Card Library

Browse, search, and filter through every card in the Frieren TCG.

Showing 142 of 142 unique cards

Discard

×1

Discards all of your current active cards. Draw the same number of cards you discarded. Empower all cards in your hand afterwards.

Discard

Wait

×1

Heals 10 HP.

Wait

Forfeit

×1

Forfeits the game.

Forfeit

Jab

Denken
×1

HP-1. DEF+1.00. ATK+1.00. SPD+1.00. Deal 2.00 DMG.

Jab

Hook

Denken
×1

HP-1. SPD+2.00. ATK+1.00. Deal 2.00 DMG.

Hook

Uppercut

Denken
×1

HP-2. ATK+2.00. SPD+1.00. Deal 3.00 DMG.

Uppercut

Bare-handed Block

Denken
×1
Priority +2

Priority+2. DEF+2.00. TrueDEF+8.00 until the end of the turn.

Bare-handed Block

Tornado Winds: Waldgose

Denken
×1

HP-7. DMG 6.00. At the next 5 turn ends, deal 1.00 DMG. Treat this card as "Jab" if the user's HP is <= 0.

Tornado Winds: Waldgose

Hellfire: Daosdorg

Denken
×1

HP-9. DMG 12.00. Afterwards, all your attacks receive 20% Pierce for the duration of any currently active Waldgose. Treat this card as "Hook" if the user's HP is <= 0.

Hellfire: Daosdorg

Lights of Judgement: Catastravia

Denken
×1

HP-15. DMG 9.00. At the end of the next 2 turns, deal DMG 3.00x2 and DMG 3.00x3 respectively. Treat this card as "Uppercut" if the user's HP is <= 0.

Lights of Judgement: Catastravia

Elementary Defensive Magic

Denken
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn. Treat this card as "Bare-handed Block" if the user's HP is <= 0.

Elementary Defensive Magic

Concentrated Offensive Magic: Zoltraak

Denken
×1

HP-8. DMG 14.00.

Concentrated Offensive Magic: Zoltraak

This Is No Place To Give Up

Denken
×1

Heal 7.00HP. Heal an additional 7.00HP and gain 1 Preserverance stack if HP <= 0.

This Is No Place To Give Up

Offensive Magic Analysis: Zoltraak

Frieren
×1

HP-4. DMG 8.00. 1 Analysis stacks will be gained after attack.

PostAnalysis: 1
Offensive Magic Analysis: Zoltraak

Destructive Lightning: Judradjim

Frieren
×1

HP-7. DMG 12.00.

Destructive Lightning: Judradjim

Hellfire Summoning: Vollzanbel

Frieren
×1

HP-10. DMG 17.00

Hellfire Summoning: Vollzanbel

Barrier Magic Analysis

Frieren
×1

ATK+2.00. SPD+1.00. Opponent's DEF-1.00

Analysis: 2
Barrier Magic Analysis

Demon Magic Analysis

Frieren
×1

ATK+2.00. SPD+2.00. DEF+1.00.

Analysis: 2
Demon Magic Analysis

Ordinary Defensive Magic

Frieren
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Ordinary Defensive Magic

Spell to make a Field of Flowers

Frieren
×1

Heal 5.00 HP. At the next 3 turn ends, heal 3.00.

Spell to make a Field of Flowers

"The Height of Magic"

Frieren
×1
Priority +1

When used with HP <= 25, Priority+1. Strike for DMG 20.00. Afterward, decreases DEF and SPD by 20, and set HP to 1. Treat this card as "Spell to make a Field of Flowers+2" when used with HP > 25.

"The Height of Magic"

Frieren! Now!

Himmel
×1

DMG 10.00

Frieren! Now!

Frieren! Strike Their Weakpoints!

Himmel
×1

Frieren attacks for 7.00 DMG. At next turn's end, Frieren attacks for an additional 7.00 DMG.

Frieren! Strike Their Weakpoints!

Frieren! Back Me Up!

Himmel
×1

Frieren attacks for 4.00 DMG. For the next 4 turn ends, Frieren attacks for an additional 4.00 DMG.

Frieren! Back Me Up!

Eisen! The Enemy's Open!

Himmel
×1

Eisen winds up. DEF+2.00 for 2 turns. At next turn's end, deal 10.00 DMG.

Eisen! The Enemy's Open!

Eisen! Cover My Back!

Himmel
×1

Eisen provides cover. DEF+3.00 for 3 turns. Once per turn, when an opponent attacks, counter for 5.00 DMG.

Eisen! Cover My Back!

Eisen! Hold The Line!

Himmel
×1

Eisen holds the line. DEF+4.00 for 4 turns.

Eisen! Hold The Line!

Heiter! Emergency!

Himmel
×1

Heiter heals the party for 5.00HP. At next turn's end, heal an additional 5.00 HP.

Heiter! Emergency!

Heiter! Don't give them an opening!

Himmel
×1

Heiter casts Three Spears of the Goddess! At next 3 turn's end, deal 6.00 DMG.

Heiter! Don't give them an opening!

I trust you, Heiter.

Himmel
×1

Heiter supports the party. ATK+4.00, SPD+4.00 for 4 turns.

I trust you, Heiter.

Quick Block

Himmel
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Quick Block

Rally

Himmel
×1

HP+2.00. ATK+1.00. DEF+1.00. SPD+1.00. An additional HP+1.00, ATK+0.50, DEF+0.50, SPD+0.50 per ally active, or per active Timed Effect if not used by Himmel.

Rally

Extreme Speed

Himmel
×1
Priority +1

Priority+1. HP-8. DMG 12.00

Extreme Speed

A Real Hero's Swing

Himmel
×1

HP-12. DMG 18.00

A Real Hero's Swing

Staff Strike

Laufen
×1

HP-5. SPD+3.00. Afterwards, DMG 7.00+SPD/8 with SPDDiff% Pierce (max: 100%).

Staff Strike

Staff Bash

Laufen
×1

HP-5. SPD+2.00. Afterwards, DMG 8.00+SPD/6 with (SPDDiff / 2)% Pierce (max: 50%).

Staff Bash

Whip

Laufen
×1

HP-5. SPD+2.00. Afterwards, DMG 9.00+SPD/5.

Whip

Hide

Laufen
×1

SPD+2.00. Heal 7.00 HP.

Hide

Supersonic Strike

Laufen
×1

HP-5. DMG 10.00+SPD/4.

Supersonic Strike

Quick Dodge

Laufen
×1
Priority +2

Priority+2. SPD+5.00. Increases SPD by an additional 35.00 until the end of the turn.

Quick Dodge

Parry

Laufen
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Parry

Jilwer

Laufen
×1

Increases SPD by 50.00 for 2 turns. At the end of every turn, HP-10.

Jilwer

Imitate

Linie
×1

Use the card the opponent used last turn at this card's empower level -2.

Imitate

Adapt

Linie
×1

SPD+2.00. If HP > 50, ATK+2.00, DEF+2.00. If HP <= 50, heal 10.00 HP.

Adapt

Mana Detection

Linie
×1

SPD+2.00. If Opp's DEF >= Opp's ATK, ATK+2.00, DEF+1.00. Otherwise, ATK+1.00, DEF+2.00. Reveal the opponent's highest empowered card.

Mana Detection

Erfassen: Axe

Linie
×1

HP-4. DMG 12.00

Erfassen: Axe

Erfassen: Javelin

Linie
×1

HP-3. DMG 5.00. Deal 5.00 at the end of next turn.

Erfassen: Javelin

Erfassen: Sword

Linie
×1

HP-2. DMG 8.00

Erfassen: Sword

Erfassen: Knife

Linie
×1

HP-1. DMG 2.00. At the end of the next 2 turns, deal 2.00.

Erfassen: Knife

Trust in Your Ally: Frieren's Zoltraak

Sein
×1

HP-6. DMG 5.00 + HP/9

Trust in Your Ally: Frieren's Zoltraak

Trust in Your Ally: Stark's Lightning Strike

Sein
×1

HP-10. DMG 10.00+HP/8.

Trust in Your Ally: Stark's Lightning Strike

Trust in Your Ally: Fern's Barrage

Sein
×1

HP-8. DMG 3.00+HP/10 DMG. Next turn, deal 3.00+HP/10 DMG at turn end.

Trust in Your Ally: Fern's Barrage

Mug of Beer

Sein
×1

HP+7.00. ATK+2.00. DEF-2 and SPD-2 for 3 turns.

Mug of Beer

Smoke Break

Sein
×1

HP-5. ATK+3.00. DEF+2.00. SPD+2.00.

Smoke Break

Awakening

Sein
×1

ATK+2.00. DEF+1.00. SPD+2.00.

Awakening

Poison Cure

Sein
×1

HP+10.00.

Poison Cure

Brace Yourself

Sein
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Brace Yourself

Three Spears of the Goddess

Sein
×1

HP-10. At the next 3 turn ends, deal 5.00+HP/11 DMG.

Three Spears of the Goddess

Hair Whip

Sense
×1

HP-4. DEF+3.00. Afterwards, DMG 7.00+DEF/4.

Hair Whip

Sharpen

Sense
×1

HP-3. DEF+1.00. ATK+2.00. SPD+2.00

Sharpen

Mana Concealment

Fern
×1

ATK+1.00. DEF+2.00. SPD+2.00. Next turn, receive Priority+1 and additional 50% Pierce on attacks.

Mana Concealment

Pierce

Sense
×1

HP-7. DEF+1.00. Afterwards, DMG 10.00 + (DEF/4). Pierces through 1/4 of the opponent's defense.

Pierce

Hair Barrier

Sense
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Hair Barrier

Tea Time

Sense
×1

Heal 7.00. Gain 1 Tea Time snack.

TeaTime: 1
Tea Time

Tea Party

Sense
×1

Heal 10.00. Gain 2 Tea Time snacks.

TeaTime: 2
Tea Party

Piercing Drill

Sense
×1

HP-12. DMG 14.00 + DEF/3. Pierces through 1/3 of the opponent's defense.

Piercing Drill

Living Grimoire: Offense Chapter. 3rd Class Magic Section.

Serie
×1

Use a random common offensive magic.

Living Grimoire: Offense Chapter. 3rd Class Magic Section.

Living Grimoire: Offense Chapter. 1st Class Magic Section.

Serie
×1

Use a random rare offensive magic.

Living Grimoire: Offense Chapter. 1st Class Magic Section.

Living Grimoire: Offense Chapter. Great Mage's Magic Section.

Serie
×1

Use a random unusual offensive magic.

Living Grimoire: Offense Chapter. Great Mage's Magic Section.

Living Grimoire: Utility Chapter. Tactics Section.

Serie
×1

Use a random stats adjusting utility magic.

Living Grimoire: Utility Chapter. Tactics Section.

Living Grimoire: Utility Chapter. Recovery Section.

Serie
×1

Use a random HP recovery utility magic.

Living Grimoire: Utility Chapter. Recovery Section.

Mock

Serie
×1

HP+3.00. SPD+2.00. Opponent's DEF-1.00.

Mock

Basic Defensive Magic

Serie
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Basic Defensive Magic

Unbreakable Barrier

Serie
×1

HP-5. HP-2 at the end of the next 5 turns. ATK+5.00, DEF+5.00 and Opponent's SPD-5.00 for 5 turns.

Unbreakable Barrier

Ancient Barrier Magic

Serie
×1

HP-10. HP-2 at the end of the next 5 turns. ATK+7.00, Opponent's DEF-7.00 and Opponent's SPD -7.00 for 5 turns.

Ancient Barrier Magic

Axe Swipe

Stark
×1

HP-5. DMG 9.00. Uses 0 Resolve.

Resolve: 0
Axe Swipe

Offensive Stance

Stark
×1

ATK+2.00. DEF-2 for 2 turns. SPD+2.00. Gain 1 <Resolve>.

Resolve: 1
Offensive Stance

Defensive Stance

Stark
×1

DEF+2.00. ATK-2 for 2 turns. SPD+2.00. Gain 1 <Resolve>.

Resolve: 1
Defensive Stance

Jumbo Berry Special Break

Stark
×1

SPD-2 for 2 turns. DEF+2.00 for 2 turns. Heal 10.00 HP. Gain 1 <Resolve> at the end of next turn.

Jumbo Berry Special Break

Block

Stark
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Block

Concentration

Stark
×1

Increases SPD by 3.00. Gain 2 <Resolve>.

Resolve: 2
Concentration

Orden's Slash Technique

Stark
×1

HP-8. DMG 14.00. Uses 1 Resolve.

Resolve: -1
Orden's Slash Technique

Fear Brought Me This Far

Stark
×1

Increases ATK and DEF by 3.00. Gain 2 <Resolve>.

Resolve: 2
Fear Brought Me This Far

Eisen's Axe Cleave

Stark
×1

HP-11. DMG 19.00. Uses up 2 Resolve stack.

Resolve: -2
Eisen's Axe Cleave

Last Stand

Stark
×1
Priority +1

Priority+1. DEF-5 for 2 turns. This character's HP cannot drop below 1 for 2 turns. At the end of next turn, HP-20, use 2 Resolves, strike for DMG 25.00. This attack cannot be interrupted.

Resolve: -2
Last Stand

Peck

Stille
×1

SPD-2. Discard a random card in hand and draw 1 card. DMG 5.00.

Peck

Iron Feather

Stille
×1

SPD-3. DEF+1.00. DMG 3.00.

Iron Feather

Roost

Stille
×1

SPD-5 for 3 turns. DEF-3 for 2 turns. Heal 5.00HP.

Roost

Deflect

Stille
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Deflect

Fly Away

Stille
×1
Priority +2

Priority+2. SPD + 25.00 until the end of the turn.

Fly Away

Geisel

Stille
×1

SPD-20. Lands on a tree and asks its fellow Geisel for help! Geisel (ATK: 15) will show up to attack for 15.00DMG for 2 turns.

Geisel

Shallow Slash

Übel
×1

HP-4. DMG 8.00. If used by Übel, has a 20% of missing if the opponent didn't use an Attack card before this move is used. If the attack misses, ATK+2.00, SPD+2.00.

FailureRate: 20
Shallow Slash

Cleave

Übel
×1

HP-6. DMG 12.00. If used by Übel,has a 40% of missing if the opponent didn't use an Attack card before this move is used. If the attack misses, ATK+3.00, SPD+3.00.

FailureRate: 40
Cleave

Dismantle

Übel
×1

HP-8. DMG 16.00. If used by Übel, has a 60% of missing if the opponent didn't use an Attack card before this move is used. If the attack misses, ATK+4.00, SPD+4.00.

FailureRate: 60
Dismantle

Malevolent Shrine

Übel
×1

HP-11. DMG 22.00. If used by Übel, has a 80% of missing if the opponent didn't use an Attack card before this move is used. If the attack misses, ATK+5.00, SPD+5.00.

FailureRate: 80
Malevolent Shrine

Rushdown

Übel
×1

Increases SPD by 10.00 for 4 turns. Attacks will not miss during this period. At the end of every turn, HP-2.

Rushdown

Defend

Übel
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Defend

Slow Down

Übel
×1

SPD-10 and DEF+5.00 for 2 turns. Heal 10.00HP, then 5.00 HP at the end of each turn. Attacks will not hit while this effect is active.

Slow Down

Sorganeil

Übel
×1

Priority-2. Will fail if the opponent's SPD is higher than your SPD by 35 or more. Set opponent's SPD to 1. Clear opponent's timed effects. Opponent can only use default actions next turn. Attacks will hit with 100% certainty.

Sorganeil

Empathy

Übel
×1

Will fail if used before turn 5. Use the opponent's signature move at this card's empower level -2.

Empathy

Zoltraak

Fern
×1

HP-4. DMG 7.00. Gain 1 Barrage count.

Zoltraak

Barrage

Fern
×1

HP-4. DMG 5.00 with 25% Pierce. Gain 1 Barrage count. At the end of each turn, -1 Barrage count, HP-4, deal 5.00 DMG with 25% Pierce, until Barrage count reaches 0.

Barrage

Concentrated Zoltraak Snipe

Fern
×1

HP-8. Deal 7.00 + 3.00 DMG x Barrage count, with 50% Pierce. Reset Barrage count to 0.

Concentrated Zoltraak Snipe

Disapproving Pout

Fern
×1

HP+3.00. ATK+1.00. Opp's ATK-2.00.

Disapproving Pout

Common Defensive Magic

Fern
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Common Defensive Magic

Spell to Create Mana Butterflies

Fern
×1

Heal 6.00 HP. At the next 4 turn ends, heal 2.00 and gain 0.5 Barrage count.

Spell to Create Mana Butterflies

Telekinesis

Edel
×1

HP-5. Your opponent redraws 3 cards. DMG 14.00.

Telekinesis

One Step Ahead

Edel
×1
Priority +3

Priority+3. TrueDEF+20.00 for 1 turn. If this card is played the same turn your opponent plays a defensive card, their SPD-2.00, they redraw 2 cards. Attack with DMG 10.00, ignoring defense.

One Step Ahead

Mental Fog

Edel
×1

HP-5. Eye Contact+1. Opponent's SPD-2.00. Their highest empowered playable card costs an additional 5.00 HP for the next 5 turns, and if it's not a status card and is not played, the opponent redraws 1 card.

Mental Fog

Clear Mind

Edel
×1

Eye Contact+1. Heal 10.00 + Forced Discard x 2 HP. SPD+2.00.

Clear Mind

Hypnosis: *Sleep*

Edel
×1

Eye Contact+2. Your opponent discards two cards, draws Sleepy and one other card.

Hypnosis: *Sleep*

Hypnosis: *Mesmerize*

Edel
×1

Eye Contact+2. Your opponent discards two cards, draws Mesmerized and one other card.

Hypnosis: *Mesmerize*

Hypnosis: *Weaken*

Edel
×1

Eye Contact+2. Your opponent discards two cards, draws Weakened at this empower and one other card.

Hypnosis: *Weaken*

*Kneel!*

Edel
×1

HP-10. DMG 10.00 + Forced Discards x 2. Ignores defense. At the end of the turn, if your opponent has forcibly discarded over 15 cards, and have Sleepy, Mesmerized and Weakened in their deck, they lose.

*Kneel!*

Tactical Retreat

Wirbel
×1

TrueDEF+10.00 for 2 turns. Using an attack aside from "Ehre: Hailstorm - Doragate" will cost an additional 10HP while the effect is active, and will end the effect.

Tactical Retreat

Emergency Defensive Barrier

Wirbel
×1
Priority +2

Priority+2. Increases TrueDEF by 20.00 until the end of the turn.

Emergency Defensive Barrier

Scharf: Barrier of Steel Petals - Jubelade

Wirbel
×1

Increases TrueDEF by 4.00 for 3 turns.

Scharf: Barrier of Steel Petals - Jubelade

Captain's Order

Wirbel
×1

HP-4. If the Opp's DEF > your ATK, ATK+3.00, DEF+1.00, SPD+2.00. Else, DMG 10.00.

Captain's Order

Spear Rush

Wirbel
×1

HP-7. SPD+2.00. DMG 3.00 x 3. Pierces 15% of DEF.

Spear Rush

Ehre: Bulletstorm - Doragate

Wirbel
×1

DMG 1.00. At the end of the next 2 turns, DMG 1.00. Pierces 30% of DEF.

Ehre: Bulletstorm - Doragate

Perfect Sorganeil

Wirbel
×1

Priority-1. DMG 1.00. Will fail if the opponent's SPD is higher than your SPD by 50 or more. Set opponent's SPD to 1. Clear opponent's timed effects. Opponent can only perform Default actions next turn.

Perfect Sorganeil

Concentrated Zoltraak Bolt

Wirbel
×1

HP-10. DMG 16.00.

Concentrated Zoltraak Bolt

Foundation of Humanity's Magic

Flamme
×1

This card's effect changes based on how many Theory cards you have played.

Foundation of Humanity's Magic

Incantation: Field of Flowers

Flamme
×1

Heal 5.00 HP. At the next 3 turns' ends, heal 3.00 HP.

Incantation: Field of Flowers

Millenium Barrier

Flamme
×1

HP-15. DEF+5.00 and SPD+5.00 for 5 turns. If Theory of Irreversibilty is active, all opponent's stat increases are set to 0. While active, heal 3.00HP at each turn's end.

Millenium Barrier

Thousand Year Sanctuary

Flamme
×1

HP-15. Opp's ATK-5.00 and SPD-5.00. If Theory of Balance is active, the turn count stops increasing. While active, heal 3.00HP at each turn's end.

Thousand Year Sanctuary

Tree of Life

Flamme
×1

Heal 10.00 HP. For the next 7 turns, roll an additional dice during card activation phase. If Theory of Prescience is active, this roll of dice will always be 5.

Tree of Life

Flamme's Note

Flamme
×1

HP+6.00. Heal an additional 4.00HP if Theory of Soul is active. Discard a random card. If there is no Theory card in your deck, draw 1 card. Otherwise, add a random Theory card to your hand.

Flamme's Note

Primitive Defensive Technique

Flamme
×1
Priority +2

Priority+2. TrueDEF+20.00 for 1 turn.

Primitive Defensive Technique

Theory of Irreversibility

Flamme
×1

All ATK/DEF/SPD changes for both players are halved. Remove this card from the deck once it is used.

Theory of Irreversibility

Theory of Balance

Flamme
×1

The Empower level for all card is now equal to the Turn Count. Remove this card from the deck once it is used.

Theory of Balance

Theory of Prescience

Flamme
×1

The roll of the first 4 dices for both players for which cards are active for any given turn will always be 0, 1, 2, 3. Remove this card from the deck once it is used.

Theory of Prescience

Theory of Soul

Flamme
×1

Both players swap their own active and discard piles. Remove this card from the deck once it is used.

Theory of Soul

Scatter Shot

Methode
×1

HP-6. 4.00 DMG. Deal DMG 4.00 x2 at the end of next turn

Scatter Shot

Delayed Shot

Methode
×1

HP-8. 6.00 DMG. Deal DMG 6.00 x2 at the end of 2 turns from now.

Delayed Shot

Piercing Shot

Methode
×1

HP-10. DMG 9.00. If this character did not use an attacking move last turn, deal an additional 5.00 DMG with 50% pierce.

Piercing Shot

Polymath

Methode
×1

ATK+1.00, DEF+1.00, SPD+1.00. Redraw your hand and roll 1 extra die next turn.

Polymath

Reverse Polarity

Methode
×1
Priority +2

Priority+2. TrueDEF+20.00 for 1 turn. If the opponent attacks this turn, at this turn's end, attack with base DMG equal to the move's DMG.

Reverse Polarity

Restraint Magic

Methode
×1
Priority +1

Priority+1. Set your DEF to 1 until this turn's end. Opp's ATK-4.00, DEF-4.00, SPD-4.00 for the next 4 turns.

Restraint Magic

Hypnotic Compulsion

Methode
×1

Opponent's ATK-2.00. Your opponent can only use the move they used last turn in the next turn at Priority-2.

Hypnotic Compulsion

Goddess' Healing Magic

Methode
×1

Heal 10.00 HP. Heal an additional 5.00 HP and gain 3.00 DEF if the opponent's next move isn't an attack. Will overwrite the effect of Spot Weakness.

Goddess' Healing Magic

Spot Weakness

Methode
×1

SPD+2.00 ATK+2.00. ATK+3.00 if the opponent's next move is an attack. Will overwrite the effect of Goddess' Healing Magic.

Spot Weakness