felix._.jaeger's cards
🎃
Complex arrangement
Whenever you play your first Divine Hymn per turn, play a random corrupted Hymn of the same level and vice versa.
enchantment
Blistering Solo
In 1, 2, 3 turns inflict 3, 2 or 1 dazed.
corrupted hymn
Mad Crescendo
Play all active Hymns. You take damage equal to the total number of turns skipped this way.
corrupted action
Dante's Verses
Use: delve a corrupted Hymn. Add one turn to all of your Hymns. Double their effectiveness per turn added this way.
corrupted item
Verse of Agony
In 1, 2, 3 turns, inflict 5, 10 or 20 stacks of a random affliction.
Stroke of Misery
Make a basic attack. Inflict 1 bane.
action
Hex of Feebleness
start of turn: Increase all your afflictions by 1 for each of your active Hexes.
corrupted enchantment
Hex of Flames
start of turn: Gain 1 burning for each of your active Hexes.
Hex of Wounding
start of turn: Gain 1 bleeding for each of your Hexes.
Hex of Vulnerability
start of turn: Gain 1 vulnerable for each of your active Hexes.
Hex of Life
start of turn: Drain 1 for each of your active Hexes.
Hex of Cold
start of turn: Gain 1 frozen for each of your active Hexes.
Hold my beer
swap a potiom in your deck with a card in your opponent's. Must be afflicted by delirious.
Outrun Death
Gain 1 haste and 1 momentum whenever you play a card. Gain Fatigue. unique. cursed.
Line cook
Gain 1 and 1 momentum whenever you trigger garnish.
Flashforward
discard your hand and then draw that many cards.
Mind over matter
Whenever you would gain this turn, instead gain that much barrier.
Devoted Strike
Deal 5 damage. on Hit: Gain at the start of next turn.
melee action
Reconnaissance
foretell 5. ambush: Draw a card.
Hymn of Penance
Deal 10, 24, 40 damage in 1, 2 or 3 turns.
divine action
Hymn of Light
In 1, 2, 3 turns, gain , or .
Bone Ritual
Return a card from your discard pile to your hand, then gain armor equal to twice its energy cost.
Lifedrinker Venom
one use: Gain equal to the next damage you deal.
item
Recycle
Return a card from your discard pile to your hand.
Remember this?
conjure an untempered, free copy of your most upgraded card from your last successful run. unique. grounded.
Mad Mage's Lab Notes
Whenever an enemy dies during their turn, add a counter to this card. Gain x potency persistent. unique.
artifact
Species Specialist
Choose a monster type. All monsters of the chosen type are Marked. You gain 25 whenever you kill a monster of the chosen type. unplayable
Boomerang
At the start of the next turn, deal 1 damage. on Hit: Inflict 2 shocked and add a permanent copy of this card to your hand. one use
Bobbing for Apples
Whenever you change the tide, conjure a Forbidden Fruit. channel
INFINITE BATTLESPEAR
DEAL 9999 DAMAGE!
divine basic attack
Dark Mirror Vial
one use: Create a copy of the next non-unique card you play. It gains cursed and defiled. defiled.
Molten Fury
Upgrade all untempered cards in hand. frenzy: Double the upgrades on all untempered cards in hand.
Battlespear
Deal 9999 damage. untempered ???
Visceral Blow
Deal 100 damage. Reduce this damage by your remaining .
Majestic Grandeur
The first Legendary you draw each turn is free. After playing 10 different Legendary cards, inflict charmed one over your foe's Maximum .
Hidden Flurry
Make 1 basic attack. After you play a sinister card, add one attack. sinister.
Conquest
This combat, gain 1 and draw a card whenever you inflict a critical Hit.
Devour Vitality
Deal 8 damage. execute: Gain 5% of the foes total as your own Maximum .
Ring of Power
Randomly deal 5 damage, inflict 5 burning or frozen or gain 5 . Repeat for every 200 .
magic item
🌸
Drunken Stance
All damage you take is dealt as stagger. Gain 1 delirious and randomly draw between 1-10 cards at the start of turn.
form
Eternal
When you are brought below 0 , gain barrier equal to your maximum and gain regenerate and equal to the overkill.
Fusion restauranteur
Whenever you conjure an ingredient, conjure an additional one for each Banner you have in play.
Arcane Inkwell
one use: delve a mergecraft card and add it to your deck
Stormcast
Gain 1 chain. mergecraft 1. upgradeable. chain.
lightning action
Arcane Missles
Deal 1 damage X times. Upgrades improve the number of attacks instead of damage. mergecraft 1.
magic action
Audacious Heist
Deal 5 damage execute: Add an Ill-Gotten Gains to your deck and start the next combat Marked.
Communal Brewing
Whenever you or your foe inflict or gain an affliction, you both gain 1 potency.
Finish Prey
Gain ferocity equal to your foe's bleeding. Your next attack deals piercing damage. unique. darkness 5
Ascend to power
After you've cast a card that costs 0, 1, 2, and then 3 energy sequentially, ascend.
Code of timewasting
You're immune to Fatigue code: Your deck contains only Sleight of Hands
code
Marked
Marked targets can't gain armor or evasion.
Soul of Vengeance
on draw: Gain 1 Soul. Your next action this turn inflicts a critical Hit.
Essence of Vigor
one use: Gain . Gain 3 . heavy.
Essence of Pain
one use: Gain 3 anger. Gain 3 . heavy.
Essence of Life
one use: Gain 8 . heavy.
A rock
Deal 3 damage and inflict 1 dazed. one use
ranged item
The Traveling Priest
Spend 5 . The next time you would gain , gain five times that much. Gain impervious and ward.
location
The Battlemage
Spend 5 . Your next attack inflicts burning and frozen equal to the damage it deals. You gain chain equal to the damage dealt.
The assassin
Spend 5 . Your next attack is a critical Hit and does piercing Damage. Your opponent is Marked.
The barbarian
Spend 5 . You gain 5 anger. Your next attack has rampage, rampage and inflicts brittle equal to the damage done.
Mercenary Hideout
When you earn , swap this to a different Location. unique. persistent. unplayable.
Familiar's Chambers
Free the Familiar from its master's grip. unique. persistent.
Demon's Den
Lose half your . Inflict 100 bane. unique. persistent.
Tower Library
delve a Grimoire. unique. persistent.
Source of Power
Gain 100 chain. unique. persistent.
Frozen Pinnacle
Inflict 100 frozen. unique. persistent.
Orb Pondering Room
unplayable. unique. persistent.
Hall of Incineration
Inflict 100 burning. unique. persistent.
Mad Mage's Tower
Whenever you change Attunement, swap this to a different Location. unique. unplayable. persistent.
Check Necronomicon
delve a corrupted card. Add a copy to your deck with waning 3.
Mad Mage's Shop
Afflict 100 stacks of a random affliction
Totem of Rhyme
start of turn: Inflict 1 frozen.
Totem of Sanguin
start of turn: Inflict 1 bleeding.
Totem of Decay
start of turn: Add a Risen Ghoul to your foe's deck
Totem of Blight
start of turn: Inflict 1 poison.
Totem of Storms
start of turn: conjure a Zap. Gain chain.
Totem of Spirits
start of turn: Gain souls and draw a random card from your discard pile.
Totem of Defiance
start of turn: Gain armor.
Totem of Carnage
start of turn: Gain anger.
Pervasive miasma
Inflict 5 poison If your opponent dies with 20 or more poison, your next opponent starts with 20 poison. unique
Find Heirloom
conjure a copy of the most upgraded card from your last run.
Electric Toothbrush
cleanse an affliction Gain 1 resilience charges (3/3)
Vile Wound
one use: Take 6 damage and gain 3 bleeding. Draw a card.
Spikemine
on draw: After playing X cards, deal 5 damage to you and the Wagon.
Buzzbite
Inflict X infected.
Surge of Intellect
Gain and 1 focus.
Drain Health
Deal 4 damage. corrupted: lifedrain. Can't be upgraded.
Livi's Temporal Cure
All damage you deal this turn heals you instead. Next turn all damage you deal hits you as well.
Tatya's Lucky Charm
You see three additional card rewards post-combat. unique unplayable
corrupted artifact
Clobber with Idols
Deal damage equal to the sum of your Totem stacks. Repeat for each Totem you have.
Totemic Focus
Choose a Totem. Transfer all of your Totem stacks to that Totem. This combat, all Totems become that Totem.
Gaslight
Inflict burning equal to your sinister sinister firecast
magic fire action
Book of Salvation
Your Healing is done to your opponent instead of you. Whenever your opponent gains , inflict an equal amount of charmed. memorized
divine item
Wind-up Hammer
Deal 0 Damage. rampage. crushing: Inflict 1 weakness and 1 vulnerable
Lesser Puzzlebox
swap the energy cost of two cards in your hand this combat. unique
Alchemist's Gambit
Permanently lose 30% of your maximum . Replace your basic attack with a card in your hand for the rest of the game.
Acid Reflux
When you gain 5 sated, gain sickened and inflict poison and burning equal to the total amount of Ingredients you've played this combat.
Cleansing Flames
Covert all blessings into burning.
fire action
Crack the Code
Inflict brittle equal to your level to your opponent. Also inflict vulnerable if you have a code in play.
Zap
Deal 2 damage. chain.
magic lightning action
Rootslam
Deal damage equal to 20% of your .
Carrion Cut
This combat, return a random card from your discard pile to your hand at the start of your turn.
Roll the Bones
Painful Memories
This combat, gain 1 anger whenever you return a card from your discard pile to your hand.
Reckoning
This combat, your Melee Actions gain critical Hit chance equal to 1% per Soul. unique.
Sanguine Visions
conjure copies of all cards in your discard pile and turn their cost to . unique.
Shard of Malice
Use : Inflict 4 poison. Use : Inflict 2 bleeding. memorized.
Rapture
Deal 2 damage. Repeat per card in your discard pile. rebound (0/3): lifedrain. Can't be upgraded
Prepare for Prey
Inflict Marked. Spend 1 Soul to inflict 3 bleeding.
Scatter Souls
Spend up to 3 souls to shuffle an equal amount of souls of Vengeance cards into your deck.
Blood Ritual
Inflict 3 bleeding. ancestral: Return a random card from your discard pile to your hand. charges (3/3).
Call the Spirits
Gain . Gain additional for each time you played this card this combat.
Bury Alive
Move your deck into your discard pile. Return up to 3 cards to your hand.
Reclaim
Spend 1 Soul to return a card from your discard pile to your hand. charges (3/3).
Soulsearch
Draw a card. Spend 3 souls to draw 2 additional cards. charges (3/3).
Soulreave
Deal 4 damage. flanking: Gain souls equal to damage dealt. charges (2/2).
Stoneskin
Gain 1 resilience. Gain an additional stack for each of your Totems. charges (2/2).
Reave
Deal 4 damage. Spend 2 souls to critical Hit and gain 5 .
Salvage
Make a basic attack. rebound (0/2): Return a card from your discard pile to your hand.
Ancient Markings
delve and play a Totem. ancestral: Summon two more random Totems.
Tremorsense
Summon a Totem. Inflict 3 stagger for each type of Totem you control.
Idolize
Summon each Totem you don't already control. charges (1/1).
Totemstrike
Make a basic attack. Increase the effect of all your Totems by one.
Totem of Cleansing
start of turn: Remove X stacks of one of your afflictions chosen at random.
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.
ranged action
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
Organ Donor
If you die with this in your deck, your next run begins with a Forbidden Fruit in their deck. unplayable
Bloodbank
Whenever you spend energy, add a counter to Bloodbank. Start of your Turn: Remove all counters and gain for every 1 counter removed.
on draw: After playing 6 cards, deal 5 damage to you and the Wagon.
Wrathbolt
Deal 3 damage. The next card you add to your foe's deck this turn is added twice.
Frostlance
Deal 2 damage. Draw a card if the target is frozen.
magic frost action
Conduit
Gain 2 chain. flow (0/3): Draw a card. charges (3/3).
Fast Forward
Gain 2 haste or inflict 2 slow or draw a card. scholar: Do all three.
Clarity
Draw any card. scholar: Gain .
Brainstorm
Draw a card. Gain for every Magic Action drawn this way. scholar: Draw 2 more cards.
Bloodcast
Draw a card, then conjure a copy with its cost converted to Blood.
Demonology
Draw a card. corrupted: Convert the energy costs of all cards in hand to Blood.
Bloodmagic
Convert the energy costs of all cards remaining in your deck to Blood Energy until played. charges (1/1).
Glimpse of Evil
Inflict 1 bane. corrupted: Add a Terror to your foe's deck.
Eldritch Flame
Deal 2 damage for each of your Corruptions. Add a Forbidden Fruit to your discard pile.
Dark Whispers
Add a Forbidden Fruit to your deck. corrupted: Gain .
Forbidden Fruit
one use: Gain 5
Malignance
on draw: Take 2 damage and gain 1 anger. unplayable.
Fae Familiar
Activate to add a Prank to your foe's deck. Gains 1 durability whenever you play a Wand. durability (3/3).
equipment
Dark Power
Gain . Draw two cards. Add a Malignance to your deck.
Dark Inquiry
foretell 3. corrupted: Gain 4 . scholar: Draw a card.
Permeating Cold
This combat, reduce the cost of a card in your hand by 1 energy whenever you inflict frozen.
frost enchantment
Thaumaturgy
This combat, Magic actions deal 1 additional damage. corrupted: Increase the damage for each Magic Action you've played this turn.
Occultism
This combat, gain momentum and potency whenever you spend . memorized.
Painful Inquiry
This combat, whenever you spend , add a Vile Wound to your foe's deck.
Lifelink
This combat, gain 4 barrier and inflict 4 damage whenever you spend .
Sanguine Casting
Draw your highest cost card, then convert its cost to Blood. unique.
Aura of Rime
This combat, gain momentum for each frozen you inflict. memorized.
Frostblock
Negate all damage of the next attack. charges (2/2).
frost action
Ancient Heirloom
Sells for 50 . Increase this by 50 for each Canto this remains in your deck. grounded. unplayable.
Dawn Casting
If it's between 5 and 7 AM on your phone, your spells do 1 additional damage.
divine enchantment
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 .
Change Mind
Change your blessing with the most stacks into a blessing of your choice.
Anyform Claw
Deal 3 damage. Transform the next non-Anyform Claw card you play into an Anyform Claw. discard: Deal 3 damage.
Learn from the Best
conjure a copy of the last card that caused a critical Hit. sinister
Assemble The Avatar
At the start of your turn, ascend if you have four or more pieces of Equipment.
Blood in the Water
This turn, inflict 2 bleeding whenever you change the tide.
Light of Day
on draw: Gain 1 dazzled
Forces of Light
Whenever your rally triggers, conjure a Light of Day into your opponent's deck.
Mysterious Blue Pill
Gain 5 potency one use
Innovative
The next card you play gains echo for each unique Nova played this turn.
Collector's Voucher
Choose a card in your hand and give it to the Collector. grounded one use
Duel at Sunset
Play the top three cards of your library for free. Then your opponent does the same.
Open the Infinite
delve a card unique
Recycling
Every time you consume a Potion, play a Caltrops card with upgrades equal to your level.
Parallel Worlds
swap your hand and your discard pile.
Pocket Sand
Gain 1 evasion Inflict 1 dazzled charges: (1/1)
I'll Pay You To Go
Lose 100 gold. Inflict charmed equal to your opponent's maximum . one use
No, You!
Your opponent's next attack card hits them instead of you. Add a prank to their deck.
Trade Binder
After playing a card of each rarity, conjure a Tradepost into your deck.
Tomorrow's Blood
This turn all your cards gain echo Skip your next turn Gain 5 bleeding unique
Nothing But My Faith
Set your to 1. Gain barrier equal to your missing health. unique grounded
Code of Chivalry
start of turn: Double your blessings. code: Your deck contains no duplicate cards.
divine code
Vesparin Roulette
on draw: 50% chance to receive a deep wound Add a copy of this card to your opponent's deck
Quickchange
conjure a free copy of a card from your foe's hand. ambush: Gain another.
Transmorph
conjure 10 free copies of your foe's cards into your deck. Copy their blessings and draw cards equal to theirs.
Quick Adaptation
Permanently replace a card in your deck with one of your opponent's cards. unique.
Paladin
on draw: Gain 5 and 5 zeal delve a Divine basic attack
Divine Recruits
Every time your rally triggers, shuffle a Paladin into your discard pile.
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
Mechanical Arm
Activate: Play a non-unique card from your hand for free. durability (3/3).
Path of the Legend 4
After you play a Legendary card, gain "Living Legend"
path
Path of the Legend 3
After you play one Rare card, gain 5 haste and advance.
Path of the Legend 2
After you play an Uncommon card, gain 5 and advance.
Path of the Legend 1
After you play a Common card, gain 5 armor and advance.
After playing 10 different Legendary cards inflict Charm equal to your foes . 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)
Living Legend
slay your opponent after playing 6 non-conjured Legendary cards The first Legendary card you draw each turn costs no energy.
Code of Legends
slay your opponent after playing 6 Legendary cards code: You have 6 or more Legendary cards in your deck
Court of Combat
This combat, dispel a blessing and gain whenever you interrupt.
Savagery
This combat gain whenever you deliver a crushing strike.
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).
Bullrush
Deal 8 damage. If this is the first action of combat, inflict stunned. interrupt. rampage.
Stone Legends
Shuffle an untempered Monolith, the Stone Blade into your deck. unique.
Seething Anger
Add a Fury card to your discard pile, then gain str equal to the anger granted by Fury cards.
Warpaint
Shuffle 3 Fury cards to your discard pile, then draw a card.
Lust for Battle
Fury grants extra anger for each attack card held by your foe. Add 2 Fury cards to your discard pile.
Rigged Explosives
Your Bombs deal 5 additional damage this combat. upgradeable. charges (5/5).
Rune of Persistence
one use: Add persistent to a card in your hand. If the card was conjured, it becomes permanent.
Steady Strike
Make a basic attack. Draw a card. charges (2/2).
On My Command
Make a basic attack. charges (5/5).
Lock and Load
conjure a Bomb. Reload all your Ammo.
Deadeye Rounds
Your next 2 Ranged Actions deal extra damage equal to the previous damage. start of turn: Reload.
Darksteel Ammo
Your next 3 Ranged Actions deal additional damage equal to your armor.
Incendiary Ammo
Your next 3 Ranged Actions inflict 5 burning on Hit.
Flat-Tipped Ammo
Your next 3 Ranged actions inflict stagger equal to their damage.
Flash Ammo
Your next 3 Ranged Actions inflict 2 shocked on Hit.
Hollow-tip Ammo
Your next 3 Ranged Actions critical Hit.
Toolbelt
delve an Ammo card. conjure a Bomb. charges (2/2).
Restock
conjure 2 Bombs.
Demolition
delve a custom Bomb. charges (3/3).
Powder Pockets
conjure a Bomb. If you had no Bombs in hand, return this card to hand. charges (3/3).
Berzerk
Shuffle all your Fury cards into your deck. Draw a card. charges (1/1).
First Aid Kit
conjure 2 Bandages. charges (1/1).
Concussive Bomb
Deal 5 damage. Inflict stunned. 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.
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.
Shrapnel Bomb
Deal 2 damage five times. Ready after 3 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.
Big Bomb
Deal 40 damage. rampage. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
Bomb
Deal 20 damage. Ready after 3 turns or 3 uses of Charge cards. interrupt. persistent.
Uncanny Luck
This combat, ranged actions and Coins have a X% chance to critical Hit. Improved by your Luck.
Quick Chemistry
This combat, conjure a free copy of the first Potion you play each turn.
Lovestruck
This combat, your attacks inflict Critical Hits while your foe is charmed.
Crowd Goes WIld
After finishing a performance, conjure a random item.
Vanish
Draw a card. Reset your ambush. charges (3/3).
Burning Resolve
This combat, inflict burning equal to the you gain.
Shredder Axe
Deal 8 damage. If you are Performing, interrupt and critical Hit.
melee basic attack
Skylars Arrow
Deal 2 damage. Inflict 3 charmed. piercing.
Skylars Quiver
Whenever you perform, conjure a Skylars Arrow. memorized
Elegance
This combat, while Performing and when you would gain evasion gain impervious instead.
Show Must Go On
This combat, perform 1 at the beginning of the round. Whenever you perform, gain equal to your performance.
Scalding
This combat, Scalding gains a stack when you perform. When you finish a performance, deal damage equal to the stacks on Scalding. piercing.
Diamond Potion
one use: Gain 1 impervious Draw a card.
Healing Potion
one use: Gain 10 If you are below 50% Health, gain 15 instead.
Dash
Gain 1 evasion. ambush: Gain
Brew Concoction
delve a Potion. charges (1/1).
Surge of Dexterity
Gain and conjure a basic attack.
Sleight of Hand
conjure a copy of one of three non-unique cards in your deck, then reduce its cost by 1.
Crescendo
If you are currently Performing, perform 6 and start a new performance. charges (2/2).
Chorus
perform 1. cascade: Draw 2 cards.
Abracardabra
Draw a card. It costs no energy. perform 1.
Grand Entrance
ambush: perform 2. Reset your ambush.
Adrenaline Rush
Gain equal to your current Perfomance. finale: Draw cards equal your . charges (1/1).
Daring Dash
Gain 1 evasion. finale: Gain and perform for every card you played this turn. charges (2/2).
Hidden Pouch
Activate: discard a non-unique card, then conjure a copy of all cards discarded this way. durability (3/3).
Chef's Kiss
My face when Assassin's Mark
performance
Grimoire of Hate
Activate to delve a corrupted Action and play it. deplete: Gain Lifelink. durability (3/3).
corrupted equipment
Grimoire of Storms
Activate to delve a Lightning Action and play it. deplete: Gain Amp Up. durability (3/3).
lightning equipment
Grimoire of Fire
Activate to delve a Fire Action and play it. deplete: Gain Aura of Flames. durability (3/3)
fire equipment
Lightning Attunement
Your next Lightning Action draws a card, then attune to a new Element.
attunement
Frost Attunement
Your next Frost action grants 3 barrier, then attune to a new Element.
Fire Attunement
After you play a Fire card, gain and attune to a new Element.
Infernal Racket
Draw a card. Gain anger equal to the drawn cards energy cost. on draw: Gain 1 delirious.
Grimoire of Ice
Activate to delve a Frost Action and play it. deplete: Gain Aura of Rime. durability (3/3).
frost equipment
Cloak and Dagger
conjure 2 Daggers. Gain 1 evasion if this is in hand at the start of the turn. persistent.
Agile Mind
Choose one: Gain and evasion or Gain and focus. Gain both if memorized.
Mindstrike
discard a card, then make 2 Basic Attacks. Gain 1 focus.
Frost Nova
Inflict 1 frozen. Repeat for each other type of Nova card you played this combat.
Vitalize
This turn, gain 1 and momentum for every basic attack you make.
Divine Focus
Gain . While this is in your deck, you have access to Holy Cards.
Warrior's Locket
Gain and anger. 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 .
Arcanist's Locket
Gain and focus. While this is in your deck, rewards include cards that cost .
Vile Decay
Transform the next card you play into a random corruption.
Entropy
Whenever the player shuffles their deck, inflict a Vile Decay.
Arcane Overload
Deal 4 damage. Repeat this attack for each your foe's Enchantments and Artifacts.
Spoils of War
This combat, conjure a random Item at the start of your turn.
Flurry of Blows
This combat, conjure a Quick Jab or Sudden Strike at the start of your turn.
Alter Memory
Choose a card in your deck. If it has memorized, destroy it. If it does not, add memorized. charges (1/1).
Vault
Draw 3 cards. Gain 1 dazed.
Symbol of Unity
Draw a card for each type of energy you have. unique.
Revivify
Draw a card. When this is discarded before the end of turn, gain 4 and conjure a copy.
Taurus' Rage
After you make 3 or more Basic Attacks in a turn, gain and advance.
Assassin's Mark
This turn, your Ranged and Melee actions will critical Hit. charges (1/1).
Quick Jab
Make a basic attack. ambush: Draw a card.
Fire Nova
Inflict 1 burning. Repeat for each other type of Nova card you played this combat. firecast
Poison Nova
Inflict 1 poison and gain 1 potency. 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.
Chaos Nova
Inflict a random affliction. Repeat for each other type of Nova card you played this combat.
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.
Advance
Gain 1 haste. ambush: Your next Melee action this turn inflicts a critical Hit.
Heavy Armor
This combat, gain 5 armor at the start of the turn.
Precision
This combat, Melee Actions have a 20% chance to inflict a critical Hit for each of your foe's Deep Wounds.
Duel Mastery
This combat, inflict a deep wound for every 5 Basic Attacks you make.
Battle Vigor
This combat, at the start of your turn take 1 damage and draw a card.
Sanguine Surge
Take 3 damage. Gain
Battle Sense
foretell 3. Draw a card and take 3 damage. This damage is reduced by your armor.
Reapers Mark
Deal 3 damage. After you lose all darkness, inflict a deep wound for each time this attack Hit. darkness 5.
Grievous Injury
Deal 3 damage. bloodlust: lifedrain. rebound (0/4): Inflict a deep wound.
Headshot
Deal 3 damage. critical Hit: Inflict a deep wound and draw a card.
Battlerage
conjure a Fury. frenzy: Your Fury cards grant 1 additional anger.
Storm Nova
Gain 2 chain. Repeat for each other type of Nova card you played this combat.
Sand Nova
Make a basic attack. Repeat for each other type of Nova card you played this combat.
Holy Nova
Gain 1 health. Repeat for each other type of Nova card you played this combat. firecast.
Bone Nova
Deal 1 damage. Repeat for each other type of Nova card you played this combat. reaping.
Master of Arms
This combat, Basic Attacks deal 0 additional damage. Increases by 1 for each basic attack you play.
☃️
Heart of the Cards
conjure a copy of your most played card. It costs no energy charges: 2/2
the boof
Heal 5 Gain 1 delirious firecast
Muscle Memory
Draw a Melee Action. frenzy: Gain
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.
Cutting Words
Deal 1 damage. flanking: Inflict a deep wound on Hit. Can't be upgraded. unique.
Dividing Strike
Deal 3 damage. on Hit: If the target's health is EVEN, inflict a deep wound. charges (2/2).
Vigorating Strike
Deal 3 damage. on Hit: When played as the third card of the round, inflict a deep wound and draw a card.
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.
Arcane Coil
This combat, conjure a free Lightning Bolt card at the start of your turn.
Shuffle an untempered Monolith, the Stone Blade into your deck. unique
Enigma
This combat, conjure ANY card and reduce its cost to 0 at the start of your turn.
Stand your Ground
This combat, deal damage equal to your armor at the end of your turn.
Barbarism
This combat, add a Fury to your discard pile at the start of turn. After you play a Fury, gain 1 rally.
Wild Game Trapper
Whenever your opponent plays a Snare card, conjure an ingredient corresponding to their creature type
Momir's Transmogrify
Leave the current encounter Start an encounter with a random opponent from a higher Canto transmute one card in your deck
Delay Gratification
All your cards become Hymns and gain the following: 1 turn: Nothing 2 turns: figmented 3 turns: echo & figmented
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
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
Pull from Tomorrow
This combat, all your cards gain echo Your opponent takes an extra turn after this one
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
What's in the box?
delve a card from the 2024 Winter Card Contest and add it to your deck
Mana Crypt
Add 2 on draw: Take 3 damage
All damage is dealt as stagger Your critical strike chance is increased by your stagger Gain 4 dazed at the start of turn
Yeet Totems
Deal damage equal to the total sum of your Totems Your foe gains stagger equal to the damage dealt
The Sphinx's Riddle
slay your opponent unplayable
Abdominal Snowman
All cards with a six pack have echo
Snow Mercy
Whenever you would apply frozen this turn, instead heal for an equal amount charges (2/2)
The Christmas Spirit
Whenever you gain souls, inflict an equal amount of frozen
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.
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
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
Break the Code
If you have at least 5 Codes in your deck, they are all activated.
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
Empty Bottle
When you visit the Alchemist, remove this from your deck. You gain 5 Gold unplayable
Each time you play a Potion this combat, add an "Empty Bottle" card to your deck.
All-in
Lose half your current . Gain 1 rally and anger for every 10% of your missing Maximum Health
The wheel
Skip the current canto
revelation
Body of Steel
This combat, gain reflect equal to the you gain.
Reaver
Deal 6 damage. frenzy: Restore 20% of your missing .
Fury
Gain 1 anger. Take 1 damage. Draw a card.
Sanguine Scrying
Draw 2 cards. Gain 2 bleeding.
Battlecry
Gain and rally. frenzy: Draw a card charges (2/2).