
Jake uses the Cornfield to power his Husker Knights and give his Immortal Maize Walker triple damage. The landscape is also featured in the game. It is one of Jake's two landscapes in the episode, with the other being Useless Swamp. In " Daddy-Daughter Card Wars", Cool Dog is shown to attack with a laser-like bark. When the player floops the Cool Dog, the Cool Dog's opposing creature cannot use their floop ability. Jake uses Silo of Truth to take this card from Finn and uses it on his first attack phase, but because Finn wasn't attacking, Cerebral Bloodstorm only did damage to Jake's troops. Eventually, he uses Volcano to destroy the Cave of Solitude along with the Pig.Ĭerebal Bloodstorm lets you choose your opponent's creatures and destroy them equal to the creature's attack. Jake attempts to attack the Pig, but is unable to affect him. It is used for the creature to gain +5 attack and +5 defense for each of the player's empty landscapes.įinn sends his Pig here to rest up.

It is used by Reggie to destroy Jake's Hay Barn. It deals X damage, X being the number of beans in play.

This card was flooped at the beginning of the game but is merely an aesthetic part of the episode and is not used. It is used for the creature to gain +3 defense. Jake summons Archer Dan on the last turn of the game and destroys all of Finn's buildings at once. He looks like a wizard who wears a purple cloak with a hood.Ĭan shoot multiple corn-arrows per attack phase, each of which are capable of destroying a building. It was one of the only known cards on Finn's base, and was around the Cool Dog most of the time. "Raise the Dead" is used to bring a dead ally back to life, but to use it, one needs to study it first to unlock it.įinn used the Study ability in order to learn Raise the Dead, which he then used to bring back his Pig card."Study" is used to command the Ancient Scholar to go to the Schoolhouse so it can discover new powers such as "Raise the Dead.".You can get all the details of each specific aspect of the trading card game on the Adventure Time Card Wars TCG Wiki. The 16 themed-elements: corn, wheat, blue, crystals, acumen, torpor, frozen lakes, lizard holes, learning… Battle happens in one of four combat lanes each deriving its power from one of It combines the mechanics of simulated combat, hand management, commodity speculation, worker placement, blind auctioning and set collection. In " Daddy-Daughter Card Wars", Jake explains the games as The player that loses all of their creatures and their buildings at the end of their turn first loses the game. Before beginning a turn, a player must discard a card from their hand and pick up another card from their deck. A player can also use activation to make a creature learn. Also, at the lower right corner of each creature card there are two numbers with a forward slash representing that specific card's stats. A player may select a creature and either activate it (turn it to the right) to make it attack one or more of the other player's creatures, or floop it to make it use its special ability. Learning cards are powered by intelligence, so a player could send someone to learn, and in turn, that person will receive power.Ī player's land is divided into 4 parts, some of those lands being corn, wheat, blue, crystal, lizard, and burning. Corn cards happen to be powered by corn fields, which are given to the player at the start of the game. There are only two known elements of the game, which are corn and learning. Buildings have special effects which can aid the player using them. A player may take any building card and floop it (turn it to the left) to appear as holograms on the board. There are two stages to a turn: a floop stage and a battle stage.

When the game starts, two players get approximately 10-20 cards.
