Blue Plains
Grants +1 energy each turn while reducing per-turn Floop Meter. A mix of economy and cost over time.
Effects applied to creatures: Burn, Freezing, Poison, etc.
In Card Wars Kingdom, status effects are temporary conditions applied to creatures that influence combat in many ways: they can buff allies, debuff enemies, change energy costs, or trigger extra actions on contact. Below is a categorized summary of the most common Landscapes, Positive Effects, Negative Effects and Armor Effects.
Landscapes are board conditions that stay active until changed (a creature can only have one landscape). They often alter energy gains, damage or other global properties.
Grants +1 energy each turn while reducing per-turn Floop Meter. A mix of economy and cost over time.
Causes Drag attacks to hit twice but prevents the creature from drawing new cards.
Heals creatures every turn but introduces a targeting restriction: some attacks lose target locking.
Deals minor team damage each turn and increases chance of critical hits for creatures in play.
On being attacked this landscape inflicts Blind and a small poison to the attacker; Drag attacks become costlier.
Positive effects improve a creature's performance for a number of turns or until cancelled. They can increase damage, reduce costs, or provide defensive benefits.
Temporarily increases attack power for the next attack; stacks may increase potency or duration.
Makes the next attack a guaranteed critical hit (stacking increases occurrences).
When attacked, the creature automatically responds with a Drag attack; stacking controls how many times this triggers.
Reduces damage taken for several turns; stacking typically extends duration rather than percentage.
Reduces the energy cost for Drag attacks, letting creatures act more efficiently while active.
Restores health to the attacker based on a percentage of the damage dealt.
Heals a small percentage of HP each turn while active; stacking increases duration.
Blocks the next damage effect; stacks allow additional blocks before expiring.
Negative effects hinder a creature: reducing damage, blocking actions, forcing behavior, or dealing damage over time.
Reduces a creature's attack value; stacking increases the duration of the reduction.
Forces the creature to automatically attack at the start of turns; stacking extends duration.
Makes attacks miss for a number of turns; stacking adds additional missed attacks.
Transforms the creature into a much weaker form with greatly reduced attack and magic.
Deals a small amount of damage each turn; stacking increases damage or duration.
Prevents playing cards on the affected creature; stacking increases the number of turns silenced.
Slow increases Drag attack energy cost, while Haste reduces cost — they mutually cancel when applied.
Causes the creature to attack random targets rather than a specified target; stacking increases duration.
Armor effects provide a defensive property that triggers on contact or shields the creature from certain debuffs.
Vanish grants temporary invisibility (can't be targeted by normal attacks); Immunity protects against certain debuffs.
These armors inflict a contact effect (like Magic Down, burning, or chilling) against attackers who strike the wearer.
On death, the creature may respawn at reduced HP or with a special state; stacking doesn't increase revives, but it affects how they behave.
Applies poison or reflect damage when attackers contact the armored creature.
Content adapted and summarized from the Card Wars Kingdom (Revived) Wiki — "Status Effects" page on Fandom: https://cwk-revived.fandom.com/wiki/Status_Effects.
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