felix._.jaeger's cards
Battlecry
Gain and rally. frenzy: Draw a card charges (2/2).
action
Sanguine Scrying
Draw 2 cards. Gain 2 bleeding.
Fury
Gain 1 anger. Take 1 damage. Draw a card.
Reaver
Deal 6 damage. frenzy: Restore 20% of your missing .
melee basic attack
Body of Steel
This combat, gain reflect equal to the you gain.
enchantment
The wheel
Skip the current canto
revelation
All-in
Lose half your current . Gain 1 rally and anger for every 10% of your missing Maximum Health
Recycling
Each time you play a Potion this combat, add an "Empty Bottle" card to your deck.
Empty Bottle
When you visit the Alchemist, remove this from your deck. You gain 5 Gold unplayable
item
Broken Glass
This round, inflict 3 piercing damage and 1 bleeding when your foe plays an action
Empty Bottle v2
Deals 5 damage and inflicts 3 bleeding Create a Broken Glass one use
ranged item
Break the Code
If you have at least 5 Codes in your deck, they are all activated.
corrupted enchantment
☃️
Code-Dependent
Whenever you cast a card, cast any copies of it that remain in your deck. code: Your deck contains exactly two copies of each card
divine code
Final Ascension
Take an extra turn At the end of that turn, you take damage equal to your health. This damage can't be prevented. grounded
divine action
Til Death to us part
one use: When you next die this turn, instead heal to full health, become Undead and replace all your basic attacks with the Scythe.
corrupted action
The Christmas Spirit
Whenever you gain souls, inflict an equal amount of frozen
Snow Mercy
Whenever you would apply frozen this turn, instead heal for an equal amount charges (2/2)
magic frost action
Abdominal Snowman
All cards with a six pack have echo
frost enchantment
The Sphinx's Riddle
slay your opponent unplayable
magic action
Yeet Totems
Deal damage equal to the total sum of your Totems Your foe gains stagger equal to the damage dealt
ranged action
Drunken Stance
All damage is dealt as stagger Your critical strike chance is increased by your stagger Gain 4 dazed at the start of turn
form
Mana Crypt
Add 2 on draw: Take 3 damage
artifact
What's in the box?
delve a card from the 2024 Winter Card Contest and add it to your deck
divine item
Topdeck the Halls
If you've cast 12 or more Legendary cards this combat, slay your opponent. The first Legendary card you draw each turn costs no energy
frost artifact
Pull from Tomorrow
This combat, all your cards gain echo Your opponent takes an extra turn after this one
The Octagon
Take damage equal to 25% of your Maximum If your opponent lost more life than you at the end of the round, gain 50
location
Hot Potato
on draw: Take 3 damage Add a Hot Potato to your foe's deck Double the amount of damage dealt by all Hot Potatos this combat
Delay Gratification
All your cards become Hymns and gain the following: 1 turn: Nothing 2 turns: figmented 3 turns: echo & figmented
Momir's Transmogrify
Leave the current encounter Start an encounter with a random opponent from a higher Canto transmute one card in your deck
Wild Game Trapper
Whenever your opponent plays a Snare card, conjure an ingredient corresponding to their creature type
Barbarism
This combat, add a Fury to your discard pile at the start of turn. After you play a Fury, gain 1 rally.
Stand your Ground
This combat, deal damage equal to your armor at the end of your turn.
Enigma
This combat, conjure ANY card and reduce its cost to 0 at the start of your turn.
Stone Legends
Shuffle an untempered Monolith, the Stone Blade into your deck. unique
Arcane Coil
This combat, conjure a free Lightning Bolt card at the start of your turn.
Follow Through
Deal 3 damage. flow (0/4): When this attack Hits, inflict a deep wound and gain for every deep wound you've inflicted.
melee action
Vigorating Strike
Deal 3 damage. on Hit: When played as the third card of the round, inflict a deep wound and draw a card.
Dividing Strike
Deal 3 damage. on Hit: If the target's health is EVEN, inflict a deep wound. charges (2/2).
Cutting Words
Deal 1 damage. flanking: Inflict a deep wound on Hit. Can't be upgraded. unique.
Duel Mastery
This combat, inflict a deep wound for every 5 Basic Attacks you make.
Deep Wound
At the start of your turn, gain 1 bleeding per deep wound. A target who has sustained 5 or more Deep Wounds is instantly slain.
Muscle Memory
Draw a Melee Action. frenzy: Gain
the boof
Heal 5 Gain 1 delirious firecast
fire action
Heart of the Cards
conjure a copy of your most played card. It costs no energy charges: 2/2
Master of Arms
This combat, Basic Attacks deal 0 additional damage. Increases by 1 for each basic attack you play.
Bone Nova
Deal 1 damage. Repeat for each other type of Nova card you played this combat. reaping.
Holy Nova
Gain 1 health. Repeat for each other type of Nova card you played this combat. firecast.
Sand Nova
Make a basic attack. Repeat for each other type of Nova card you played this combat.
Storm Nova
Gain 2 chain. Repeat for each other type of Nova card you played this combat.
Battlerage
conjure a Fury. frenzy: Your Fury cards grant 1 additional anger.
Headshot
Deal 3 damage. critical Hit: Inflict a deep wound and draw a card.
Grievous Injury
Deal 3 damage. bloodlust: lifedrain. rebound (0/4): Inflict a deep wound.
Reapers Mark
Deal 3 damage. After you lose all darkness, inflict a deep wound for each time this attack Hit. darkness 5.
Battle Sense
foretell 3. Draw a card and take 3 damage. This damage is reduced by your armor.
Sanguine Surge
Take 3 damage. Gain
Battle Vigor
This combat, at the start of your turn take 1 damage and draw a card.
Precision
This combat, Melee Actions have a 20% chance to inflict a critical Hit for each of your foe's Deep Wounds.
Heavy Armor
This combat, gain 5 armor at the start of the turn.
Advance
Gain 1 haste. ambush: Your next Melee action this turn inflicts a critical Hit.
Battle Mending
At the end of turn, gain health equal to twice the damage taken this turn. You can not gain this effect more than once per turn.
Chaos Nova
Inflict a random affliction. Repeat for each other type of Nova card you played this combat.
Frost Nova
Inflict 1 frozen. Repeat for each other type of Nova card you played this combat.
Stone Nova
Gain 2 armor. Repeat for each other type of Nova card you played this combat.
Poison Nova
Inflict 1 poison and gain 1 potency. Repeat for each other type of Nova card you played this combat.
Fire Nova
Inflict 1 burning. Repeat for each other type of Nova card you played this combat. firecast
magic fire action
Mindstrike
discard a card, then make 2 Basic Attacks. Gain 1 focus.
Quick Jab
Make a basic attack. ambush: Draw a card.
Assassin's Mark
This turn, your Ranged and Melee actions will critical Hit. charges (1/1).
Taurus' Rage
After you make 3 or more Basic Attacks in a turn, gain and advance.
path
Cloak and Dagger
conjure 2 Daggers. Gain 1 evasion if this is in hand at the start of the turn. persistent.
Revivify
Draw a card. When this is discarded before the end of turn, gain 4 and conjure a copy.
Symbol of Unity
Draw a card for each type of energy you have. unique.
Vault
Draw 3 cards. Gain 1 dazed.
Alter Memory
Choose a card in your deck. If it has memorized, destroy it. If it does not, add memorized. charges (1/1).
Flurry of Blows
This combat, conjure a Quick Jab or Sudden Strike at the start of your turn.
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.
Entropy
Whenever the player shuffles their deck, inflict a Vile Decay.
Vile Decay
Transform the next card you play into a random corruption.
Arcanist's Locket
Gain and focus. While this is in your deck, rewards include cards that cost .
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.
Vitalize
This turn, gain 1 and momentum for every basic attack you make.
Agile Mind
Choose one: Gain and evasion or Gain and focus. Gain both if memorized.
Grimoire of Ice
Activate to delve a Frost Action and play it. deplete: Gain Aura of Rime. durability (3/3).
frost equipment
Infernal Racket
Draw a card. Gain anger equal to the drawn cards energy cost. on draw: Gain 1 delirious.
Fire Attunement
After you play a Fire card, gain and attune to a new Element.
attunement
Frost Attunement
Your next Frost action grants 3 barrier, then attune to a new Element.
Lightning Attunement
Your next Lightning Action draws a card, then attune to a new Element.
Grimoire of Fire
Activate to delve a Fire Action and play it. deplete: Gain Aura of Flames. durability (3/3)
fire equipment
Grimoire of Storms
Activate to delve a Lightning Action and play it. deplete: Gain Amp Up. durability (3/3).
lightning equipment
Grimoire of Hate
Activate to delve a corrupted Action and play it. deplete: Gain Lifelink. durability (3/3).
corrupted equipment
Chef's Kiss
My face when Assassin's Mark
performance
Hidden Pouch
Activate: discard a non-unique card, then conjure a copy of all cards discarded this way. durability (3/3).
equipment
Daring Dash
Gain 1 evasion. finale: Gain and perform for every card you played this turn. charges (2/2).
Adrenaline Rush
Gain equal to your current Perfomance. finale: Draw cards equal your . charges (1/1).
Grand Entrance
ambush: perform 2. Reset your ambush.
Abracardabra
Draw a card. It costs no energy. perform 1.
Chorus
perform 1. cascade: Draw 2 cards.
Crescendo
If you are currently Performing, perform 6 and start a new performance. charges (2/2).
Sleight of Hand
conjure a copy of one of three non-unique cards in your deck, then reduce its cost by 1.
Brew Concoction
delve a Potion. charges (1/1).
Dash
Gain 1 evasion. ambush: Gain
Healing Potion
one use: Gain 10 If you are below 50% Health, gain 15 instead.
Diamond Potion
one use: Gain 1 impervious Draw a card.
Scalding
This combat, Scalding gains a stack when you perform. When you finish a performance, deal damage equal to the stacks on Scalding. piercing.
Show Must Go On
This combat, perform 1 at the beginning of the round. Whenever you perform, gain equal to your performance.
Elegance
This combat, while Performing and when you would gain evasion gain impervious instead.
Skylars Quiver
Whenever you perform, conjure a Skylars Arrow. memorized
Skylars Arrow
Deal 2 damage. Inflict 3 charmed. piercing.
Shredder Axe
Deal 8 damage. If you are Performing, interrupt and critical Hit.
Burning Resolve
This combat, inflict burning equal to the you gain.
divine enchantment
Vanish
Draw a card. Reset your ambush. charges (3/3).
Crowd Goes WIld
After finishing a performance, conjure a random item.
Lovestruck
This combat, your attacks inflict Critical Hits while your foe is charmed.
Quick Chemistry
This combat, conjure a free copy of the first Potion you play each turn.
Uncanny Luck
This combat, ranged actions and Coins have a X% chance to critical Hit. Improved by your Luck.
Bomb
Deal 20 damage. Ready after 3 turns or 3 uses of Charge cards. interrupt. persistent.
Big Bomb
Deal 40 damage. rampage. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
Soulfire Bomb
Deal 10 damage. Ready after 3 turns. Speed up the timer when you use a Charge. lifedrain. reaping. persistent.
Shrapnel Bomb
Deal 2 damage five times. Ready after 3 turns. Speed up the timer when you use a Charge. persistent.
Antimage Bomb
dispel your foe's blessings, then deal 10 damage. Ready after 3 turns. Speed up the timer when you use a Charge. persistent.
Cryo Bomb
Deal 6 damage and inflict that much frozen. Ready after 2 turns. Speed up the timer when you use a Charge. persistent.
Concussive Bomb
Deal 5 damage. Inflict stunned. Ready after 3 turns. Speed up the timer when you use a Charge. persistent.
First Aid Kit
conjure 2 Bandages. charges (1/1).
Berzerk
Shuffle all your Fury cards into your deck. Draw a card. charges (1/1).
Powder Pockets
conjure a Bomb. If you had no Bombs in hand, return this card to hand. charges (3/3).
Demolition
delve a custom Bomb. charges (3/3).
Restock
conjure 2 Bombs.
Toolbelt
delve an Ammo card. conjure a Bomb. charges (2/2).
Hollow-tip Ammo
Your next 3 Ranged Actions critical Hit.
Flash Ammo
Your next 3 Ranged Actions inflict 2 shocked on Hit.
Flat-Tipped Ammo
Your next 3 Ranged actions inflict stagger equal to their damage.
Incendiary Ammo
Your next 3 Ranged Actions inflict 5 burning on Hit.
Darksteel Ammo
Your next 3 Ranged Actions deal additional damage equal to your armor.
Deadeye Rounds
Your next 2 Ranged Actions deal extra damage equal to the previous damage. start of turn: Reload.
Lock and Load
conjure a Bomb. Reload all your Ammo.
On My Command
Make a basic attack. charges (5/5).
Steady Strike
Make a basic attack. Draw a card. charges (2/2).
Rune of Persistence
one use: Add persistent to a card in your hand. If the card was conjured, it becomes permanent.
Rigged Explosives
Your Bombs deal 5 additional damage this combat. upgradeable. charges (5/5).
Lust for Battle
Fury grants extra anger for each attack card held by your foe. Add 2 Fury cards to your discard pile.
Warpaint
Shuffle 3 Fury cards to your discard pile, then draw a card.
Seething Anger
Add a Fury card to your discard pile, then gain str equal to the anger granted by Fury cards.
Shuffle an untempered Monolith, the Stone Blade into your deck. unique.
Bullrush
Deal 8 damage. If this is the first action of combat, inflict stunned. interrupt. rampage.
Rumblings
Shuffle a card into your deck to draw a card. Return this if its the first round of combat. deplete: Draw a card. charges (3/3).
Savagery
This combat gain whenever you deliver a crushing strike.
Court of Combat
This combat, dispel a blessing and gain whenever you interrupt.
Code of Legends
slay your opponent after playing 6 Legendary cards code: You have 6 or more Legendary cards in your deck
code
Living Legend
slay your opponent after playing 6 non-conjured Legendary cards The first Legendary card you draw each turn costs no energy.
Tome of Legends
Activate to conjure a Legendary card into your deck. The first Legendary card you draw each turn is free. durability (5/5)
Majestic Grandeur
After playing 10 different Legendary cards inflict Charm equal to your foes . The first Legendary card you draw each turn costs no energy.
Path of the Legend 1
After you play a Common card, gain 5 armor and advance.
Path of the Legend 2
After you play an Uncommon card, gain 5 and advance.
Path of the Legend 3
After you play one Rare card, gain 5 haste and advance.
Path of the Legend 4
After you play a Legendary card, gain "Living Legend"
Mechanical Arm
Activate: Play a non-unique card from your hand for free. durability (3/3).
Ritual of Conformity
bury your hand. Choose a card in your deck. conjure a copy of the chosen card for each card you buried. unique
Divine Recruits
Every time your rally triggers, shuffle a Paladin into your discard pile.
Paladin
on draw: Gain 5 and 5 zeal delve a Divine basic attack
Quick Adaptation
Permanently replace a card in your deck with one of your opponent's cards. unique.
Transmorph
conjure 10 free copies of your foe's cards into your deck. Copy their blessings and draw cards equal to theirs.
Quickchange
conjure a free copy of a card from your foe's hand. ambush: Gain another.
🌸
Vesparin Roulette
on draw: 50% chance to receive a deep wound Add a copy of this card to your opponent's deck
Code of Chivalry
start of turn: Double your blessings. code: Your deck contains no duplicate cards.
Nothing But My Faith
Set your to 1. Gain barrier equal to your missing health. unique grounded
Tomorrow's Blood
This turn all your cards gain echo Skip your next turn Gain 5 bleeding unique
Trade Binder
After playing a card of each rarity, conjure a Tradepost into your deck.
No, You!
Your opponent's next attack card hits them instead of you. Add a prank to their deck.
I'll Pay You To Go
Lose 100 gold. Inflict charmed equal to your opponent's maximum . one use
Pocket Sand
Gain 1 evasion Inflict 1 dazzled charges: (1/1)
Parallel Worlds
swap your hand and your discard pile.
Every time you consume a Potion, play a Caltrops card with upgrades equal to your level.
Open the Infinite
delve a card unique
Duel at Sunset
Play the top three cards of your library for free. Then your opponent does the same.
Collector's Voucher
Choose a card in your hand and give it to the Collector. grounded one use
Innovative
The next card you play gains echo for each unique Nova played this turn.
Mysterious Blue Pill
Gain 5 potency one use
Forces of Light
Whenever your rally triggers, conjure a Light of Day into your opponent's deck.
Light of Day
on draw: Gain 1 dazzled
Blood in the Water
This turn, inflict 2 bleeding whenever you change the tide.
Assemble The Avatar
At the start of your turn, ascend if you have four or more pieces of Equipment.
Learn from the Best
conjure a copy of the last card that caused a critical Hit. sinister
Anyform Claw
Deal 3 damage. Transform the next non-Anyform Claw card you play into an Anyform Claw. discard: Deal 3 damage.
Change Mind
Change your blessing with the most stacks into a blessing of your choice.
Human Torch
You burning is inflicted to yourself. If you die to burning this round, instead gain 50 and deal damage equal to your max .
Dawn Casting
If it's between 5 and 7 AM on your phone, your spells do 1 additional damage.
Ancient Heirloom
Sells for 50 . Increase this by 50 for each Canto this remains in your deck. grounded. unplayable.
Frostblock
Negate all damage of the next attack. charges (2/2).
frost action
Aura of Rime
This combat, gain momentum for each frozen you inflict. memorized.
Sanguine Casting
Draw your highest cost card, then convert its cost to Blood. unique.
Lifelink
This combat, gain 4 barrier and inflict 4 damage whenever you spend .
Painful Inquiry
This combat, whenever you spend , add a Vile Wound to your foe's deck.
Occultism
This combat, gain momentum and potency whenever you spend . memorized.
Thaumaturgy
This combat, Magic actions deal 1 additional damage. corrupted: Increase the damage for each Magic Action you've played this turn.
Permeating Cold
This combat, reduce the cost of a card in your hand by 1 energy whenever you inflict frozen.
Dark Inquiry
foretell 3. corrupted: Gain 4 health. scholar: Draw a card.
Dark Power
Gain . Draw two cards. Add a Malignance to your deck.
Fae Familiar
Activate to add a Prank to your foe's deck. Gains 1 durability whenever you play a Wand. durability (3/3).
Malignance
on draw: Take 2 damage and gain 1 anger. unplayable.
Forbidden Fruit
one use: Gain 5
Dark Whispers
Add a Forbidden Fruit to your deck. corrupted: Gain .
Eldritch Flame
Deal 2 damage for each of your Corruptions. Add a Forbidden Fruit to your discard pile.
Glimpse of Evil
Inflict 1 bane. corrupted: Add a Terror to your foe's deck.
Bloodmagic
Convert the energy costs of all cards remaining in your deck to Blood Energy until played. charges (1/1).
Demonology
Draw a card. corrupted: Convert the energy costs of all cards in hand to Blood.
Bloodcast
Draw a card, then conjure a copy with its cost converted to Blood.
Brainstorm
Draw a card. Gain for every Magic Action drawn this way. scholar: Draw 2 more cards.
Clarity
Draw any card. scholar: Gain .
Fast Forward
Gain 2 haste or inflict 2 slow or draw a card. scholar: Do all three.
Conduit
Gain 2 chain. flow (0/3): Draw a card. charges (3/3).
magic lightning action
Frostlance
Deal 2 damage. Draw a card if the target is frozen.
Wrathbolt
Deal 3 damage. The next card you add to your foe's deck this turn is added twice.
Spikemine
on draw: After playing 6 cards, deal 5 damage to you and the Wagon.
Bloodbank
Whenever you spend energy, add a counter to Bloodbank. Start of your Turn: Remove all counters and gain for every 1 counter removed.
Organ Donor
If you die with this in your deck, your next run begins with a Forbidden Fruit in their deck. unplayable
Hot/Crazy
Whenever burning triggers, gain delirious. Whenever the energy cost of a card in your hand changes, inflict burning equal to your delirious.
fire enchantment
Shockwave Bomb
Deals 80 stagger to your opponent and half of that to you. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
Totem of Cleansing
start of turn: Remove X stacks of one of your afflictions chosen at random.