your structures.

Rules4.54.65.75.1510.6.311.3.212.3

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Pal SphereDraw 3 cards.

Draw 3 cards.

Rules5.75.1512.3

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Aurora GuideQuick Draw 1 card, choose up to 1 card from your hand, and put it on the top of the deck.

Quick Draw 1 card, choose up to 1 card from your hand, and put it on the top of the deck.

Rules4.55.75.1512.212.3

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Lyleen – Blessing of the GoddessAUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.

AUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.

Rules4.55.135.1510.1.1.110.412.3

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Lyleen – Blessing of the GoddessAUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.

AUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.

Rules4.55.135.1510.1.1.110.412.3

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Digtoise – Seismic DrillbackCONT If you have 10 or more souls, this card gets Power +1000/Strike +1. ACT 1/Turn [Consume 2 Ingredient ] Until end of turn, this card gets Power +500, and the skill in 〈〉. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.

CONT If you have 10 or more souls, this card gets Power +1000/Strike +1. ACT 1/Turn [Consume 2 Ingredient ] Until end of turn, this card gets Power +500, and the skill in 〈〉. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.

Rules5.197.6.410.1.1.110.310.4

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Petallia – Sweet BlessingsAUTO OnDeploy Gain 1 life, choose 2 souls, and stand them.

AUTO OnDeploy Gain 1 life, choose 2 souls, and stand them.

Rules3.24.35.2.15.1512.3

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Rushoar – Reckless DestructionAUTO When this card attacks a structure, this card gets Power +800 until end of turn.

AUTO When this card attacks a structure, this card gets Power +800 until end of turn.

Rules7.6.49.312.4

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Elizabee – Queen of the Flower GardenCONT This card gets Power +300 for each of your main name 《Beegarde》 Pals. ACT [Consume 1 Ingredient ] Look at the top card of your deck, and if that is a main name 《Beegarde》 Pal, you may play it with its cost reduced by 2. It does not become ◇0 or less from this ability.

CONT This card gets Power +300 for each of your main name 《Beegarde》 Pals. ACT [Consume 1 Ingredient ] Look at the top card of your deck, and if that is a main name 《Beegarde》 Pal, you may play it with its cost reduced by 2. It does not become ◇0 or less from this ability.

Rules4.55.2010.1.1.110.1.1.310.4

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Warsect – Iron FortressCONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)

CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)

Rules9.312.10

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Vaelet – Bewitching BlossomACT 1/Turn [Discard 1 card from hand] If you assigned this card this turn, stand this card.

ACT 1/Turn [Discard 1 card from hand] If you assigned this card this turn, stand this card.

Rules5.2.110.1.1.110.4

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Dumud – Mellow BountyAUTO OnDeploy Get 2 Ingredient. AUTO When this card is assigned to a 「Farming」 structure, increase your soul by 1 card in the rest state.

AUTO OnDeploy Get 2 Ingredient. AUTO When this card is assigned to a 「Farming」 structure, increase your soul by 1 card in the rest state.

Rules4.35.45.135.145.1512.312.5

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Gumoss – Curious SproutAUTO OnDeploy This card gets Power +300 and the skill in 〈〉 until end of turn. 〈CONT Assault (This card can attack Pals in the stand state)〉.

AUTO OnDeploy This card gets Power +300 and the skill in 〈〉 until end of turn. 〈CONT Assault (This card can attack Pals in the stand state)〉.

Rules5.155.197.6.412.3

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Digtoise – Keen NeedlebackACT 1/Turn [Consume 2 Ingredient ] This card gets Power +500 and the skill in 〈〉 until end of turn. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.

ACT 1/Turn [Consume 2 Ingredient ] This card gets Power +500 and the skill in 〈〉 until end of turn. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.

Rules5.197.6.410.1.1.110.4

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Tanzee – Cheerful WorkerAUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)

Rules5.147.6.412.5

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Beegarde – Knight of the Flower GardenCONT You may put any number of cards with the same card name as this card into your deck. AUTO OnDeploy Get 1 Ingredient. If you have a 「Farming」 structure, this card gets Power +500 until end of turn.

CONT You may put any number of cards with the same card name as this card into your deck. AUTO OnDeploy Get 1 Ingredient. If you have a 「Farming」 structure, this card gets Power +500 until end of turn.

Rules5.135.157.6.412.3

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Wumpo Botan – Tropical SentinelACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Breeding FarmACT 1/Turn [Consume 2 Ingredient ] Reveal the top card of your deck, add it to hand if it is a ◇8 or less Pal, otherwise put it into the graveyard. ACT 1/Turn [Consume 2 Ingredient, assign 2 Pals] Choose 1 ◇8 or less Pal from hand, and deploy it.

ACT 1/Turn [Consume 2 Ingredient ] Reveal the top card of your deck, add it to hand if it is a ◇8 or less Pal, otherwise put it into the graveyard. ACT 1/Turn [Consume 2 Ingredient, assign 2 Pals] Choose 1 ◇8 or less Pal from hand, and deploy it.

Rules4.4.54.55.1510.1.1.110.4

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Cola Vending MachineACT 1/Turn [Consume X Ingredient, assign 1 Pal] Choose 1 soul, and stand it. Then, choose up to 3 times of X number of souls, and stand them.

ACT 1/Turn [Consume X Ingredient, assign 1 Pal] Choose 1 soul, and stand it. Then, choose up to 3 times of X number of souls, and stand them.

Rules4.35.2.110.1.1.110.410.4.2

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Feed BoxACT 1/Turn [Consume 1 Ingredient ] Increase your soul by 1 card in the rest state. If there were 10 or more souls before increasing, choose 2 souls, and stand them.

ACT 1/Turn [Consume 1 Ingredient ] Increase your soul by 1 card in the rest state. If there were 10 or more souls before increasing, choose 2 souls, and stand them.

Rules4.35.410.1.1.110.4

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RanchACT 1/Turn [Assign 1 Pal] Get either 3 Material or 3 Ingredient, and draw 1 card.

ACT 1/Turn [Assign 1 Pal] Get either 3 Material or 3 Ingredient, and draw 1 card.

Rules5.75.1310.1.1.110.410.6.3

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No Pals Beyond SignACT 1/Turn [Assign 1 Pal] The Pal assigned to this card gets the skill in 〈〉 until the end of the opponent's next turn. 〈CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)〉.

ACT 1/Turn [Assign 1 Pal] The Pal assigned to this card gets the skill in 〈〉 until the end of the opponent's next turn. 〈CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)〉.

Rules5.175.1910.1.1.110.4

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Digtoise's HeadbandACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Digtoise》, get either 2 Material or 2 Ingredient.

ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Digtoise》, get either 2 Material or 2 Ingredient.

Rules5.137.6.410.1.1.110.410.6.3

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Farming HatACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Ingredient.

ACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Ingredient.

Rules5.137.6.410.1.1.110.4

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Lily's StrategyChoose 1 of the following: ・Choose all of your Pals, and they get Power +1000 until end of turn. ・Choose 1 structure or gear, and put it into the graveyard. ・Increase your soul by 1 card in the rest state.

Choose 1 of the following: ・Choose all of your Pals, and they get Power +1000 until end of turn. ・Choose 1 structure or gear, and put it into the graveyard. ・Increase your soul by 1 card in the rest state.

Rules4.35.45.157.6.410.6.311.412.3

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Found an Egg!Look at the top 5 cards of your deck, choose up to 1 Pal from among them and add it to hand, and shuffle the rest of the cards with the deck. If you choose 0 cards, get 3 Ingredient.

Look at the top 5 cards of your deck, choose up to 1 Pal from among them and add it to hand, and shuffle the rest of the cards with the deck. If you choose 0 cards, get 3 Ingredient.

Rules4.55.1512.3

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Blessing of the Flower SpiritGain 1 life, and draw 1 card.

Gain 1 life, and draw 1 card.

Rules3.25.75.1512.3

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Helzephyr – Wings of the Moonless NightCONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.

CONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.

Rules5.1510.5.312.13

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Helzephyr – Wings of the Moonless NightCONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.

CONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.

Rules5.1510.5.312.13

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Shadowbeak – Seed of DespairCONT While this card is in the rest state, it is night. CONT If it is night, your Pal's AUTO activates twice. AUTO At the end of your turn, choose up to 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, your opponent chooses 1 of their Pals, and puts it into the graveyard.

CONT While this card is in the rest state, it is night. CONT If it is night, your Pal's AUTO activates twice. AUTO At the end of your turn, choose up to 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, your opponent chooses 1 of their Pals, and puts it into the graveyard.

Rules5.35.165.217.610.5.3

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Katress – Abyssal SorcererACT 1/Turn [Butcher 1 other Pal] This card gets Power +1000/Strike +1 until end of turn. AUTO When your Pal is butchered, choose up to 1 cost X normal Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the butchered Pal -1.

ACT 1/Turn [Butcher 1 other Pal] This card gets Power +1000/Strike +1 until end of turn. AUTO When your Pal is butchered, choose up to 1 cost X normal Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the butchered Pal -1.

Rules5.167.6.410.1.1.110.410.5.3

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Tombat – Out of Nowhere!?AUTO OnDeploy Reveal the top 3 cards of your deck, choose up to 1 Pal from among them and add it to hand, and put the remaining cards into the graveyard.

AUTO OnDeploy Reveal the top 3 cards of your deck, choose up to 1 Pal from among them and add it to hand, and put the remaining cards into the graveyard.

Rules4.55.1512.3

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Pyrin Noct – Steed of Azure FlamesCONT Nocturnal (If it is night, this card gets Power +300) ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

CONT Nocturnal (If it is night, this card gets Power +300) ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.812.13

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Lyleen Noct – Providence of the GoddessACT [Rest this card, discard 1 card from hand] Choose 1 ◇6 or less Pal from your graveyard, and deploy it in the rest state.

ACT [Rest this card, discard 1 card from hand] Choose 1 ◇6 or less Pal from your graveyard, and deploy it in the rest state.

Rules4.55.1510.1.1.110.4

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Depresso – Late Night HustlerCONT Nocturnal (If it is night, this card gets Power +300) CONT Nocturnal (If it is night, this card gets Power +300)

CONT Nocturnal (If it is night, this card gets Power +300) CONT Nocturnal (If it is night, this card gets Power +300)

Rules12.13

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Daedream – First SlumberCONT Nocturnal (If it is night, this card gets Power +300)

CONT Nocturnal (If it is night, this card gets Power +300)

Rules12.13

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Lovander – HeartstealerAUTO OnAttack You may discard 1 card from hand. If you discarded this way, gain 1 life.

AUTO OnAttack You may discard 1 card from hand. If you discarded this way, gain 1 life.

Rules3.25.109.310.6.312.4

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Daedream – Deep SlumberCONT Nocturnal (If it is night, this card gets Power +300)

CONT Nocturnal (If it is night, this card gets Power +300)

Rules12.13

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Vanwyrm – Marauder of the SkiesAUTO OnDeploy Choose up to 1 Pal, and it gets Power -300 until end of turn (It is not put into the graveyard even if Power becomes 0 or less).

AUTO OnDeploy Choose up to 1 Pal, and it gets Power -300 until end of turn (It is not put into the graveyard even if Power becomes 0 or less).

Rules5.157.6.412.3

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Menasting – Darkness-Dwelling ScorpionAUTO Retaliate (When this card is put into the graveyard during battle, put the opposing combat Pal into the graveyard) AUTO When this card is put into the graveyard, choose up to 1 normal Pal from your graveyard, and return it to hand.

AUTO Retaliate (When this card is put into the graveyard during battle, put the opposing combat Pal into the graveyard) AUTO When this card is put into the graveyard, choose up to 1 normal Pal from your graveyard, and return it to hand.

Rules4.510.5.311.412.12

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Maraith – Twilight MessengerCONT While this card is in the rest state, it is night. CONT If it is night, all of your opponent's Pals get Power -200 (It is not put into the graveyard even if Power becomes 0 or less).

CONT While this card is in the rest state, it is night. CONT If it is night, all of your opponent's Pals get Power -200 (It is not put into the graveyard even if Power becomes 0 or less).

Rules5.3

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Loupmoon – Glinting MoonlightAUTO OnDeploy If it is night, choose up to 1 ◇6 or less Pal in the stand state, and put it into the graveyard.

AUTO OnDeploy If it is night, choose up to 1 ◇6 or less Pal in the stand state, and put it into the graveyard.

Rules5.1511.412.3

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LampACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. CONT All of your Pals get the skill in 〈 〉. 〈CONT Nocturnal (If it is night, this card gets Power +300)〉.

ACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. CONT All of your Pals get the skill in 〈 〉. 〈CONT Nocturnal (If it is night, this card gets Power +300)〉.

Rules5.35.1010.1.1.110.1.1.310.411.3.2

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Shoddy BedACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. AUTO At the end of your turn, if you have a 〈Nocturnal〉 Pal in the rest state, draw 1 card.

ACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. AUTO At the end of your turn, if you have a 〈Nocturnal〉 Pal in the rest state, draw 1 card.

Rules5.35.75.107.610.1.1.110.411.3.2

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Medieval Medicine WorkbenchACT 1/Turn [③, assign 1 Pal] Choose 1 cost X or less Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the assigned Pal +2.

ACT 1/Turn [③, assign 1 Pal] Choose 1 cost X or less Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the assigned Pal +2.

Rules4.55.1510.1.1.110.4

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Wooden WallCONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) AUTO When this card is put into the graveyard, draw 1 card.

CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) AUTO When this card is put into the graveyard, draw 1 card.

Rules5.79.310.5.311.412.10

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Viewing CageACT 1/Turn [Assign 1 Pal] Exile the assigned Pal. Choose 1 cost X or less Pal, and exile it. X is equal to the cost of the assigned Pal +2. AUTO When this card leaves the base, return all Pals exiled by this card to the owner's hand.

ACT 1/Turn [Assign 1 Pal] Exile the assigned Pal. Choose 1 cost X or less Pal, and exile it. X is equal to the cost of the assigned Pal +2. AUTO When this card leaves the base, return all Pals exiled by this card to the owner's hand.

Rules5.55.1710.1.1.110.4

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Meat CleaverACT [Rest this card, butcher 1 Pal] Reveal the top 3 cards of your deck, choose 1 card from among them and add it to hand, and put the remaining cards into the graveyard.

ACT [Rest this card, butcher 1 Pal] Reveal the top 3 cards of your deck, choose 1 card from among them and add it to hand, and put the remaining cards into the graveyard.

Rules4.510.1.1.110.4

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Daedream's NecklaceAUTO OnDeploy Choose up to 1 main name 《Daedream》 Pal from your hand, and deploy it. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. It becomes night until the end of the opponent's next turn.

AUTO OnDeploy Choose up to 1 main name 《Daedream》 Pal from your hand, and deploy it. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. It becomes night until the end of the opponent's next turn.

Rules4.4.55.35.157.6.410.1.1.110.412.3

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Zoe's StrategyChoose 1 of the following: ・Choose up to 5 of your opponent's Material and/or Ingredient in total, and your opponent loses them. ・Choose up to 1 Pal from your graveyard, and return it to hand. Your opponent chooses 1 card from their hand, and discards it. ・Choose 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, choose 1 of your opponent's Pals, and put it into the graveyard.

Choose 1 of the following: ・Choose up to 5 of your opponent's Material and/or Ingredient in total, and your opponent loses them. ・Choose up to 1 Pal from your graveyard, and return it to hand. Your opponent chooses 1 card from their hand, and discards it. ・Choose 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, choose 1 of your opponent's Pals, and put it into the graveyard.

Rules4.55.105.135.155.1610.6.311.412.3

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Dark CannonQuick Choose 1 ◇5 or less Pal, and put it into the graveyard.

Quick Choose 1 ◇5 or less Pal, and put it into the graveyard.

Rules5.1511.412.212.3

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Black MarketeerChoose up to 2 Pals without 〈Interrupt〉 from your graveyard, and return them to hand. It becomes night until the end of the opponent's next turn.

Choose up to 2 Pals without 〈Interrupt〉 from your graveyard, and return them to hand. It becomes night until the end of the opponent's next turn.

Rules4.55.35.1512.3

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Elphidran – Gentle RadianceAUTO OnAttack You may reveal 1 card from your hand. If you revealed a Dragon Pal this way, this card gets Power +500 until end of turn.

AUTO OnAttack You may reveal 1 card from your hand. If you revealed a Dragon Pal this way, this card gets Power +500 until end of turn.

Rules4.67.6.49.312.4

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The Adventure BeginsIf you have not played any other cards during this game, draw 2 cards. If you have 3 or more Pals with 《My First》 in their different card names, choose all of your Pals, and they get Power +1000/Strike +5 until end of turn.

If you have not played any other cards during this game, draw 2 cards. If you have 3 or more Pals with 《My First》 in their different card names, choose all of your Pals, and they get Power +1000/Strike +5 until end of turn.

Rules5.75.157.6.412.3

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Grizzbolt – Rumbling TankCONT Assault (This card can attack Pals in the stand state)

CONT Assault (This card can attack Pals in the stand state)

Rules9.212.15

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Foxparks – A Toasty HugACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Arsox – Burning SpoilsAUTO OnDeploy Get 2 Material.

AUTO OnDeploy Get 2 Material.

Rules5.135.1512.3

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Mossanda Lux – Vanguard CaptainACT [Consume 2 Material ] This card gets Power +500 until end of turn.

ACT [Consume 2 Material ] This card gets Power +500 until end of turn.

Rules7.6.410.1.1.110.4

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Blazamut – Molten SovereignAUTO OnDeploy Choose up to 1 Pal, and deal 1000 Damage.

AUTO OnDeploy Choose up to 1 Pal, and deal 1000 Damage.

Rules5.1511.412.3

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Stone PitACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. (You can rest your standing Pal to assign it)

ACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. (You can rest your standing Pal to assign it)

Rules5.75.1310.1.1.110.4

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Weapon WorkbenchACT 1/Turn [Consume 1 Material, assign 1 Pal] Choose up to 1 Pal, and deal 800 Damage. Choose all of your Pals, and they get Strike +1 until end of turn. (You can rest your standing Pal to assign it)

ACT 1/Turn [Consume 1 Material, assign 1 Pal] Choose up to 1 Pal, and deal 800 Damage. Choose all of your Pals, and they get Strike +1 until end of turn. (You can rest your standing Pal to assign it)

Rules7.6.410.1.1.110.411.4

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Single-Shot RifleAUTO OnDeploy Choose up to 1 Pal, and deal 1500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

AUTO OnDeploy Choose up to 1 Pal, and deal 1500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

Rules5.157.6.410.1.1.110.411.412.3

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Ignis BreathQuick Choose 1 Pal, and deal 500 Damage.

Quick Choose 1 Pal, and deal 500 Damage.

Rules5.1511.412.212.3

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Elphidran Aqua – Gentle RipplesAUTO OnDeploy Draw 2 cards, choose 1 card from your hand, and put it on the top of the deck.

AUTO OnDeploy Draw 2 cards, choose 1 card from your hand, and put it on the top of the deck.

Rules4.55.75.1512.3

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Hangyu Cryst – Frigid WandererAUTO OnDeploy Choose up to 1 ◇3 or less Pal, and rest it.

AUTO OnDeploy Choose up to 1 ◇3 or less Pal, and rest it.

Rules5.2.15.1512.3

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Reindrix – Icy GazeACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Suzaku Aqua – Way of the CurrentAUTO Vigilance (At the end of your turn, stand this card)

AUTO Vigilance (At the end of your turn, stand this card)

Rules7.612.9

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Mammorest Cryst – Roar of the TundraCONT This card gets Power +200 for each of your structures. ACT [Discard 1 structure from hand] This card gets Strike +1 until end of turn.

CONT This card gets Power +200 for each of your structures. ACT [Discard 1 structure from hand] This card gets Strike +1 until end of turn.

Rules7.6.410.1.1.110.1.1.310.4

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Antique Wooden ChairAUTO OnDeploy Choose up to 1 Pal, and it gets Power +1000 until end of turn.

AUTO OnDeploy Choose up to 1 Pal, and it gets Power +1000 until end of turn.

Rules5.157.6.412.3

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Primitive WorkbenchACT 1/Turn [Assign 1 Pal] Reveal the top card of your deck, if it is a ◇6 or less structure or gear, you may deploy it. If you did not deploy it, add it to hand. (You can rest your standing Pal to assign it)

ACT 1/Turn [Assign 1 Pal] Reveal the top card of your deck, if it is a ◇6 or less structure or gear, you may deploy it. If you did not deploy it, add it to hand. (You can rest your standing Pal to assign it)

Rules4.55.1510.1.1.110.4

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Single-Shot Sphere LauncherAUTO OnDeploy Draw 1 card. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

AUTO OnDeploy Draw 1 card. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.

Rules5.75.157.6.410.1.1.110.412.3

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Crystal BreathQuick Choose 1 Pal, and it gets Strike -3 until end of turn. That card does not stand during your opponent's next stand phase.

Quick Choose 1 Pal, and it gets Strike -3 until end of turn. That card does not stand during your opponent's next stand phase.

Rules5.157.27.6.410.6.312.212.3

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Lamball – My First PalCONT This card cannot be attacked by ◇4 or greater Pals.

CONT This card cannot be attacked by ◇4 or greater Pals.

Rules9.3

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Ribbuny – Little PrincessAUTO When this card is put into the graveyard, get 1 Material.

AUTO When this card is put into the graveyard, get 1 Material.

Rules5.1310.5.311.4

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Flopie – Snack LoverAUTO OnDeploy Get 2 Ingredient.

AUTO OnDeploy Get 2 Ingredient.

Rules5.135.1512.3

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Dinossom – Radiant FragranceACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Eikthyrdeer Terra – Guardian of NatureCONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) ACT [Consume 2 Ingredient ] This card gets Power +500 until end of turn.

CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) ACT [Consume 2 Ingredient ] This card gets Power +500 until end of turn.

Rules7.6.49.310.1.1.110.412.10

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Broncherry – Brimming AdorationCONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)

CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)

Rules9.312.10

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Mammorest – Roar of the WildsAUTO When this card is put into the graveyard, get 3 Ingredient.

AUTO When this card is put into the graveyard, get 3 Ingredient.

Rules5.1310.5.311.4

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Berry PlantationACT 1/Turn [Assign 1 Pal] Get 3 Ingredient, and draw 1 card. (You can rest your standing Pal to assign it)

ACT 1/Turn [Assign 1 Pal] Get 3 Ingredient, and draw 1 card. (You can rest your standing Pal to assign it)

Rules5.75.1310.1.1.110.4

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CampfireACT 1/Turn [Consume 2 Ingredient, assign 1 Pal] You gain 1 life, choose all of your Pals, and they get Power +1000 until end of turn. (You can rest your standing Pal to assign it)

ACT 1/Turn [Consume 2 Ingredient, assign 1 Pal] You gain 1 life, choose all of your Pals, and they get Power +1000 until end of turn. (You can rest your standing Pal to assign it)

Rules3.27.6.410.1.1.110.4

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Refined Metal SpearACT [Rest this card] Choose 1 Pal, and it gets Power +900 until end of turn.

ACT [Rest this card] Choose 1 Pal, and it gets Power +900 until end of turn.

Rules7.6.410.1.1.110.4

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Stone BlastQuick Choose 1 Pal, and it gets Power +500 until end of turn.

Quick Choose 1 Pal, and it gets Power +500 until end of turn.

Rules5.157.6.412.212.3

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Astegon – Aegis Wyvern of DeathAUTO OnDeploy Choose up to 1 Pal, and it gets Power -1000 until end of turn (It is not put into the graveyard even if Power becomes 0 or less). AUTO OnAttack Choose all Pals with Power 300 or less, and put them into the graveyard (Choose your Pals too).

AUTO OnDeploy Choose up to 1 Pal, and it gets Power -1000 until end of turn (It is not put into the graveyard even if Power becomes 0 or less). AUTO OnAttack Choose all Pals with Power 300 or less, and put them into the graveyard (Choose your Pals too).

Rules5.157.6.49.311.412.312.4

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Leezpunk – Treasure BanditAUTO When this card is put into the graveyard, your opponent chooses 1 card from their hand, and discards it.

AUTO When this card is put into the graveyard, your opponent chooses 1 card from their hand, and discards it.

Rules5.1010.5.311.4

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Cawgnito – Looming ShadowCONT Stealth (This card cannot be blocked)

CONT Stealth (This card cannot be blocked)

Rules9.412.11

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Blazehowl Noct – Darkflame DefenderACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)

Rules9.512.8

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Felbat – LifestealerCONT Stealth (This card cannot be blocked) AUTO OnAttack Gain 1 life.

CONT Stealth (This card cannot be blocked) AUTO OnAttack Gain 1 life.

Rules3.29.39.412.412.11

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Hanging TrapACT 1/Turn [Assign 1 Pal] If there are no Pals exiled by this card in the exile zone, choose 1 Pal, and exile it. (You can rest your standing Pal to assign it) AUTO When this card leaves the base, deploy the Pal exiled by this card into the owner's base in the rest state.

ACT 1/Turn [Assign 1 Pal] If there are no Pals exiled by this card in the exile zone, choose 1 Pal, and exile it. (You can rest your standing Pal to assign it) AUTO When this card leaves the base, deploy the Pal exiled by this card into the owner's base in the rest state.

Rules4.105.5.110.1.1.110.4

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Cawgnito HatACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈CONT Stealth (This card cannot be blocked)〉.

ACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈CONT Stealth (This card cannot be blocked)〉.

Rules7.6.410.1.1.110.410.6.3

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Strike from the DarknessChoose 1 Pal, and put it into the graveyard.

Choose 1 Pal, and put it into the graveyard.

Rules5.1511.412.3

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Medical SuppliesChoose 1 ◇8 or less Pal from your graveyard, and deploy it in the rest state.

Choose 1 ◇8 or less Pal from your graveyard, and deploy it in the rest state.

Rules4.55.1512.3

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Cattiva – My First PalCONT This card cannot be attacked by ◇3 or less Pals.

CONT This card cannot be attacked by ◇3 or less Pals.

Rules9.3

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Chikipi – My First PalAUTO When this card is put into the graveyard, get 1 Ingredient.

AUTO When this card is put into the graveyard, get 1 Ingredient.

Rules5.1310.5.311.4

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Palworld OFFICIAL CARD GAME official tutorial video