Yi Xian: The Cultivation Card Game

Yi Xian: The Cultivation Card Game

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Namelez Jan 17, 2023 @ 10:03pm
fortune cards and sect enchantments
what they are, which phases are worth it so on so forth
i got pretty much all the spiritual pets and talismans (except the divinity phase ones, no clue how you even get those)
well firstly you mainly get these by getting the "fortunes and luck" immortal fate when you rank up, which gives you a fortune card of the corresponding rank
there are two types of fortune cards talismans and spirit pets
talismans are powerful cards generaly with some unique effect
spirit pets are powerful continuous cards with some unique effect

talismans

meditation phase

black silver armor
cost 1 Qi
level 1 add 7 DEF then double DEF
level 2 add 10 DEF then double
level 3 add 13 DEF then double

thorn spear
cost 1 Qi
level 1 10 ATK add 1 ATK for every 2 DEF your opponent has
level 2 14 ATK add 1 ATK for every 2 DEF your opponent has
level 3 14 ATK add 1 ATK for every 1 DEF your opponent has

black silver armor combos pretty well with sword formations, and its pretty powerful for how early you can get it but falls off latter on

thorn spear is unreliable it only works if your opponent even has a big DEF card and in the right place, but if you have ignore DEF it will still add the ATK but deal a ton of bonus damage

foundation phase

dew jade vase
cost 1 Qi
level 1 +11 hp +2 destiny
level 2 +14 hp +3 destiny
level 3 +17 hp +4 destiny

nameless ancient sword
cost 1 Qi
level 1 11 ATK doubled if your hp is 12 or less
level 2 15 ATK doubled if your hp is 12 or less
level 3 19 ATK doubled if your hp is 12 or less

these are both great early but fall off pretty quickly, dew jade vase is uniquely able to recover destiny though which is cool

virtuoso phase

fire soul refinement flag
cost 2 Qi
level 1 opponent loses 15 hp/max hp and apply 1 stack of internal injury
level 2 opponent loses 15 hp/max hp and apply 2 stack of internal injury
level 3 opponent loses 15 hp/max hp and apply 3 stack of internal injury

requiem jade lotus
cost 2 Qi
level 1 gain 15 hp/max hp and 1 stack of regen
level 2 gain 15 hp/max hp and 2 stack of regen
level 3 gain 15 hp/max hp and 3 stack of regen

blood crystal of wolf king
cost 0 Qi
level 1 lose 15% of your current hp gain 4 stacks of attack up
level 2 lose 15% of your current hp gain 5 stacks of attack up
level 3 lose 15% of your current hp gain 6 stacks of attack up

the flag and lotus are both pretty good, though they work best with heptastar characters

blood crystal is very high risk for its reward, level 1 is not even better than level 3 divine power elixir and all fortune cards are much tougher to level up since you dont naturaly draw them

immortal phase

cosmic seal divine orb
cost 2 Qi
level 1 9 ATK apply 3 weaken
level 2 9 ATK apply 4 weaken
level 3 9 ATK apply 5 weaken

metal tri-thorn spear
cost 3 QI
level 1 3x3 ATK apply 1 flaw after each attack
level 2 5x3 ATK apply 1 flaw after each attack
level 3 7x3 ATK apply 1 flaw after each attack

pretty high qi cost, and im pretty sure heptastar has cards that does these better, but maybe worth it in 5 elements or cloud sword

incarnation phase

???
dont know this one

dark crystal heart shield
cost 3 qi
level 1 DEF +20 gain 2 stacks of guard up
level 2 DEF +20 gain 3 stacks of guard up
level 3 DEF +20 gain 4 stacks of guard up

well the shield is frankly busted, guard up isnt expended per turn or if they dont deal with the DEF and woe to anyone not runing max hp damage or multi hits as its reuseable! if they cant hurt you the first loop, they probaly wont the second or third either
Last edited by Namelez; Jan 18, 2023 @ 5:25pm
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servadac Jan 18, 2023 @ 9:10am 
the missing one from incarnation phase is:

Nether Seal Evil Signet
cost 3 Qi
level 1 Remove the opponent's all DEF and Guard Up, Deal 30 DMG
level 2 Remove the opponent's all DEF and Guard Up, Deal 36 DMG
level 3 Remove the opponent's all DEF and Guard Up, Deal 42 DMG

Mostly situational in my opinion. Could be useful if someones uses Guard Up, or runs full DEF build, otherwise not so mutch.
Namelez Jan 18, 2023 @ 5:23pm 
spirit pets

meditation phase

break sky eagle
level 1 deal 4 damage continuous deal 1 damage each turn
level 2 deal 4 damage continuous deal 2 damage each turn
level 3 deal 4 damage continuous deal 3 damage each turn

???
dont know this one

foundation phase

dark star bat
level 1 continuous if the damage dealt is equal to or less than 5 gain the same hp
level 2 continuous if the damage dealt is equal to or less than 7 gain the same hp
level 3 continuous if the damage dealt is equal to or less than 9 gain the same hp

lonely night wolf
level 1 continuous when below half max hp all cards add 4 ATK
level 2 continuous when below half max hp all cards add 5 ATK
level 3 continuous when below half max hp all cards add 6 ATK

wolf is an insane damage boost, bat is ok early

virtuoso phase

black earth turtle
level 1 +4 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn
level 2 +8 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn
level 3 +12 DEF continuous lose 20% DEF per turn instead of 50% and add 2 def per turn

brocade rat
level 1 lose 4 hp continuous draw 1 card at end of fight
level 2 lose 8 hp continuous draw 2 card at end of fight
level 3 lose 12 hp continuous draw 3 card at end of fight

turtle is nice
rat is an investment the extra cards also mean extra cultivation so you go first more often and can rank up more quickly, but you will almost certainly lose fights if you use it

immortality phase

scarlet-eye the sky consumer
level 1 continuous steal 2 hp each turn
level 2 continuous steal 3 hp each turn
level 3 continuous steal 4 hp each turn

ashes phoenix
level 1 continuous the first time when hp is 0 or less, revive with 10 hp and add 10 max hp
level 2 continuous the first time when hp is 0 or less, revive with 15 hp and add 15 max hp
level 3 continuous the first time when hp is 0 or less, revive with 20 hp and add 20 max hp

scarlet-eye is too slow in my opinion, phoenix is good

incarnation phase

colorful spirit crane
level 1 continuous double Qi gain
level 2 gain 2 Qi continuous double Qi gain
level 3 gain 4 Qi continuous double Qi gain

shadow owl rabbit
level 1 continuous all cards gain chase, lose 10 hp before chase
level 2 continuous all cards gain chase, lose 8 hp before chase
level 3 continuous all cards gain chase, lose 6 hp before chase

rabbit is dangerous, but powerful
crane is OP if you have the cards for it, but is otherwise useless
Last edited by Namelez; Jan 20, 2023 @ 10:08am
Namelez Jan 20, 2023 @ 10:08am 
cloud sword secrets

mediation phase

rhyme spirit sword
cost 0 qi
level 1 deal 4 damage gain qi equal to unblocked damage
level 2 deal 5 damage gain qi equal to unblocked damage
level 3 deal 6 damage gain qi equal to unblocked damage

diligent sword
cost 0 qi
level 1 deal 6 damage deal 1 more for every 5 points of cultivation
level 2 deal 6 damage deal 1 more for every 4 points of cultivation
level 3 deal 6 damage deal 1 more for every 3 points of cultivation

foundation phase

cloud sword dawn
cost 0 qi
level 1 gain 4 DEF cloud hit: deal 2x3 damage
level 2 gain 6 DEF cloud hit: deal 3x3 damage
level 3 gain 8 DEF cloud hit: deal 4x3 damage

giant ape spirit sword
cost 2 qi
level 1 deal 8 damage gain 2 stacks of increase ATK
level 1 deal 8 damage gain 3 stacks of increase ATK
level 1 deal 8 damage gain 4 stacks of increase ATK

virtuoso phase

unrestrained sword dragon coiled
cost 0 qi
level 1 gain 6 DEF gain 6 more for each unrestrained sword played
level 2 gain 8 DEF gain 8 more for each unrestrained sword played
level 3 gain 10 DEF gain 10 more for each unrestrained sword played

one heart one sword
cost 0 qi
level 1 deal 6 damage, sword intent affects this card 4 times, not affected by weakened
level 2 deal 6 damage, sword intent affects this card 5 times, not affected by weakened
level 3 deal 6 damage, sword intent affects this card 6 times, not affected by weakened

synergy sword formation
cost 0 qi
level 1 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 3 more DEF and deal 3 more damage
level 2 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 4 more DEF and deal 4 more damage
level 3 gain 4 DEF deal 4 damage, for each "sword formation" in deck gain 5 more DEF and deal 5 more damage

immortality phase

sword intent flow
cost 0 qi
level 1 gain 2 sword intent, keep sword intent after next card attack
level 2 gain 3 sword intent, keep sword intent after next card attack
level 3 gain 4 sword intent, keep sword intent after next card attack

emptiness sword formation
cost 0 qi
level 1 continuous after you play a "sword formation" card deal 7 damage
level 2 continuous after you play a "sword formation" card deal 10 damage
level 3 continuous after you play a "sword formation" card deal 13 damage

incarnation phase

apex sword citta-darma
cost 0 qi
level 1 continuous each turn gain 2 sword intent
level 2 continuous each turn gain 3 sword intent
level 3 continuous each turn gain 4 sword intent

step moon into cloud
cost 0 qi
level 1 continuous when you play a "cloud sword" gain 1 stack of increase ATK
level 2 continuous when you play a "cloud sword" gain 1 stack of increase ATK chase
level 3 continuous when you play a "cloud sword" gain 2 stack of increase ATK chase

unrestrained sword didargon
cost 0 qi
level 1 deal 2 damage, next "unrestrained sword" will trigger twice
level 2 deal 8 damage, next "unrestrained sword" will trigger twice
level 3 deal 14 damage, next "unrestrained sword" will trigger twice

ill post heptastar and 5 elements latter
Last edited by Namelez; Jan 20, 2023 @ 11:13am
Namelez Jan 20, 2023 @ 1:22pm 
five element alliance secret

meditation phase

wood spirit secret seal
cost 0 Qi
level 1 gain 2 stacks of increase ATK activate wood spirit
level 2 gain 3 stacks of increase ATK activate wood spirit
level 3 gain 4 stacks of increase ATK activate wood spirit

fire spirit secret seal
cost 0 Qi
level 1 opponent loses 8 hp/max hp activate fire spirit
level 2 opponent loses 12 hp/max hp activate fire spirit
level 3 opponent loses 16 hp/max hp activate fire spirit

earth spirit secret seal
cost 0 Qi
level 1 gain 6 DEF this turn and the next activate earth spirit
level 2 gain 9 DEF this turn and the next activate earth spirit
level 3 gain 12 DEF this turn and the next activate earth spirit

metal spirit secret seal
cost 0 qi
level 1 gain 8 stacks of penetrate activate metal spirit
level 2 gain 12 stacks of penetrate activate metal spirit
level 3 gain 16 stacks of penetrate activate metal spirit

water spirit secret seal
cost 0 Qi
level 1 gain 2 stacks of force of water activate water spirit
level 2 gain 3 stacks of force of water activate water spirit
level 3 gain 4 stacks of force of water activate water spirit

foundation phase

metal spirit - chokehold
cost 0 Qi
level 1 deal 8 damage metal spirit: opponent cant heal for the next 2 turns
level 2 deal 12 damage metal spirit: opponent cant heal for the next 3 turns
level 3 deal 16 damage metal spirit: opponent cant heal for the next 4 turns

water spirit - rhyme wood
cost 0 Qi
level 1 water spirit: gain 2 Qi wood spirit: heal 2 for each Qi you have
level 2 water spirit: gain 3 Qi wood spirit: heal 2 for each Qi you have
level 3 water spirit: gain 4 Qi wood spirit: heal 2 for each Qi you have

fire spirit - rhyme earth
cost 0 Qi
level 1 fire spirit: opponent loses 8 max hp earth spirit: gain 4 DEF (gain 1 more for every 2 max hp opponent has lost)
level 2 fire spirit: opponent loses 12 max hp earth spirit: gain 6 DEF (gain 1 more for every 2 max hp opponent has lost)
level 3 fire spirit: opponent loses 16 max hp earth spirit: gain 8 DEF (gain 1 more for every 2 max hp opponent has lost)

virtuoso phase

wood spirit - vine
cost 0 Qi
level 1 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 3 times)
level 2 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 4 times)
level 3 deal 4x2 damage wood spirit:for every 5 hp that was added deal an additional attack (up to 5 times)

metal spirit -rhyme water
cost 0
level 1 metal spirit: gain 4 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost
level 2 metal spirit: gain 6 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost
level 3 metal spirit: gain 8 stacks of penetrate water spirit: half penetrate gain force of water equal to stacks lost

five elements escape
cost 0 Qi
level 1 gain 8 DEF if at least 2 elements have been activated chase
level 1 gain 13 DEF if at least 2 elements have been activated chase
level 1 gain 18 DEF if at least 2 elements have been activated chase

immortality phase

earth spirit - earthquake
cost 0 Qi
level 1 deal 6 damage gain 6 DEF earth spirit: half opponents Qi and DEF
level 2 deal 9 damage gain 9 DEF earth spirit: half opponents Qi and DEF
level 3 deal 12 damage gain 12 DEF earth spirit: half opponents Qi and DEF

wood spirit - rhyme fire
cost 1 Qi
level 1 wood spirit: gain 16 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost
level 2 wood spirit: gain 22 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost
level 3 wood spirit: gain 28 hp fire spirit: half your hp deal 1 damage deal 1 more for each hp lost

earth spirit - rhyme metal
cost 0 qi
level 1 earth spirit: gain 20 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 5 DEF lost
level 2 earth spirit: gain 22 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 4 DEF lost
level 3 earth spirit: gain 24 DEF then half your DEF metal spirit:gain 1 stack of penetrate for every 3 DEF lost

incarnation phase

fire spirit - burning sky
cost 3 Qi
level 1 deal 3x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK
level 2 deal 5x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK
level 3 deal 7x3 damage fire spirit: for every 3 max hp opponent has lost this card adds 1 ATK

water spirit - tsunami
cost 4 QI
level 1 gain 4 stacks of force of water water spirit:makes your opponent unable to act for 1 turn
level 2 gain 5 stacks of force of water water spirit:makes your opponent unable to act for 1 turn
level 3 gain 6 stacks of force of water water spirit:makes your opponent unable to act for 1 turn

divinity phase (kind of a red/orange color card)

five elements spirit blast
cost 3 qi
level 1
Wood spirit: 25 ATK
Fire spirit: 25 ATK
Earth spirit: 25 ATK
Metal spirit: 25 ATK
Water spirit: 25 ATK

level 2 is 28 ATK for each element
level 3 is 31 ATK for each element

very cool
in practical terms id bet the best way to get all 5 elements is a cosmos seal (its a foundation phase card)

five elements blossom
cost 0 Qi
level 1 play all five elements spirit seals, chase consume
level 2 play all five elements spirit seals, chase consume
level 3 play all five elements spirit seals, chase consume

in total at level 1 thats 4 Qi, 9 damage, opponent loses 3 max hp/hp. heal 4. and DEF 4
and actives all 5 elements of course
level 2 and 3 just play the seals at that level (so its mostly just extra qi)
Last edited by Namelez; Jan 21, 2023 @ 7:21pm
ν Jan 22, 2023 @ 12:26pm 
You should make this a guide... also how do you get the secret cards? Just reroll for them? I tried that with five element foundation phase and ended up getting some deviant card
Namelez Jan 24, 2023 @ 4:48am 
no idea where you get them exactly
ive just been playing the event to collect them all, it just hands you a ton of them
Namelez Jan 24, 2023 @ 5:10pm 
heptastar pavilion secrets

meditation phase

hexagrams spirit resurrection
cost 0 Qi
level 1 spend all hexagram and Qi gain 4 hp for each point spent
level 2 spend all hexagram and Qi gain 5 hp for each point spent
level 3 spend all hexagram and Qi gain 6 hp for each point spent

throwing stones for directions
cost 0 Qi
level 1 deal 6 damage apply 0-2 stacks of weak and apply 0-2 stacks of flaw
level 2 deal 6 damage apply 0-2 stacks of weak and apply 0-3 stacks of flaw
level 3 deal 6 damage apply 0-3 stacks of weak and apply 0-3 stacks of flaw
(separate applications so it consumes 2 hexagram)

foundation phase

vitality blossom
cost 0 Qi
level 1 continuous gain 7 hp/max hp when adding hp over max hp, max hp increases with the hp
level 2 continuous gain 11 hp/max hp when adding hp over max hp, max hp increases with the hp
level 3 continuous gain 15 hp/max hp when adding hp over max hp, max hp increases with the hp

star born rhythm
cost 0 Qi
level 1 gain 2 star power post action: chase
level 2 gain 3 star power post action: chase
level 3 gain 4 star power post action: chase

virtuoso phase

sun and moon for glory
cost 1 Qi
level 1 deal 13 damage (for every 2 points your max hp is higher than opponents max hp deal 1 more damage)
level 2 deal 17 damage (for every 2 points your max hp is higher than opponents max hp deal 1 more damage)
level 3 deal 17 damage (for every 1 points your max hp is higher than opponents max hp deal 1 more damage)

all-or-nothing
cost 2 Qi
level 1 deal 2-20 damage gain 2-20 DEF
level 2 deal 8-23 damage gain 8-23 DEF
level 3 deal 14-26 damage gain 14-26 DEF

immortality phase

life continues
cost 0 Qi
level 1 apply 1 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent
level 2 apply 2 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent
level 3 apply 3 stack of internal injury make an additional 1 ATK for each stack of debuff on opponent

astral move - dragon slay
cost 0 Qi
level 1 deal 10 damage, Star point: this card is affected by star power 5 times
level 2 deal 12 damage, Star point: this card is affected by star power 6 times
level 3 deal 14 damage, Star point: this card is affected by star power 7 times

thunder citta-dharma
cost 0 qi
level 1 continuous: gain 1 hexagram all cards containing the name "thunder" add 40% ATK
level 2 continuous: gain 2 hexagram all cards containing the name "thunder" add 50% ATK
level 3 continuous: gain 2 hexagram all cards containing the name "thunder" add 60% ATK

incarnation phase

thin on the ground
cost 0 Qi
level 1 gain 2 max hp Permanently gain 15 hp 1% chance to double effects consumption
level 1 gain 3 max hp Permanently gain 20 hp 1% chance to double effects consumption
level 1 gain 4 max hp Permanently gain 25 hp 1% chance to double effects consumption

with hexagram and strike twice imagine getting 8+ max hp per round (though by the time you get this games probaly already almost over anyway)

preemptive strike
cost 0 Qi
level 1 continuous deal 4 damage post action triggers the first time you activate it
level 2 continuous deal 10 damage post action triggers the first time you activate it
level 3 continuous deal 16 damage post action triggers the first time you activate it

meteorite meteor
cost 0 qi
level 1 lose all star power deal 8 damage for each
level 2 lose all star power deal 9 damage for each
level 3 lose all star power deal 10 damage for each

divinity phase

DESTINY CATASTROPHE
level 1 cost 2 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 8
level 2 cost 1 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 4
level 3 cost 0 Qi: IF HEXAGRAM IS EXACTLY 8 STACKS SET OPPONENTS HP TO 1

covert shift
cost 1 Qi
level 1

twice next time

hp would be reduced

reverse the loss

level 2 the next 3 times hp would be reduced gain hp instead
level 3 the next 4 times hp would be reduced gain hp instead
Arzt Jan 25, 2023 @ 7:32am 
Here are some divinity phase cards i have found
Talisman
Void Split Spear
cost 3 Qi
level 1 30 atk opponent loses 4 destiny
level 2 35 atk opponent loses 7 destiny
level 3 40 atk opponent loses 10 destiny
comment: Very good against opponent with low destiny

Mysterious Gates Devil Seal Tower
cost 3 Qi
level 1 25 atk opponent cannot act for 1 turn
level 2 32 atk opponent cannot act for 1 turn
level 3 32 atk opponent cannot act for 2 turns
comment: Use this with Jiang, and congratulations! You have found the most disgusting deck in the game.
Pet
Void The Spirit Consumer
cost 1 Qi
at the start of your turn steal 1 qi from your opponent
steal 2 and 3 qi at level 2 and 3 respectively
comment: Very specific use; useless against an opponent who does not use qi

Cloud Sword sect
Remnant Cloud Phocosky Sword
cost 1 Qi
level 1 8 atk add 8 atk for each "cloud sword" card remaining in your hand
level 2 10 atk add 10 atk for each "cloud sword" card remaining in your hand
level 3 12 atk add 12 atk for each "cloud sword" card remaining in your hand
comment: extremely OP if you somehow managed to go first with all those cards in your hand.
Rhym Jan 29, 2023 @ 3:02pm 
Secret enchantments:
Cloud Spirit Sword Sect
Secret Sword - Spirit Cloud (divinity)
0 cost
Level 1: 4 ATK Cloud Hit: ATK+4 Make an additional attack for each Qi
Level 2: 6 ATK Cloud Hit: ATK+6 Make an additional attack for each Qi
Level 3: 8 ATK Cloud Hit: ATK+8 Make an additional attack for each Qi

Spiritual Pet :
Fat Immortal raccoon (meditation)
0 cost
Level 1: HP+4 CONTINUOUS: Add 1 HP for each your turn(sic)
Level 2: HP+4 CONTINUOUS: Add 2 HP for each your turn(sic)
Level 3: HP+4 CONTINUOUS: Add 3 HP for each your turn(sic)

I think everything is covered now except the second (right) divinity spiritual pet.
Last edited by Rhym; Jan 29, 2023 @ 3:48pm
KamiNoBaka May 10, 2023 @ 12:42am 
Originally posted by Arzt:
Here are some divinity phase cards i have found
Mysterious Gates Devil Seal Tower
cost 3 Qi
level 1 25 atk opponent cannot act for 1 turn
level 2 32 atk opponent cannot act for 1 turn
level 3 32 atk opponent cannot act for 2 turns
comment: Use this with Jiang, and congratulations! You have found the most disgusting deck in the game.

Jesus christ, that's worse than the Jiang I saw during the last event that had Strike Twice on both Cide and Soulstat, using Dance of the Dragonfly for chase. I already felt like I couldn't do anything going up against that...
Genmage Jun 29, 2023 @ 5:20pm 
How do you get the divinity phase cards?
Leopanther Jul 14, 2023 @ 4:41pm 
The only 'reliable' way to get a fortunes card is to pick the option when its offered from a phase-up choice. Aside from that there's a very small chance to just normally draw a fortunes card (not certain if this is maybe limited to card draw, since I don't remember ever drawing one from using a card exchange).

When you exchange a fortunes card for the functional sect secret, treasure or pet card, there's a small chance that the card you receive is one rank higher than the fortunes card you turned in. That's the only way you could possibly get one of the red-rank cards - if you exchange a golden fortunes card and get lucky. (to clarify, with fortunes card I mean the cards you receive first that only have the text that they exchange for a secret / treasure / pet card)
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