Brown Joker
Yellow Joker
Green Joker
Joker Teirs
Joker Guide
Jokers are the embodiment of the ultimate abilities in the Number War Card game. Wild, Powerful, and unpredictable; Jokers have the ability to change the tides of any game quickly with their unique effects. But these cards are only legal in games where it is agreed upon by the players involved. Below is a breakdow of the current Jokers:
Blue Joker
White Joker
White Joker Known as the “Seer”, Nothing can hide from the revealing  light of the White Joker’s peircing Gaze  Reveal: show any concealed card of any player’s  backline, hand, or top of deck.  cost: 1 move per card revealed
Black Joker
1. Destroy : Destroy (discard) any sinlge opposing backline  or chamber card.   Cost: 1 move per destroyed target  Red Joker Known as the destroyer, this joker can set the battlefield  ablaze, card by card.
Red Joker
Yellow Joker  1. Stun: stop any revealed target from making  any moves for it’s next turn. Including:  attacks, changing lines, or using any  abilities that would cost a move.  Cost: 1 move, per stunned target Green Joker Paralysis: Paralyze any revealed card for 1 full turn.  Cause the card to be incapable of any  actions including “focus” effects, attacks, and  physical movement. This also disables a  number’s “response damage”.  Cost: 1 move per target paralized Brown Joker The master of moving earth and stone. This joker has the ability to reposition any number on the battlefield to another location.  Quake: move a number or combo from one line to another  or back to its owner’s hand.  Cost: 1 move per card repositioned Blue Joker  Flush: Send any opposing card on frontline, backline or chamber to the opponent’s hand  cost: 1 move per target card  Wipeout (Superskill): Send any opposing card on the  battlefield back to the opponent’s deck, then reshuffle the  deck.  cost: 3 moves per target card Pink Joker 1. Heal: Bring any weakened card of any suit, back to its full face value (1m)   Cost: 1 move, per healed target  2. Cure: Remove any ongoing FV reducing effects Cost: 1 move, per cured target  3. Revive: Return any card from a DZ back to your battlefield Cost: 3 move  Pink Joker
The master of deception and division, this joker can  create doubt and disloyalty even in the most resolute hearts & minds  Division: Divide any 2 cards combined in a combo formation.  Cost: 1 move per divided combo  Black Joker