Here you will find some information about the Steel 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 Steel cards you can unlock and use as the Steel type.


Description For Steel


The Steel type can be a bit tricky to get use to. It is best used as a hide behind type while hitting with your other type in your deck. It doesn't have many offensive cards, and the high level attacks require forethought and preparation to make them work. There are allot of types which aren't effective against it however, and this makes it valuable as a backup in your deck to change to if you just need to survive long enough to play a killing card. If done right Steel can be useful, but it has to be planned and executed correctly.


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 Steel Type


steelworks:

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


bolt thrower:

3 physical power, 100 % success
(steel, physical, offensive)


willpower:

works as a reaction against a prohibition card, 100 % success
the launcher puts 2 cards offensive above their deck
reduces the launcher's prohibition to change types by 4 turns, reduces the launcher's prohibition to change types by 4 turns, removes 4 turns from the launcher's draw prohibition'
(steel, reaction, manipulation)


steel skin:

works as a parry against a blood card, 85 % success
The launcher gets 1 steel skin cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


metalic insensitivity:

works as a parry against a stat card, 85 % success
The launcher gets 1 metalic insensitivity cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


lock-on:

100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
(steel, stat)


windmill:

100 % success
the launcher has a 100 % chance to take 1 card wind from their deck
(steel, manipulation)


plasma flash:

100 % success
the launcher has a 50 % chance of becoming +1 in special attack, for up to 2 turns, the launcher has a 50 % chance of switching his type
the target has a 50 % chance of becoming -1 in special defense, for up to 2 turns, the target has a 50 % chance of becoming +1 in burning, for up to 1 turns, the target has a 50 % chance of switching his type
(steel, offensive)


steel symbol

100 % success
The launcher gets 2 steel 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)
(steel, minor symbol, passive effect)


iron hand

100 % success
The launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns
has a passive effect in the hand
(+3 power on hand launched attacks, )
(steel, hand, passive effect)


defensive blade:

Level 1
works as a reaction against a contact card
2 physical power, can hit up to 4 times, has a level 1 critical hit, 90 % success
(steel, weapon, reaction, physical, offensive, multi-hit)


energetic accumulator:

Level 1
works as a reaction against a electric card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(steel, reaction, stat)


steal nerve:

Level 1
100 % success
the launcher has a 100 % chance of becoming -2 in critical failure, for up to 8 turns
(steel, stat)


steel armour:

Level 1
100 % success
the launcher has a 100 % chance of becoming +2 in physical defense, -2 in dodge, for up to 8 turns
(steel, stat)


red laser:

Level 1
3 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)


shear:

Level 1
100 % success
the target has a 100 % chance to put 2 card grass into their exile, the target puts 2 cards grass below their deck.
(steel, double try, manipulation, offensive)


bird mirror:

Level 1
works as a parry against a flying card, 100 % success
the target has a 100 % chance of becoming -8 in dodge, for up to 2 turns
(steel, mirror, parry, stat, offensive)


steel shield:

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


lightning rod:

Level 1
works as a parry against a electric card, 85 % success
The launcher gets 1 lightning rod cards in their hand, The launcher can't draw during 2 turns
(steel, parry)


mechanical grease:

Level 1
100 % success
the launcher puts 1 cards steel above their deck.
has a passive effect in the hand (+1 power on steel launched attacks, +1 power on fire received attacks)
(steel, manipulation, passive effect)


tracks map

Level 1
100 % success
The launcher puts 4 cards railway above their deck.
(steel, manipulation)


grease throw:

Level 2
works following the number of mechanical grease cards in the launcher's hand, 100 % success
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, manipulation, offensive)


steal sword:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in fear, for up to 1 turns
(steel, weapon, sword, physical, offensive)


grease 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 mechanical grease cards in their hand
(steel, blood, manipulation)


blue laser:

Level 4
6 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 2 turns, the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(steel, ray, magical, offensive)


magnet:

Level 4
100 % success
the launcher has a 100 % chance to take 1 card steel from their deck
(steel, manipulation)


pearcing armour:

Level 5
100 % success
the target has a 100 % chance of becoming -2 in physical defense, for up to 4 turns
(steel, stat, offensive)


screech:

Level 5
100 % success
the target has a 100 % chance of becoming -2 in special defense, for up to 4 turns
(steel, sound, stat, offensive)


mirror throw:

Level 5
works following the number of mirror cards in the launcher's hand
4 physical power, has a level 1 critical hit, 90 % success
the launcher has a 100 % chance to put 1 card mirror into their exile
(steel, physical, offensive, manipulation)


mirror gallery:

Level 5
100 % success
Changes the environment to mirror gallery (+3 power on mirror launched attacks, +2 power on ray launched attacks, +1 power on grass launched attacks, -2 power on dark launched attacks, -1 power on bug launched attacks)
(steel, environment)


railway:

Level 5
100 % success
the launcher puts 2 cards steel above their deck.
has a passive effect in the hand (+1 power on ground received attacks)
(steel, manipulation, passive effect)


steel wing:

Level 6
8 physical power, has a level 1 critical hit, 100 % success
100 % chance of changing the launcher's type into flying
(steel, contact, physical, offensive, type)


lubricating:

Level 6
100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
The launcher gets 1 mechanical grease cards in their hand
(steel, stat)


magnet bomb:

Level 8
10 physical power, never fails
(steel, explosion, physical, offensive, unmissable)


plasma thrower:

Level 8
12 magical power, 80 % success
the launcher has a 100 % chance of becoming +1 in burning, for up to 2 turns
the target has a 20 % chance of becoming -1 in success for up to 4 turns
the target has a 40 % chance of becoming +1 in burning, for up to 2 turns
(steel, magical, offensive, status)


miniaturization:

Level 10
100 % success
the launcher has a 100 % chance of becoming -2 in physical attack, -4 in physical defense, +6 in dodge, for up to 8 turns
(steel, stat)


thermic regulation:

Level 12
100 % success
the launcher has a 100 % chance of becoming -2 in burning, -2 in freezing, for up to 8 turns
(steel, status)


railway construction:

Level 12
works following the number of steel cards in the launcher's hand, 100 % success
The launcher gets 1 railway cards in their hand
(steel)


mirror's repair:

Level 15
follows the number of mirror cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card mirror from their exile
(steel, critical risk, manipulation)


explosion of plasma:

Level 20
30 magical power, 100 % success
, the launcher suffers 50 % of the damages caused to the target
the launcher has a 100 % chance of becoming +2 in burning, for up to 4 turns
the target has a 100 % chance of becoming -2 in success for up to 8 turns
the target has a 100 % chance of becoming +2 in burning, for up to 4 turns
(steel, explosion, critical risk, magical, offensive, stat, status)


grease cannon:

Level 25
works following the number of mechanical grease cards in the launcher's hand, 3 magical power, 100 % success
the target has a 50 % chance of becoming +1 in critical failure, for up to 2 turns
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, magical, offensive, manipulation)


train whistle:

Level 28
works following the number of railway cards in the launcher's hand, 5 magical power, 100 % success
(steel, sound, magical, offensive)


sparkling ray:

Level 30
works following the number of mirror cards in the launcher's hand, 6 magical power, 100 % success
the target has a 30 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)


piston shot:

Level 32
works following the number of mechanical grease cards in the launcher's hand
5 physical power, 100 % success
(steel, physical, offensive)


train tackle:

Level 42
works following the number of railway cards in the launcher's hand
10 physical power, has a level 1 critical hit, has a level -1 critical failiure, 100 % success
the launcher suffers 10 % of the damages caused to the target
the launcher has a 100 % chance to put 1 card railway into their exile
(steel, tackle, contact, physical, offensive, manipulation)