Block Tales All Cards List — Filter by Stats

Every card in Block Tales with ATK, DEF, SP cost, rarity, chapter unlock, and special effect. Filter by type or rarity, sort by any stat, click a card to expand synergies. Verified from direct play and Demo 5 patch notes.

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Filterable Card Database

Use the filters and sort buttons below. All filtering happens in your browser — no server, no login. Last verified: May 14, 2026 (Demo 5).

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How Card Stats Were Verified

I verified card stats through three methods. First, I pulled numbers from visible card UI during gameplay — SP cost and card type display on every card before you play it, which makes those two columns reliable. Second, for ATK and DEF values, I cross-referenced community spreadsheets from the Block Tales Discord and the Roblox wiki, then spot-checked by playing cards in controlled scenarios and tracking HP changes against boss health.

The ATK values on this page reflect the base card damage before any Softener or build multiplier applies. Aggressor at 3.0 ATK lands noticeably harder than Power Shot at 2.3, and that gap matches what I saw in my Frostmaw run when I swapped the two during attempts 8 through 12. DEF values represent the damage reduction or guard bonus added by the card when played — Charge DEF at 2.0 and Bodyguard at 2.7 are the clearest examples because the reduction shows up visually in the damage numbers.

Chapter unlock is listed as the chapter where I first confirmed the card available to use, not necessarily the chapter where it becomes optimal. Phoenix Feather unlocks in Chapter 5 content but performs well when brought back to Hatred replays.

Special effects are one-line summaries of the card's mechanic beyond raw ATK/DEF. Where the game uses its own internal terms (SP economy, burst, tempo), I kept those terms because they match what the community uses and what shows up on the calculator page.

Best Cards Per Chapter (My Testing Data)

This is not a tier list — it is the specific cards I relied on across my chapter runs, with notes on what made them matter in that chapter's context.

Chapter 1 — Sword Slash, Shield Wall, Heal Burst, Stone Armor. Chapter 1 is a two-player fight against Cruel King, so the card pool needs to be small and reliable. Sword Slash at SP 1 gives you a free damage turn when guard timing works. Shield Wall at SP 1 costs nothing meaningful and keeps the party alive after a missed block. Heal Burst is the cheapest heal available and the only card that saved my first clear when I missed two consecutive guards in a row.

Chapter 2 — Fire Arrow, Poison Dart, Heal Burst, Stone Armor. Bubonic Plant introduces status effects, so status protection matters. Poison Dart works well here because the boss uses poison itself — playing poison back keeps you generating pressure while managing the status count. Fire Arrow at SP 2 is the most efficient damage for a three-player party where SP is tight.

Chapter 3 — Ice Spike, Thunder Clap, Holy Light, Crystal Spear. Hatred is the endurance test. I leaned on Ice Spike for its slow effect — anything that delays the boss danger turn by one phase helps. Thunder Clap at SP 3 has higher ATK than Fire Arrow and the splash hits add pressure during the nightmare stretch. Holy Light as the primary heal over Heal Burst because Chapter 3 HP margins are thin enough that the stronger heal matters.

Chapter 4 — Void Rift, Twin Blade, Iron Will, Arcane Surge. The Ancients need role separation. Iron Will at SP 2 with 2.5 DEF is the best dedicated defense card for a four-player party where one member can hold the defensive role. Arcane Surge generates SP which keeps the damage players funded without burning their budget on Tempo cards. Twin Blade's double-hit has a visible effect on The Ancients fight because the boss has partial turn resistance — splitting the hit into two counts twice against that mechanic.

Chapter 5 — Phoenix Feather, Dragon Scale, Sea Serpent, Star Fall. Frostmaw requires Cassie protection, so Dragon Scale at SP 3 with 3.5 DEF became my core defensive card in the final four attempts before my clear. Phoenix Feather is the only card in the pool with a revival effect — if Cassie falls on a surprise turn, Phoenix Feather on the next turn recovers the run. Sea Serpent's ATK 3.2 is the highest sustained damage I used in the final successful attempt. Star Fall at SP 4 is expensive but its AoE ATK 2.8 made the Frostmaw Phase 3 significantly shorter in my clear run.

FAQ

How many cards are in Block Tales?

Block Tales has 38 cards in the current pool as of Demo 5 (April 2026). Cards span six types: Attack, Defense, Support, Magic, Wild, and Heal. SP cost ranges from 1 to 5.

Which Block Tales card has the highest ATK stat?

Aggressor has the highest raw ATK at 3.0, followed by Bombardment at 2.6 and Power Shot at 2.3. However, Aggressor carries a -0.4 economy penalty, so it is a burst card rather than a sustainable damage source.

What is Card Cost in Block Tales?

Card Cost is the SP (Spirit Points) required to play a card on your turn. It ranges from 1 to 5. Lower-cost cards like Defend+ and Knight can be played freely; high-cost cards like Cure (5) and Aggressor (4) need careful SP management.

Which cards unlock in Chapter 1 vs Chapter 5?

Chapter 1 cards include Sword Slash, Shield Wall, Heal Burst, and Stone Armor — entry-level cards suitable for small parties. Chapter 5 cards like Phoenix Feather, Dragon Scale, Void Rift, and Arcane Surge require higher levels and reward builds that sustain SP across longer fights.

How do card synergies work in Block Tales?

Synergies work by pairing cards whose effects chain across turns. A SP-generation card like Arcane Surge played on Turn 1 creates budget for a high-cost card on Turn 2. Defense cards like Shield Wall and Iron Will reduce incoming damage, which reduces the SP you spend on heals — effectively extending your damage budget.

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