Magic Moment
Magic Actions are free to play for the next minute. grounded. heavy.
magic action
Mercenary Contract
Pay 100 to Subjugate your foe. Reduce cost equal to your foe's charmed.
action
Arcane Comet
Deal 2 damage. start of turn: Deal its damage again. channel. mergecraft 3.
Pay (X = (2 * Foe ) - Foe charmed)) to Subjugate your Foe. Cost reduced by foe's charmed.
Pay equal to twice your foe's Maximum to Subjugate it. cost reduced by your foe's charmed.
Pay equal to twice your foe's Maximum . cost reduced by your foe's charmed. unique. valuable.
Pay equal to twice your foe's Maximum to Subjugate it. cost reduced by your foe's charmed. unique. valuable.
First Blood
Deal 1 damage. If this is the first damage of combat inflict 1 bleeding. Upgradable. mergecraft.
melee action
Sixth Sense
foretell 1. If it is Psionic gain focus equal to it's cost.
Cursed Arrow
Deal 1 damage per hex. Inflict random affliction then increase all afflictions by 1.
ranged action
Aura Flare
Trigger one of your Aura of enchantments. Empowered trigger all of your aura of enchantments instead.
Profane Sacrifice
Sacrifice your follower. You are healed to full . That follower cannot be recruited for the remainder of this run.
corrupted action
Diplomacy
Inflict 4 charmed. At the start of each round, cleanse your foe's non-charmed afflictions and double its charmed. channel.
Code of Subtlety
Your foe cannot gain impervious. Up to 10 unused Corruptions in your foe's deck carry over to next combat. code: Your deck cannot deal damag
Dice of fate
one use: gamble: 1 2 3 4 5 6. If 6, return to your hand. chaotic if conjured
item
Skull of fortune
conjure 5 Dice of fate, then add 1 energy cost. Costs gold equal to energy when played