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
Black Joker
Destroy : Destroy (discard) any single opposing backline  or chamber card.   Cost: 1 move per destroyed target  Red Joker FV: 5 Known as the destroyer, this joker can set the battlefield  ablaze, card by card.
Red Joker
Yellow Joker FV: 5  Stun: Stop any card on an opposing battlefield from making moves for it’s next turn.  Including: attacks, changing lines, using any  abilities or being activated - For the chamber, only the immediate top card can ever be the target. (player can turn it horizontal or sideboard it  till their turn ends to indicate stun)  Cost: 1 move, per stunned target Green Joker FV:5 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 paralyzed Brown Joker FV: 5 The master of moving earth and stone. This joker has the ability to reposition any number or combo on the battlefield to  another line on the battlefield.  Quake: move any opposing number or combo from  one line to another .  Cost: 2 moves per reposition Blue Joker FV: 6  1. Flush: Send any single opposing card from frontline, backline or chamber to the opponent’s hand  Cost: 1 move per target card  2. Flood: Send any single opposing card from frontline, backline or chamber to the opponent’s deck top. Cost: 2 move per target card  3. Wipeout (Superskill): Send any single 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(Superskill): Return any card from a DZ back to your battlefield  Cost: 3 move  Pink Joker FV: 6
The master of deception and division, this joker can  create doubt and disloyalty even in the most resolute hearts & minds  Division: Divide any 2 opposing cards combined in a combo formation.  Cost: 1 move per divided combo  Black Joker FV: 4
Purple Joker
Purple Joker FV: 6 A Temptress extraordinaire, the purple joker has the  power to “compel” anyone to do her bidding. Take control over opposing forces using her powerful alure.  Compel:  Take control of any unconcealed card on an  opposing battlefield. You now control all of its battlefield actions.  Including: Moving lines, attacking, & effects, as long as the  Purple Joker remains in play. “Compelling” a new target will  cause you to lose control of the last one. . Cost: 1 move per target card Known as the “Seer”, Nothing can hide from the revealing  light of the White Joker’s piercing Gaze  Illuminate: Reveal any single concealed card from an opposing player’s hand, top of chamber, or top  of deck.  (Chamber/Deck reveals currrent top card only, 0 depth)  Cost: 1 move per card revealed White Joker FV: 4