CHAOS
ZERO
NIGHTMARE

Cards, effects and Desire synergies

Last reviewed · Editor: btiger · Public-source guide.

Cards determine what your CZN team can do with its AP. Attack, Skill and Upgrade are the core functional types; tags such as Retain or Exhaust change how a card cycles. A useful deck combines damage with enough draw, resources and protection to repeat its plan. No public card-usage statistics were verified.

Core card types

Game8's card reference and Prydwen's combat guide independently describe these distinctions. A type is not the same as a character-specific tag or a rarity.

TypeUsual purposeWhat to check
AttackDamage and offensive effectsTarget, attribute, cost and attached triggers
SkillUtility such as draw, healing, shields or debuffsWhether it supports the team's actual loop
UpgradeChanges that persist during an encounterWhen the setup cost pays off
Status AilmentDisruption added by an enemyIts play/removal rule and whether leaving it in hand hurts
CurseA harmful card acquired through run eventsWhether it persists and which removal route applies
Ego SkillCharacter/Partner special actionEP cost rather than ordinary AP

Useful effects to recognize

Editorial reading checklist: check cost first, then target, trigger and duration. Draw helps reach the next relevant card; Retain can hold a piece for a later turn; Exhaust changes repeated access. A high damage number alone does not tell you whether the card fits a sustainable sequence.

What are Desire Cards?

Game8's Desire guide describes cards with Claim, Inquiry, Control and Survival synergy categories that build team effects. Prydwen's dictionary independently contains those category effects. Pick a category because its effect supports your build, rather than treating every Desire reward as automatically superior. Exact stacking thresholds and availability depend on the mode/season and are not repeated as universal rules.

Neutral, Monster and Forbidden cards

Game8 distinguishes run-acquired cards from a combatant's starting/unique cards. Its Forbidden-card explanation belongs to Laboratory 0 and the Forbidden Catalyst context; it is not a promise that every present Chaos offers the same reward route. This acquisition detail is single-source here.

Which cards should you keep?

Keep effects that make the chosen combo work and skip additions that only dilute access to it. Consider which upgrades survive Save Data retention. No most-used ranking or full mirror of a database is supplied without usage evidence.

Sources