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


Description For Grass


The grass type is not known for being the most offensive type, but it is great for getting and maintaining high health. There are multiple attacks of the absorb type. This is balanced by another group of attacks which result in the launcher falling asleep afterwards. Its attacks are not the most powerful, and with the penalty of falling asleep after the big ones they are risky, or good for one final killing shot. It has weaknesses to some strong offensive types, and because of this you should be careful to negate these weaknesses with a solid secondary or primary. One thing to keep in mind is the high amount of grass cards, this makes deck creation a challenge when trying to stay within the 80 card limit.


Strengths & Weaknesses


This is broken down into four categories.


Very Effective Attack:

Not Effective Attack:

Very Effective Defense:

Not Effective defense:

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Cards Of The Grass Type


vegetation:

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


thorny hit:

3 physical power, 100 % success
(grass, contact, thorn, physical, offensive)


vivacious thorn:

works as a reaction against a contact card, requires the launcher to be grass type, 3 physical power, 100 % success
(grass, contact, thorn, double try, reaction, physical, offensive)


magic flower:

works as a reaction against a magical card, requires the launcher to be grass type, 100 % success
The launcher gets 2 magic flower cards in their hand
(grass, reaction)


sleep powder:

80 % success
the target has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, powder, status, offensive)


paralising powder:

80 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 1 turns
(grass, powder, status, offensive)


irrigation:

works as a reaction against a water card, requires the launcher to be grass type, 90 % success
adds 6 health points to the launcher
(grass, reaction)


elfin quiver:

100 % success
the launcher puts 8 cards arrow above their deck.
(grass, manipulation)


vegetal symbol

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


bad seed

follows the number of grass cards in the target's hand
 100 % success
The target gets 1 weed cards in their deck, the target shuffles their deck
(grass, offensive, manipulation)


armour of bark:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
(grass, stat)


absorb:

Level 1
3 magical power, the launcher regains 50 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


wooden shield:

Level 1
works as a parry against a hand card, 8 physical power, 100 % success
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on bug received attacks)
(grass, weapon, shield, parry, physical, offensive, passive effect)


floral shield:

Level 1
works as a parry against a bug card, requires the launcher to be grass type, works following the number of magic flower cards in the launcher's hand, 4 magical power, the launcher regains 75 % of the damages caused to the target, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns, the launcher has a 100 % chance to put 1 card magic flower into their exile, has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on fairy received attacks)
(grass, weapon, shield, parry, magical, offensive, absorption, status, manipulation, passive effect)


sweet nectar:

Level 1
works as a parry against a bug card, 80 % success
adds 3 health points to the target, the launcher has a 100 % chance to take 1 card bug in the target's hand
(grass, parry, offensive, manipulation)


snowflower:

Level 1
requires the launcher to be grass type, works following the launcher's freezing status, 100 % success
The launcher gets 4 magic flower cards in their hand
(grass)


sap:

Level 1
100 % success
adds 3 health points to the launcher, the launcher puts 1 cards grass above their deck., has a passive effect in the hand (+1 power on grass launched attacks, +1 power on bug received attacks)
(grass, manipulation, passive effect)


nourishing root:

Level 2
100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming +1 in paralysis, for up to 4 turns
(grass, status)


floral armor:

Level 3
works following the number of magic flower cards in the launcher's hand, 100 % success
the launcher has a 100 % chance of becoming +2 in special defense, for up to 8 turns, the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, stat, manipulation)


cactus:

Level 3
100 % success
The launcher takes the cactus posture (+2 power on thorn launched attacks, +1 power on liana launched attacks, +3 power on ice received attacks, +2 power on fire received attacks, -1 power on physical received attacks)
(grass, posture)


thorn necklace:

Level 3
works following the number of thorn cards in the launcher's hand, 100 % success
takes 4 health points from its launcher, the launcher has a 100 % chance of becoming -1 in sleep, for up to 8 turns
(grass, status)


sap blood:

Level 3
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card bleeding into their exile, The launcher gets 1 sap cards in their hand
(grass, blood, manipulation)


wood arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(grass, arrow, physical, offensive)


thorny growth back:

Level 4
follows the number of vivacious thorn cards in the launcher's discard pile, 100 % success
the launcher has a 100 % chance to take 1 card vivacious thorn from their discard pile, The launcher gets 1 vivacious thorn cards in their hand
(grass, manipulation)


synthesis:

Level 4
100 % success
adds 5 health points to the launcher, in 4 turns the launcher has a 100 % chance of becoming +1 in special attack, +1 in special defense, for up to 8 turns
(grass, stat)


trap of root:

Level 5
4 physical power, 80 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card foot into their exile
(grass, contact, physical, offensive, manipulation)


mega drain:

Level 5
6 magical power, the launcher regains 50 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


vine whip:

Level 6
6 physical power, 100 % success
(grass, contact, liana, physical, offensive)


elf:

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


florale vitality:

Level 6
works following the number of magic flower cards in the launcher's hand, 100 % success
adds 3 health points to the launcher, the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, manipulation)


wooden mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card bug into their exile
(grass, weapon, mace, double try, physical, offensive)


Jurassic jungle:

Level 6
100 % success
Changes the environment to Jurassic jungle (+4 power on ancient launched attacks, +3 power on grass launched attacks, +3 power on bug launched attacks, +2 power on dragon launched attacks, -3 power on steel launched attacks, -3 power on electric launched attacks)
(grass, environment)


leaf storm:

Level 7
10 magical power, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, wind, magical, offensive, status)


cozy nest:

Level 7
80 % success
the launcher has a 100 % chance to take 2 card flying in the target's hand
(grass, manipulation, offensive)


floral ray:

Level 8
works following the number of magic flower cards in the launcher's hand, 3 magical power, 100 % success
the launcher has a 100 % chance to put 1 card magic flower into their exile
(grass, ray, magical, offensive, manipulation)


power whip:

Level 9
9 physical power, 100 % success
(grass, contact, liana, physical, offensive)


giga drain:

Level 10
10 magical power, the launcher regains 75 % of the damages caused to the target, 100 % success
(grass, magical, offensive, absorption)


taking root:

Level 10
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 4 turns, 50 % chance of changing the target's type into grass
(grass, status, offensive)


nectar manufacturing:

Level 11
works following the number of magic flower cards in the launcher's hand, 100 % success
The launcher gets 1 sweet nectar cards in their hand
(grass)


harvest:

Level 12
100 % success
the launcher has a 100 % chance to take 2 card grass from their deck
(grass, manipulation)


zenith:

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


new flowering:

Level 12
follows the number of magic flower cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card magic flower from their exile, The launcher gets 1 magic flower cards in their hand
(grass, manipulation)


peaceful shadow:

Level 13
follows the number of physical cards in the target's hand, 80 % success
the target has a 100 % chance to put 1 card physical into their exile
(grass, manipulation, offensive)


bullet Seed:

Level 14
4 physical power, can hit up to 5 times, 100 % success
the launcher has a 100 % chance of becoming +1 in sleep, for up to 1 turns
(grass, physical, offensive, multi-hit, status)


solar beam:

Level 15
15 magical power, 100 % success
the launcher has a 100 % chance of becoming +2 in sleep, for up to 2 turns
(grass, ray, magical, offensive, status)


sap stream:

Level 25
works following the number of sap cards in the launcher's hand, 3 magical power, 100 % success
the target has a 50 % chance of becoming -1 in critical hit, for up to 4 turns, the launcher has a 100 % chance to put 1 card sap into their exile
(grass, surge, magical, offensive, manipulation)


sap recovery:

Level 32
100 % success
the launcher has a 100 % chance to take 4 card sap from their discard pile, take 4 card sap from their exile
(grass, manipulation)