Alter Memory
Choose a card in your deck. If it has memorized, destroy it. If it does not, add memorized. charges (1/1).
action
Flurry of Blows
This combat, conjure a Quick Jab or Sudden Strike at the start of your turn.
enchantment
Spoils of War
This combat, conjure a random Item at the start of your turn.
Arcane Overload
Deal 4 damage. Repeat this attack for each your foe's Enchantments and Artifacts.
magic action
Entropy
Whenever the player shuffles their deck, inflict a Vile Decay.
Vile Decay
Transform the next card you play into a random corruption.
corrupted action
Arcanist's Locket
Gain and focus. While this is in your deck, rewards include cards that cost .
item
Rogue's Locket
Gain and evasion. While this is in your deck, rewards include cards that cost .
Warrior's Locket
Gain and anger. While this is in your deck, rewards include cards that cost .
Divine Focus
Gain . While this is in your deck, you have access to Holy Cards.
Surge of Dexterity
Gain and conjure a basic attack.
Worldweaver
After playing a Fire, Frost, and Lightning Action, advance. This Path doesn’t reset each combat. (Level 1/5)
path
Stabilizing Forge
Add cursed and grounded to a card in your hand. If all cards in deck are grounded, Transform into code of Stability. grounded.
artifact
Code of Stablility
start of turn effects trigger twice, including energy gain. code: All other cards in your deck are grounded. grounded
code
Vitalize
This turn, gain 1 and momentum for every basic attack you make.
Packet of Seeds
Shuffle 5 Seedling cards into your deck. charges (2/2).