Card Gallery
Every card in Dark Psychology TCG — 190 in all, across 5 psychological Mindsets and 4 sets (Alpha, Beta, Gamma, Comorbid). Filter by Mindset below, or open any card for its full rules text.
Haste. Strikes before the mind can react.
Fixation. Draw a card whenever it deals damage.
Deal 2 damage to opponent, then discard.
Haste.
Drain. Feeds on the damage it deals.
It does not tire.
Deal 3 damage to opponent, then discard.
Haste.
Drain.
The final image before the blackout.
Haste. Drain.
Deal 4 damage to opponent, then discard.
Deal 1 damage to opponent. Draw a card. Then discard.
Every strike is the last it has left.
Haste.
Haste. It came back angrier.
Drain. Old scars split open first.
Deal 2 damage to opponent, then discard.
Haste. Nothing taught it restraint.
Drain. It came back angrier.
Deal 3 damage to opponent, then discard.
Haste. You knew this wouldn't stick.
Drain. The first crack was easier to ignore.
Deal 3 damage to opponent. Draw a card. Then discard.
Haste. It came back angrier.
Drain. Old scars split open first.
Haste. Nothing taught it restraint.
Deal 6 damage to opponent. Draw a card. Then discard.
Haste. Drain.
Haste. It came back angrier.
Relentless. Every wound is two.
Haste. Relentless.
Relentless. Drain.
Draw a card, then discard.
It only wants to be left alone.
Draw 2 cards, then discard.
It breathes when I close my eyes.
Gain 2 Sanity, then discard.
Dissociate. A silence with weight.
Draw 3 cards, then discard.
It cries, and does not move.
Gain 3 Sanity, then discard.
Drain.
Immovable, patient, cold.
Deal 1 damage to opponent. Gain 1 Sanity. Then discard.
There is no floor to this feeling.
Gain 2 Mania this turn, then discard.
It has always been here.
Gain 2 Sanity, then discard.
It never asked to be forgotten.
Draw a card, then discard.
The current remembers your name.
Draw a card. Gain 1 Sanity. Then discard.
It always comes back at 3 a.m.
Draw 2 cards, then discard.
The ceiling looks the same from here.
Drain. Nothing filled the room this time either.
It waited for you to feel safe again.
Gain 4 Sanity, then discard.
You thought you'd cried it all out.
Draw 2 cards. Gain 2 Mania this turn. Then discard.
Nothing filled the room this time either.
It waited for you to feel safe again.
Destroy the opponent's strongest Manifestation.
Opponent discards 2 random cards.
Discard your hand, then draw that many cards.
Haste.
Gain 2 Mania this turn, then discard.
Haste.
Deal 2 damage to opponent, then discard.
Haste.
Gain 3 Mania this turn, then discard.
Deal 3 damage to opponent. Draw a card. Then discard.
Haste.
Deal 4 damage to opponent, then discard.
Haste.
Haste.
Gain 4 Mania this turn, then discard.
Haste.
Deal 5 damage to opponent, then discard.
Haste. Drain.
Haste.
Gain 2 Mania this turn, then discard.
Haste.
Haste.
Deal 2 damage to opponent, then discard.
Haste.
Deal 3 damage to opponent. Gain 2 Mania this turn. Then discard.
Haste.
Haste.
Gain 4 Mania this turn, then discard.
Haste.
Haste.
Deal 5 damage to opponent. Draw a card. Then discard.
Haste. Drain.
Haste.
Haste. Untethered — attacking doesn’t tap it.
Haste. Untethered — attacking doesn’t tap it.
Untethered — attacking doesn’t tap it.
Drain.
Deal 1 damage to opponent. Gain 1 Mania this turn. Then discard.
Drain.
Deal 2 damage to opponent. Gain 1 Sanity. Then discard.
Drain.
Deal 3 damage to opponent. Gain 2 Sanity. Then discard.
Drain.
Drain.
Deal 4 damage to opponent. Gain 2 Sanity. Then discard.
Drain.
Haste. Drain.
Deal 5 damage to opponent. Gain 3 Sanity. Then discard.
Drain.
Drain. Fixation. The habit feeds and grows at once.
Deal 6 damage to opponent. Gain 4 Sanity. Then discard.
Drain.
Deal 1 damage to opponent. Gain 1 Mania this turn. Then discard.
Drain.
Drain.
Deal 2 damage to opponent. Gain 1 Sanity. Then discard.
Drain.
Drain.
Deal 3 damage to opponent. Gain 2 Sanity. Then discard.
Drain.
Drain.
Deal 4 damage to opponent. Gain 2 Sanity. Then discard.
Drain.
Deal 5 damage to opponent. Gain 3 Sanity. Then discard.
Drain.
Drain.
Contagion. Drain. Any wound festers fatally.
Contagion. Any wound festers fatally.
Contagion. Drain.
It feels nothing, so nothing gets through.
Gain 2 Sanity, then discard.
Empty. Silent. Immovable.
Gain 3 Sanity, then discard.
Nothing gets through.
Give a friendly Manifestation +2/+2, then discard.
It has stopped fighting.
Gain 1 Mania this turn, then discard.
Give a friendly Manifestation +3/+3, then discard.
Glassy. Fragile-looking. It never breaks.
A flood, dammed.
It stopped feeling a long time ago.
Gain 5 Sanity, then discard.
The last wall standing.
Dissociate. Perfect. Still. Silent.
Gain 1 Mania this turn, then discard.
It stopped asking permission to go numb.
Gain 2 Sanity, then discard.
It built the wall thicker the second time.
Gain 3 Sanity, then discard.
The static got comfortable.
Give a friendly Manifestation +2/+2, then discard.
It stopped asking permission to go numb.
Feeling became optional a while ago.
It built the wall thicker the second time.
Give a friendly Manifestation +3/+3, then discard.
Nothing reaches this deep anymore.
Gain 5 Sanity, then discard.
It stopped asking permission to go numb.
Nothing reaches this deep anymore.
Conduit — tap this for +1 Mania, like a Resource.
Conduit — tap this for +1 Mania, like a Resource.
Conduit — tap this for +1 Mania, like a Resource.
Drain.
Deal 3 damage to opponent. Draw a card. Then discard.
Haste.
Haste. Relentless.
Contagion. Drain.
Relentless. Contagion.
It doesn't remember the last outburst, or the wall it built after.
Deal 3 damage to opponent. Gain 3 Sanity. Then discard.
Haste.
Draw 2 cards. Gain 1 universal Mana. Then discard.
Destroy the opponent's strongest Manifestation. Gain 2 Sanity.
Drain.
It stopped crying somewhere around the second wall.
Draw 2 cards. Gain 3 Sanity. Then discard.
Haste. Contagion.
Contagion. Untethered — attacking doesn't tap it.
Untethered — attacking doesn't tap it.
Conduit. Untethered — attacking doesn't tap it.
Contagion. Conduit.
Contagion. Conduit. Drain.
Play to the field. Tap it for +1 Mania once per turn.
Play to the field. Tap it for +1 Mania once per turn.
Play to the field. Tap it for +1 Mania once per turn.
Play to the field. Tap it for +1 Mania once per turn.
Play to the field. Tap it for +1 Mania once per turn.