WikiTCG
Rules
Everything that decides a card’s value is public and computable. Here is exactly how.
How a game works
The goal
Two players face off, each with a 30-card deck and a Codex of 55 points. The first to bring the opposing Codex down to zero wins.
The deck
A deck holds exactly 30 cards, with no more than 2 copies of the same card and, beings aside, 3 cards with the same effect. In Casual mode, the cards lent to you at the start count; in Ranked mode, only the cards you own.
The start
Chance decides who goes first. Each player gets 4 cards. The player going second gets one extra card and one extra energy on their first turn, and the player going first does not draw on theirs: going first is already an advantage.
A turn
At the start of your turn you draw a card — your hand holds 7 at most, and one too many goes to the discard pile — and your energy refills. It is 4 on your first turn and rises by 2 each turn, up to 14; whatever you don’t spend is lost. No opposing card can take that draw away or drop your energy below 2, and start-of-turn healing never restores more than 50% of a Being’s hit points. You play cards by paying their cost, you attack, then you pass. A turn lasts 45 seconds, and 3 turns in a row without playing count as a forfeit.
The board
Each side has 4 columns, and each Being takes up one slot. You hold only one Land at a time: playing another replaces the first. You hold at most 2 Concepts: playing one more replaces one of them, of your choice. A Being carries only one Object.
The six categories
- Being — takes a slot and fights. Once played, it can only attack from your next turn.
- Land — acts on your side while it stands; when it strengthens your Beings, the effect is full for those of its type and half for the others.
- Object — is equipped on one of your Beings and stays there as long as it lives.
- Scourge — latches onto an opposing Being and acts at the start of each of its turns; some spread to its neighbours.
- Concept — changes a rule of the game for as long as it stays in play.
- Event — takes effect at once, then goes to the discard pile.
Attacking
Each ready Being attacks once per turn; some effects grant more, but never more than 3 per turn. It targets the opposing Being of its choice, or the Codex. The Codex is safe as long as an opposing Being stands in the attacker’s column, or as long as the opponent has at least 2 Beings in play: you must break through their defence first.
Damage
An attack deals the attacker’s Attack, multiplied by the type wheel (×1.5 with the advantage, ×0.67 with the disadvantage), minus half the target’s Defence — and never less than 1. A Being at zero hit points leaves the board, and whatever exceeds its hit points hits the Codex, divided by 10. An attack on the Codex removes the Attack divided by 10. The hit points printed on a card are its combat hit points.
Counterattack
A target that survives strikes back at once, with half the damage it would deal. There is no counterattack if the attacker is clearly faster — 8 points of Speed or more — or if an effect lets it strike first.
Abilities and effects
The rarer a Being, the more abilities it carries — up to two; the most common ones fight with their stats alone. The other cards carry an effect, all the stronger as the card is rare. Everything is written on the card: what it announces is what it does.
The end of the game
The game stops as soon as a Codex falls to zero. When your draw pile is empty, each of your turns wears down your Codex, faster and faster: 1 point, then 4, 9, 16… And after 22 turns each, both Codices wear down this way no matter what: a game always ends.
Ranked and Casual
Ranked mode moves your ranking up or down and pays 10 dust for a win, 5 for a loss; Casual mode pays 5 and 0. Giving up pays nothing, and the ranking counts it as a loss.
The five stats
Attack
Article length
10 → 120
Defence
Reference density and count
10 → 120
Hit points
Age and revision count
40 → 400
Speed
Recent edit activity and view trend
1 → 30
Aura
Language editions and incoming links
0 → 100
The seven rarities
Common
Dust per duplicate : 5
60.00 % Pull rate
Uncommon
Dust per duplicate : 15
23.00 % Pull rate
Rare
Dust per duplicate : 40
10.00 % Pull rate
Epic
Dust per duplicate : 120
4.50 % Pull rate
Legendary
Dust per duplicate : 400
1.90 % Pull rate
Mythic
Dust per duplicate : 1,200
0.55 % Pull rate
Prism
Dust per duplicate : 4,000
0.05 % Pull rate
Full art
Dust per duplicate : 12,000
0.00 % Pull rate
The eight-type wheel
Knowledge
Strong against : Cosmos, Land · Weak against : Myth, Power
Cosmos
Strong against : Life, History · Weak against : Knowledge, Culture
Life
Strong against : Land, Power · Weak against : Cosmos, Myth
Land
Strong against : History, Culture · Weak against : Life, Knowledge
History
Strong against : Power, Myth · Weak against : Land, Cosmos
Power
Strong against : Culture, Knowledge · Weak against : History, Life
Culture
Strong against : Myth, Cosmos · Weak against : Power, Land
Myth
Strong against : Knowledge, Life · Weak against : Culture, History
Effects and abilities
A Being can carry abilities, from Rare upward; every other card carries a single effect, chosen by its rarity. Numbers show the range printed on cards: each card has its own, drawn from its article. A name leads to the cards that carry it.
Abilities of Beings45 abilities
- VengefulRare → Prism
Attack +30% while your Codex is lower than the opponent’s.
- FleetingRare → Prism
Speed +40%, Attack +15%, Hit points −20%.
- LaureateRare → Prism
Attack +15%.
- DormantRare → Prism
Speed −20%, Defence +25%.
- SentinelRare → Prism
Counts as two beings when it comes to keeping your Codex safe.
- BodyguardRare → Prism
Enemy blights and events that target only one of your other beings target it instead.
- ProlixRare → Prism
Hit points +12%.
- ConciseRare → Prism
Speed +25%.
- PolyglotRare → Prism
Attack +12%.
- DocumentedRare → Prism
Defence +12%.
- NewcomerRare → Prism
Attack +20%, Defence −10%.
- SourcedEpic → Prism
Takes 15% less damage.
- ViralEpic → Prism
+1 energy on the turn this card is played.
- LivingEpic → Prism
Recovers 5% of its Hit points each turn.
- ContestedEpic → Prism
Reflects 20% of damage taken.
- EruditeEpic → Prism
Defence +18%.
- PackEpic → Prism
Attack +8% per other allied being of the same type.
- PhalanxEpic → Prism
Defence +10% per occupied adjacent square.
- SeasonedEpic → Prism
Gains 5% of its Attack each turn.
- WeatheredEpic → Prism
Gains 5% of its Defence each turn.
- ShieldedEpic → Prism
Never takes splash damage.
- ThrustEpic → Prism
Ignores 30% of its target’s Defence.
- InitiativeEpic → Prism
Always strikes first: its target never counters.
- RiposteEpic → Prism
Its counter-attack deals 50% more damage.
- VeteranLegendary → Prism
Hit points +10%, and immunity to the first effect taken.
- CornerstoneLegendary → Prism
Shields an adjacent allied card.
- ColossusLegendary → Prism
Also affects both adjacent squares.
- MonumentalLegendary → Prism
Hit points +25%.
- SquireLegendary → Prism
When played, your strongest ready being may strike once more this turn.
- EntrenchedLegendary → Prism
Takes 30% less damage until it attacks.
- UnshakeableLegendary → Prism
Its abilities cannot be silenced.
- ExecutionerLegendary → Prism
Deals 50% more damage to a target below half its Hit points.
- BreakerLegendary → Prism
Deals 40% more damage to the Codex.
- AntithesisLegendary → Prism
No longer suffers the type disadvantage.
- ProvokerLegendary → Prism
While it stands, the opponent can only target it.
- ScoutLegendary → Prism
You draw a card on the turn it is played.
- HarvestLegendary → Prism
+1 energy each time it kills a being.
- LeechLegendary → Prism
Recovers 25% of its Hit points each time it kills a being.
- UniversalMythic · Prism
Acts on an entire row instead of a single target.
- ArmouredMythic · Prism
No single blow can take more than 25% of its Hit points.
- ProphylaxisMythic · Prism
No blight can attach to it.
- TenaciousMythic · Prism
Survives the killing blow once per game, at 1 Hit points.
- AffinityMythic · Prism
Its type advantage rises to ×2.
- RelentlessMythic · Prism
Attacks twice per turn.
- InexhaustibleMythic · Prism
+2 energy on the turn this card is played.
Land60 effects
- PassCommon
Your beings gain 9–34% Attack — half outside its type.
- DefileUncommon
Your beings strike first: their targets never counter.
- Saddle PassRare
Your beings arrive ready to strike.
- GorgeEpic
Attackers take 12–46% of the damage they deal.
- ThermopylaeLegendary → Prism
Your beings no longer take splash damage.
- MarchCommon
Your beings gain 9–34% Attack — half outside its type.
- FrontierUncommon
Enemy beings lose 10–38% Attack.
- LimesRare
Attackers take 10–40% of the damage they deal.
- WallEpic
Your beings take 12–46% less damage — half outside its type.
- Iron CurtainLegendary → Prism
Each enemy being takes 4–17 damage at the start of your turn.
- FordCommon
Your beings gain 9–34% Attack — half outside its type.
- CrossroadsUncommon
Your beings arrive ready to strike.
- BridgeRare
Your beings strike first: their targets never counter.
- ViaductEpic
You draw one extra card each turn.
- IsthmusLegendary → Prism
You gain one extra energy each turn.
- TrailCommon
Your beings arrive ready to strike.
- CaravanUncommon
Your beings gain 10–38% Attack — half outside its type.
- Silk RoadRare
You gain one extra energy each turn.
- Trading PostEpic
You draw one extra card each turn.
- EmporiumLegendary → Prism
Your beings gain 13–52% Hit points — half outside its type.
- HermitageCommon
Your beings take 9–34% less damage — half outside its type.
- RefugeUncommon
Your beings recover 2–10% of their Hit points each turn — half outside its type.
- MonasteryRare
Your beings no longer take splash damage.
- AbbeyEpic
You draw one extra card each turn.
- ThebaidLegendary → Prism
Your beings gain 13–52% Hit points — half outside its type.
- TemenosCommon
Your beings recover 2–9% of their Hit points each turn — half outside its type.
- SanctuaryUncommon
The enemy terrain has no effect on your beings.
- NecropolisRare
Your beings no longer take splash damage.
- TempleEpic
Attackers take 12–46% of the damage they deal.
- ZigguratLegendary → Prism
Your beings gain 13–52% Hit points — half outside its type.
- RedoubtCommon
Your beings take 9–34% less damage — half outside its type.
- BastionUncommon
Your Codex is safe as soon as one of your beings is in play.
- CitadelRare
Attackers take 10–40% of the damage they deal.
- KremlinEpic
Your beings recover 3–12% of their Hit points each turn — half outside its type.
- StrongholdLegendary → Prism
Enemy beings lose 13–52% Attack.
- BarbicanCommon
Each enemy being played loses 9–34% of its Hit points.
- FortressUncommon
Attackers take 10–38% of the damage they deal.
- Curtain WallRare
Enemy beings strike no more than twice per turn.
- GatehouseEpic
Each enemy being takes 4–15 damage at the start of your turn.
- Great WallLegendary → Prism
Enemy beings lose 13–52% Attack.
- FumaroleCommon
Your beings gain 9–34% Attack — half outside its type.
- GeyserUncommon
Each enemy being takes 3–13 damage at the start of your turn.
- SolfataraRare
Attackers take 10–40% of the damage they deal.
- CalderaEpic
Your beings strike first: their targets never counter.
- VolcanoLegendary → Prism
Enemy beings lose 13–52% Attack.
- GladeCommon
Your beings recover 2–9% of their Hit points each turn — half outside its type.
- RadianceUncommon
Your beings gain 10–38% Hit points — half outside its type.
- Sylvan WoodRare
Your beings take 10–40% less damage — half outside its type.
- RainforestEpic
Your beings no longer take splash damage.
- EdenLegendary → Prism
You draw one extra card each turn.
- WellCommon
Each turn, you draw from two cards: you keep the most expensive one you can pay for, and the other goes to the bottom of your deck.
- WellspringUncommon
You draw one extra card each turn.
- AqueductRare
Your beings recover 3–10% of their Hit points each turn — half outside its type.
- ThermaeEpic
Your beings take 12–46% less damage — half outside its type.
- Fountain of YouthLegendary → Prism
Your beings gain 13–52% Hit points — half outside its type.
- Palm GroveCommon
Your beings recover 2–9% of their Hit points each turn — half outside its type.
- OasisUncommon
You gain one extra energy each turn.
- DeltaRare
You draw one extra card each turn.
- Fertile CrescentEpic
Your beings gain 12–46% Attack — half outside its type.
- GranaryLegendary → Prism
At the start of your turn, if you have fewer beings than the opponent, you draw one extra card.
Object59 effects
- DaggerCommon
The bearer gains 9–34% Attack.
- EstocUncommon
The bearer ignores 10–38% of its target’s Defence.
- RapierRare
The bearer strikes first: its target never counters.
- MisericordeEpic
The bearer recovers 12–46% of the damage it deals.
- Armour-piercerLegendary → Prism
The bearer attacks twice per turn.
- RelicCommon
The bearer gains 9–34% Attack.
- OriflammeUncommon
The bearer gains 10–38% Defence.
- GrimoireRare
The bearer gains 10–40% Hit points.
- SceptreEpic
The bearer splashes onto the target’s neighbours.
- SabreCommon
The bearer gains 9–34% Attack.
- BladeUncommon
The bearer strikes first: its target never counters.
- GreatswordRare
The bearer ignores 10–40% of its target’s Defence.
- FlambergeEpic
The bearer splashes onto the target’s neighbours.
- DurandalLegendary → Prism
The bearer recovers 13–52% of the damage it deals.
- HammerCommon
The bearer gains 9–34% Attack.
- MaulUncommon
The bearer splashes onto the target’s neighbours.
- Battering RamRare
The bearer ignores 10–40% of its target’s Defence.
- CatapultEpic
The bearer returns 12–46% of the damage it takes.
- TrebuchetLegendary → Prism
The bearer attacks twice per turn.
- HauberkCommon
The bearer gains 9–34% Defence.
- ByrnieUncommon
The bearer reduces all damage it takes by 10–38%.
- BreastplateRare
The bearer takes no splash damage.
- HarnessEpic
The bearer never loses more than a quarter of its Hit points in one blow.
- Plate ArmourLegendary → Prism
The bearer cannot receive any blight.
- ArmourCommon
The bearer gains 9–34% Defence.
- Coat of MailUncommon
The bearer gains 10–38% Hit points.
- EscutcheonRare
The same enemy being can strike the bearer only once per turn.
- RondacheEpic
The bearer returns 12–46% of the damage it takes.
- CarapaceLegendary → Prism
The bearer never loses more than a quarter of its Hit points in one blow.
- TargeCommon
The bearer gains 9–34% Defence.
- AegisUncommon
The bearer takes no splash damage.
- MantletRare
The bearer reduces all damage it takes by 10–40%.
- ParapetEpic
The bearer returns 12–46% of the damage it takes.
- RampartLegendary → Prism
The bearer cannot receive any blight.
- BannerCommon
The bearer gains 9–34% Defence.
- PortcullisUncommon
The bearer reduces all damage it takes by 10–38%.
- PaviseRare
The bearer draws every attack.
- BastideEpic
The bearer returns 12–46% of the damage it takes.
- KeepLegendary → Prism
The bearer never loses more than a quarter of its Hit points in one blow.
- AstrolabeCommon
The bearer gains 9–34% Attack.
- SextantUncommon
The bearer can attack the turn it is equipped.
- ChronometerRare
The bearer strikes first: its target never counters.
- CompassEpic
The bearer attacks twice per turn.
- ClockLegendary → Prism
The bearer attacks three times per turn.
- TalismanCommon
The bearer gains 9–34% Hit points.
- AmuletUncommon
The bearer gains 10–38% Defence.
- ReliquaryRare
The bearer recovers 10–40% of its Hit points each turn.
- ChaliceEpic
The bearer recovers 12–46% of the damage it deals.
- GrailLegendary → Prism
The bearer cannot receive any blight.
- SaddleCommon
The bearer gains 9–34% Attack.
- StirrupUncommon
The bearer can attack the turn it is equipped.
- TackRare
The bearer strikes first: its target never counters.
- BardingEpic
The bearer reduces all damage it takes by 12–46%.
- DestrierLegendary → Prism
The bearer attacks twice per turn.
- UnguentCommon
The bearer gains 9–34% Hit points.
- PhylacteryUncommon
The bearer recovers 10–38% of its Hit points each turn.
- ElixirRare
The bearer ignores the next enemy blight or event that affects it.
- PanaceaEpic
The bearer recovers 12–46% of the damage it deals.
- AmbrosiaLegendary → Prism
The bearer cannot receive any blight.
Scourge57 effects
- BlightCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- WoundUncommon
Attached to an enemy being, it gnaws its Attack.
- UlcerRare
Attached to an enemy being, it gnaws its Defence.
- NecrosisEpic
Attached to an enemy being, it chokes its whole side.
- SepsisLegendary → Prism
Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.
- RotCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- GangreneUncommon
Attached to an enemy being, it gnaws 10–38% of its Hit points each turn and worsens each turn.
- PutrefactionRare
Attached to an enemy being, it chokes its whole side.
- CarrionEpic
Attached to an enemy being, it costs its side one energy each turn.
- NumbnessCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- ParalysisUncommon
Attached to an enemy being, it makes it skip its next turn.
- TetanusRare
Attached to an enemy being, it gnaws its Attack.
- ShackleEpic
Attached to an enemy being, it lets it strike only once per turn.
- PetrificationLegendary → Prism
Attached to an enemy being, it forbids it any healing.
- MiasmaUncommon
Attached to an enemy being, it chokes its whole side.
- PestilenceRare
Attached to an enemy being, it costs its side one energy each turn.
- SmogEpic
Attached to an enemy being, it gnaws its Defence.
- Pyroclastic FlowLegendary → Prism
Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.
- GnawingCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- ErosionUncommon
Attached to an enemy being, it gnaws its Defence.
- CorrosionRare
Attached to an enemy being, it gnaws its Attack.
- OxidationEpic
Attached to an enemy being, it gnaws its neighbours’ Defence too.
- DissolutionLegendary → Prism
Attached to an enemy being, it dissolves its objects — those it carries and those it is given later.
- UnderminingCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- SappingUncommon
Attached to an enemy being, it gnaws its neighbours’ Defence too.
- SubsidenceRare
Attached to an enemy being, it gnaws its Defence.
- CollapseEpic
Attached to an enemy being, it chokes its whole side.
- AbyssLegendary → Prism
Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.
- DilapidationCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- RuinUncommon
Attached to an enemy being, it gnaws its Attack.
- DownfallRare
Attached to an enemy being, it gnaws its Defence.
- WitheringEpic
Attached to an enemy being, it costs its side one energy each turn.
- AgonyLegendary → Prism
Attached to an enemy being, it forbids it any healing.
- DilapidationCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- DecrepitudeUncommon
Attached to an enemy being, it gnaws its Attack and its Defence.
- SenescenceRare
Attached to an enemy being, it gnaws its neighbours’ Defence too.
- ObsolescenceEpic
Attached to an enemy being, it costs its side one energy each turn.
- OblivionLegendary → Prism
Attached to an enemy being, it silences its abilities.
- InfestationCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- VerminUncommon
Attached to an enemy being, it gnaws 10–38% of its Hit points each turn and makes you draw a card each turn.
- SwarmRare
Attached to an enemy being, it chokes its whole side.
- InvasionEpic
Attached to an enemy being, it costs its side one energy each turn.
- Seven PlaguesLegendary → Prism
Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.
- ContagionCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- EpidemicUncommon
Attached to an enemy being, it gnaws 5–19% of its Hit points each turn and spreads to its neighbours.
- PandemicRare
Attached to an enemy being, it chokes its whole side.
- HecatombEpic
Attached to an enemy being, it gnaws its Defence.
- ExterminationLegendary → Prism
Attached to an enemy being, it costs its side one energy each turn.
- MutenessCommon
Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.
- SilenceUncommon
Attached to an enemy being, it silences its abilities.
- AphasiaRare
Attached to an enemy being, it gnaws its Attack.
- AmnesiaEpic
Attached to an enemy being, it gnaws its Defence.
- NothingnessLegendary → Prism
Attached to an enemy being, it forbids it any healing.
- AnathemaUncommon
Attached to an enemy being, it silences its abilities and forbids it any healing.
- BewitchmentRare
Attached to an enemy being, it gnaws its Attack.
- DamnationEpic
Attached to an enemy being, it chokes its whole side.
- PerditionLegendary → Prism
Attached to an enemy being, it costs its side one energy each turn.
Concept60 effects
- PolemicCommon
Your beings gain 9–34% Defence.
- HeresyUncommon
Your beings deal 10–38% more damage.
- DisputationRare
Your beings strike first: their targets never counter.
- InquisitionEpic
Enemy abilities stop working.
- RevolutionLegendary → Prism
While you have fewer beings than the opponent, your beings cost 1 less.
- CrusadeCommon
Your beings deal 9–34% more damage, but they also take more.
- Holy WarUncommon
Your beings strike first: their targets never counter.
- ReconquestRare
You draw one extra card each turn.
- ChivalryEpic
Your beings take less damage.
- EmpireLegendary → Prism
The opponent draws one fewer card, never fewer than one per turn.
- AudacityCommon
Your beings deal 9–34% more damage.
- Flash of InsightUncommon
Your beings strike first: their targets never counter.
- PanacheRare
You gain one extra energy each turn.
- MomentumEpic
You draw one extra card each turn.
- GeniusLegendary → Prism
Enemy abilities stop working.
- Printing PressCommon
Your beings gain 9–34% Defence.
- EnlightenmentUncommon
You draw one extra card each turn.
- AcademyRare
You gain one extra energy each turn.
- UniversityEpic
Your beings recover 12–46% of their Hit points each turn.
- EncyclopedismLegendary → Prism
Enemy Concepts stop working.
- TraditionCommon
Your beings gain 9–34% Defence.
- DoctrineUncommon
Your beings gain 10–38% Defence.
- MagisteriumRare
Your beings recover 10–40% of their Hit points each turn.
- ConstitutionEpic
Your beings take less damage.
- SovereigntyLegendary → Prism
Enemy abilities stop working.
- CatechismCommon
Your beings gain 9–34% Defence.
- CanonUncommon
Your beings take less damage.
- StoicismRare
Nothing can make your beings skip their turn.
- ConcordEpic
Your beings recover 12–46% of their Hit points each turn.
- OrderLegendary → Prism
Enemy Concepts stop working.
- BureaucracyCommon
Your beings gain 9–34% Defence.
- InertiaUncommon
The opponent loses one energy each turn.
- ProtectionismRare
Enemy beings cost 1 more.
- AutarkyEpic
The opponent draws one fewer card, never fewer than one per turn.
- StagnationLegendary → Prism
Enemy beings strike no more than twice per turn.
- IndexCommon
The opponent keeps no more than five cards in hand: anything drawn beyond that is discarded.
- CensorshipUncommon
The opponent draws one fewer card, never fewer than one per turn.
- Auto-da-féRare
The opponent keeps no more than five cards in hand: each draw beyond that makes them discard their costliest card.
- ObscurantismEpic
Your beings take less damage.
- DogmaLegendary → Prism
Enemy Concepts stop working.
- HumanismCommon
You draw one extra card each turn.
- ParadigmUncommon
Your beings recover 2–10% of their Hit points each turn.
- ProgressRare
You gain one extra energy each turn.
- UtopiaEpic
Your beings deal 12–46% more damage.
- Golden AgeLegendary → Prism
Enemy abilities stop working.
- ReformationCommon
Your beings gain 9–34% Defence.
- RebirthUncommon
Your beings recover 4–15% of their Hit points each turn.
- RestorationRare
Your beings take less damage.
- ResilienceEpic
While your Codex is lower than the opponent’s, your beings gain 12–46% Attack.
- EternityLegendary → Prism
Enemy Concepts stop working.
- ExcommunicationCommon
Your beings gain 9–34% Defence.
- ScholasticismUncommon
The opponent loses one energy each turn.
- SchismRare
Enemy abilities stop working.
- SynodEpic
You draw one extra card each turn.
- MagisteriumLegendary → Prism
Enemy Concepts stop working.
- LiturgyCommon
Your beings gain 9–34% Defence.
- PatristicsUncommon
Your beings recover 10–38% of their Hit points each turn.
- InfallibilityRare
You gain one extra energy each turn.
- OrthodoxyEpic
Enemy Concepts stop working.
- RevelationLegendary → Prism
Enemy abilities stop working.
Event59 effects
- SkirmishCommon
Deals 9–34% of its Hit points to the most wounded enemy being.
- RaidUncommon
Deals 10–38% of their Hit points to the two most wounded enemy beings.
- CataclysmRare
Deals 10–40% of their Hit points to every enemy card, then leaves play.
- PurgeEpic
Deals 12–46% of their Hit points to every enemy being, double to the most wounded; those it kills leave the game.
- ExtinctionLegendary → Prism
Destroys the most wounded enemy being and deals 13–52% of their Hit points to the rest; whatever it destroys leaves the game.
- DownpourCommon
Deals 9–34% of their Hit points to every being, yours included.
- ThunderstormUncommon
Deals 10–38% of their Hit points to enemy beings and drains 1 energy from the opponent.
- DelugeRare
Deals 10–40% of Hit points to every being — yours included, at half.
- EarthquakeEpic
Deals 12–46% of their Hit points to enemy beings and destroys their terrain.
- RallyCommon
One of your spent beings may strike again.
- MusterUncommon
Beings you played this turn may strike immediately.
- OathRare
All your beings may attack again this turn.
- ChargeEpic
All your beings may strike again and gain 12–46% Attack.
- EpicLegendary → Prism
All your beings strike again, gain 13–52% Attack, and you draw a card.
- HarangueCommon
Your most wounded being gains 9–34% Attack.
- StandardUncommon
Play the most expensive being in your hand for free, facing the strongest enemy if a square allows.
- ProclamationRare
Your beings gain 10–40% Attack for the rest of the game.
- TriumphEpic
All your beings gain 12–46% Attack and 12–46% Defence.
- ApotheosisLegendary → Prism
All your beings gain 13–52% Attack, Defence and Hit points.
- RemonstranceCommon
The best-defended enemy being loses 9–34% of its Defence.
- ArmisticeUncommon
Until your next turn, no attack can reach your Codex.
- TreatyRare
Discards the costliest object an enemy being carries, and everything it granted.
- CapitulationEpic
All enemy beings lose 12–46% of their Attack and Defence.
- SurrenderLegendary → Prism
All enemy beings lose 13–52% of their Attack and Defence, and skip their turn.
- ReadingCommon
You draw a card.
- StudyUncommon
You draw a card and gain 1 energy next turn.
- CouncilRare
You draw two cards.
- LibraryEpic
You draw three cards.
- EncyclopediaLegendary → Prism
You draw three cards and gain 2 energy next turn.
- BanishmentCommon
Returns the cheapest enemy being to its owner’s hand.
- RelegationUncommon
Returns the cheapest enemy being to hand and drains 1 energy from the opponent.
- ExodusRare
Returns the costliest enemy being to its owner’s hand.
- ProscriptionEpic
Returns the costliest enemy being to hand and starves the opponent of energy.
- Damnatio memoriaeLegendary → Prism
Sends the costliest enemy being to the bottom of its owner’s deck.
- MigrationCommon
Returns the two cheapest enemy beings to hand.
- EvacuationUncommon
Returns every enemy being to hand except the costliest.
- DiasporaRare
Returns every enemy being to hand, to be paid for again.
- Great ExileEpic
Returns every enemy being to hand and starves the opponent of energy.
- ErasureLegendary → Prism
Sends every enemy being to the bottom of their deck.
- RespiteCommon
Your most wounded being recovers 9–34% of its Hit points.
- InfirmaryUncommon
Your two most wounded beings recover 10–38% of their Hit points.
- DiscoveryRare
Restores 10–40% of their Hit points to all allies, then leaves play.
- ProvidenceEpic
All your beings recover 12–46% of their Hit points and shed their blights.
- MiracleLegendary → Prism
All your beings recover 13–52% of their Hit points, shed their blights, and you draw a card.
- RemissionCommon
Your most wounded being sheds every blight.
- HealingUncommon
Your most wounded being sheds its blights and recovers half of what it is missing.
- RenewalRare
Restores all Hit points to your most wounded being and clears its blights.
- ResurrectionEpic
Your most wounded being returns to full, and you take a being back from your discard pile.
- PhoenixLegendary → Prism
Your most wounded being returns to full, and a being from your discard pile returns to play.
- ExpropriationCommon
Destroys the enemy terrain.
- DearthUncommon
The opponent loses 1 energy next turn, and you gain 1.
- EmbargoRare
The opponent loses energy on their next turn.
- RequisitionEpic
Refunds its cost, plus 3 energy this turn; you lose 2 next turn.
- BankruptcyLegendary → Prism
The opponent loses energy, you gain as much, and they discard their costliest card.
- TollCommon
The opponent’s energy cap drops for one turn.
- QuarantineUncommon
The opponent’s energy cap drops for two turns.
- BlockadeRare
Lowers the opponent’s energy ceiling for three turns.
- SiegeEpic
The opponent’s energy cap drops for four turns, and they lose 1 energy.
- InterdictLegendary → Prism
The opponent’s energy cap drops for five turns, and they discard their costliest card.
Frequently asked questions
What is WikiTCG?
WikiTCG is a trading card game where every card is a real Wikipedia article. You open packs, collect, trade and battle with your collection, in a browser with nothing to install.
Are the card stats made up?
No. Every value is computed from public measurements of the article: its length, its references, its age, its traffic and its incoming links. The calculation is deterministic — the same measurements always give the same stats.
Is the game free?
Yes. You can play, collect and climb the leaderboard without ever paying. The shop only sells dust, the in-game currency: no card, no pack and no rank can be bought directly.
Is WikiTCG affiliated with Wikipedia?
No. It is an independent project with no link to the Wikimedia Foundation. Texts and data come from Wikipedia and Wikidata under CC BY-SA 4.0, and illustrations from Wikimedia Commons, each credited on its card page.
How do you get cards?
By opening packs of 5 cards, free every 15 minutes. You can also bid on other players’ auctions, trade with friends, or forge a specific card with dust.
Can a card change over time?
Yes. An article that grows, gets more traffic or gains sources produces different values at the next reading. Every card page shows the date of its last reading — that is the one that counts.