Monster
id: S1-PRIME-COR-001
name: Bastion of the Unbroken
class: Coreon
prime_type: P1-Stabilizer
card_type: Monster (Prime Singular)
starting_imp: 7000
activation_condition: „At least four of your monsters have been revealed or played during the game, and your active monster has less IMP than its starting value.“
prime_step_only: true
text: „Passive: once per turn, reduce the first IMP loss your active monster would take during that turn by 1000.“
design_intent:
- buys time, not victory
- forces opponent to commit harder
audit: - no RNG: true
- no draw: true
- no reaction: true
- reversible: true
- beatable: true
id: S1-PRIME-COR-002
name: Law of Unyielding Force
class: Coreon
prime_type: P2-Punisher
card_type: Monster (Prime Singular)
starting_imp: 7600
activation_condition: >
At least four of your monsters have been revealed or played during the game,
and the enemy active monster gained IMP during their previous turn.
prime_step_only: true
text: >
Passive: once per turn, when the enemy active monster gains IMP,
reduce its IMP by 1000.
design_intent:
- punishes recovery and defensive scaling
- reinforces Coreon’s pressure identity
audit:
no_rng: true
no_draw: true
no_reaction: true
no_lock: true
beatable: true
id: S1-COR-BM-001
name: Tribunal Sentry
class: Coreon
archetype: C1
card_type: Monster
template: BM-E
imp: 2500
text: „On reveal: mark one enemy monster until end of turn. Marked monsters cannot gain IMP this turn.“
timing_tags: [„on_reveal“,“until_end_of_turn“]
keywords: [„Trigger“]
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 2, condition_count: 0, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 3, icon: 5, playability: 8, meta_balance: 9, fun: 6, collectibility: 4}
final_score: 62
score_category: „Playable / Sidegrade“
id: S1-COR-BM-002
name: Oathbound Arbiter
class: Coreon
archetype: C1
card_type: Monster
template: BM-C
imp: 3500
text: „Once per turn: when an enemy monster activates an ability, reduce its IMP by 500 until end of turn.“
timing_tags: [„once_per_turn“,“until_end_of_turn“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 4, icon: 6, playability: 9, meta_balance: 9, fun: 7, collectibility: 5}
final_score: 70
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-003
name: Balance Inquisitor
class: Coreon
archetype: C1
card_type: Monster
template: BM-E
imp: 3200
text: „On reveal: if an enemy monster has higher IMP than Balance Inquisitor, reduce that monster’s IMP by 500 until end of turn.“
timing_tags: [„on_reveal“,“until_end_of_turn“]
keywords: [„Trigger“]
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 3, icon: 5, playability: 7, meta_balance: 9, fun: 6, collectibility: 4}
final_score: 61
score_category: „Playable / Sidegrade“
id: S1-COR-BM-004
name: Verdict Watcher
class: Coreon
archetype: C1
card_type: Monster
template: BM-C
imp: 3600
text: „Once per turn: when an enemy monster attacks, reduce its IMP by 500 until end of turn.“
timing_tags: [„once_per_turn“,“until_end_of_turn“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 4, icon: 6, playability: 8, meta_balance: 8, fun: 7, collectibility: 5}
final_score: 68
score_category: „Playable / Sidegrade“
id: S1-COR-BM-005
name: Lawscript Enforcer
class: Coreon
archetype: C2
card_type: Monster
template: BM-E
imp: 3000
text: „Passive: enemy monsters with modified IMP cannot swap positions.“
timing_tags: [„passive“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 0, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 3, icon: 4, playability: 7, meta_balance: 9, fun: 5, collectibility: 3}
final_score: 58
score_category: „Playable / Sidegrade“
id: S1-COR-BM-006
name: Codex Marshal
class: Coreon
archetype: C2
card_type: Monster
template: BM-E
imp: 2800
text: „On reveal: until the end of your next turn, the first enemy Support card unlocked does not resolve.“
timing_tags: [„on_reveal“]
keywords: [„Trigger“]
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 0, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 3, icon: 5, playability: 7, meta_balance: 8, fun: 6, collectibility: 4}
final_score: 61
score_category: „Playable / Sidegrade“
id: S1-COR-BM-007
name: Bastion of Measure
class: Coreon
archetype: C2
card_type: Monster
template: BM-C
imp: 4000
text: „Passive: enemy monsters cannot gain more than 500 IMP per effect.“
timing_tags: [„passive“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 0, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 4, icon: 6, playability: 7, meta_balance: 9, fun: 5, collectibility: 5}
final_score: 64
score_category: „Playable / Sidegrade“
id: S1-COR-BM-008
name: Edict Bearer
class: Coreon
archetype: C2
card_type: Monster
template: BM-C
imp: 3800
text: „Reaction: when an enemy Spell targets a monster, redirect that Spell to Edict Bearer.“
timing_tags: [„reaction“]
keywords: [„Disruptor“]
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 6, icon: 7, playability: 8, meta_balance: 8, fun: 8, collectibility: 6}
final_score: 75
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-009
name: Statute Breaker
class: Coreon
archetype: C2
card_type: Monster
template: BM-R
imp: 5200
text: „When Statute Breaker attacks, reduce the IMP of all enemy monsters by 500 until end of turn. Then you may lose 500 IMP on Statute Breaker.“
timing_tags: [„on_attack“,“until_end_of_turn“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 2, condition_count: 0, timing_window_count: 1, effect_count: 2}
score_factors: {epic: 6, icon: 6, playability: 8, meta_balance: 7, fun: 7, collectibility: 5}
final_score: 70
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-010
name: Edifice of Order
class: Coreon
archetype: C2
card_type: Monster
template: BM-R
imp: 5800
text: „Passive: enemy monsters cannot activate abilities during the turn they enter play. At the end of your turn, you may lock 1 Support card from your Support Deck face-down.“
timing_tags: [„passive“,“end_of_turn“]
keywords: []
skill_expression:
primary: „Timing & Antizipation“
secondary: „Resource Denial“
complexity: {sentence_count: 2, condition_count: 0, timing_window_count: 1, effect_count: 2}
score_factors: {epic: 7, icon: 7, playability: 8, meta_balance: 7, fun: 6, collectibility: 6}
final_score: 73
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-011
name: Hierarch of Law
class: Coreon
archetype: C3
card_type: Monster
template: BM-C
imp: 3600
text: „Passive: Hierarch of Law gains +500 IMP for each Locked Support you control (max +1000).“
timing_tags: [„passive“]
keywords: []
skill_expression:
primary: „Board Disziplin“
secondary: „Resource Management“
complexity: {sentence_count: 1, condition_count: 0, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 4, icon: 6, playability: 8, meta_balance: 9, fun: 6, collectibility: 5}
final_score: 68
score_category: „Playable / Sidegrade“
id: S1-COR-BM-012
name: Magistrate Overseer
class: Coreon
archetype: C3
card_type: Monster
template: BM-C
imp: 3800
text: „Once per turn: if you control exactly three monsters, Magistrate Overseer gains +500 IMP until end of turn.“
timing_tags: [„once_per_turn“,“until_end_of_turn“]
keywords: []
skill_expression:
primary: „Board Disziplin“
secondary: „Formation Control“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 1, effect_count: 1}
score_factors: {epic: 4, icon: 6, playability: 7, meta_balance: 9, fun: 6, collectibility: 5}
final_score: 67
score_category: „Playable / Sidegrade“
id: S1-COR-BM-013
name: Pillar of Precedent
class: Coreon
archetype: C3
card_type: Monster
template: BM-R
imp: 5200
text: „Passive: if no monster has been defeated this turn, Pillar of Precedent gains +1000 IMP.“
timing_tags: [„passive“]
keywords: []
skill_expression:
primary: „Board Disziplin“
secondary: „Tempo Kontrolle“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 6, icon: 7, playability: 8, meta_balance: 8, fun: 6, collectibility: 6}
final_score: 71
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-014
name: Chancellor of Order
class: Coreon
archetype: C3
card_type: Monster
template: BM-R
imp: 5600
text: „Passive: enemy monsters with lower IMP than Chancellor of Order cannot activate abilities.“
timing_tags: [„passive“]
keywords: []
skill_expression:
primary: „Board Disziplin“
secondary: „Threat Suppression“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 7, icon: 7, playability: 8, meta_balance: 7, fun: 6, collectibility: 7}
final_score: 72
score_category: „Strong Playable / Role Player“
id: S1-COR-BM-015
name: Apex of Statute
class: Coreon
archetype: C3
card_type: Monster
template: BM-R
imp: 5800
text: „Passive: once per turn, if you locked a Support card during your previous turn, Apex of Statute gains +500 IMP.“
timing_tags: [„once_per_turn“,“passive“]
keywords: []
skill_expression:
primary: „Board Disziplin“
secondary: „Delayed Commitment“
complexity: {sentence_count: 1, condition_count: 1, timing_window_count: 0, effect_count: 1}
score_factors: {epic: 7, icon: 8, playability: 8, meta_balance: 7, fun: 6, collectibility: 7}
final_score: 73
score_category: „Strong Playable / Role Player“
Spells
1) Iron Directive
id: S1-SPL-COR-001
class: Coreon
card_type: Spell
text: "Your active monster gains +1000 IMP until end of turn."
design_role: "simple pressure amplifier"
audit:
rng: false
draw: false
removal: false
complexity: low
Baseline Buff.
Klar, direkt, kein Trick.
2) Grounded Advance
id: S1-SPL-COR-002
class: Coreon
card_type: Spell
text: "If your active monster has higher IMP than the enemy active monster, it gains +500 IMP."
design_role: "reward for board dominance"
audit:
rng: false
draw: false
removal: false
complexity: low
Belohnt Präsenz, nicht Setup.
3) Fortress Stance
id: S1-SPL-COR-003
class: Coreon
card_type: Spell
text: "Reduce the next IMP loss your active monster would take this turn by 1000."
design_role: "defensive timing tool"
audit:
rng: false
draw: false
removal: false
complexity: medium
Kein Heal, nur Schadensdämpfung.
4) Unyielding Order
id: S1-SPL-COR-004
class: Coreon
card_type: Spell
text: "Set the IMP of your active monster to at least 4000."
design_role: "stabilization reset"
audit:
rng: false
draw: false
removal: false
complexity: medium
Kein Full Reset – nur Untergrenze.
21) Commanding Strike
id: S1-SPL-COR-005
class: Coreon
card_type: Spell
text: "Your active monster gains +1500 IMP until end of turn."
design_role: "strong pressure spike"
audit:
rng: false
draw: false
removal: false
cancel: false
complexity: low
Stronger Burst als Iron Directive – aber temporär.
22) Defensive Line
id: S1-SPL-COR-006
class: Coreon
card_type: Spell
text: "Reduce all IMP loss your active monster would take this turn by 500."
design_role: "wide mitigation"
audit:
rng: false
draw: false
removal: false
cancel: false
complexity: medium
Kein vollständiger Schutz.
23) Unshaken Authority
id: S1-SPL-COR-007
class: Coreon
card_type: Spell
text: "If your active monster has 5000 or more IMP, it gains +1000 IMP."
design_role: "board dominance reward"
audit:
rng: false
draw: false
removal: false
cancel: false
complexity: medium
Belohnt starke Präsenz.
24) Tactical Reinforcement
id: S1-SPL-COR-008
class: Coreon
card_type: Spell
text: "Recover 1000 IMP on your active monster."
design_role: "minor sustain option"
audit:
rng: false
draw: false
removal: false
cancel: false
complexity: low
Coreon bekommt leichten Sustain, aber schwächer als Synaphera.
Counters
1) Iron Response
id: S1-CNT-COR-001
class: Coreon
card_type: Counter
text: "When your active monster would lose IMP, reduce that loss by 1000."
design_role: "direct defensive reaction"
audit: {rng: false, draw: false, cancel: false, lock: false}
Rein defensiv. Kein Cancel. Kein Negate.
6) Steel Intercept
id: S1-CNT-COR-002
class: Coreon
card_type: Counter
text: "When your active monster would lose 1500 or more IMP, reduce that loss by 1500."
design_role: "burst dampener"
audit: {rng: false, draw: false, cancel: false, lock: false}
Stärker als Iron Response, aber nur gegen große Hits.
7) Command Retaliation
id: S1-CNT-COR-003
class: Coreon
card_type: Counter
text: "When your active monster gains IMP, it gains an additional 500 IMP."
design_role: "buff amplifier"
audit: {rng: false, draw: false, cancel: false, lock: false}
Belohnt Druck – kein Cancel.
16) Hardened Guard
id: S1-CNT-COR-004
class: Coreon
card_type: Counter
text: "When your active monster would lose IMP, reduce that loss by 500."
design_role: "minor protection"
audit: {rng: false, draw: false, cancel: false, lock: false}
Leichte Defensive, nicht übermächtig.
17) Iron Counterstroke
id: S1-CNT-COR-005
class: Coreon
card_type: Counter
text: "When your active monster gains IMP, the enemy active monster loses 500 IMP."
design_role: "pressure reflection"
audit: {rng: false, draw: false, cancel: false, lock: false}
Kein Negate, nur Spiegelung.
26) Last Stand
id: S1-CNT-COR-006
class: Coreon
card_type: Counter
text: "When your active monster would be defeated, it gains 1000 IMP."
design_role: "survival buffer"
audit: {rng: false, draw: false, cancel: false, lock: false}
Kein Unsterblichkeits-Effekt – 1000 reicht nicht immer.
27) Dominant Presence
id: S1-CNT-COR-007
class: Coreon
card_type: Counter
text: "When your active monster gains IMP and becomes higher than the enemy active monster, it gains 500 IMP."
design_role: "board advantage reward"
audit: {rng: false, draw: false, cancel: false, lock: false}
Nur bei Vorteil aktiv.