Winter Card Design Contest
654 cards entered
Invisibility
Enemy attacks will fail until you do direct damage, this is dispelled, or after 2 rounds. 1 charge. Max 1 upgrade: 3 rounds, 2 charges.
magic action
Explosive Construct
start of turn: Add 10 damage per initial Construct. Construct (0): Explode the Construct. Construct 5.
ranged item
Curse Construct
start of turn: Gain 3 Insight per Hexes. Inflict (Construct) random afflictions, repeat it by (Tinker). Construct 4. unique.
magic item
Shuriken (Rework)
Gain 1 evasion. Play or discard: Deal 2(+evasion Value) damage.
ranged basic attack
Broken Watch
Take an extra turn. At the start of your opponents next turn, gain stunned. unique.
magic artifact
Sick Highfive!
Gain and inflict 1 sickened for each card in hand.
action
Mystic Scribe
delve and play a non-active Grimoire. Increase the cost of this card by this combat. charges (3/3)
Vital Siphoning
Gain and inflict 1 bleeding. Steal maximum equal to ALL bleeding. upgradeable. charges (3/3)
Enslaved Enchanter
Activate: Spend 10% of your gold to imbue a random enchantment. 2 durability
equipment
Enslaved Merchant
Activate: Spend 10% of your and conjure a random Item. Refresh 1 durability when you gain . 2 durability
Calling Coin
Convert a companion into a Familiar. one use.
corrupted item
Enslaved Priest
Activate: Spend 10% of your and heal an equal amount. 3 durability
Clockwork Construct
start of turn: Gain 2 haste and inflict 2 slow. Draw 2 cards. Construct 3. channel requires and 1 Tinker
Wrench
Deal 4 damage. Gain 1 Tinker
basic attack
Eureka!
Gain tinker this turn for each Construct played. Any unused stacks are removed at the end of the turn. grounded.
Flamer construct
start of turn: Inflict 3 burning. Construct 1.