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The Fairy-Tale Card (メルへンカルタ Meruhen Karuta?) is a yokai sealed within Danmanra and the creator of the cursed trunk's inner world.

In Dandadan, he serves as the main antagonist during the Danmanra Arc.

Appearance[]

Fairy-Tale Card (Depowered Form)

The Fairy-Tale Card in his depowered form.

The Fairy-Tale Card is a large size yokai whose body is made up of multiple black tendrils with buds that are connected to four cards: a face, an ear, a mouth with a nose, and an eyeball looking up. He speaks through his face card.

After being defeated by Okarun, Rokuro, Unji, and Count Saint-Germain, the Fairy-Tale Card was reduced to a tiny head creature with a hairy beard and tiny thin legs.

Personality[]

As the creator of the world Danmanra, the Fairy-Tale Card views it as a wonderful place he made for humans who are sent. As part of his creation process, he took human necessities into account by having certain parts of the world be made out of sweets, though his knowledge about humans seems to be limited as he assumed that they depend on this substance alone. It can be implied that he is rather patient with players when relying on them to free him, having chosen to keep a little boy player in Danmanra until he reached old age. On the other hand, this also gives evidence that the Fairy-Tale Card is self-centered and has no sympathy or remorse for players, as he did not allow the Old Man Player to leave Danmanra even though his time spent caused him to fall into despair, which almost caused him to commit suicide. Despite catering to human needs with sweets, the Fairy-Tale Card sees players as pawns to do his bidding and is only willing to allow them to exit Danmanra if he deems them to be useless by not participating in the game. Even after allowing them to be free, he views them as being useful enough to act as bait to draw in more players to the cursed trunk once they relay their experience being trapped in Danmanra. He also did not adhere to Momo's request to have her and the others leave Danmanra even after being freed and tried being manipulative in preventing the band of delinquent players from wanting to return to the real world.

Background[]

At an unknown point in time, the Fairy-Tale Card came to be after a European sorcerer sealed the evil of this world within Japanese playing cards and had him locked away in a cursed trunk.[1] Unable to break the seals keeping him imprisoned himself, the Fairy-Tale Card targeted humans to do his bidding by creating a realm within the Danmanra and turning the cursed trunk into a portal that would send anyone to his world if they were to come in contact with it.

Following a young boy being sent to Danmanra and becoming trapped there until he reached old age, the Fairy-Tale Card decides to release him the moment he came encounter a young girl also sent, having viewed him as being useless in his hopes to be released. This sequentially leads to the old man encountering Unji Zuma and him being the new owner of the cursed trunk. Upon Count Saint-Germain's arrival on Earth, the Fairy-Tale Card strikes a bargain with him, offering his powers in return for liberation from the cursed trunk. He then becomes aware of his plan to dispatch Unji to the inner world to break the cursed trunk's seals and have him possess his body to utilize his Umbrella Boy powers to flee. After Unji is sent, the Fairy-Tale Card chose to exit out the young girl who was from Unji's gang, deeming her as useless much like the old man he previously released.

Synopsis[]

Danmanra Arc[]

Fairy-Tale Card unsealed

The Fairy-Tale Card is released.

Following the destruction of the final seal by Unji, the Fairy-Tale Card is finally liberated, as he had been misled into thinking that destroying the item would result in his return to the real world. Expressing gratitude to all players involved in his freedom, the Fairy-Tale Card notices Turbo Granny in the crowd, acknowledging her new appearance and questioning her allegiance to humans after she warns against making eye contact to avoid being possessed. When Momo asks about leaving Danmanra, the Fairy-Tale Card denies the possibility of escape and explains the circumstances surrounding the Old Man Player and the young girl's departure from Danmanra. Upon being confronted with Momo's request to set her and the others free, he firmly denies, convinced that the world he has designed fulfills its purpose of providing delight to humans. He is also of the opinion that the delinquent players would rather remain in his world than face rejection in the outside world. When the Fairy-Tale Card hints that the delinquents would prefer it that they cause chaos in the real world, one of Unji's followers falls prey to the yokai's manipulation and turns against Unji. This chain of events leads to the Fairy-Tale Card seizing control of Unji, while also harnessing the full potential of Umbrella Boy's power.

Umbrella Boy awakens

The Fairy-Tale Card takes control of Umbrella Boy Unji.

With the power of Umbrella Boy reaching its zenith, the Fairy-Tale Card identifies it as the crucial element for his liberation from the cursed trunk and bring about chaos to the world. Wanting to have Unji live out his destructive impulses, the Fairy-Tale Card employs Umbrella Boy's shockwave blasts to wreak havoc, which results in Momo losing consciousness. Following Rokuro and Bega's appearance, the Fairy-Tale Card has Umbrella Boy Unji engage the two in battle while airborne using the yokai's propulsion. However, when Okarun devises a strategy to ground him by creating a tornado with a heater made from Rokuro's nanoskin, the Fairy-Tale Card engages them in close combat and loses the second kintama to Okarun. With the kintama now in his possession, Okarun becomes able to activate his Turbo Granny form and fight an even battle against the Fairy-Tale Card. The Fairy-Tale Card is then defeated by Okarun after Unji's body takes a hit from a dropkick that sends him crashing back into the stage platform.

Fairy-Tale Card using Unji's body

The Fairy-Tale Card using Umbrella Boy Unji's powers to escape Danmanra.

Following Umbrella Boy Unji's defeat at the hands of Okarun, the Fairy-Tale Card reprimands him, Rokuro, and Bega for hindering Unji's destructive ambitions. He then merges with Unji's body, harnessing Umbrella Boy Unji's powers to launch skyward in an attempt to escape the cursed trunk. As he nearly escapes, the Fairy-Tale Card is taken aback upon encountering the Renjaku high schoolers and Unji's followers, following Rin's use of Mai's Onbusuman gravity manipulation to lift the trapped victims of Danmanra out of the cursed trunk.

Upon finally being set free into the real world, the Fairy-Tale Card rejoices and, while Unji is unconscious, expresses his gratitude, vowing that his sacrifice will not be in vain. He then turns to Rin, perceiving her as a potential threat to the world, and tries to take control of her mind. However, his attempt is thwarted by Mai who pushes him back towards a wall. Before Rin has a chance to sing, the Fairy-Tale Card employs its mouth card to have her mouth disappear and proceeds use his powers to prevent the delinquents from attacking him. He soon finds himself confronted by Count Saint-Germain who puts a stop to his mind control over the delinquents using the talismans used for the cursed trunks black cloth to immobilize them. The Fairy-Tale Card immediately recognizes the man and inquires as to why he is getting in his way since he knew all about his plan to send Umbrella Boy to help him escape from the cursed trunk. The Fairy-Tale receives no response from Count Saint-Germain, except for a question in return, inquiring about his identity, much to the yokai's annoyance.

Black Haircutter

The Fairy-Tale Card attacked by Count Saint-Germain.

After using his eye vanishing power to blind Count Saint-Germain, the Fairy-Tale Card commences his attack using his buds. However, Count Saint-Germain deflects the buds and uses his powers to reach the yokai and destroy his mouth card with his sword. The Fairy-Tale Card regenerates the mouth card with one of its buds, declaring it futile for any attempt at defeat due to its capacity for repeated regrowth, and demands an answer to his previous question. Count Saint-Germain instead responds telling him that his arrogance in the midst of their battle will lead to a costly defeat and reveals his strategy to triumph by simultaneously destroying two or all of his cards. As the Fairy-Tale Card becomes doubtful of his ability to accomplish this feat alone, Okarun, Rokuro, and Bega are freed from the cursed trunk and are turned to Count Saint-Germain for assistance in defeating their enemy.

The Fairy-Tale Card defeated

The Fairy-Tale Card defeated by the combined efforts of Okarun, Rokuro, Unji, and Count Saint-Germain.

Finding it disgraceful to be outnumbered, the Fairy-Tale Card brands Okarun, Rokuro, and Bega as cowards and attacks the as they run away. The Fairy-Tale Car's eyeball card is then struck by a particle beam fired by Rokuro, only to have it quickly regenerate. This prompts Count Saint-Germain to disclose to Rokuro and Okarun that the yokai can only be defeated if its cards are targeted in pairs. Surprised to find Unji alive and armed with one of his umbrellas to attack, the Fairy-Tale Card tries to dominate him once again with his mind control. However, this attempt is futile as Unji remains unconvinced by the corrupted words has to say about his mother. As he becomes frustrated by this, the Fairy-Tale Card meets his defeat as his cards are obliterated by a coordinated assault from Okarun, Rokuro, Unji, and Count Saint-Germain.

Defeated, the Fairy-Tale Card is reduced to a powerless state and tries to escape. However, Count Saint-Germain discovers him and insists he acknowledge his defeat, thus preserving his life in accordance with their agreement. Comforted by this resolution, the Fairy-Tale Card concedes and delights in his new liberty. However, Count Saint-Germain's stabbing of the yokai with a small blade to seize its power provokes intense pain and fury in the Fairy-Tale Card. As he demands for the return of his powers while lying on the ground wounded, he listens as Count Saint-Germain reveals his ambition to solve all worldly enigmas and possess all supernatural entities, including the significant Dandadan, and queries the yokai's knowledge of it.

Former Abilities and Powers[]

Physical Abilities[]

Buds: The Fairy-Tale Card fights offensively using his buds as blunt objects, which are strong enough to cause surface damage.

Yokai Abilities[]

Body Manipulation [v · e]

The Fairy-Tale Card possesses the ability to take control over any human in his presence, with each card having a unique application.

Mind Control
The face card of the Fairy-Tale Card has the ability to corrupt the minds of humans to take control of them.
Strengths and Weaknesses

The main strength of this power is that it allows the Fairy-Tale Card to control his victims' bodies against their will by forcing them to face their innermost trauma in an effort to mentally break their spirit. He can also bring out the full potential of his victim to use as his strength, however, as a consequence to them, the victim will die as a result of repeated stress to their body. There seems to be no limit to the number of humans he can keep under control at once.

As stated by the Turbo Granny, the power of the Fairy-Tale Card is contingent upon its targets making eye contact; should the enemy shut their eyes, they remain unaffected. Additionally, it holds no sway over yokai. The card's control over an individual's mind can be disrupted if the Fairy-Tale Card is attacked during the process of subjugation, or if the face card is destroyed.

Usage

The Fairy-Tale Card employs mind control to compel allies among foes to battle and even slay one another.

Mouth Erase
The mouth card of the Fairy-Tale Card possesses the body manipulation ability to erase a human's mouth.
Strengths and Weaknesses

The main strength of this power is that it allows the Fairy-Tale Card to conceal the mouths of his enemies if he deems that their speech or voice to be a hindrance.

Like with the other cards, this power can be nullified if the card that casted it (in this case, the mouth card) is destroyed.

Usage

So far, this ability has proven effective in preventing Rin from utilizing Mai's Onbusuman ability for gravity manipulation through her singing.

Eye Erase
The eye card of the Fairy-Tale Card possesses the body manipulation ability to erase a human's eyes.
Strengths and Weaknesses

The main strength of this power is that it allows the Fairy-Tale Card to induce blindness to a human. With this handicap, the Fairy-Tale Card's victim becomes vulnerable to attacks.

An individual bestowed with extrasensory perception can overcome this power, as they would be capable of evading and countering any assaults launched by the Fairy-Tale Card. Like with the other cards, this power can be nullified if the card that casted it (in this case, the eye card) is destroyed.

Usage

The Fairy-Tale Card employs this ability in combat to secure an advantage over adversaries, who are then unable to discern his location or anticipate his attacks.

Ear Disruption
The ear card of the Fairy-Tale Card possesses the body manipulation ability to release a potent sound to a human's ears.
Strengths and Weaknesses

The main strength of this power is that it allows the Fairy-Tale Card to disrupt human hearing by emitting a deafening sound that induces dizziness.

Like with the other cards, this power can be nullified if the card that casted it (in this case, the ear card) is destroyed.

Usage

The Fairy-Tale Card utilizes its ability in combat to halt any enemies attempting to attack, stopping them in their tracks.

Possession
The Fairy-Tale Card's body manipulation includes him being able to enter a human's body and take control of them from within.
Strengths and Weaknesses

The primary advantage of this power is its ability to enable the Fairy-Tale Card to possess a human's body, thereby commandeering their motor functions and serving as an auxiliary body. In addition, he can control the human's abilities. The victim still maintains their consciousness and senses when being controlled, though the latter is not shared with the Fairy-Tale Card, as shown when the yokai took control of Unji who was coughing up blood being forced to use Umbrella Boy's propulsion power.

Usage

The Fairy-Tale Card used this power to take over Unji's body and use Umbrella Boy's propulsion power to fly out of the cursed trunk.

Regeneration
Fairy-Tale Card regeneration

The Fairy-Tale Card has the ability to regenerate through its buds, enabling it to restore any one of his four cards that have been destroyed.

Strengths and Weaknesses

The main strength of this power is that it allows the Fairy-Tale Card to restore his cards multiple times if his enemy destroys one of them. As discovered by Count Saint-Germain, who perceived the yokai's even number cards as being similar to the pairings of karuta cards, the Fairy-Tale Card's regeneration will be rendered nullified if two or all of his cards are destroyed simultaneously. Therefore, the collaboration of two or more people is required to accomplish this task.

Pocket Dimension Creation
Danmanra's Dimension

The Fairy-Tale Card possesses the power to create pocket dimensions.

Strengths and Weaknesses

The primary advantage of this ability is that the Fairy-Tale Card can create an inner world that is shaped by his imagination. As the creator, he holds absolute dominion over his realms, capable of overseeing the actions of anyone within and possessing the sole authority to allow their departure. Whether it is a condition created by the Fairy-Tale Card or an unintended consequence of the dimension, anyone who consumes the substance from the dimension will be acknowledged as an organism of the dimension. This will cause them to become even more ensnared in the dimension than before, as any effective methods that can help trapped individuals escape the world will become rendered ineffective.

This power also includes the yokai being able to influence an object from the real world to serve as a gateway to the created pocket dimension. The portal is triggered when a living thing comes into contact with it, and once transported, they remain confined within that dimension until the Fairy-Tale Card permits their departure.

Possessed Unji[]

Umbrella Boy Unji Zuma [v · e]
Umbrella Boy's full appearance

Unji, while under the Fairy-Tale Card's control.

The Fairy-Tale Card was able to possess Unji Zuma with his mind-control and brought out the full potential of his Umbrella Boy powers. While in possession of Unji's body, the Fairy-Tale Card wreak havoc in Danmanra by attacking those who were trapped, claiming that he was allowing Unji to live out his desire to destroy the world, and as a way to escape the cursed trunk.

Usage
Full Power Umbrella Boy Limitless Shockwave Generation

The Fairy-Tale Card controlling Unji to fight while airborne.

At his peak potential, Unji's Umbrella Boy powers enable him to release unlimited shockwaves by opening his umbrella. The Fairy-Tale Card primarily utilized this ability for aerial-combat, using the propulsive power of the young man's shockwaves to soar through the sky and fire off multiple rounds of shockwave blasts at his opponents. The umbrella also helps to shield against attacks. After the mind-controlled Unji was defeated by Okarun, the Fairy-Tale Card moved on to using Unji's pseudo-flight to escape Danmanra.


Urban Legend[]

Fairy-Tale Card, also called as Devil's Fairy Tale Cards or Nightmare Fairy Tale Cards, is a Japanese internet urban legend about a set of six cards based on fairy tales stories: Snow White, Little Red Riding Hood, Hansel and Gretel, the Little Mermaid, Alice in Wonderland, and Pinocchio. It's said that an European sorcerer had sealed this evil spirits in the cards, when a person with a evil heart have these cards, they are possessed by spirits and become the six bodies and controls everthing except the body.

Chapter Appearances[]

[v · e · ?]
Danmanra Arc
129. Kawabanga Absent
130. Mission Impossible Absent
131. It's, Like, Pride Absent
132. Delinquents' Track Meet Absent
133. Where's Zuma? Absent
134. Deadly Magic Object Absent
135. She Went and Entered It Absent
136. It's, Like, a Board Game Absent
137. That Zuma Dude Absent
138. Start Game Absent
139. Let 'Em Eat Cake Absent
140. How to Use Powers Absent
141. Eatin' Too Many Treats Absent
142. That's Enough Of Sweets! Absent
143. Let's Take a Break! Absent
144. Let's Go On An Adventure! Absent
145. Commence Castle Siege Absent
146. Castle Sieges Are Hard Absent
147. It's a Megabrawl Absent
148. Game Cleared Debut
149. That Devil, the Fairy-Tale Card Appears
150. This Guy's a Pain Appears
151. Get That Family Jewel Back Appears
152. Turbo Granny vs. Brella Boy Appears
153. Unji Zuma Absent
154. Unji Zuma 2 Absent
155. Unji Zuma 3 Absent
156. 'Brella Boy Absent
157. Masamichi Bega Appears
158. That Kawabanga Girl Absent
159. Escape from the Cursed Trunk! Appears
160. The Power of the Demonic Fairy-Tale Card Appears
161. Saint-Germain, the Mysterious Man Appears
162. Let's Blow the Demonic Fairy-Tale Card Away! Appears
163. Saviors, Don't Be Late! Appears
164. She's Gone All Little! Absent
165. Family Jewels—Intact Absent

Trivia[]

  • While the Fairy-Tale Card is identified by Turbo Granny to be the yokai sealed within the cursed trunk, he is instead categorized as a devil in his extra page profile in Volume 18. Furthermore, Turbo Granny and chapter titles during the Danmanra Arc have also referred to the Fairy-Tale Card as such. While this is the case, it has yet to be confirmed in the series if devils are an actual race or a classification of a yokai.
  • Three of the four cards of the Fairy-Tale Card, depicting an eye, an ear, and a mouth, along with their powers, gives reference to the three wise monkeys maxim: "see no evil, hear no evil, speak no evil".
    • The fourth and seemingly main card, depicting a face with eyes rolled upwards to its forehead, might reference the lesser known fourth wise monkey, "do no evil", as this card manipulates people's minds and encourages them to destroy and wreak havoc.
  • When the Fairy-Tale Card is used by Count Saint Germain, two additional cards appear, making for a total of six cards instead of four.
  • When the Fairy-Tale Card's possessed Umbrella Boy Unji Zuma attacks, it shout the names Jean Valjean and Javert, main characters from the novel Les Misérables.

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