Wits Quest Basic card roster
Status: Approved and frozen implementation specification
Applies to: Canonical deterministic card seed content and Basic CPU battles
Approved: 2026-08-25
This document is the source of truth for the canonical deterministic card content that must replace the placeholder Basic catalogue. Implement the exact stable card IDs, statistics, moves, effects, ordering, and durations below without further balance changes. The Basic game rules remain authoritative for battle resolution and server authority.
Catalogue and seed changes apply only to future matches. Never rewrite existing CPU-match card snapshots or completed battle history.
Design foundation
Affinity identities and availability
| Affinity | Identity | Basic availability |
|---|---|---|
| Spark | Pressure and burst | Starter affinity |
| Grit | Durability and efficiency | Starter affinity |
| Wit | Flexibility and disruption | Starter affinity |
| Spirit | Sustain and resource recovery | Progression affinity |
| Mystic | Setup and specialist play | Progression affinity |
The affinity cycle remains Wit → Grit → Spark → Spirit → Mystic → Wit.
Advantage deals 1.5x damage, disadvantage deals 0.75x, and unrelated or
same-affinity damage deals 1.0x.
Frozen principles
- There is no same-type attack bonus (STAB), and implementation must not add one.
- Basic is neutral. Every seeded Common Creature has a zero-cost Basic damage fallback, including Wit Creature 3 and Mystic Creature 3.
- Common coverage normally softens a poor matchup without fully reversing the cycle. Wit may carry broader coverage as part of its identity.
- Common damage modifiers remain restrained at
10–15%. - Spirit recovery is finite; no move creates a repeatable healing/Power loop.
- Rarity adds coverage, sequencing, or flexibility rather than pure HP, Power, or damage inflation.
- Creature moves each have one effect. Power cards may have multiple effects, which resolve in the exact listed order.
In the tables below, +N% damage and −N% damage mean a Buff or Debuff of
damage_multiplier using multiply. Power changes use the power modifier
with add and apply immediately. An omitted damage-modifier duration lasts for
the rest of that Creature's battle life.
Creature roster
Every Creature has exactly four ordered moves.
Spark Creatures
| Stable card | Rarity; HP / Power | Ordered moves | Role |
|---|---|---|---|
eca9b943-9e05-834e-c85c-1175001d897cSpark Creature 1 | Common; 96 / 10 | 1. Steady Jab — Basic, cost 0: Damage 9 2. Flash Arc — Spark, cost 2: Damage 19 3. Overcharge — Spark, cost 4: Damage 32 4. Feinting Insight — Mystic, cost 2: Damage 15 | Accessible pressure attacker with a meaningful burst decision and neutral coverage into Grit. |
ec9fb511-5dd2-8164-5f56-d9e13820c713Spark Creature 2 | Common; 88 / 12 | 1. Quick Jab — Basic, cost 0: Damage 8 2. Voltage Spike — Spark, cost 2: Damage 21 3. Redline — Spark, cost 4: Damage 34 4. Calculated Feint — Mystic, cost 2: Damage 16 | Low-HP glass cannon with the strongest Common raw burst. |
62d5bb93-78ad-5c44-412c-c7eca5f03250Spark Creature 3 | Common; 103 / 9 | 1. Pressing Blow — Basic, cost 0: Damage 10 2. Live Wire — Spark, cost 2: Damage 18 3. Read the Opening — Mystic, cost 2: Damage 15 4. Static Screen — Spark, cost 1: opponent −10% damage for 2 turns | Pressure-control bruiser that trades peak damage for HP and short defensive tempo. |
740b5400-8362-b728-3b76-9d232077732dSpark Rare Creature | Rare; 98 / 12 | 1. Measured Jab — Basic, cost 0: Damage 10 2. Flash Sequence — Spark, cost 2: Damage 22 3. Clever Vector — Wit, cost 2: Damage 16 4. Momentum Read — Spark, cost 1: +15% damage for 2 turns | Combo striker whose rarity adds sequencing and stronger coverage. |
65f102ad-ff11-876c-a4f7-e2e74167bc4cSpark Epic Creature | Epic; 102 / 13 | 1. Opening Tap — Basic, cost 0: Damage 10 2. Storm Thesis — Spark, cost 3: Damage 28 3. Countercurrent — Wit, cost 2: Damage 18 4. Prismatic Detour — Mystic, cost 2: Damage 18 | Flexible attacker with two coverage routes instead of inflated defensive stats. |
948a71e6-f04b-fcec-75ef-e401066ec8b8Spark Legendary Creature | Legendary; 106 / 14 | 1. First Spark — Basic, cost 0: Damage 10 2. Crown Voltage — Spark, cost 3: Damage 31 3. Perfect Feint — Wit, cost 2: Damage 18 4. Unending Charge — Spark, cost 2: permanent +15% damage | Long-horizon finisher whose permanent setup must repay its action and Power investment. |
Grit Creatures
| Stable card | Rarity; HP / Power | Ordered moves | Role |
|---|---|---|---|
27cbcedf-1886-aa81-04b4-089b4c10cd87Grit Creature 1 | Common; 104 / 9 | 1. Firm Strike — Basic, cost 0: Damage 10 2. Stone Rhythm — Grit, cost 1: Damage 15 3. Hidden Angle — Spirit, cost 2: Damage 15 4. Dig In — Grit, cost 1: opponent −10% damage for 2 turns | Efficient defensive anchor. The frozen HP and duration include the final balance reduction. |
c2c81cdc-5c15-84d1-6ba9-0271b1d3fdacGrit Creature 2 | Common; 101 / 11 | 1. Workmanlike Blow — Basic, cost 0: Damage 9 2. Efficient Force — Grit, cost 2: Damage 21 3. Relentless Drive — Grit, cost 3: Damage 28 4. Patient Read — Spirit, cost 2: Damage 16 | Efficient bruiser that chooses between sustained output and a finishing hit. |
fc2c46fb-d960-b1bb-ea9a-93110b79e22dGrit Creature 3 | Common; 98 / 10 | 1. Guarded Tap — Basic, cost 0: Damage 9 2. Stalwart Swing — Grit, cost 2: Damage 19 3. Quiet Counter — Spirit, cost 2: Damage 15 4. Patch Up — Grit, cost 2: Heal 12 | Repair-oriented defender with finite healing. The frozen HP and heal include the final balance reduction. |
Wit Creatures
| Stable card | Rarity; HP / Power | Ordered moves | Role |
|---|---|---|---|
84790040-6ea8-6155-c4b7-dec3a22ac3abWit Creature 1 | Common; 98 / 11 | 1. Quick Retort — Basic, cost 0: Damage 9 2. Logic Lash — Wit, cost 2: Damage 18 3. Lateral Step — Spirit, cost 2: Damage 14 4. Power Leak — Wit, cost 2: opponent Power −2 | Resource disruptor that sacrifices an attack and equal Power to deny an opposing option. |
47f04de3-98d9-79ad-2759-7409c499c5ecWit Creature 2 | Common; 94 / 12 | 1. Testing Tap — Basic, cost 0: Damage 8 2. Sharp Thesis — Wit, cost 2: Damage 20 3. Borrowed Resolve — Spirit, cost 2: Damage 15 4. Spark of Improvisation — Spark, cost 2: Damage 15 | Broad-coverage attacker and the intentional exception to the usual one-coverage pattern. |
cdd5284b-0aaf-5c50-f820-787a7f6b1506Wit Creature 3 | Common; 103 / 10 | 1. Fast Read — Basic, cost 0: Damage 8 2. Checkmate Line — Wit, cost 3: Damage 25 3. Reframe — Spirit, cost 2: Damage 15 4. Misdirect — Wit, cost 2: opponent −15% damage for 2 turns | Control specialist. Fast Read is the final approved neutral Basic fallback. |
Spirit Creatures
| Stable card | Rarity; HP / Power | Ordered moves | Role |
|---|---|---|---|
a230fdda-cec0-c127-b4a2-e4dd20660e3aSpirit Creature 1 | Common; 102 / 10 | 1. Grounding Tap — Basic, cost 0: Damage 9 2. Heartbeat Wave — Spirit, cost 2: Damage 18 3. Steady Hand — Wit, cost 2: Damage 15 4. Mend — Spirit, cost 2: Heal 14 | Balanced sustain Creature and the first Spirit progression unlock. |
6e6b2c9f-27b2-2145-3b8a-219a0df622d7Spirit Creature 2 | Common; 94 / 12 | 1. Gentle Tap — Basic, cost 0: Damage 8 2. Rallying Pulse — Spirit, cost 2: Damage 20 3. Rooted Reply — Wit, cost 2: Damage 16 4. Deep Breath — Spirit, cost 3: Heal 18 | Low-HP resource planner with a finite choice between pressure and substantial healing. |
6f962f85-eaee-fd27-b2d7-c00c8af95098Spirit Creature 3 | Common; 110 / 9 | 1. Centering Blow — Basic, cost 0: Damage 10 2. Enduring Chorus — Spirit, cost 2: Damage 20 3. Insightful Reply — Wit, cost 2: Damage 15 4. Calming Field — Spirit, cost 2: opponent −10% damage for 3 turns | Preventative guardian that sustains through HP and damage reduction instead of healing. |
Mystic Creatures
| Stable card | Rarity; HP / Power | Ordered moves | Role |
|---|---|---|---|
0cba869b-d777-11f8-6b8c-c47d4d626558Mystic Creature 1 | Common; 98 / 11 | 1. Plain Sigil — Basic, cost 0: Damage 9 2. Arcane Thread — Mystic, cost 2: Damage 18 3. Stone Rune — Grit, cost 2: Damage 15 4. Focus Lens — Mystic, cost 1: +10% damage for 3 turns | Accessible setup specialist and the first Mystic progression unlock. |
5340e0ee-d31c-93f5-0d59-39d0cd977f15Mystic Creature 2 | Common; 90 / 13 | 1. Simple Mark — Basic, cost 0: Damage 8 2. Convergence — Mystic, cost 3: Damage 28 3. Iron Glyph — Grit, cost 2: Damage 17 4. Attune — Mystic, cost 2: +15% damage for 2 turns | Fragile combo attacker whose high ceiling requires setup and Power commitment. |
a30d8e2e-42bf-574a-aa6f-1ebdf33c86b6Mystic Creature 3 | Common; 106 / 10 | 1. Whispering Rune — Basic, cost 0: Damage 8 2. Deep Pattern — Mystic, cost 2: Damage 21 3. Grounded Equation — Grit, cost 2: Damage 15 4. Long Vision — Mystic, cost 2: permanent +10% damage | Long-game specialist. Whispering Rune is the final approved neutral Basic fallback. |
Power-card roster
Damage uses the Power card's affinity. Effects resolve in the listed order.
| Stable card | Rarity / affinity | Ordered effects | Role |
|---|---|---|---|
0d28241f-a4f2-2cf3-52bc-dee1633b3316Spark Power 1 | Common / Spark | 1. Damage 20 | Immediate pressure or finishing damage. |
b7485793-8432-2db9-5f99-974164efa788Spark Power 2 | Common / Spark | 1. Damage 12 2. +10% damage for 2 turns | Maintains pressure while preparing two stronger attacks. |
49e45cbb-f419-bf5c-2868-757646cb8dc9Grit Power 1 | Common / Grit | 1. Heal 8 2. Opponent −10% damage for 2 turns | Stabilization that retains prevention when healing is partly wasted. |
17150f89-427c-6bd8-5551-fbaf59b99808Grit Power 2 | Common / Grit | 1. Damage 14 2. Heal 6 | Durable tempo swing with the final approved healing reduction. |
a2405856-34a7-f0a8-d1f6-ed0f161ecdabWit Power 1 | Common / Wit | 1. Opponent Power −3 2. Damage 10 | Disrupts expensive plans while advancing the battle. |
b862854d-9bc1-2e2e-31f2-c3b31fefcaedWit Power 2 | Common / Wit | 1. Heal 10 2. +10% damage for 2 turns | Flexible recovery and setup. |
c1db21b9-944e-f9d6-fa2c-7d14702f41d4Spirit Power 1 | Common / Spirit | 1. Heal 20 | Focused emergency sustain. |
1f991679-3269-163f-4e74-b75a738a2beeSpirit Power 2 | Common / Spirit | 1. Heal 10 2. Power +3 | Bounded, one-use resource recovery. |
76f057c6-efab-38d9-9bcf-298d5c794f1aMystic Power 1 | Common / Mystic | 1. +10% damage for 2 turns 2. Damage 12 | Sequencing card whose first effect increases its own later damage effect. |
4e7b34e3-4f31-33c1-5da5-000570b3d4f3Mystic Power 2 | Common / Mystic | 1. Heal 10 2. Permanent +10% damage | Long-horizon setup with modest stabilization. |
25621c1c-0722-303d-928b-4ed6e015dbd0Spark Rare Power | Rare / Spark | 1. Damage 16 2. Opponent Power −2 | Pressure plus small sequencing disruption. |
7f72be51-3370-8dbf-e96c-963ef4b5f29bSpark Epic Power | Epic / Spark | 1. +15% damage for 3 turns 2. Damage 16 | Setup-and-strike card whose Buff also affects its ordered damage effect. |
5f476b3a-7fc9-e5eb-b552-716dd5cbf5dcSpark Legendary Power | Legendary / Spark | 1. +15% damage for 2 turns 2. Damage 18 3. Opponent −10% damage for 2 turns | Three-stage setup, burst, and protection swing. A lethal second effect skips the final Debuff under current rules. |
Starter and progression packages
- Spark, Grit, and Wit are the only starter affinities. Each starter package is its three Common Creatures and two Common Power cards.
- Spirit and Mystic are earned through progression and must not be offered as starter choices.
- The first Spirit unlock is Spirit Creature 1
(
a230fdda-cec0-c127-b4a2-e4dd20660e3a). - The first Mystic unlock is Mystic Creature 1
(
0cba869b-d777-11f8-6b8c-c47d4d626558).
Curated Basic CPU deck
The Basic journey CPU deck is the following fixed five-Common-card deck:
- Grit Creature 2 —
c2c81cdc-5c15-84d1-6ba9-0271b1d3fdac - Spirit Creature 1 —
a230fdda-cec0-c127-b4a2-e4dd20660e3a - Mystic Creature 1 —
0cba869b-d777-11f8-6b8c-c47d4d626558 - Grit Power 1 —
49e45cbb-f419-bf5c-2868-757646cb8dc9 - Mystic Power 1 —
76f057c6-efab-38d9-9bcf-298d5c794f1a
CPU actions remain uniformly random among legal actions under the current Basic battle rules. Catalogue ordering must not select the CPU deck implicitly.
Basic-Tier high-rarity limitation
Rare, Epic, and Legendary canonical content remains Spark-only in the Basic tier. Do not add high-rarity cards for other affinities as part of roster implementation.
Under the current random reward policy, every Rare, Epic, or Legendary card award therefore resolves to Spark content; within each rarity, the active canonical pool contains only the Spark Creature and Spark Power card. This concentration is an explicit Basic-Tier limitation, not an omitted roster slot.
AI declaration
This document was planned, generated, and edited with assistance from Codex[GPT-5].