logo
Teen Reapers
All Editions Cards Wiki
Gold Orb
During your turn, unless stated in the skill description otherwise, you can activate any of your reaper's skills and that counts as your action.
Green Orb
During your turn, unless stated in the skill description otherwise, you can activate your reaper's skill number 1 and that counts as your action.
Blue Orb
During your turn, unless stated in the skill description otherwise, you can activate your reaper's skill number 2 and that counts as your action.
Red Orb
During your turn, unless stated in the skill description otherwise, you can activate your reaper's skill number 3 and that counts as your action.
Greater Spirit
Worth 3 spirit points which can take up to 3 damage when using it to take damage.
Half-Alive Spirit
Worth 1 spirit point and has 1 additional protection point. If chosen as a spirit to take damage, it can block up to 1 damage and stay alive unless the attack ignores protection. 2 damage will sent it to the graveyard.
Half-Dead Spirit
Worth 1 protection point normally and worth 1 spirit point when it's the only spirit on the reaper's field. If chosen as a spirit to take damage, it can block up to 1 damage and stay alive unless it's the last spirit.
Infinity Spirit
Worth 0 spirit points and can take any amount of damage but will be destroyed.
Lesser Spirit
Worth 1 spirit point which can take up to 1 damage when using it to take damage.
Mini Spirit
Worth 1 spirit point when 1 is on a field which can take 1 damage. Worth 3 spirit points when you have 2 of these on the reaper's field which can take up to 3 damage; if the damage is less than 3, you will only lose 1 Mini Spirit card; if the damage is 3, you lose both cards. Worth 5 spirit points when you have 3 of these on the reaper's field which can take up to 5 damage; if the damage is less than 5, you will only lose 1 Mini Spirit card; if the damage is 5, you will lose all 3 Mini Spirit cards. Any additional damage exceeding the combined spirit points will require more sacrifices.
Ordinary Spirit
Worth 2 spirit point which can take up to 2 damage when using it to take damage.
Snow Clown Spirit
Worth the same amount of spirit points as the spirits with the highest spirit points count. This includes Mini Spirits. For example, if you have 2 Mini Spirits on the field, the Snow Clown spirit will be worth 3 spirit points whether the Snow Clown spirit is in your hand or on the field.
An Art 4 an Art
Swap one artifact from any field to any other field whether or not the respective fields have artifacts in them. That means you can steal a charm artifact or move a curse artifact from your field to your opponents.
Anti Chip Damage Charm
Reduce damage dealt to this reaper by 1. This is considered a form of protection. You cannot take damage with this card for attacks ignoring protection.
Bad Guru
Move a spirit from one field to another. If your field has reached the max spirit cards capacity, this card has no effect.
Blade Crusher
If any card is to be destroyed, you may destroy this card instead. This is a charm artifact, it's only in effect when it's on the field, not in your hand.
Chancellor Canceler
Prevent this player from using skills and requires sacrificing an orb to use skills again. Sacrificing an orb is considered a card play, said reaper can only use skills starting next turn.
Dream Sucker
Cause 1 damage to this reaper when this reaper uses a skill. When the card is present in your field and your reaper uses a skill, your reaper will take 1 damage.
Everdream
If this card is in your hand, upon a reapers death, revive any reaper with the latest spirit card in the grave. Take a turn right away. Keep this card in your hand. If it's your turn again after revival, you get to take your turn normally. This card goes to the graveyard once the effect is applied.
Exchange Hands
After playing this card which goes into the grave, you get to swap your hands with anyone else.
Exorcise Exercise
Destroy any spirit card from any field whether or not it has protection.
Frostbite
Cause 1 damage and skip that reaper's turn. Sometimes, damage has no effect due to protection. You can still use this card to skip said reaper's turn.
Hanging Wire
Move an artifact from one field to another.
Heavy Rotation
Everyone steals a random card from the next player and stop at the player who played this card. By the end of this process, the person who played this card will have an extra card (excluding the heavy rotation card) and the person going before will have one less card.
Hell Fire
Causes 2 damage. Easy.
Jack'O Hammer
Destroy any artifact from a field. You cannot destroy orbs on the field.
Lucky Drop
Draw 2 cards. After playing this card, you'll have 1 more card. Generally, you only want to do this when you have 3 or less cards. Otherwise, you'll have to discard extra cards at the end of your turn.
Magic Mirror
If this is in your hand, it reflects damage, that is, only the attacker receives the same damage it delivers. This card goes to the grave once the effect has been applied.
Magic Slap
Destroy a random card from another player's hand. You get to choose which card although you won't know which one it is.
Mary's Magnet
Bring any artifact card from the grave to your hand, NOT your field.
Mercenary's Money
Use a skill from an opponent's reaper. Playing this card does not count as using a skill. However, it counts as playing a card which means your turn ends after you play this card.
Moon Silencer
Reduce damage by 1 for any skills this reaper uses. Place this in an opponent's reaper to limit their attack damage. When the reaper with this curse artifact on its field decides to attack using a skill, and not an artifact, its attack will have 1 less damage and this curse artifact card will be consumed and go to the grave.
Nightmare Repeater
Attacker takes 1 damage when a skill is used against this reaper. Place this in your field to protect your reaper. When the attacker uses a skill against this specific reaper, it will take 1 damage. Then, this charm artifact card will be consumed and go to the grave.
Perfect Aim
Skills ignore protection and cause true damage. You cannot choose the target spirit to attack. However, you can choose whether or not to activate this card's effect should your opponent has protection on their field.
Phantom Amplifier
Increase attack by 1 for any attack skill this reaper uses. Play it on you and ally reapers to increase your damage. If the skill does not cause damage on its own, this charm does not apply.
Phantom Blade
Cause 1 damage to spirit of your choice. Ignores protection. For example, you can target a Half Alive spirit and destroy it directly. However, you cannot destroy a Half Dead spirit because damage has no effect on it unless it's the only spirit left on the field.
Roulette Eye
Steal a random card from another player's hand. You get to choose which card although you won't know which one it is.
Seal of Disapproval
Prevent anyone from playing artifacts to this reaper. Player may play any artifact to destroy this card. When playing team mode, your allies can help you destroy this card. Remember that playing an artifact to destroy this card is considered a play and will end your turn.
Summon 'Em
Bring any spirit card from the grave to your field or hand. If the max field spirit cards count is reached, you can only add the spirit card to your hand.
Table Has Turned
Swap all the artifacts in one reaper's field with another's even if the other field is empty.
Third Eye
Draw 3 cards and return 2 of those cards to the top of the deck in any order. There's a chance that the opponent will draw twice so use it strategically.
Thunder Bolt
Cause 1 damage and target player discards a card of their choice. In team mode, you can choose which player discards a card.