MISOMOCHI

alpha 0.2 · October 28, 2026

Sacred Artifacts and Objects Rules

A shared format for 22 relics, Items, Lands, and sentient-object combatants. Established powers and printed numbers are retained; each object keeps its own role.

Core rules from the alpha 0.1 manual; alpha 0.2 clarifications and The Solemates update are labeled.

Shared rules

Kinds and placement

Core alpha 0.1

Support relics stay in Support. Named-cat Items attach to that eligible cat. Consumables resolve and are discarded. HP-bearing objects remain combatants in the Active row or Bench; a picture of an object does not turn a combatant into equipment. Lands use the separate Land slot.

Playing objects

Core alpha 0.1

During Prepare, play at most 1 Item or bonus relic for free unless a play cost is printed. Pay ability Energy costs separately. Normal combatant deployment rules apply to combatants. You may have one Land in your Land slot; replacing it discards the old Land. Playing a Land is separate from the Item allowance.

Energy and attacks

Core alpha 0.1

The normal turn Energy pool is 2, then 3, then 4; apply any explicit Energy-granting effects for that turn. Only your Active combatant may attack, and you get one attack per turn. An artifact-supplied attack uses that same attack allowance. Printed exceptions, including Double Flop’s 1-Energy cost, remain valid.

Ability timing

Core alpha 0.1

An activated power with no printed timing uses Act & Attack during your own turn before your attack, at most once per own turn. Explicit turn-start, turn-end, on-attach, after-attack, and would-be-defeated timings override that default. Reactions resolve in their stated window. A reaction allowed each turn can be used on either player’s turn; a once-per-game use remains once per game.

Switching the Active ally

Core alpha 0.1

During Act & Attack, you may pay 1 Energy once to switch your Active ally with one of your Benched allies. A card’s free switch is separate from this normal paid switch. Whiskerways Realmstep already grants a free once-per-turn Active/Bench switch under the alpha 0.1 manual. Being Asleep does not prohibit a switch.

Named identities and eligible allies

Core alpha 0.1

Miso and Mochi include matching Evolutions and a Duo retaining those names. A Duo is one character; do not apply the same effect twice just because it retains both identities. A Duo can satisfy a requirement for both identities. An allied target may be Active or Benched unless the power narrows it. “Another” and “other” exclude the first target or source. Defeat discards attached Items; Evolution retains the character’s identity and attachments.

Limits and tracking

Core alpha 0.1

Printed Limit 1 means one copy of that title in your deck and one in play. No Limit 1 is added where the card does not print it; normal deck rules still apply. Each player tracks their own once-per-turn and once-per-game usage by title and ability across copies and replays. Replacing, replaying, or evolving a card does not refresh a used limit.

Healing and surviving defeat

Core alpha 0.1

Healing cannot exceed maximum HP. A power that makes a character survive with 10 HP sets its remaining HP to 10 before defeat; it does not heal 10 or revive a card after it leaves play. Return-to-hand effects return the card to hand, not directly into play.

Damage bonuses

Core alpha 0.1; calculation clarified in alpha 0.2

Distinct attack-damage bonuses add together. Multiple copies of the same named continuous bonus do not stack. “ATK” means an attack-damage modifier. Apply a generic attack bonus once per damaged target per attack after adding together that attack’s hits to that target. Apply no generic bonus to recoil, self-damage, non-attack ability damage, or an attack that only heals; a bonus cannot create a damage target. Explicit card exceptions override this rule.

Damage reduction and shields

Core alpha 0.1

Use only the largest applicable numerical damage reduction; do not add reductions together. Damage cannot go below 0. Preserve whether a power affects all damage, attack damage, or enemy-attack damage. A next-hit shield is consumed by its next qualifying hit even when another, larger reduction is used. Full prevention, cancellation, and defeat replacement follow their own text.

Duration and leaving play

Alpha 0.2 clarification

A continuous power ends when its source leaves play or its condition stops being true. A temporary effect that has already resolved keeps its stated duration after the source leaves play. A next-hit effect ends on its next qualifying hit or stated expiry, whichever comes first. When the original card gives no expiry, this reference says so instead of inventing a turn-end expiry.

Controller timing and global effects

Alpha 0.2 clarification

A Land’s unqualified turn-start or turn-end trigger refers to its controller’s turn. Keep explicit global targets global: Purrchgate protects all cats from attack damage and heals every cat, including the opponent’s. Conditional extra Energy is gained once per trigger, not once for each qualifying cat.

Realm and Artifact search labels

Alpha 0.2 clarification

Realm means Land. The Search class field explicitly identifies eligible cards. Artifact includes printed Artifact, Item, and Relic labels, including consumables and printed Relic collector series. Furthings and Skyscratcher therefore count for Artifact searches while remaining HP-bearing combatants. The Fuzzy Fishies, Tangledeep, ARTAX, and BEEPBOOP9000 do not gain Artifact eligibility from their object-like appearance or collection category. Preserve any more specific printed subtype restriction.

Targeted cancellation and protection

Alpha 0.2 clarification

Infinite Tails’ Twin Guardians cancels one discrete targeted enemy card ability or effect on one chosen allied card as it resolves. It does not cancel base attack damage or untargeted effects; effects on other targets still resolve. FURRAISERS’ Slam Shut protects one chosen eligible character against one attack, not both separate cats.

The Solemates

Alpha 0.2 card update

The Solemates gives your Miso or Mochi +20 attack damage while it remains in Support. Once during your turn before your attack, pay 1 Energy to give one eligible cat protection from the next attack before your next turn starts. That shield reduces damage by 20, minimum 0, and persists after the source leaves play. The shoes have no independent attack or HP.

Object rules

22 objects

Combatant · alpha 0.2

Tangledeep

120 HP
Kind
Combatant
Type
Nemesis · Yarn Brute
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
120
Search class
No Artifact or Land search tag.
Disposition
Defeat follows the combatant rules.

Knotted Guard

Kind
Trigger
Timing
When an attack would deal damage to this Tangledeep, before damage is applied.
Cost
0 Energy
Target
This Tangledeep.
Effect
Reduce that attack's damage against Tangledeep by 20, minimum 0.
Duration
One attack's damage event.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.

Yarn Lash

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
2 Energy
Target
One opposing character.
Effect
Deal 20 damage.
Duration
Immediate.
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.

Tangle Snare

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
2 Energy
Target
One opposing character.
Effect
Deal 10 damage; reduce that target's attack damage by 10 during your opponent's next turn, minimum 0.
Duration
Damage immediate; reduction lasts for your opponent's next turn.
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.
Combatant · alpha 0.2

Furthings

120 HP
Kind
Combatant
Type
Cosmic · Toy Duo
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; the team bonus requires your Miso or Mochi in play.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
120
Search class
Artifact
Disposition
Defeat follows the combatant rules.

Impossible to Ignore

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
One of your allies in play.
Effect
Heal that ally 10 HP, up to its maximum.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

Bunny-Ring Rush

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
2 Energy
Target
One opposing character under the normal attack-targeting rules.
Effect
Deal 50 damage.
Duration
Immediate
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.

Miso & Mochi

Kind
Passive
Timing
When Bunny-Ring Rush deals damage.
Cost
0 Energy
Target
That Bunny-Ring Rush attack.
Effect
The attack deals +20 damage.
Duration
That attack; the bonus is available only while Furthings and the condition remain in play.
Frequency
Continuous; not a separate activation.
Conditions
Your Miso or Mochi is in play.
  • This is a 120-HP combatant, not an attachment.
Combatant · alpha 0.2

Skyscratcher

160 HP
Kind
Combatant
Type
Enchanted · Flying Relic
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; Royal Airways requires your Miso or Mochi in play.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
160
Search class
Artifact
Disposition
Defeat follows the combatant rules.

Floating Fortress

Kind
Passive
Timing
When your Active ally would take any damage.
Cost
0 Energy
Target
Your Active ally.
Effect
Reduce that damage by 20, minimum 0.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Cardboard Comet

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
3 Energy
Target
One opposing character under the normal attack-targeting rules.
Effect
Deal 80 damage.
Duration
Immediate
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.

Royal Airways

Kind
Passive
Timing
When Cardboard Comet deals damage.
Cost
0 Energy
Target
That Cardboard Comet attack.
Effect
The attack deals +20 damage.
Duration
That attack; the bonus is available only while Skyscratcher and the condition remain in play.
Frequency
Continuous; not a separate activation.
Conditions
Your Miso or Mochi is in play.
  • This is a 160-HP combatant with its own attack. Floating Fortress protects your Active ally even while Skyscratcher is on your Bench.
Item · alpha 0.2

Mochiboost

Kind
Item
Type
Toy Relic · Power-up
Placement
Attach to your Mochi.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
Your Mochi, including an Evolution or Duo that retains Mochi’s identity.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Puff Recovery

Kind
Trigger
Timing
When this Item attaches to your Mochi.
Cost
0 Energy
Target
The attached Mochi.
Effect
Heal 60 HP, not above maximum.
Duration
Immediate.
Frequency
Once for that attachment event.
Conditions
No additional condition.

Pink Power

Kind
Passive
Timing
When the attached Mochi attacks.
Cost
0 Energy
Target
Attacks by the attached Mochi.
Effect
Those attacks deal +40 damage.
Duration
While this Item remains attached.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Sister Spark

Kind
Passive
Timing
When the attached Mochi would take any damage.
Cost
0 Energy
Target
The attached Mochi.
Effect
Reduce that damage by 20, minimum 0.
Duration
While this Item remains attached and your Miso is in play.
Frequency
Continuous; no activation limit.
Conditions
Your Miso is in play.
  • Puff Recovery happens on attachment. Pink Power and Sister Spark end when this attachment leaves play.
Relic · alpha 0.2

Nine Lives Dice

Kind
Relic
Type
Bonus Relic
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
The successful bonus chooses your Miso or Mochi in play.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Fate’s Purr

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
This relic’s two dice.
Effect
Roll two 12-sided dice.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

Sacred 9 + 9

Kind
Trigger
Timing
After Fate’s Purr is rolled.
Cost
0 Energy
Target
The same roll.
Effect
Trigger Nine Lives Blessing.
Duration
That roll.
Frequency
Part of the same roll; no separate activation.
Conditions
Both dice show 9.

Nine Lives Blessing

Kind
Trigger
Timing
After Sacred 9 + 9 succeeds.
Cost
0 Energy
Target
Choose one of your Miso or Mochi in play.
Effect
Heal the chosen cat 30 HP, up to her maximum. Her next attack this turn deals +30 damage.
Duration
Healing is immediate. The bonus is used by her next attack this turn or expires at turn end.
Frequency
One reward for the successful roll.
Conditions
A legal Miso or Mochi target is in play.
  • The three panels form one roll sequence. Other rolls, or no eligible cat, give no bonus.
Item · alpha 0.2

Crimson Wisp

Kind
Item
Type
Mystical Toy Relic
Placement
Attach to your Miso.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
Your Miso, including an Evolution or Duo that retains Miso’s identity.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Elusive Red Dot

Kind
Activated
Timing
During Act & Attack on your turn, before your Miso attacks.
Cost
0 Energy
Target
Your Miso.
Effect
Roll one d6. On 5–6, unlock Parkour Assault for this turn.
Duration
The unlock expires at the end of this turn.
Frequency
Once per own turn.
Conditions
No additional condition.

Parkour Assault

Kind
Attack
Timing
During Act & Attack, instead of your Active Miso’s normal attack.
Cost
2 Energy
Target
One enemy; then a different enemy, if available.
Effect
Deal 60 damage to the first enemy, then 20 damage to the different enemy if available.
Duration
Immediate.
Frequency
Use once this turn; consumes your one attack.
Conditions
Elusive Red Dot unlocked this attack this turn. Your Miso is Active.

Afterimage Evasion

Kind
Trigger
Timing
After Parkour Assault resolves.
Cost
0 Energy
Target
The Miso who used Parkour Assault.
Effect
The next attack that hits her deals 10 less damage, minimum 0.
Duration
Until the next attack hits her or your next turn starts, whichever comes first. The resolved protection persists if the relic leaves play.
Frequency
One shield per resolved Parkour Assault.
Conditions
No additional condition.
  • Parkour Assault replaces the normal attack; it never grants an additional attack. Its unlocked attack and resolved evasion keep their stated durations.
Item · alpha 0.2

Starglaze Halo

Kind
Item
Type
Toy Relic · Healing Pendant
Placement
Attach to your Mochi.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
Your Mochi; Last Little Wish must rescue an ally other than Mochi.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Moonlit Mercy

Kind
Passive
Timing
When your attached Mochi’s Moon Blessing heals.
Cost
0 Energy
Target
Moon Blessing’s chosen ally.
Effect
Moon Blessing heals 20 HP instead of 10, up to the target’s maximum.
Duration
While the pendant remains attached.
Frequency
Continuous; modifies Moon Blessing.
Conditions
No additional condition.

Shared Sweetness

Kind
Trigger
Timing
After Moon Blessing heals an ally.
Cost
0 Energy
Target
Another one of your allies, different from that Moon Blessing target.
Effect
Heal that other ally 10 HP, up to its maximum.
Duration
Immediate.
Frequency
Once per turn.
Conditions
No additional condition.

Last Little Wish

Kind
Trigger
Timing
When one of your allies other than Mochi would be defeated, before defeat resolves.
Cost
0 Energy; Discard this pendant to use this optional rescue.
Target
That ally, which must not count as Mochi.
Effect
Prevent that defeat. That ally survives in play with exactly 10 HP.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
  • Shared Sweetness must heal a different ally from the Moon Blessing target. Last Little Wish cannot rescue any character that counts as Mochi.
Relic · alpha 0.2

The Twinlight Wand

Kind
Relic
Type
Ultimate Weapon
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
Your Miso and Mochi. Each power states its own requirement; only Finale requires both identities in play.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Sunlit Pounce

Kind
Passive
Timing
When your Miso attacks.
Cost
0 Energy
Target
Attacks by your Miso.
Effect
Those attacks deal +20 damage.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Moonfeather Blessing

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Choose your Miso or Mochi in play.
Effect
Heal the chosen cat 20 HP, up to her maximum.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
Your Mochi is in play.

Twinlight Finale

Kind
Attack
Timing
During Act & Attack, using your Active Miso or Mochi as your one attack.
Cost
4 Energy; Discard this relic after the attack resolves.
Target
One Nemesis for damage; each distinct character among your Miso and Mochi for healing.
Effect
Deal 80 damage to one Nemesis and heal each cat 40 HP, up to her maximum. A single Duo receives one 40-HP heal, not 80 HP. Then discard this relic.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability; consumes your one attack.
Conditions
Your Miso and Mochi are both in play. Your Active attacker is Miso or Mochi.
  • Your Active Miso or Mochi performs Twinlight Finale as your one attack. If Miso performs it, Sunlit Pounce applies before the relic is discarded.
Combatant · alpha 0.2

The Fuzzy Fishies

60 HP
Kind
Combatant
Type
Nemesis · Minor Foes
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; the bonus requires another Nemesis ally.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
60
Search class
No Artifact or Land search tag.
Disposition
Defeat follows the combatant rules.

Fluff & Bluff

Kind
Passive
Timing
On the first attack against this duo each turn.
Cost
0 Energy
Target
This duo.
Effect
Reduce that attack’s damage by 10, minimum 0.
Duration
That first incoming attack.
Frequency
The first attack each turn, including either player’s turn.
Conditions
No additional condition.

Double Flop

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
1 Energy
Target
An opposing character.
Effect
Deal 10 damage.
Duration
Immediate.
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.

Small Fry, Big Trouble

Kind
Passive
Timing
When Double Flop deals damage.
Cost
0 Energy
Target
That Double Flop attack.
Effect
The attack deals +10 damage.
Duration
That attack; the bonus is available while the condition is met.
Frequency
Continuous; not a separate activation.
Conditions
Another Nemesis ally of yours is in play.
  • This is a 60-HP Nemesis, not equipment. Double Flop retains its printed 1-Energy cost.
Land · alpha 0.2

Windowland

Kind
Land
Type
Land · World Portal
Placement
Your Land slot.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Separate Land play; one Land slot per player.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
No special copy limit printed; normal deck rules apply; 1 Land slot per player.
HP
No HP; not a combatant.
Search class
Land
Disposition
Replacing this Land discards the previous Land.

Sunbeam Charge

Kind
Trigger
Timing
At the start of your turn.
Cost
0 Energy
Target
You.
Effect
Gain 1 Energy.
Duration
This turn only.
Frequency
Once at each of your turn starts.
Conditions
No additional condition.

Golden Shelter

Kind
Passive
Timing
When your Active ally would take any damage.
Cost
0 Energy
Target
Your active ally.
Effect
Reduce damage to that ally by 10, minimum 0.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
Your Miso is in play.

Moonlit Rest

Kind
Trigger
Timing
At the end of your turn.
Cost
0 Energy
Target
One of your allies in play.
Effect
Heal that ally 10 HP, up to its maximum HP.
Duration
Immediate.
Frequency
Once at each of your turn ends.
Conditions
Your Mochi is in play.
  • Uses the separate Land slot; its effects end when this Land leaves play unless an effect already resolved with a stated duration.
Land · alpha 0.2

Purrchgate

Kind
Land
Type
Land · Castle Portal
Placement
Your Land slot.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Separate Land play; one Land slot per player.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
No special copy limit printed; normal deck rules apply; 1 Land slot per player.
HP
No HP; not a combatant.
Search class
Land
Disposition
Replacing this Land discards the previous Land.

Tower Sanctuary

Kind
Passive
Timing
When any cat would take attack damage.
Cost
0 Energy
Target
All cats in play, including both players’ cats.
Effect
Reduce attack damage to each cat by 10, minimum 0.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Purrlight Rest

Kind
Trigger
Timing
At the end of your turn.
Cost
0 Energy
Target
Every cat in play, including both players’ cats.
Effect
Heal each cat 10 HP, up to that cat's maximum HP.
Duration
Immediate.
Frequency
Once at each of your turn ends.
Conditions
No additional condition.

Homeward Bond

Kind
Trigger
Timing
At the start of your turn.
Cost
0 Energy
Target
You.
Effect
Gain 1 Energy.
Duration
This turn only.
Frequency
Once at each of your turn starts.
Conditions
Your Miso or Mochi is in play.
  • Uses the separate Land slot; its effects end when this Land leaves play unless an effect already resolved with a stated duration.
  • Tower Sanctuary and Purrlight Rest are global and benefit the opponent’s cats too. Having both named cats still grants only 1 Energy from Homeward Bond.
Land · alpha 0.2

Whiskerways

Kind
Land
Type
Portal Land
Placement
Your Land slot.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Separate Land play; one Land slot per player.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play; 1 Land slot per player.
HP
No HP; not a combatant.
Search class
Land
Disposition
Replacing this Land discards the previous Land.

Hidden Passage

Kind
Passive
Timing
When your allies would take damage from enemy attacks.
Cost
0 Energy
Target
Your allies in play.
Effect
Reduce damage from enemy attacks by 10, minimum 0.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Realmstep

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Your Active ally and one of your Benched allies.
Effect
Switch your Active ally with one of your Benched allies at no Energy cost. This is separate from the normal paid switch.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

Homeward Beacon

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
One of your defeated ally cards in your discard/defeated zone.
Effect
Return that ally card to your hand. It does not enter play.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
  • Uses the separate Land slot; its effects end when this Land leaves play unless an effect already resolved with a stated duration.
Land · alpha 0.2

Everspring

Kind
Land
Type
Sacred Land
Placement
Your Land slot.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Separate Land play; one Land slot per player.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play; 1 Land slot per player.
HP
No HP; not a combatant.
Search class
Land
Disposition
Replacing this Land discards the previous Land.

Living Waters

Kind
Trigger
Timing
At the end of your turn.
Cost
0 Energy
Target
Your Active ally.
Effect
Heal that ally 10 HP, up to maximum HP.
Duration
Immediate.
Frequency
Once at each of your turn ends.
Conditions
No additional condition.

Sacred Blessing

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Your Miso or your Mochi in play.
Effect
Heal the chosen character 20 HP, up to maximum HP.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

Wellspring Awakening

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
All of your allies in play.
Effect
Heal each ally 30 HP, up to its maximum HP.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
  • Uses the separate Land slot; its effects end when this Land leaves play unless an effect already resolved with a stated duration.
Combatant · alpha 0.2

ARTAX

160 HP
Kind
Combatant
Type
Cosmic Companion
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; Supercharged Gallop specifically requires your Miso or Mochi on the Bench.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
160
Search class
No Artifact or Land search tag.
Disposition
Defeat follows the combatant rules.

Supercharged Gallop

Kind
Passive
Timing
When 5.0 Starfire deals damage.
Cost
0 Energy
Target
That 5.0 Starfire attack.
Effect
The attack deals +30 damage.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; not a separate activation.
Conditions
Your Miso or Mochi is on your Bench.

Homeward Escort

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Your Active ally and one of your Benched allies.
Effect
You may switch those two allies.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

5.0 Starfire

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
2 Energy
Target
One rival.
Effect
Deal 60 damage.
Duration
Immediate.
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.
Combatant · alpha 0.2

BEEPBOOP9000

140 HP
Kind
Combatant
Type
Mochi’s Companion
Placement
Active or Bench.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Normal combatant deployment rules.
Eligibility
No play restriction; Warm Corner must target another ally.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
140
Search class
No Artifact or Land search tag.
Disposition
Defeat follows the combatant rules.

Warm Corner

Kind
Trigger
Timing
At the start of your turn.
Cost
0 Energy
Target
One other ally of yours in play.
Effect
Heal that other ally 10 HP, up to its maximum.
Duration
Immediate.
Frequency
Once at each of your turn starts.
Conditions
No additional condition.

Wormhole Beacon

Kind
Attack
Timing
During Act & Attack, using your Active combatant and your one attack for the turn.
Cost
2 Energy
Target
One rival; optionally one of your Benched allies for the switch.
Effect
Deal 40 damage to one rival. Then you may switch BEEPBOOP9000 with one of your Benched allies.
Duration
Immediate.
Frequency
Uses the normal attack allowance.
Conditions
No additional condition.
Relic · alpha 0.2

SHREDDER

Kind
Relic
Type
Artifact · Magazine
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Nine Lives, Zero Fear

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Choose your Miso or Mochi in play.
Effect
Prevent 20 damage from the next qualifying damage event to that cat, minimum 0.
Duration
Until the next qualifying damage event; no expiry is printed. The resolved shield persists after SHREDDER leaves play.
Frequency
Once per own turn.
Conditions
No additional condition.

Double Darkslide

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
You.
Effect
Draw 1 card.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
Your Miso and Mochi are both in play.
Relic · alpha 0.2

The Everlights

Kind
Relic
Type
Artifact · Enchanted Book
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Everlight Ward

Kind
Passive
Timing
When your Miso or Mochi would take any damage.
Cost
0 Energy
Target
Your Miso and your Mochi in play.
Effect
Reduce damage each eligible character takes by 10, minimum 0.
Duration
While this source remains in play and its condition is met.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Winterbound Metamorphosis

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
Your deck; 1 Miso or Mochi Evolution card.
Effect
Search, reveal the chosen Evolution, add it to your hand, then shuffle your deck.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
Relic · alpha 0.2

Infinite Tails

Kind
Relic
Type
Sacred Artifact · Unique Relic
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Boundless Chapter

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
The top 3 cards of your deck.
Effect
Reveal up to the top 3 cards of your deck. Add 1 revealed Realm (Land) or Artifact to your hand, if one is available. Return all remaining revealed cards to the top in any order.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
Choose only from the revealed cards.

Twin Guardians

Kind
Trigger
Timing
Before a discrete targeted enemy card ability or effect resolves.
Cost
0 Energy
Target
One chosen allied card targeted by that enemy effect.
Effect
Cancel that discrete effect on the chosen allied card. Do not cancel base attack damage; effects on other targets still resolve.
Duration
That effect’s resolution.
Frequency
Once each turn, including either player’s turn.
Conditions
Your Miso and Mochi are both in play.
  • Realm means Land. Artifact includes cards explicitly typed Artifact, Item, or Relic; appearance alone does not grant a subtype.
  • Twin Guardians cancels one discrete targeted enemy effect on one allied card. Base attack damage and effects on other targets resolve normally; untargeted effects are not covered. This scope is clarified in alpha 0.2.
Consumable · alpha 0.2

OOPS! All Gravy...

Kind
Consumable
Type
Power-up Item · Consumable
Placement
Resolve, then discard.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
No special copy limit printed; normal deck rules apply.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Resolve Royal Refill and its conditional Divine Drizzle bonus, then discard this Item once.

Royal Refill

Kind
Trigger
Timing
When you play this Item in Prepare.
Cost
0 Energy
Target
One of your allies in play.
Effect
Heal that ally 30 HP, up to its maximum HP.
Duration
Immediate.
Frequency
Once for this consumption.
Conditions
No additional condition.

Divine Drizzle

Kind
Trigger
Timing
During the same consumption, after Royal Refill.
Cost
0 Energy
Target
The same ally chosen for Royal Refill.
Effect
That ally’s attacks deal +10 damage this turn.
Duration
Until this turn ends; the resolved bonus persists after the Item is discarded.
Frequency
Part of the same consumption; not a separate activation.
Conditions
The chosen ally is your Miso or Mochi.
  • Both powers are one use of the same consumable. No Limit 1 or once-per-game limit is printed. A full-HP eligible cat can still receive Divine Drizzle.
Relic · alpha 0.2

SUPER MISOMOCHI &FRIENDS

Kind
Relic
Type
Artifact · Game Cartridge
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Player Two

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
You.
Effect
Draw 1 card.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
Your Miso and Mochi are both in play.

Continue?

Kind
Trigger
Timing
When your Miso or Mochi would be defeated, before defeat resolves.
Cost
0 Energy; Discard this cartridge.
Target
That one qualifying character.
Effect
Prevent that defeat and leave that character in play with exactly 10 HP remaining.
Duration
Immediate.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
Relic · alpha 0.2

FURRAISERS

Kind
Relic
Type
Artifact · Haunted Book
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
No play restriction; each ability states its target and conditions.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Cabinet Peek

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
0 Energy
Target
The top 3 cards of your deck.
Effect
Privately look at up to the top 3 cards of your deck. Put 1 into your hand, if any are available; put the remainder on the bottom in any order.
Duration
Immediate.
Frequency
Once per own turn.
Conditions
No additional condition.

Slam Shut

Kind
Trigger
Timing
Before one attack deals damage to your Miso or Mochi.
Cost
0 Energy; Discard this book.
Target
Choose one of your Miso or Mochi receiving that attack.
Effect
Prevent all damage from that attack to the chosen cat. The attack’s non-damage effects and damage to other targets still resolve.
Duration
That attack’s resolution.
Frequency
Once per game, tracked by title and ability.
Conditions
No additional condition.
  • Slam Shut protects one chosen character, not both separate cats; a Duo is one character. This is an alpha 0.2 targeting clarification.
Relic · alpha 0.2

The Solemates

Kind
Relic
Type
Sentient Relic
Placement
Support.
Play timing
Prepare.
Play cost
0 Energy
Play allowance
Uses your one Item or bonus-relic play for this Prepare.
Eligibility
Your Miso or Mochi, including matching Evolutions and a Duo retaining either identity.
Copy and in-play limits
1 copy of this title per deck; 1 copy of this title in play.
HP
No HP; not a combatant.
Search class
Artifact
Disposition
Remains in play until removed.

Comet Kick

Kind
Passive
Timing
When your Miso or Mochi attacks.
Cost
0 Energy
Target
Attacks by your Miso or Mochi.
Effect
Attacks by your Miso or Mochi deal +20 damage.
Duration
While The Solemates remains in your Support area.
Frequency
Continuous; no activation limit.
Conditions
No additional condition.

Sole Support

Kind
Activated
Timing
During Act & Attack on your turn, before your attack.
Cost
1 Energy
Target
Choose your Miso or Mochi in play.
Effect
The next attack that hits her before your next turn starts deals 20 less damage, minimum 0.
Duration
Until the next attack hits her or your next turn starts, whichever comes first. The resolved shield persists if The Solemates leaves play.
Frequency
Once per own turn, tracked by title and ability.
Conditions
No additional condition.
  • A Duo receives Comet Kick once, for +20 total—not once per identity. Sole Support is not an attack.