Base Set: Cards

SNAP — ABILITIES (VARIANTE A · MINIMAL · KANONISCH)

Diese Texte sind 1:1 so zu verwenden.


[on reveal]

Triggers when the monster is flipped face-up during the Reveal Step.


[on entry]

Triggers when the monster enters the Combat Field or is placed face-up by an effect.


Blocker

While face-up on the Bench, this monster may intercept an incoming attack and become the new target instead.


Swap

This monster may exchange positions between the Bench and the Combat Field through its own effect.


Disruptor

While active, this monster may target a face-up enemy Bench monster when attacking.


Overdrive

This monster may declare one additional attack during each Attack Phase.

1) Overarching design narrative for Aetherion (look & feel, not “one flat color”)

Aetherion = “Creation as combustion.”
Not holy-white monotone, but prismatic energy that leans toward a few dominant hues.

Color direction (bunt, aber klar geführt):

  • Primary bias: radiant gold / warm white (creation, divinity, “idea ignition”)
  • Secondary bias: cyan / electric blue (plasma, precision energy, “clean burn”)
  • Accent bias: magenta / violet (creative volatility, instability, overcharge)
  • Occasional contrast: deep midnight navy / black for space-depth and silhouette readability

How that translates into “bunt but coherent”:

  • Cards can be very colorful (nebula gradients, prism refractions), but the highlight energy always resolves into gold-white.
  • Cyan tends to appear as “channels / circuits / trails,” magenta as “breaks / sparks / flares.”
  • Icon creatures (Aethyra / Solun / Lumii) should each have a unique color signature, while still feeling Aetherion:
    • Aethyra: gold-white core + cosmic navy + cyan star-lines
    • Solun: magenta-violet “idea flare” + white-hot center
    • Lumii: cyan-white cute glow with tiny magenta sparks

Scene language (so spells/counters feel collectible):

  • Ignition, Overcharge, Feedback, Nova, Starfall, Prism burst, Creation spiral, Burnout collapse.

This gives Aetherion a recognizable spectrum identity without forcing “everything orange.”


AETHERION v1.0.1 — MONSTERS (15)


Aethyra, Cosmic Dragon-God

Class: Aetherion
Type: Monster — Prime Singular

Abilities

  • Overdrive
  • [on entry]

Summoning Condition

You may summon Aethyra, Cosmic Dragon-God only if you declared an Overdrive attack this turn and at least one of your Aetherion monsters was defeated this turn.

Effects

  • [on entry]: Gain +4000 IMP. Defeat all other monsters.
  • Once per turn: You may defeat one of your face-up monsters. If you do, this monster gains +2000 IMP until end of turn.
  • If this monster leaves the field: You lose the game at the end of the next turn.

Solun, Final Idea Incarnate

Class: Aetherion
Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition

You may summon Solun, Final Idea Incarnate only if you have 2 or fewer Support cards in hand.

Effects

  • [on entry]: Choose 2 Support cards from your Support Deck. Add 1 to your hand and lock the other face-down.
  • Once per turn: You may discard 1 Support card. If you do, this monster gains +2000 IMP until end of turn.
  • End Phase: If you have no Support cards in hand, defeat this monster.

Lumii, Spark of Creation

Class: Aetherion
Type: Monster

Abilities

  • Overdrive
  • [on entry]

Effects

  • [on entry]: Gain +500 IMP. You may lock 1 Support card from your Support Deck face-down.
  • While this monster has Overdrive: Gain +1000 IMP.

Radiant Impulse Herald

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: This monster gains +1000 IMP until end of turn.
    If you played a Spell this turn, gain an additional +500 IMP.

Volatile Light Initiate

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: Gain +1500 IMP.
  • End Phase: Defeat this monster.

Solar Flash Envoy

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: You may lock 1 Support card from your Support Deck face-down. If you do, add 1 Locked Support to your hand.

Overdrive Vanguard

Class: Aetherion
Type: Monster

Abilities

  • Overdrive

Effects

  • Once per turn: This monster gains Overdrive until end of turn.
  • End Phase: If this monster declared two attacks this turn, it loses 2000 IMP.

Celestial Overcharge Knight

Class: Aetherion
Type: Monster

Abilities

Effects

  • Once per turn: If you played a Spell this turn, gain +1500 IMP until end of turn.
  • While this monster has 6000 IMP or more: It cannot be protected by effects.

Radiant Surge Avatar

Class: Aetherion
Type: Monster

Abilities

  • Overdrive
  • [on entry]

Effects

  • [on entry]: If this monster has Overdrive, defeat one enemy monster with lower IMP.

Unstable Creation Manifest

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: Choose one —
    • Gain +4000 IMP. Defeat this monster at end of turn.
    • Gain +2000 IMP and lock 1 Support card face-down.
    • Add 1 Locked Support to your hand, then this monster loses 1000 IMP.

Brilliant Cataclysm Bearer

Class: Aetherion
Type: Monster

Abilities

Effects

  • Once per turn: You may defeat one of your face-up monsters. If you do, this monster gains +3000 IMP until end of turn.

Lightbound Risk Channeler

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: Add 1 Locked Support to your hand.
  • If you now have more than 3 Support cards in hand, discard cards until you have 3.

Final Radiance Executor

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: Gain +4000 IMP.
  • End Phase (next turn): Defeat this monster.

Starfall Obliteration Engine

Class: Aetherion
Type: Monster

Abilities

  • [on entry]

Effects

  • [on entry]: Defeat one other monster.
  • This monster cannot attack during your next turn.

Apotheosis Flash Incarnate

Class: Aetherion
Type: Monster

Abilities

Effects

  • While this monster has 8000 IMP or more: Defeat it at the end of the turn.


AETHERION v1.0.1 — SPELLS (8)

(Spells do not use Abilities; only Effects are shown.)


Idea Detonation

Effect

  • One of your monsters gains Overdrive until end of turn.
  • Then lock 1 Support card from your Support Deck face-down.

Radiant Overcharge

Effect

  • One of your monsters gains +3000 IMP until end of turn.
  • End Phase: Defeat that monster.

Flash of Creation

Effect

  • Flip one of your face-down Bench monsters you control face-up.
  • It gains +1000 IMP until end of turn.

Unstable Inspiration

Effect

  • Choose 1 Support card from your Support Deck and add it to your hand.
  • Then defeat one of your face-up monsters.

Celestial Burn

Effect

  • Defeat one enemy monster with lower IMP than one of your Aetherion monsters.

Overdrive Cascade

Effect

  • One of your monsters gains Overdrive until end of turn.
  • If you already control a face-up monster with Overdrive, add 1 Locked Support to your hand.

Final Spark

Effect

  • One of your monsters gains +5000 IMP until end of turn.
  • During your next turn, you cannot lock Support cards.

Total Burnout

Effect

  • Defeat all of your face-up monsters.
  • Add 1 Locked Support to your hand for each monster defeated this way (max 3).


AETHERION v1.0.1 — COUNTERS (7)


Energy Backlash

Effect

  • When an enemy activates a Spell or Counter: Negate that effect.
  • Then defeat one of your face-up monsters.

Overload Response

Effect

  • When an enemy monster effect is activated: Negate that effect.
  • One of your monsters gains +2000 IMP until end of turn.

Violent Feedback Loop

Effect

  • When an enemy monster is summoned or flipped face-up:
    Defeat one of your face-up monsters. Then defeat that enemy monster.

Reactive Ignition

Effect

  • When an enemy declares an attack:
    One of your monsters gains +3000 IMP until end of turn.

Unstable Reversal

Effect

  • When an enemy activates a Counter: Negate that effect.
  • You cannot activate Counters during your next turn.

Last Surge

Effect

  • When one of your monsters would be defeated:
    It gains +4000 IMP until end of turn.
    Defeat it at the end of the turn.

All-In Deflection

Effect

  • When an enemy effect would defeat one of your monsters: Negate that effect.
  • Then defeat all of your face-up monsters.

COREON — OVERARCHING DESIGN NARRATIVE

(Base Set 001 · Referenz für alle Coreon-Karten)

1) Kernidee (One-Sentence-Truth)

Coreon = Order made visible.
Nicht rohe Macht, nicht Chaos, sondern autoritative Präsenz, Systeme, Hierarchien und kontrollierte Gewalt.

Coreon fühlt sich an wie:

  • ein Imperium
  • ein perfektes Regelwerk
  • eine Macht, die nicht fragt, sondern festlegt

2) Emotionale Zielwirkung (wichtig für Sammler)

Coreon soll beim Betrachter keine Euphorie, sondern Respekt auslösen.

  • 😮 „Das ist beeindruckend.“
  • 😐 „Dagegen spiele ich vorsichtig.“
  • 😈 „Wenn das liegt, habe ich Kontrolle.“

👉 Coreon ist die Klasse für:

  • Strategen
  • Control-Spieler
  • Sammler, die Autorität & Prestige suchen

3) Farb- & Lichtnarrativ (nicht monofarben, aber klar geführt)

Coreon ist NICHT „nur blau“ oder „nur weiß“.

Primäre Farbausrichtung

  • Cold white / ivory → Ordnung, Reinheit, Gesetz
  • Steel blue / desaturated cyan → Kontrolle, Präzision
  • Muted gold accents → Autorität, Hierarchie

Sekundäre Kontraste

  • Deep navy / graphite → Tiefe, Systemkomplexität
  • Very restrained crimson accents → legitimierte Gewalt, Exekution

Wichtiges Gestaltungsprinzip

Coreon-Farben sind gedämpft, kontrolliert, ruhig
niemals wild, niemals explosiv.

Im Gegensatz zu Aetherion:

  • weniger Glow
  • weniger Partikel
  • mehr klare Kanten, Symmetrie, Geometrie

4) Formensprache & Silhouetten (ikonisch!)

Coreon-Design lebt von:

  • Symmetrie
  • klaren vertikalen Linien
  • sakral-technischer Ästhetik

Typische Formen

  • Halos, Kreise, Sigillen
  • Türme, Säulen, Schilde
  • Dreiecke / Hexagone (Ordnungsmuster)

👉 Coreon-Monster sind leicht wiedererkennbar, auch als Silhouette.


5) Szenische Motive (für Spells & Counters)

Coreon-Karten zeigen keine Schlachten, sondern Eingriffe.

Typische Szenen

  • Protokolle werden aktiviert
  • Urteile werden gefällt
  • Zugriffe werden verweigert
  • Systeme greifen ein
  • Gegner wird „stillgelegt“, nicht zerstört

Sprachliche Leitbegriffe

  • Protocol
  • Judgment
  • Sanction
  • Authority
  • Lock
  • Restriction
  • Override (sehr kontrolliert eingesetzt)

6) Mechanisches Gefühl (ohne Effekte zu schreiben)

Coreon spielt sich wie ein Schachspieler.

  • Gegner darf handeln …
    → aber nur innerhalb der erlaubten Parameter
  • Fehler werden sofort, aber sauber bestraft
  • Kein Chaos, kein Zufall

👉 Wichtig für später:

  • Coreon verhindert mehr, als dass es zerstört
  • Coreon lebt vom Timing, nicht vom Burst

7) Ikonen-Logik (Sammler-Perspektive)

Wie bei Aetherion gilt:

Coreon braucht:

  • 1 Major Icon (Prestige / Strategic)
  • 1 Secondary Icon (unexpected fan favorite)

Aber anders als Aetherion:

AetherionCoreon
Epik & ExplosionAutorität & Kontrolle
Energie & ChaosOrdnung & Struktur
„Wow!“„Oh.“

8) Major Icon – Coreon (Preview, noch keine Karte)

Archetyp:
👉 Seraph / Archon / Judge of Order

Gefühl:

  • allwissend
  • unantastbar
  • ruhig

Sammlerwert:

  • Gold-Foils
  • Alt-Arts („Judgment“, „Ascension“, „Protocol“)
  • Turnierprestige

👉 Das ist keine aggressive Ikone, sondern eine Prestige-Ikone.


9) Secondary Icon – Coreon (sehr wichtig!)

Coreon braucht – wie jede große TCG-Fraktion –
etwas Unerwartetes & Sympathisches.

Archetyp:
👉 Small Sentinel / Order Construct

  • klein
  • funktional
  • „macht einfach seinen Job“

Warum essenziell:

  • Control-Klassen ohne Cute-Anchor wirken kalt
  • Sammler brauchen emotionale Balance

👉 Das ist Coreons „Kuriboh-Moment“.


10) Abgrenzung zu anderen Klassen (wichtig!)

KlasseNICHT Coreon
Aetherionkeine Explosion, kein Overdrive-Fokus
Fluxionkein Chaos, keine wilden Swaps
Synapherakeine emotionale Bindung
Obscurakeine Täuschung, kein Verstecken

👉 Coreon ist offen, sichtbar, autoritativ.


11) Kanonische Designregel (sehr wichtig)

Eine Coreon-Karte darf niemals unfair wirken.
Sie darf sich aber immer unangenehm korrekt anfühlen.

Wenn ein Spieler verliert gegen Coreon, soll er denken:

  • „Ja … das hätte ich sehen müssen.“

COREON v1.0.2 — MONSTERS (15)


Praexion, Archon of Absolute Order

Class: Coreon · Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition

You may summon Praexion, Archon of Absolute Order only if your opponent activated at least one Spell or Counter during this turn.

Effects

  • [on entry]: Choose one enemy monster. Until the end of the next turn, that monster cannot attack, cannot use abilities, and cannot be used as a Blocker.
  • Once per turn: You may lock 1 Support card from your Support Deck face-down. If you do, negate the next Spell or Counter your opponent activates this turn.
  • While this monster is face-up: Players cannot activate more than one Counter per turn.

Lexiron, Final Arbiter of Order

Class: Coreon · Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition

You may summon Lexiron, Final Arbiter of Order only if there are at least three locked Support cards on the field.

Effects

  • [on entry]: Choose up to two enemy monsters. Until the end of the game, those monsters cannot attack and cannot use abilities.
  • While this monster is face-up: Monsters affected by Lexiron cannot be Swapped or redirected.
  • Once per game: You may unlock all locked Support cards. If you do, Lexiron loses all effects.

Sentinel-Unit C0R-3

Abilities: Blocker, [on reveal]
Effects:

  • [on reveal]: Choose one enemy monster. That monster loses 1000 IMP until end of turn.
  • Once per turn, if this monster blocks an attack, you may lock 1 Support card face-down.

Judicator of Sanctions

Abilities: [on entry]
Effects: [on entry]: Choose one enemy monster. That monster cannot declare attacks during its next turn.


Protocol Enforcer

Abilities:
Effects: While this monster is active, your opponent cannot activate Spells during attack windows.


Civic Shieldwarden

Abilities: Blocker
Effects: While face-up on the Bench, the first time another Coreon monster would be defeated each turn, prevent that defeat.


Compliance Overseer

Abilities: [on reveal]
Effects: [on reveal]: Choose one enemy monster. Until end of turn, that monster cannot be targeted by effects other than its own.


Arbiter of Timing

Abilities:
Effects: Once per turn, during your opponent’s turn, you may lock 1 Support card face-down. If you do, during the next attack this turn, your opponent cannot assign Blockers.


Sentinel Bastion

Abilities: Blocker
Effects: If this monster blocks an attack, the attacking monster loses 2000 IMP until end of turn.


Directive Strategist

Abilities: [on entry]
Effects: [on entry]: Choose one of your face-up monsters. Until end of turn, it cannot be targeted by enemy effects.


Judgment Engine

Abilities:
Effects: Once per turn, if an enemy monster’s IMP is modified, you may reduce that monster’s IMP by 1000 until end of turn.


Orderline Executor

Abilities: Disruptor
Effects: While active, when it defeats a monster, your opponent cannot activate Counters during their next turn.


Censorium Attendant

Abilities: [on entry]
Effects: [on entry]: Until end of turn, your opponent cannot add Support cards from their Support Deck to their hand.


Regulatory Watcher

Abilities:
Effects: While face-up, the first Spell your opponent activates each turn requires discarding 1 additional Support card.


Lawbound Custodian

Abilities: Blocker
Effects: While face-up on the Bench, enemy monsters cannot gain Overdrive.


Sanction Archivist

Abilities: [on reveal]
Effects: [on reveal]: Choose one locked Support card. Either player may add that card to their hand at the start of their next turn.


COREON v1.0.2 — SPELLS (8)

  • Protocol Enforcement: Choose one enemy monster; it cannot attack or use abilities until end of turn.
  • Judicial Lockdown: Until the end of the next turn, players cannot activate more than one Spell per turn.
  • System Reallocation: Swap one of your face-up Bench monsters with your active monster.
  • Authority Mandate: Choose one of your Coreon monsters; it cannot be targeted by enemy effects and cannot lose IMP until end of turn.
  • Sanctioned Override: Negate the effects of one enemy monster until end of turn.
  • Civic Stabilization: Choose up to two of your monsters; they each gain +1000 IMP until end of turn.
  • Rule of Silence: Until end of turn, your opponent cannot activate Counters.
  • Executive Decree: Choose one enemy monster; it cannot be declared as an attack target until the end of your opponent’s next turn.

COREON v1.0.2 — COUNTERS (7)

  • Protocol Denial: When an enemy activates a Spell or Counter, negate that effect.
  • Authority Rejection: When an enemy monster effect is activated, negate that effect.
  • Orderly Intervention: When an enemy declares an attack, that attack does not resolve.
  • Sanction Response: When an enemy monster would gain IMP, it cannot gain IMP until end of turn.
  • Procedural Delay: When an enemy activates a Spell, negate it; your opponent cannot activate Spells for the rest of this turn.
  • Judicial Stay: When an enemy monster is summoned or flipped face-up, it cannot attack or use abilities until end of turn.
  • Final Adjudication: When an enemy effect would defeat one of your monsters, negate that effect; that enemy monster cannot attack or use abilities until end of turn.

FLUXION — OVERARCHING DESIGN NARRATIVE

(Base Set 001 · kanonischer Referenzrahmen)

1) Kernidee (One-Sentence-Truth)

Fluxion = Controlled Chaos.
Nicht blindes Chaos (das wäre Obscura), sondern Bewegung, Fluss, Instabilität, die aktiv genutzt wird.

Fluxion fühlt sich an wie:

  • ein Sturm, der gelenkt wird
  • Wasser, das Formen sprengt
  • ein System, das ständig im Wandel ist

2) Emotionale Zielwirkung (entscheidend für Spieler & Sammler)

Fluxion soll Spaß, Tempo und Unvorhersehbarkeit erzeugen – aber nie Willkür.

  • 😏 „Das war clever.“
  • 😮 „Das habe ich nicht kommen sehen.“
  • 😈 „Du dachtest, du kontrollierst das Feld?“

👉 Fluxion ist die Klasse für:

  • Trickster-Spieler
  • Tempo-Spieler
  • Sammler, die Dynamik & Bewegung lieben

3) Farb- & Lichtnarrativ

(bunt, lebendig – aber klar geführt)

Primäre Farbausrichtung

  • Turquoise / Teal / Aqua → Fluss, Bewegung, Wasser
  • Electric Blue → Energie, Beschleunigung

Sekundäre Akzente

  • Silver / Chrome highlights → Geschwindigkeit, Reflexion
  • White foam / mist effects → Übergänge, Instabilität

Kontrastfarben (sparsam!)

  • Neon green oder violet für Chaos-Impuls
  • Dark navy für Tiefe & Lesbarkeit

👉 Fluxion darf farblich am lebendigsten sein,
aber nie so grell wie Aetherion, nie so düster wie Obscura.


4) Formensprache & Silhouetten

Fluxion lebt von:

  • asymmetrischen Formen
  • gebogenen Linien
  • Bewegungsunschärfe
  • diagonalen Kompositionen

Typische visuelle Motive

  • Wellen
  • Wirbel
  • Strömungen
  • Datenströme / Energieflüsse
  • Fragmentierte Geometrie

👉 Fluxion-Karten wirken selten „still“.
Selbst stehende Figuren wirken, als wären sie im nächsten Moment woanders.


5) Szenische Motive (Spells & Counters)

Fluxion zeigt Momente des Umschlags, nicht Zustände.

Typische Szenen

  • Positionswechsel
  • Ausweichen im letzten Moment
  • Umleitung von Angriffen
  • Kettenreaktionen
  • Instabile Portale / Strömungen

Sprachliche Leitbegriffe

  • Shift
  • Flow
  • Redirect
  • Surge
  • Drift
  • Ripple
  • Phase

6) Mechanisches Gefühl (ohne Effekte zu schreiben)

Fluxion spielt sich wie ein Tänzer.

  • Positionen wechseln häufig
  • Angriffe gehen „ins Leere“
  • Gegner verliert Übersicht, nicht Ressourcen
  • Vorteile sind temporär, aber wiederholbar

👉 Wichtig:

  • Fluxion zerstört wenig
  • Fluxion verändert viel

7) Ikonen-Logik (Sammlerperspektive)

Fluxion braucht Ikonen, die Bewegung verkörpern.

Major Icon (Prime Singular)

  • Verkörperung des „Ursprungs des Flusses“
  • Nicht chaotisch-böse
  • Überlegen, schnell, schwer zu fassen

Gefühl:

„Du spielst nicht gegen mich – du versuchst, mich einzuholen.“


Secondary Icon (Fan Favorite)

  • Kleiner, schneller Charakter
  • Trickreich, verspielt
  • Extrem hohes Meme- & Promo-Potenzial

👉 Fluxion braucht diesen Cute-Anchor besonders stark,
sonst wirkt die Klasse zu abstrakt.


8) Abgrenzung zu anderen Klassen

KlasseUnterschied zu Fluxion
Coreonstatisch, regelbasiert
Aetherionexplosiv, final
Synapherawachsend, organisch
Obscuraversteckend, manipulierend

👉 Fluxion ist sichtbar, offen, beweglich
nie heimlich, nie absolut.


9) Kanonische Designregel (sehr wichtig)

Eine Fluxion-Karte darf niemals einfach „Nein“ sagen.
Sie sagt immer: „Anders.“

  • Kein hartes Negieren (das ist Coreon)
  • Kein Selbstopfer-Burst (Aetherion)
  • Stattdessen: Umlenken, Tauschen, Verzögern

10) Sammler-Check (realistisch)

Fluxion-Sammler lieben:

  • dynamische Artworks
  • Full-Art mit Bewegung
  • Alt-Arts mit extremen Perspektiven
  • Karten, die „Action“ zeigen

👉 Fluxion wird:

  • nicht die teuerste Klasse
  • aber eine der beliebtesten

FLUXION v1.0.2 — MONSTERS (15)

Aqualis, Prime of the Living Flow

Class: Fluxion · Type: Monster — Prime Singular

Abilities

  • Disruptor
  • [on entry]

Summoning Condition
You may summon Aqualis, Prime of the Living Flow only if at least one monster changed position this turn.

Effects

  • [on entry]: Swap Aqualis with one face-up monster on the Bench.
  • Once per turn: When an enemy declares an attack, you may choose a different valid target for that attack.
  • While this monster is active: Enemy monsters cannot gain Overdrive.

Veyra, Axis of Reversal

Class: Fluxion · Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition
You may summon Veyra, Axis of Reversal only if at least two monsters changed position during this turn.

Effects

  • [on entry]: For each player, if that player controls a face-up Bench monster, Swap their active monster with one of those monsters.
  • Until the end of this turn: Monsters cannot be Swapped by any player.
  • At the end of this turn: Return Veyra to the Bench.

Ripple, Kinetic Sprite

Class: Fluxion · Type: Monster

Abilities

  • Swap
  • [on reveal]

Effects

  • [on reveal]: You may Swap this monster.
  • Once per turn: If this monster changes position, choose one enemy monster. That monster loses 1000 IMP until end of turn.

Currentflow Duelist

Abilities: Disruptor
Effects: While active, when it declares an attack, you may Swap one face-up Bench monster you control.

Tidal Positioner

Abilities: [on entry]
Effects: [on entry]: Swap two face-up monsters on the field.

Slipstream Adept

Abilities: Swap
Effects: Once per turn, after this monster Swaps, it gains +1000 IMP until end of turn.

Phasewake Skirmisher

Abilities: [on reveal]
Effects: [on reveal]: You may immediately Swap this monster with one face-up Bench monster you control.

Redirect Specialist

Abilities:
Effects: Once per turn, when an enemy declares an attack, you may choose a different valid attack target.

Flowline Tactician

Abilities: Disruptor
Effects: While active, enemy monsters it attacks cannot be Swapped until end of turn.

Ebbshift Manipulator

Abilities: [on entry]
Effects: [on entry]: Choose one enemy monster. Swap that monster with another face-up enemy Bench monster.

Slipcurrent Guardian

Abilities: Blocker
Effects: If this monster blocks an attack, you may Swap this monster with another face-up Bench monster you control.

Temporal Drifter

Abilities:
Effects: Once per turn, during your opponent’s turn, you may Swap one of your monsters.

Flowbound Striker

Abilities: Disruptor
Effects: While active, when it defeats a monster, you may Swap one face-up monster you control.

Ripplewake Operative

Abilities: [on reveal]
Effects: [on reveal]: Choose one enemy monster. That monster loses 1000 IMP until end of turn. If that monster changed position this turn, it loses an additional 1000 IMP.

Driftline Analyst

Abilities:
Effects: While face-up, the first time each turn a monster changes position, gain +500 IMP.


FLUXION v1.0.2 — SPELLS (8)

  • Flow Redirection: When an enemy declares an attack, choose a different valid target for that attack.
  • Kinetic Exchange: Swap two face-up monsters on the field.
  • Slipstream Shift: Swap one of your face-up Bench monsters with your active monster; it gains +1000 IMP until end of turn.
  • Tidal Repositioning: Choose one enemy monster; Swap it with a face-up enemy Bench monster.
  • Momentum Surge: Choose one monster; if it changed position this turn, it gains +2000 IMP until end of turn.
  • Phase Drift: During this turn, the next time one of your monsters would be defeated, if you control another face-up Bench monster, Swap it instead.
  • Current Disruption: Until end of turn, enemy monsters cannot be Swapped by their controller.
  • Ripple Effect: Choose up to two monsters; if either changes position this turn, the other gains +1000 IMP until end of turn.

FLUXION v1.0.2 — COUNTERS (7)

  • Flow Interruption: When an enemy declares an attack, if the attacker has a face-up Bench monster available, Swap it with one of those monsters.
  • Kinetic Deflection: When one of your monsters is targeted by an attack, redirect that attack to another valid target.
  • Slipstream Evasion: When one of your monsters would be defeated, if you control another face-up Bench monster, Swap it instead.
  • Phase Cancellation: When an enemy activates a Spell, that Spell has no effect on monsters that changed position this turn.
  • Current Reversal: When an enemy monster changes position, you may Swap that monster with another face-up monster on the field.
  • Momentum Break: When an enemy monster gains IMP, that monster loses 1000 IMP instead.
  • Ripple Counterflow: When an enemy effect would target one of your monsters, change the target to another valid monster.

SYNAPHERA — OVERARCHING DESIGN NARRATIVE

(Base Set 001 · kanonischer Referenzrahmen)

1) Kernidee (One-Sentence-Truth)

Synaphera = Living Continuum.
Nicht Explosion (Aetherion), nicht Ordnung (Coreon), nicht Bewegung (Fluxion), sondern Wachstum, Verbindung und Emergenz.

Synaphera fühlt sich an wie:

  • ein Ökosystem
  • ein neuronales Netz
  • ein lebender Organismus, der mit jeder Aktion komplexer wird

2) Emotionale Zielwirkung

Synaphera soll Befriedigung durch Aufbau erzeugen.

  • 🌱 „Das wächst gerade.“
  • 🧠 „Ich habe das vorbereitet.“
  • 😌 „Jetzt greift alles ineinander.“

👉 Diese Klasse ist für:

  • Spieler:innen, die Planung und Synergien lieben
  • Sammler, die Organik, Schönheit und Tiefe suchen
  • Menschen, die gerne etwas entstehen sehen

3) Farb- & Lichtnarrativ

(lebendig, natürlich, aber nicht monoton grün)

Primäre Farbrichtung

  • Emerald / Verdant Green → Wachstum, Leben
  • Warm Gold → Reife, Wert, Harmonie

Sekundäre Akzente

  • Teal / Cyan veins → Vernetzung, Energiefluss
  • Soft white glow → Bewusstsein, Geist

Kontrastfarben (sparsam)

  • Deep brown / umber → Erdung
  • Soft violet → evolutionäre Schwelle

👉 Synaphera ist farblich reich, aber nie grell.
Alles wirkt organisch gewachsen, nicht designt.


4) Formensprache & Silhouetten

Synaphera lebt von:

  • verästelten Strukturen
  • runden, organischen Formen
  • Überlagerungen
  • Wiederholungen mit Variation

Typische visuelle Motive

  • Ranken / Wurzeln
  • Blätter / Blüten
  • Kristalladern
  • neuronale Netze
  • symbiotische Wesen

👉 Nichts ist isoliert.
Jede Form scheint mit etwas anderem verbunden.


5) Szenische Motive (Spells & Counters)

Synaphera zeigt Prozesse, keine Momente.

Typische Szenen

  • langsames Überwuchern
  • Verstärkung durch Nähe
  • Heilung, Regeneration
  • Anpassung an Bedrohung
  • Symbiose statt Konfrontation

Sprachliche Leitbegriffe

  • Grow
  • Bloom
  • Bind
  • Link
  • Nurture
  • Adapt
  • Evolve

6) Mechanisches Gefühl (ohne Effekte zu schreiben)

Synaphera spielt sich wie ein Garten.

  • Vorteile entstehen schrittweise
  • Einzelne Karten wirken harmlos
  • Zusammen werden sie unangenehm effizient
  • Gegner merkt oft zu spät, wie stark das Feld geworden ist

👉 Wichtig:

  • Synaphera gewinnt selten plötzlich
  • Synaphera verliert selten abrupt

7) Ikonen-Logik (Sammlerperspektive)

Synaphera braucht Ikonen, die Leben verkörpern.

Major Icon (Prime Singular #1)

  • Verkörperung des „Ursprungs allen Wachstums“
  • Zeitlos, ruhig, mächtig
  • Kein Aggressor, sondern Quelle

Gefühl:

„Das war von Anfang an da.“


Prime Singular #2

  • Verkörperung der Evolution
  • Anpassungsfähig, reagierend
  • Stärker, je länger das Spiel dauert

Gefühl:

„Das ist das Ergebnis von allem, was vorher passiert ist.“


Secondary Icon (Fan Favorite)

  • Kleines, symbiotisches Wesen
  • Niedlich, hilfreich, verbindend
  • Hoher Wiedererkennungswert

👉 Synaphera braucht diesen Cute-Anchor,
sonst wirkt die Klasse zu „abstrakt-biologisch“.


8) Abgrenzung zu anderen Klassen

KlasseUnterschied zu Synaphera
Aetherionpunktuell, explosiv
Coreonregelbasiert, hart
Fluxionbeweglich, instabil
Obscuraverborgen, manipulativ

👉 Synaphera ist offen, sichtbar, ehrlich
aber schwer zu stoppen, wenn sie einmal läuft.


9) Kanonische Designregel (sehr wichtig)

Synaphera-Karten dürfen für sich genommen nie überwältigend sein.
Ihre Stärke entsteht nur im Zusammenspiel.

  • Keine großen Solo-Effekte
  • Kaum harte Counters
  • Viele „wenn / solange / für jedes“-Momente

10) Sammler-Check

Synaphera spricht Sammler an, die:

  • organische Full-Art lieben
  • Details entdecken wollen
  • Ruhe und Schönheit schätzen

👉 Diese Klasse wird:

  • selten „teuer durch Meta“
  • oft geliebt durch Ästhetik

SYNAPHERA v1.0.1 — MONSTERS (15)


Elyndra, Source of the Verdant Continuum

Class: Synaphera · Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition

You may summon Elyndra, Source of the Verdant Continuum only if you control at least two other face-up Synaphera monsters.

Effects

  • [on entry]: For each other face-up Synaphera monster you control, choose one of your monsters. That monster gains +500 IMP until end of turn.
  • While this monster is face-up: Your Synaphera monsters cannot lose IMP from enemy effects.
  • Once per turn: If a Synaphera monster you control would be defeated while it has more than 0 IMP, you may reduce its IMP to 0 instead.

Vaelor, Adaptive Bloomlord

Class: Synaphera · Type: Monster — Prime Singular

Abilities

  • [on reveal]

Summoning Condition

You may summon Vaelor, Adaptive Bloomlord only if at least one Synaphera monster you control gained IMP this turn.

Effects

  • [on reveal]: For each time a monster you control gained IMP this turn, Vaelor gains +1000 IMP until end of turn.
  • While this monster is active: When another Synaphera monster you control gains IMP, Vaelor gains +500 IMP until end of turn.
  • Once per turn: If Vaelor’s IMP would be reduced, you may prevent that reduction.

Mosskin, Symbiotic Sprout

Class: Synaphera · Type: Monster

Abilities

  • Blocker
  • [on reveal]

Effects

  • [on reveal]: Choose one other face-up Synaphera monster. That monster gains +1000 IMP until end of turn.
  • While this monster is face-up on the Bench: If another Synaphera monster you control gains IMP, you may gain +500 IMP.

Verdant Channeler

Abilities: [on entry]
Effects: [on entry]: Choose one other face-up Synaphera monster. That monster gains +1000 IMP until end of turn.


Bloomline Guardian

Abilities: Blocker
Effects: While face-up on the Bench, other Synaphera monsters you control gain +500 IMP.


Rootbound Sentinel

Abilities: Blocker
Effects: If this monster blocks an attack, prevent the next 1000 IMP loss to the defended monster this turn.


Canopy Harmonist

Abilities:
Effects: While face-up, each time you gain IMP from a Synaphera effect, gain an additional +500 IMP.


Symbiotic Attendant

Abilities: [on reveal]
Effects: [on reveal]: Choose two other Synaphera monsters you control. Each gains +500 IMP until end of turn.


Lifebloom Architect

Abilities:
Effects: Once per turn, if two or more Synaphera monsters you control gained IMP this turn, you may gain +1000 IMP.


Verdant Reclaimer

Abilities: [on entry]
Effects: [on entry]: If a Synaphera monster you controlled was defeated last turn, choose one of your monsters. That monster gains +1500 IMP until end of turn.


Mycelial Networker

Abilities:
Effects: While face-up, Synaphera effects that grant IMP may target one additional monster.


Seedward Protector

Abilities: Blocker
Effects: While face-up on the Bench, the first Synaphera monster that would be defeated each turn while it has more than 0 IMP instead has its IMP reduced to 0.


Flourish Initiate

Abilities: [on reveal]
Effects: [on reveal]: If another Synaphera monster you control gained IMP this turn, this monster gains +1000 IMP until end of turn.


Verdant Linkwarden

Abilities:
Effects: While this monster is active, other Synaphera monsters you control cannot be targeted by enemy effects.


Canopy Watcher

Abilities: [on entry]
Effects: [on entry]: Until end of turn, if a Synaphera monster you control gains IMP, gain an additional +500 IMP.


SYNAPHERA v1.0.1 — SPELLS (8)

  • Verdant Infusion: Choose one Synaphera monster you control. It gains +1500 IMP until end of turn.
  • Symbiotic Bloom: Choose up to two Synaphera monsters you control. Each gains +1000 IMP until end of turn.
  • Rooted Continuance: Until end of turn, the next time a Synaphera monster you control would be defeated while it has more than 0 IMP, its IMP is reduced to 0 instead.
  • Canopy Convergence: Choose one Synaphera monster you control. For each other face-up Synaphera monster you control, that monster gains +500 IMP until end of turn.
  • Lifebond Surge: Choose one monster you control. If another Synaphera monster you control gained IMP this turn, that monster gains +2000 IMP until end of turn.
  • Verdant Regrowth: Choose one Synaphera monster you control. If that monster’s IMP is 0, it gains +2000 IMP instead.
  • Mycelial Expansion: Until end of turn, Synaphera effects that grant IMP may target one additional monster.
  • Harmonious Renewal: Choose one Synaphera monster you control. Remove all IMP reductions from that monster.

SYNAPHERA v1.0.1 — COUNTERS (7)

  • Verdant Safeguard: When one of your Synaphera monsters would be defeated, if it has more than 0 IMP, its IMP is reduced to 0 instead.
  • Symbiotic Intercession: When an enemy effect targets one of your Synaphera monsters, choose another Synaphera monster you control. Change the target of that effect to the chosen monster.
  • Canopy Deflection: When an enemy declares an attack targeting a Synaphera monster you control, that attack does not resolve.
  • Adaptive Resilience: When one of your monsters would lose IMP from an enemy effect, that monster cannot lose IMP from enemy effects until end of turn.
  • Rooted Endurance: When an enemy effect would affect two or more of your monsters, choose one of those monsters. That monster is unaffected by that effect.
  • Lifeline Convergence: When a Synaphera monster you control gains IMP, another Synaphera monster you control gains +500 IMP until end of turn.
  • Verdant Persistence: When a Synaphera monster you control is reduced to 0 IMP, the next time it would be defeated by combat this turn, prevent that defeat.

OBSCURA — OVERARCHING DESIGN NARRATIVE

(Base Set 001 · kanonischer Referenzrahmen)

1) Kernidee (One-Sentence-Truth)

Obscura = Hidden Influence.
Nicht offene Macht, sondern Unsichtbarkeit, Täuschung und verzögerte Konsequenzen.

Obscura fühlt sich an wie:

  • ein Schatten, der zu spät bemerkt wird
  • ein Plan, dessen Wirkung man erst erkennt, wenn es vorbei ist
  • Kontrolle ohne Präsenz

2) Emotionale Zielwirkung

Obscura soll Unbehagen und Respekt erzeugen.

  • 😐 „Ich weiß nicht, was er vorhat.“
  • 😬 „Das war vorbereitet.“
  • 😨 „Ich hätte früher reagieren müssen.“

👉 Diese Klasse ist für:

  • strategische Spieler
  • Mind-Game-Liebhaber
  • Sammler, die dunkle, mysteriöse Ästhetik mögen

3) Farb- & Lichtnarrativ

(dunkel, aber nicht flach oder eintönig)

Primäre Farbrichtung

  • Deep Violet / Dark Purple → Geheimnis, Manipulation
  • Black / Obsidian → Unsichtbarkeit, Abwesenheit

Sekundäre Akzente

  • Crimson highlights → Gefahr, Opfer
  • Cold cyan / glitch tones → Täuschung, Realitätssprünge

Kontrast (sparsam!)

  • White fractures / light seams → Enthüllung, Bruchmomente

👉 Obscura-Karten wirken dunkel, aber detailreich
Schatten mit Struktur.


4) Formensprache & Silhouetten

Obscura lebt von:

  • fragmentierten Formen
  • unvollständigen Silhouetten
  • asymmetrischer Balance
  • Layering & Glitch-Effekten

Typische visuelle Motive

  • Rauch / Nebel
  • Masken
  • Spiegelungen
  • Schattenrisse
  • Verzerrte Realitätsebenen

👉 Figuren sind oft nicht vollständig sichtbar.
Das Auge ergänzt, was fehlt.


5) Szenische Motive (Spells & Counters)

Obscura zeigt Momente der Enthüllung oder Manipulation, nicht den Aufbau.

Typische Szenen

  • Hinterhalte
  • Enthüllungen
  • Opfermomente
  • Kontrolle aus dem Hintergrund
  • Konsequenzen früherer Entscheidungen

Sprachliche Leitbegriffe

  • Conceal
  • Reveal
  • Corrupt
  • Bind
  • Sacrifice
  • Mark
  • Eclipse

6) Mechanisches Gefühl (ohne Effekte zu schreiben)

Obscura spielt sich wie Schach mit verdeckten Zügen.

  • Effekte werden vorbereitet
  • Gegner spielt „falsch“, ohne es zu wissen
  • Macht kommt verzögert
  • Belohnung für Geduld & Planung

👉 Wichtig:

  • Obscura explodiert selten
  • Obscura entscheidet Spiele rückwirkend

7) Ikonen-Logik (Sammlerperspektive)

Obscura braucht Ikonen, die Geheimnisse verkörpern.

Prime Singular #1 (Major Icon)

  • Verkörperung der Schattenmacht
  • Präsenz = latente Bedrohung
  • Gegner weiß: Etwas passiert, aber nicht wann

Gefühl:

„Solange diese Karte da ist, ist nichts sicher.“


Prime Singular #2

  • Verkörperung des Preises
  • Opfer, Korruption, irreversible Entscheidungen
  • Stark, aber gefährlich – auch für den Spieler selbst

Gefühl:

„Das musste ich bezahlen.“


Secondary Icon (Fan Favorite)

  • Maskierter, kleiner Trickster
  • Niedlich, aber unheimlich
  • Hoher Wiedererkennungswert

👉 Obscura braucht diesen Cute-Dark-Anchor,
sonst wird die Klasse zu schwer.


8) Abgrenzung zu anderen Klassen

KlasseUnterschied zu Obscura
Aetherionoffen, final
Coreonsichtbar, regelklar
Fluxiondynamisch, reaktiv
Synapheraoffen, wachsend

👉 Obscura ist unsichtbar, indirekt, nachwirkend.


9) Kanonische Designregel (sehr wichtig)

Obscura-Karten dürfen selten sofort stark wirken.
Ihre Stärke entsteht durch Vorbereitung oder Opfer.

  • Viele „later“, „marked“, „revealed“
  • Effekte mit Verzögerung
  • Kosten sind Teil der Identität

10) Sammler-Check

Obscura spricht Sammler an, die:

  • Dark Fantasy mögen
  • Masken & Mystery lieben
  • Karten sammeln, die Aura haben

👉 Diese Klasse wird:

  • weniger Mainstream
  • aber sehr kultig

OBSCURA v1.0.1 — MONSTERS (15)


Nyxariel, Veiled Sovereign of Silence

Class: Obscura · Type: Monster — Prime Singular

Abilities

  • [on entry]

Summoning Condition

You may summon Nyxariel only if at least one enemy monster is face-up and at least one enemy monster is face-down.

Effects

  • [on entry]: Mark up to two enemy monsters.
  • Once per turn: When a marked enemy monster declares an attack or activates a non-trigger ability, you may negate that action.
  • While this monster is face-up: Marked enemy monsters cannot gain IMP from enemy effects.

Morveth, Pactbearer of the Final Cost

Class: Obscura · Type: Monster — Prime Singular

Abilities

  • [on reveal]

Summoning Condition

You may summon Morveth only if you defeated one of your own monsters earlier this turn.

Effects

  • [on reveal]: Choose one enemy monster. Defeat that monster.
  • While this monster is face-up: At the end of each turn, you must defeat one of your own monsters.
  • Once per game: You may ignore Morveth’s end-of-turn effect.

Vexi, Masked Whisperling

Class: Obscura · Type: Monster

Abilities

  • [on reveal]

Effects

  • [on reveal]: Mark one enemy monster.
  • Once per turn: If a marked enemy monster changes position, that monster loses 1000 IMP until end of turn.

Shadowbound Informant

Abilities: [on entry]
Effects: [on entry]: Look at one face-down enemy monster. If that monster is face-up at any point this turn, mark it.


Veilstep Manipulator

Abilities:
Effects: Once per turn, when an enemy monster changes position, you may mark that monster.


Silent Contractor

Abilities: [on reveal]
Effects: [on reveal]: You may defeat one of your own monsters. If you do, mark up to two enemy monsters.


Maskbearer Acolyte

Abilities:
Effects: While face-up, marked enemy monsters lose 500 IMP.


Grim Ledger Keeper

Abilities: [on entry]
Effects: [on entry]: If one of your monsters was defeated this turn, choose one enemy monster. That monster loses 1000 IMP until end of turn.


Whisperveil Stalker

Abilities: Disruptor
Effects: While active, when it attacks a marked enemy monster, that monster cannot be used as a Blocker this turn.


Eclipse Binder

Abilities: [on reveal]
Effects: [on reveal]: Choose one marked enemy monster. Until end of turn, that monster cannot attack or use abilities.


Oblation Channeler

Abilities:
Effects: Once per turn, when one of your monsters is defeated, you may mark one enemy monster.


Nightbound Custodian

Abilities: Blocker
Effects: If this monster blocks an attack, mark the attacking monster.


Veiled Archivist

Abilities:
Effects: While face-up, when a marked enemy monster is defeated, you may gain +500 IMP.


Duskphase Watcher

Abilities: [on entry]
Effects: [on entry]: Mark one enemy monster. If that monster is already marked, it loses 1000 IMP instead.


Shadowline Harvester

Abilities:
Effects: Once per turn, when a marked enemy monster loses IMP, that monster loses an additional 500 IMP.


OBSCURA v1.0.1 — SPELLS (8)

  • Veil of Unseen Intent: Choose one enemy monster. Mark that monster.
  • Contract of Shadows: You may defeat one of your own monsters. If you do, choose up to two enemy monsters and mark them.
  • Delayed Reckoning: Choose one marked enemy monster. At the end of your opponent’s next turn, that monster loses 2000 IMP.
  • Veiled Exchange: Choose one of your monsters and one marked enemy monster. Swap those monsters.
  • Ritual of the Final Seal: Choose one marked enemy monster. Until end of turn, that monster cannot attack or use abilities.
  • Echoes of the Hidden Pact: If a marked enemy monster was defeated this turn, choose one enemy monster. Mark that monster.
  • Shadow Dividend: Choose one marked enemy monster. If that monster loses IMP this turn, you gain +1000 IMP.
  • Obscured Intentions: Until end of turn, marked enemy monsters cannot gain IMP from enemy effects.

OBSCURA v1.0.1 — COUNTERS (7)

  • Veilbreak Interruption: When an enemy monster is flipped face-up, mark that monster.
  • Hidden Retort: When a marked enemy monster activates a non-trigger ability, negate that ability. If you do, unmark that monster.
  • Shadow Reassignment: When an enemy effect targets one of your monsters, change the target of that effect to a marked enemy monster.
  • Delayed Denial: When an enemy declares an attack with a marked monster, that attack does not resolve.
  • Pactbound Reversal: When one of your monsters is defeated, choose one enemy monster and mark it.
  • Veiled Substitution: When one of your monsters would be defeated, if you control another monster, you may defeat a different monster you control instead.
  • Echo of the Final Cost: When an enemy monster is defeated, if that monster was marked, choose one enemy monster. That monster loses 1500 IMP until end of turn.