
Unite the legends to prevent the resurrection of the evil forces! A competitive Anime TCG game featuring fantastic story of heroes joining forces with angels to stop the evil forces.This game features PvP, PvE, Roguelike, Single Player Missions, and others. Join us right now!
Modeled estimate, not a reported figure. How we estimate →
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About

Angels, Cards, Battle! Unite the legends to prevent the resurrection of the evil forces!
A fantastic story of heroes joining forces with angels to stop the evil forces.

1. Diverse Game Modes:
Dive into an exciting anime Trading Card Game featuring intense PvP battles, immersive PvE missions, and thrilling Roguelike gameplay experiences!
2) Extensive Card Collection:
Collect over 100 beautifully designed anime characters. Assemble your team of angels and prepare your strategic deck to dominate every battle!
3) Trading card game requires intricate strategies
Conquer Your Opponents with a Wide Array of Strategic Tactics! Achieve Victory by Mastering Diverse Approaches in the Game!



1. Adventure (Roguelike)
Deck Requirement: 40 cards
Challenge: Win all 10+ matches, including the formidable Boss, consecutively to conquer the mode.
Unique Feature: Experience our original skill system, exclusive to our TCG, offering fresh strategic depth unlike any other game.
2. Training (Ruins of Trials)
Deck Requirement: 20 cards
Gameplay: Engage in classic TCG battles to hone your skills.
Rewards: Climb the levels and unlock better rewards as you advance!
3. Arena (PvP) ⚔️
Battle System: Compete against other players in thrilling PvP matches. Earn Battle Points and climb rank tiers that accurately reflect your standing in the game. Enjoy exclusive rewards based on your rank tier!

4. Card Enhancement
Upgrade System: Enhance all your playable cards by combining them with upgrade + material cards and strengthen your deck to gain the upper hand in every battle!
5. Card Shop
Find rare and powerful cards to build your ultimate deck.
6. Card Collection
View all the cards you've collected in one place. This feature will allow you to easily manage and strategize your deck!
7. Tutorial
Follow our player-friendly, step-by-step tutorial and get ready to dive into the game in no time.

Avid TCG & CCG Enthusiasts : Perfect for dedicated Trading Card Game (TCG) and Collectible Card Game (CCG) players seeking their next thrilling challenge.!
Competitive Legends : Designed for players who thrive on intense, competitive matches against other top-tier Legends. Prove your strategy and rise to the top!
Experience stunning visuals with concept art initially crafted using AI technology, then refined by our illustrators to deliver breathtaking final designs.
Whether you're a seasoned card strategist, a fierce competitor, or an art lover, our game offers something special just for you! Join us now and become part of an extraordinary gaming adventure!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, Japanese, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
일단 명확히 해야 할게 있는데 이 게임은 전략겜 아님. TCG도 아님. 로그라이크도 아님. 뱀서라이크 한창 유행할 때 쏟아져 나오던 모바일 뱀서 짭겜 같은 류 게임임 걍 노가다 뛰어서 스펙업 하고 그걸로 다음 스테이지 미는 그런 RPG에 가까운 구성임 카드 전략겜 하고 싶어서 사려는 애들은 걍 걸러라 속성, 병종, 상성 같은 요소들을 만들어두긴 했는데 그런건 플레이 하는데 영향을 조금도 못줌 그냥 적하고 배틀 들어간 시점에서 승패가 정해져있다 해도 과언이 아닐 정도로 전략성이 전무한 게임임 유희왕이나 섀버, 하스, 매더게 이런거랑 비교해서 전략성이 부족하다는게 아니라 걍 흔하디 흔한 슬더스 짭겜들보다도 한참 못한 전략성을 가지고 있다는 말임 얘랑 비슷한 급으로 내려가려면 하루우리 게이머즈 쯤까지 내려가야함 정상적인 스팀이 아니라 야겜 달린 부속 TCG수준에서 찾아야 한다는 소리 제작진이 TCG에 대한 지식이 전혀 없어서 뭐가 좋은 카든지도 모르고 스노우볼링이 어떻게 굴러가는지, 뭘 하면 안되는지도 모름 TCG를 모르니 적을 강화할 방법이 걍 깡스텟밖에 없어서 어려움 난이도만 가도 적이 패시브로 모든 몹 +2/+3 같은걸 달고나옴 1, 2턴에 위니 다수 소환하는 스펠 써버리면 플레이어는 유물 사기를 친게 아닌 이상 당연히 상대가 안됨 그래도 어려움 난이도까지는 기본카드 노강화로도 유물 사기 잘 치면 어떻게든 되긴 하는데 정작 그렇게 유물사기쳐서 적을 모두 한방 내는 스펙을 만들어도 적 카드 자체를 너무 생각없이 만들어놔서 적이 부활 무한루프 라도 걸리면 걍 적이 덱사할때까지 무한히 부활하는 적 계속 한방컷 내는 꼬라지 구경할때도 많음 그 이상 난이도는 아무리 최선의 수를 둬도 노가다로 강화 안하고는 안깨지더라 대체 부분유료화 게임도 아닌데 왜 이런식으로 게임을 구성했는지는 모르겠지만 그냥 노가다 스펙딸 게임이라 생각하면 나름 먹을만 하긴 함 제작진의 TCG나 로그라이크에 대한 몰이해도에서 비롯되는 불쾌한 부분이 좀 많기도 하고 인터뷰때 내용이랑 다르게 멍청하기 그지 없는 AI도 좀 답답하긴 한데 적당히 이쁜 일러에 밸런스 말아먹은 유물 사기 치는 재미로 하면 나름 킬탐급 정도는 되는듯? 솔직히 인터뷰 보고 기대하던 겜이였는데 마나코인쓰고 아무것도 안하고 턴종하는 꼬라지 보면 진짜 명령어 몇줄 되지도 않을듯 ㅋㅋㅋ 걍 코스트 높은 카드 순서대로 쓰는게 고작인거 같은데 대체 콤보 잘 이해하는 전략적 ai는 어디서 나온 자신감인지 모르겠네 애초에 겜에 콤보라 할만한 건덕지도 없더만...
이새끼들 디코 안봅니다 ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ 현 시점 기준(26년 4월 10일) 공식 디코 2월 3월에 야스영상 올라와있음 ㅋㅋㅋㅋㅋㅋ 나도 얘네들 반 포기해서 디코 잘 안가다가 한번 가봤는데 2달전 저런 영상이 안지워지고 있음 ㅋㅋㅋㅋㅋㅋ 진짜 이 시부레 새기들아 관리를 처 안할거면 그냥 폐쇄를 하세요 소통 되는거마냥 스팀 페이지에는 디코 주소 떡하니 처 걸어놓고 대응도 없고 관리도 안하고 진짜 상 쓰레기 새기들이네 ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ ============================================================= 공식 디코챗에 게이 영상 올라오고 난리도 아님 ㅋㅋㅋㅋ 게임이 아니라 회사가 싼듯 ㅋㅋㅋㅋ ============================================================= 110시간 지옥 난이도 첫도전 개발진의 뇌에 우동사리만 가득차 있다는 증명이 여실히 드러나는 스테이지 구성 '지금까지 열심히 강화하고 왔어? 응 우리는 이제 6성 7성 카드들 내보낼거야~' 플레이어 강화 한계치는 5성인데 적은 6성 7성 카드들이 등장한다 또 플레이어 덱에 편성 가능한 동일 카드수는 2장이 한계인데 적은 같은 카드를 3장 4장씩 꺼낸다 예시로 지옥 난이도 수속성 스테이지를 살펴보자 적이 빙진설인(4/12, 매턴 자신의 원래 덱에서 수속성 몬스터 하나를 '조건없이' 필드에 소환)을 필드에 올린다 빙진설인의 효과로 빙진설인이(!) 필드에 소환된다 이제 적 필드에 빙진설인이 두마리가 되었다 -> 매턴 '조건없이' 적 필드에 두마리가 추가된다 두마리의 빙진설인이 빙진설인 두마리를(???) 필드에 소환한다 (본래 덱에서 소환하는 것이기 때문에 필드에 올라와 있는 빙진설인을 파괴하고 말고는 전혀 상관이 없다) 이미 전개율이 병신이니 어쩌니 할 수준을 넘어서서 불합리, 라고 말할수 밖에 없는 지경이다 그리고 이런 불합리함과 레벨디자인을 이 '병신같은 개발진' 들은 동일하게 생각하고 있는듯 하다 유물 사기를 치지 않는한 결코 클리어 할 수 없는 스테이지 구성 특히, 디버프 해제 유물이 어느 스테이지던 강제되는 부분 심지어 디버프 해제 유물을 최대 강화해도 해제 확률이 고작 60퍼센트 밖에 안되고 이 마저도 필드의 모든 디버프를 해제해 주지 않는다(최대 4마리) 적은 매턴 내 필드의 모든 기물에게 디버프를 신나게 발라대는데 내가 할수 있는 일이라고는 60퍼센트 확률이 터져주길 바라면서 기도하는 것 밖에는 방법이 없다 60퍼센트라는것도 유물 풀강 기준이라 디버프 해제가 절실한 스테이지 초중반 기준으로는 40퍼 2마리, 40퍼 3마리 이따위 확률이 보통이다 불합리 = 난도조절 이라는 개발진의 생각이 바뀌지 않는한 변화는 없을것이고 말인즉 타인에게 결코 추천할 수 없는, 추천 해서는 안되는 '똥 그자체' 라는게 개인적 생각이다 애초에 버그, 텍스트 오류 투성이인데 피드백 받는 소통창구 하나 없다는데서부터 개발사가 사실상 손을 놨다 라고 짐작하는게 어렵지도 않다 디코가 있다고? 디코가서 백날 씨부려봐야 듣는척도 안한다 심지어 이게 이 회사의 '첫 게임' 이다... 뒤는 안봐도 뻔하겠지? 회사 자체가 게임이 아니라 AI 기반의 무언가로 돈을 벌려는 회사이고 이 회사에게 게임은 그저 AI를 활용한 '성과물을 보여주기위한 수단' 일 뿐이라서 사후관리라던가 피드백을 전혀 받아들이지 않고 있다... 받아들일 생각이 없다고 보는게 맞겠다 결론 : 게임아님, 이것에 손댄 후 받아야할 스트레스를 생각하면 무료로 풀린다고 해도 거르기를 추천함 나아지거나 변화될 기미가 없기 때문에 이 평가또한 바뀔 일이 없을것
EAとはいえ、DCGの出来としてはかなりよいです。 ヴァンガードとかデュエマにフルプライス払うならこっちに1000円課金したほうが楽しいよ。 と言い切れるくらいにはカードゲームとしての完成度が高いです。 システム的にはカードを盤面に並べて対面に相手がいなければプレイヤーにダメージがはいるという王道なシステムですが、 このゲームの違うところは正面だけでなく左右も対象となっており、複数いた場合どれを殴るのかがランダムになるところ また、カードタイプによって反撃できたりできなかったりするので、なんとなく置けばいいというわけではなく、カードの配置から考えさせられます。 イラストはAIだと思いますが、下手にオリジナル使ってクオリティが低いよりはAIイラストでもきれいなものがよいの精神です。 なによりプレイヤー側が使えるカードはだいたい女の子だ、わっほぃ! ソロモードと対戦モードがあり、ソロがかなり充実していて基本は今のところソロで潜ります。 このソロが独特でSTS的な要素があり、加護というバフを3つの選択肢から選んで強化していくことで 最初から使用できるマナを増やしたり、相手のマナを減らしたり、ステータスに補正を入れたりできるようになります。 現状のデメリットは対人線がまじで死んでいます。 マッチすることが稀ですし、人がいないのでランカーとも当たります(そもそもランカーと呼べるほど人がいないわけですが) ただ、そのあたりを引っこ抜いてもカードを集めて、強化して、デッキを作ってという部分はしっかりとした出来ですし、ストーリーモードの日本語は死んでいますが、システム関係はきちんと翻訳されているので阿蘇部分には困りません。 カードゲームが好きな人はとりあえず買ってよいでしょう。
Overall Thoughts I feel torn about this game. On one hand, it has some genuinely great elements — on the other, a few design decisions make it feel unnecessarily grindy and frustrating. I know the game is not very expensive and I do appreciate all the effort in the games mechanics and art in particular but I'm at a place where I really want to love this and play it for hours on end but in it's current direction its hard to recommend. --------------------------------------------------------------------------------------------------------------------------------------- Art & Presentation The art on the cards is fantastic. Each one gives personality and flavor to what the card effect might do, which really brings the game to life. This is one of the game’s strongest features and immediately caught my attention. --------------------------------------------------------------------------------------------------------------------------------------- Adventure Mode & Rogue-like Mechanics I really enjoy the rogue-like elements in adventure mode. The high-stakes setup — where you start with a 40-card deck and then pick your path, gain passive buffs, and recover/gain cards along the way — is really well done. Easy mode, in particular, was a blast. The passive buffs you get are universal and support your deck no matter the build. Some of the buffs are even pretty powerful, which adds a nice layer of excitement. --------------------------------------------------------------------------------------------------------------------------------------- Upgrade System The upgrade system is... okay. It mostly increases a card's stats by +1 rather than introducing new effects, which can feel a little uninspired. But I still find it rewarding enough to look forward to, especially since it’s different from what most card games do. That said, it’s way too expensive. You have to grind a lot just to get the materials and gold needed for upgrades — especially for the stronger cards. --------------------------------------------------------------------------------------------------------------------------------------- Difficulty Spike This is where the cracks start to show. Medium mode feels silly hard, not because it’s challenging in a good way, but because the game starts throwing kamikaze units at you just to destroy your cards. The real problem? You don’t get those cards back. Even if you win, you only recover two cards. That feels punishing in a way that kills momentum. As example take the smoldering bug at 1-3 its relatively weak (expect the NPC always magically gets the volcano card increasing all of it's cards value by +1/1) which is fine but when this card dies it deals 2 damage to 1 target and its two surrounding cards that's 6 damage just to kill one card on top of that they dont seem to have a problem with stacking more than 2 of the same cards in their deck. Again this wouldn't be an issue if not getting those cards back after the match was not a mechanic which itself isn't the problem there just isn't enough cards rewarded and upgrade to make this a smoother experience On top of that, the passive buffs in medium mode are tied to specific elements, but the game doesn’t give you enough cards to actually build a single-element deck. I wanted to make an all-water deck, but I simply didn’t have enough cards to do it — and that’s ridiculous, especially when medium mode is the next step after easy. --------------------------------------------------------------------------------------------------------------------------------------- Progression, Shop, & Rewards Progression feels super grindy. Completing an entire adventure route (which takes multiple fights) gives you a bit of gold and one card — and that's only the first time you complete it. After that, it’s even slower. The shop is barebones and uninspiring. It gives you very limited choices, and if you want to refresh them, you have to pay gold. That feels stingy, especially in a game that already makes you work hard for every little reward. --------------------------------------------------------------------------------------------------------------------------------------- Feedback & Suggestions What I’d love to see: Better Rewards: Completing a full route should grant small card packs (like 3–4 cards), especially to help players build more diverse decks. More Card Effects: Some card upgrades should do more than just tweak numbers — add new effects or change how the card plays. Element-Specific Deck Support: If you're going to tie buffs to elements in medium mode, please make sure we can actually build decks around those elements. Right now, the reward system is what’s making this game feel like a chore. I want to love this game, but it's hard to recommend unless you're willing to grind for hours just to maybe get enough cards to build a viable deck. Have the ability yo create and organize more than 2 decks per mode i.e. Adventure Mode --------------------------------------------------------------------------------------------------------------------------------------- TLDR Pros: -Great card art and personality -Fun and high-stakes rogue-like mode -Strategic passive buffs in easy mode Cons: Grind-heavy progression system Limited card acquisition Shop is bare and pay-to-refresh Medium mode difficulty spike without proper deck support Expensive upgrades with minimal card effect changes Update: 70 of grinding the medium campaign and the lack luster tower mode, the game's low reward system has burned me out, the game itself is not hard, what's hard is trying to win without the access to the stronger version of the cards and painfully having to grind to get 1. Gave the game a long shot and will probably try it again once there's a major update, until then I cannot/would not recommend the game in its current state. ---------------------------- After 90 hours - Really wanted to love this game -------------------------------------------- The full game is out now — and it blows my mind how much potential it has if only two major issues were addressed: Deck Limitations: Right now, you can only build two custom decks. That makes no sense when the game has at least six different unit types. I can’t build a water deck without deleting my fire or grass deck first — it kills the creative part of a card game. Costs Are Way Too High: Cards are still way too expensive. I just looked at one of my strongest cards — not even counting the extra materials like gems or reagents — and it costs 100k gold just to upgrade it once. For one card. That’s insane. I get that this isn’t a super expensive game, and I’m not expecting everything to be handed out for free. But I would sink hours into it if I could actually enjoy the fun part of card games — building and experimenting with different decks. As it stands, it feels punishing to even try something new. If your deck doesn’t work out, it’s a massive time sink with nothing to show for it. Maybe these things will get fixed in a patch, or maybe they won’t. Either way, the game still has a ton of potential. I still love the art style. But unfortunately, this full release didn’t address any of my biggest concerns.
At the moment Card of Legend is a one-time purchase game with no microtransactions, but the UI has a very mobile-esque design and it has systems that make it feel like it could be pay to win in the future. It isn't that and it's great that it's not, but the thought that it could makes me feel a bit uneasy. The main game mode is a singleplayer rogue-lite, but you build your 40 card deck beforehand outside this mode. These cards can be upgraded. The upgrades are typically just +1 to all numbers aside from cost which is relatively minor, but of course you will want every advantage you can get if available. This makes the multiplayer mode unappealing since grinding for upgrades plays a role instead of just skill in building a deck and piloting it. The upgrades and card shop seem kind of expensive for how little you earn per run. There are plenty of one-time rewards that help alleviate this early on, but my experience with pay to win games gives me the impression that things will get grindy later on. Again, the game does not currently have microtransactions. It just feels like it could. The persistent graveyard is an interesting part of the rogue-lite mode. While you start with 40 cards, defeated units and used spells go the graveyard and may not be used in later rounds. You do get additional cards after a win, though the options may be significantly weaker than the upgraded cards you lost in battle. You also have the potential to retrieve cards from your graveyard in later fights even if they were not in the deck when the battle began. Aside from cards, winning will also reward you with passive abilities such as damaging opponent units immediately on summon or healing allies at turn end. The actual battle mechanics are decent enough. Every unit has a type and similar types will counterattack while different types will freely deal damage on their turn without fear of receiving damage in return. It's an interesting system, but then the player doesn't get to decide which targets within range to attack. In theory this adds another layer of strategic planning, but then there's also a speed stat that determines attack order which further complicates things and makes it difficult to determine at a glance what will happen when the advance turn button is pressed. Having every unit attack with the press of one button does streamline things so I can sort of see why it is the way it is, but it ends up being too much effort to keep track of it all and I usually just rely on putting good units in good positions and hope for the best. Currently, Card of Legend is a CCG with no microtransactions and you can own it with a single purchase, but the mobile-esque UI and grind to win elements make it feel like a pay to win game. The card upgrade system has me uninterested in its competitive multiplayer mode. The singleplayer rogue-lite mode is fine, but the actual battle mechanics might be a bit too complex for its own good.
这个游戏不能离线,不好说。想纯单机的算了吧,必须联网的就是网游,难保后期有什么奇怪的操作。玩买断前我一定测一下是不是可以离线的,如果不能离线果断退款。搞不好哪天就玩不了了,数据都在别人手上。前段时间刚被万代整了一次,没想到又是假单机标签。数据资源不在自己手上的游戏,我只能说多少钱都不值,不能离线的游戏希望以后所有制作组打上全程联网的标签
Great game. good mechanics. nice progression. adventure mode gives slay the spire vibes, events, relics, choose path to boss. runs on a potato laptop.
挺好玩的,但是目前金币获取途径是不是太少了,没看到能长期产出的地方,升不了卡就打不过关,打不过关就没钱升卡,这种情况。制作组赶紧出个能产金币的地方。 追评:地狱模式后三章过于困难,而且收益少的可怜,你升级一张卡到5星要通关10次地狱,然而目前地狱难度达到了除非狗运一直无限风扇,boss的卡比玩家的强还大不只一圈的身材,点名批评火山那里的突袭蛇,速攻宝箱,射手,一个火球自己生命值减一(公共卡池40张,你角色少一张后面就用不了,最后无人可用),甚至石头人比起这两位还算是眉清目秀,最恶心的是到自己场上开始混乱的粪怪,粪到不能再粪了,只能说地狱火山,除非开挂,基本上过不了,而地狱要10次才能升星?什么概念,这坐牢做多久,不修改我是不可能再碰一次地狱难度了,难道这游戏设定就是玩家最高弄个4星卡大乱斗吗,强烈建议修改难度!!!
日本語のテキストはありますが、音声は英語のみです。 さぁ、このゲーム、絶対にガチャ課金があると思ったのに、ないんですか!?え!?マジで!? なんか不思議ですね。だって、ソシャゲっぽい雰囲気ですから。でも、そのままで本当にいいと思います! 開発者さん、どうか変えないでくださいね! それはさておき、アートワークは可愛いし、ゲームシステムも楽しそうです。もう少しプレイして、印象が変わったらレビューも更新しますね!
I deeply immersed myself in playing Card of Legend. One aspect that set it apart from other card games was the need to level up cards—a concept similar to "breakthrough" mechanics in other games. Was this system absolutely necessary? I'm not entirely sure. However, considering the price, it provided a solid amount of entertainment and was well worth the time spent. The artwork was so natural that it was hard to believe it was AI-generated. Compared to the mass-produced AI images seen in other games, the character designs felt well-crafted and distinct. However, one major disappointment was the lack of a compelling storyline. Despite featuring beautiful female characters, there was no engaging narrative to match. While the game seemed to have an overarching scenario, it was difficult to truly experience it during gameplay. As for game balance, as long as you farm enough materials for card upgrades, the difficulty remains reasonable. It may not fully satisfy hardcore card game enthusiasts, but in an era saturated with mobile games, it offers a decent and enjoyable experience.
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