Ground Type Card Listing
foot of clay:
requires the launcher to be ground type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on ground launched attacks, ) (ground, foot, type, passive effect)
sand-attack:
90 % success the target has a 100 % chance of becoming -1 in success for up to 4 turns (ground, powder, stat, offensive)
ground vibration:
3 magical power, 100 % success (ground, undulation, magical, offensive)
geologist's hammer:
3 physical power, 100 % success the launcher has a 100 % chance to take 1 card ancient in the target's deck (ground, weapon, physical, offensive, manipulation)
prospecting:
100 % success the launcher has a 100 % chance to take 1 card stat from their deck (ground, manipulation)
stuck in the sand:
works as a parry against a foot card, 85 % success The launcher gets 1 stuck in the sand cards in their hand The launcher can't draw during 2 turns (ground, parry)
earth symbol
100 % success The launcher gets 2 earth 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) (ground, minor symbol, passive effect)
dwarf skill:
100 % success the launcher has a 50 % chance of becoming +1 in success for about 1 turns, has a passive effect in the hand +3 power on "axe" launched attacks, ), (ground, passive effect)
immunity against electric:
works as a parry against a "electric" card requires the launcher to be "ground" type, 85 % success The launcher gets 1 "immunity against electric" cards in their hand, The launcher can't draw during 1 turns, (ground, parry)
weapon recovery:
Level 1 100 % success the launcher has a 100 % chance to take 2 card weapon from their discard pile (ground, manipulation)
symbol recovery
Level 1 100 % success The launcher has a 100 % chance to take 1 card major symbol from their discard pile (ground, manipulation)
energetic mining:
Level 2 100 % success in 4 turns the launcher has a 100 % chance of becoming +3 in special attack, for up to 8 turns (ground, stat)
dig out:
Level 4 100 % success the launcher has a 100 % chance to take 1 card ground from their deck (ground, manipulation)
telluric wave:
Level 4 8 magical power, 100 % success the target has a 10 % chance of becoming -1 in special defense, for up to 8 turns (ground, undulation, magical, offensive)
blood loam:
Level 4 works following the number of bleeding cards in the launcher's hand, 100 % success adds 4 health points to the launcher, the launcher has a 100 % chance to put 1 card bleeding into their exile (ground, blood, manipulation)
bath of mud:
Level 5 100 % success the launcher has a 100 % chance of becoming -1 in burning, -1 in freezing, -1 in poison, for up to 4 turns the launcher has a 100 % chance to put 1 card bleeding into their exile (ground, status, manipulation)
sand storm:
Level 5 100 % success Changes the environment to sand storm (+2 power on wind launched attacks, -3 power on fire launched attacks, -2 power on flying launched attacks, -1 power on grass launched attacks) (ground, environment)
underground:
Level 5 100 % success Changes the environment to underground (+3 power on ground launched attacks, +2 power on rock launched attacks, +2 power on bug launched attacks, -3 power on flying launched attacks, -2 power on steel launched attacks, -1 power on fire launched attacks) (ground, environment)
mud-slap:
Level 6 4 magical power, 90 % success the target has a 100 % chance of becoming -2 in success for up to 2 turns (ground, magical, offensive, stat)
dwarf:
Level 6 100 % success The launcher takes the dwarf posture (+10 power on axe launched attacks, +3 power on shield launched attacks, +3 power on mace launched attacks, -5 power on magical launched attacks, +4 power on grass received attacks, -3 power on ground received attacks, -3 power on rock received attacks, -3 power on steel received attacks, -2 power on magical received attacks) (ground, posture)
bone mace:
Level 6 7 physical power, 80 % success the target has a 80 % chance to put 2 card normal into their exile (ground, weapon, mace, double try, physical, offensive)
landslip:
Level 10 10 physical power, 100 % success (ground, physical, offensive)
muddy stream:
Level 12 8 magical power, 100 % success the target has a 100 % chance of becoming -2 in success for up to 3 turns (ground, surge, magical, offensive, stat)
earthquake:
Level 15 15 physical power, 100 % success (ground, undulation, physical, offensive)
underground migration:
Level 15 works following the number of ground cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card ground from their deck, put 1 card ground into their discard pile (ground, manipulation)
telluric swim:
Level 18 100 % success the launcher has a 100 % chance of becoming +1 in success +3 in dodge for up to 8 turns (ground, stat)
muddy explosion:
Level 22 16 magical power, 100 % success the target has a 100 % chance of becoming -2 in success for up to 4 turns (ground, explosion, magical, offensive, stat)
song of the dune:
Level 26 18 magical power, 100 % success the target has a 25 % chance of becoming +1 in fear, for up to 1 turns, the launcher puts 4 cards ghost above their deck. (ground, sound, magical, offensive, manipulation)
gravitational wave:
Level 40 works following the number of ground cards in the launcher's hand, 6 magical power, 100 % success (ground, undulation, magical, offensive)