Talk:Setsubun 2018/@comment-108.184.152.126-20180120062623/@comment-31734709-20180122010722

For simple options of skills, there's apply/increase NP/HP Regeneration/turn, MAX HP, Overcharge Effect, NP Gain from Hit, Party's NP Generation, Party Star Generation UP, DEF UP and Damage Cut,  Critical Damage UP, ALL Performance UP [Magecraft] and mixed Perfomance UP [Arts/Buster] [Quick/Buster] [Quick/Arts], Taunt,  Star Absorption Down and the Arts/Quick Absorption up, Buff Success Rate and Debuff Success Rate.

Then for targeting enemies there's Attack Down,  Def Down,  NP Down,  NP Seal,   Targeted Buff Removal,   Effect Amp. [Such as Serenity's Poison AMP],  card-specific weaknesses [which may be considered redundant with the normal Buster/Quick/Arts AMP], Charm...

Recently Nero introduced class disadvantage nullification, which I could see being useful on a Mystic Code sometimes. Hokusai introduced card-specific debuffs.

There's a whole bunch of kind they can do if they are willing to come up with things to mess with the gameplay.