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☀️
bunnyfauxfaux's cards
🐲
Dampen
This combat, your foe's cards have waning.
enchantment
🎩
Undivided Attention
The next channel you play cannot be interrupted this combat. unique.
action
Jury-Rig
This combat, cards in your Scrap Pile are reliable.
Witch's Boomstick
Nothing beats a double-barrelled fireball.
ranged fire basic attack
Blood Hunt
Gain 1 haste per deep wound on your foe. Your next Melee Action this turn has lifedrain. Can only be played if your foe has a deep wound.
Backstab
Deal piercing damage equal to your sinister. If you have evasion, inflict a critical Hit. sinister.
melee action
Birdsong
perform 1 for each Familiar you have equipped. If was spent, enable a Familiar.
Stalemate
If you deal no damage, your foe gains pacified. Remove this if either you or your foe take damage from any source. channel.
Take a Breather
Gain 4 . If your is under 50%, your foe gains pacified. Return this to your hand when your foe deals a crushing blow. heavy.
Woodland Familiar
Activate to gain a random blessing. Enable when you gain . deplete: Your foe gains pacified. durability (3/3).
equipment
Transfusion
Choose One: Grant your opponent all of your blessings and afflictions OR Gain all of your opponent's blessings and afflictions. unique.
corrupted action
Plague Carrier
on draw: cleanse an affliction and add its stacks to this card. one use: Apply all afflictions on this card to your opponent. unique.
Release Valve
Reduce the durability of all active Equipment by 1. Gain 1 for each Equipment. Double this if any are depleted.
Overpressure
Return all active Equipment to your deck. Deal 1 damage for each Equipment returned.
Locomotion
Gain 1 haste for each active Equipment.
Bless This Mess
Depending on the color spent, gain a blessing for each corruption, Junk, or Ingredient in your hand. charges (1/1).
divine action
Totem of Rot
start of turn: Inflict 1 Decay.
Total Control
This combat, if you are not pinned, you may reorder the cards in your hand.
Pride
one use: Add a random Sin to your deck with upgrades equal to the upgrades on this card.
Gluttony
one use: Gain 5 . If you are Cooking, convert your sated into as well.
Greed
one use: Deal 0 damage. Increase this by 1 per 10 you have. reaping.
Sloth
one use: Upgrade all Sins in your deck by 1 this combat.
Wrath
one use: Gain 1 anger. Gain additional anger for each affliction you have.
Lust
one use: This turn, damage dealt inflicts charmed instead.
Envy
one use: Steal a blessing.
🎃
Sinful
This combat, Sin cards have on draw: swap.
corrupted enchantment
Strength Within
Convert all stacks of a random blessing into temporary max and heal for the same amount.
Scrap for Parts
When you skip a card reward, upgrade this based on the highest rarity among the rewards. one use: Transfer this card's upgrades to another.
Lycanthropy
start of turn: dispel and bury this if you are over half . Your melee actions have lifedrain. cursed.
Grim Omen
overkill carries over to the next combat as doom. channel.
Feline Familiar
Gain a random blessing for each hex on the enemy. Restore durability to full when you inflict a hex. durability (3/3).
Ancestral Shield
Convert up to 5 souls to armor. upgradeable. After converting 100 souls, gain Harvester.
Spirit Ward
This combat, when you gain souls, gain that much barrier.
Cold-Blooded
This combat, when you gain , your next action is a critical Hit.
Personal Hell
on draw: Play this card. one use: End the current combat. Go to Sunfall Meadows. memorized.
Reconsider
Return an active artifact, enchantment, or equipment to your deck.
Desperate Plea
one use: Restore all of your missing . Gain zeal equal to double the amount healed. unique. unplayable while corrupted.
Hallow
Draw a card. If it's a corruption, transform it into a random Divine card. unique.
Desecration
This turn, Divine Actions have defiled.
Soothsaying
This combat, whenever you gain focus, foretell 3.
The Boogiehand
discard your hand. conjure an equal number of free perform cards.
Toil and Trouble
This combat, conjure a random ingredient at the start of your turn. Whenever you trigger your garnish, foretell 3.
Wasteful
This combat, if your hand is full, play any cards you would draw instead. bury any cards played this way.
Rebuttal
interrupt. perform 1 for each energy removed. charges (1/1).
Reroute
Choose one: Convert your chain to barrier OR Convert your barrier to chain.
lightning action
Overcharge
Your chain persists between rounds. channel.
Saloon
Whenever you use a potion, gain delirious. Reduce damage taken by 1 per stack of delirious.
location
Chambered Round
This combat, your first Ranged Action each round does not consume an ammunition charge.
Unload
Deal 2 damage. Repeat for each remaining ammunition charge.
ranged action
Shrapnel Ammo
Your next 3 Ranged Actions inflict bleeding equal to the damage dealt.
Draw!
Draw a card. If it's a melee or ranged action, play it. Otherwise, discard it.
Mercy Rule
If your foe is below 5% of their maximum , slay them. Upgrade your rewards by their remaining . grounded. unique.
Mulligan
Choose one: You OR your opponent discards their hand and draws the same number of cards.
Stinger
perform 1. If this finishes a performance, make a basic attack for each time you performed this turn.
Closing Theme
perform 1. finale: conjure a Stinger.
Cold Open
perform 1. ambush: conjure a Theme Song. memorized.
Theme Song
perform 1. If this finishes a performance, conjure a Closing Theme.
Revelry
Gain 1 when you perform. Gain a random blessing when you finish a performance. channel.
Victimless Crime
Steal a blessing from your opponent and gain gold equal to its stacks. (charges 1/1).
Table Manners
This turn, gain 1 barrier when you play an ingredient. conjure an ingredient.
Nyoom
start of turn: Gain swiftness.
Shenanagain
During your opponent's next turn, add a Snare to their deck whenever they trigger a Snare.
Spoony
Increase the damage of all Knifeys by 2 this combat. Your next Knifey played is piercing. swap.
melee basic attack
Knifey
Deal 2 damage. swap.
Didn't Hurt
perform for every 5 damage taken since your last turn.
Embolden
For each card in your deck, gain a stack of: : potency, : anger, : focus Unified: Double the stacks gained. grounded. unique.
Painbow
Take 1 damage, then deal that much damage and increase this by 1 this combat. piercing.
corrupted basic attack
Creepy Pasta
one use: Gain sinister. garnish: Inflict Fear equal to double your sinister.
ingredient
Copy Pasta
one use: Repeat the effect of the last non-Copy Pasta ingredient played this turn. garnish: conjure a free copy of a card in hand.
Hammer of Bann
Inflict stunned. charges (1/1).
Round
Deal damage equal to your performance. on Hit: perform 1 and conjure a copy of this at the beginning of your next turn.
Absolute Banger
perform 1. If this completes a performance, inflict stunned and bury this.
Shatter Defenses
Deal 2 damage. on Hit: Inflict Sundered.
Unequip
Return an active equipment to your deck and restore its durability. It may be played again. charges 3/3.
Dance Partner
Activate to conjure a free dance card. durability (3/3). deplete: Complete your current performance.
Pound of Flesh
Whenever you trigger your foe's bleeding, steal that much maximum .
Delay the Inevitable
While channeled, neither you nor your foe can fall below 1 . channel. unique.
Second Wind
Remove all of your anger and restore that much .
Determination
Whenever you miss or deal no damage with an attack, gain anger.
Flambé
This turn, inflict burning whenever you play an ingredient.
Dinner Theater
Whenever you perform, conjure an ingredient.
Forbidden Donut
one use: Convert 1 energy into . garnish: A card in hand becomes corrupted.
corrupted ingredient
Contract Rider
Whenever you begin a new performance, add a random keyword to all performance cards in your deck until the performance ends.
Prima Donna
Inflict a random affliction for each performance you've completed this combat. finale: echo.
Sick Flip
perform 1. If you complete a performance with this card, inflict 2 dazed. Otherwise, bury this.
Mystery Box
one use: Add a permanent copy of a random card to your deck. unique.
item
No Encores
The same performance cannot be played twice in a row.
Star Performance
perform 1. If you finish a performance with this, inflict 2 dazed.
Set Dressing
Whenever you perform, add a Snare to your foe's deck.
After You
End your turn. On your next turn, all damaging actions are piercing. sinister.
Interru-
interrupt.
War Drum
Activate to perform 1, then gain anger equal to your performance. (durability: 3/3). Gains 1 durability when you finish a performance.
Fancy Footwork
This combat, perform 1 at the start of your turn if you are unscathed.
Raze the Roof
Inflict burning equal to your performance.
Gnarly Pounder
Deal 0 damage. Increase this by 1 when you change the tide. crushing: Double your foe's drowning. unique.
Hang Ten
perform 1 and change the tide. Balace: Inflict charmed for each time you've changed the tide this turn.
Divine Restoration
After 2 performances, return a buried card to your deck.
divine performance
Moment of Reflection
Halve your zeal. Gain for every 5 stacks removed.
Prayer Service
After 3 performances, trigger a random hymn effect.
Tall Tale
After 4 performances, conjure a random card and gain delerious equal to its cost.
performance
Sudden Betrayal
Convert half of your foe's charmed into an equal amount of random afflictions.
Curse of Decay
After performing 10 times, inflict a random hex.
Curse of Elements
After performing 6 times, inflict 4 burning, frozen, or shocked, determined by your attunement when this performance began.
Curse of Blight
After performing 4 times, inflict 1 bane.
Incantation of Storm
start of turn: perform 1. Gain 1 chain. channel.
Incantation of Frost
start of turn: perform 1. Inflict 1 frozen. channel.
Incantation of Fire
start of turn: perform 1. Inflict 1 burning. channel.
Backup Dancers
While performing, trigger the perform keyword twice.
Totem of Rhythm
start of turn: perform 1. Inflict [[enchantmentStacks]] charmed. unique.
Jitters
Inflict shocked equal to your performance.
Stage Fight
While performing, damage dealt to you is inflicted as stagger instead. Whenever you finish a performance, halve your stagger.
Monologue
Gain 1 slow, then increase this by 1. Whenever you perform, deal piercing damage equal to double this value. channel.
Stage Fright
Reduce your current performance by 1. You cannot perform this turn.
Surge of Pride
Gain an energy type of your choice. rebound (0/6): Gain , , , and .
Code of Pride
Convert all copies of Pride in your deck into Surge of Pride. code: Your deck contains at least 6 copies of Pride.
divine code
Code of the Prideful
start of turn: Gain impervious and ward. code: Your deck contains at least 5 different energy types.
Mise en Place
This combat, your Ingredients are reliable.
Mutable Rod
Deal 2 damage. Whenever you upgrade this, reroll its keywords. Begins with a random keyword.
magic basic attack
Masterpiece
Whenever you upgrade at least 1 other card, upgrade this. If you upgrade this card, upgrade it three times instead. unique. unplayable.
Gallows Humor
Inflict 1 charmed. When you slay an enemy, upgrade this by 1. If they were Elite, upgrade it by 2 instead.
Barbarian Finesse
This combat, crushing attacks are also piercing.
Revoke
If your foe has jinx, conjure a free copy of each affected card they play into your deck. Otherwise, inflict 1 jinx. charges (1/1).
magic action
Dominate Will
If your focus is higher than your foe's , slay them.
Code of Intent
start of turn: Increase your sinister by your level. code: Your deck contains only sinister cards.
code
Assume Identity
Pick one of 3 random creatures you have slain this run. Gain their enchantments and add their cards to your deck this combat. unique.
Body Doubles
If you would die while this is in your deck, instead destroy all copies, cleanse your afflictions, and gain 10 per copy destroyed.
Heroic Garb
Choose a stat. While equipped, it is set to 5. Activate to fill your energy with . represents all colors. durability (1/1). grounded.
Thinking Cap
Your Intelligence is 5. If played with Titan Glove and Thief's Toolbelt, destroy this and add Heroic Garb to your deck.
artifact
Thief's Toolbelt
Your Dexterity is 5. If played with Titan Glove and Thinking Cap, destroy this and add Heroic Garb to your deck.
Titan Glove
Your Strength is 5. If played with Thief's Toolbelt and Thinking Cap, destroy this and add Heroic Garb to your deck.
Intermission
While performing, perform 1 whenever you trigger finale.
Final Act
This turn, your finale is always active and your foe cannot be reduced below 0 . unique.
Burn it all down
bury your deck. grounded. unique.
magic fire action
Iron Maiden
Inflict piercing damage equal to your foe's armor. If your foe is bleeding, inflict a deep wound.
Do Not Disturb
Your foe cannot play actions with interrupt during their next turn. If they play no actions, gain an extra turn. charges (1/1). grounded.
Suffer
Deal 2 damage. Repeat this for each hex on your opponent. If your opponent has 6 hexes, this damage is a critical Hit.
Wolf it Down
This turn, ingredients you play grant 2 instead of their normal effects. When you trigger garnish, gain 5 instead.
Smoldering Embers
Inflict 1 burning. Return this to your hand whenever you trigger burning on your turn.
fire action
Crusader
As long as this card is in your deck, whenever you slay a foe, upgrade your basic attacks. Your basic attacks are Divine. unplayable.
Quick Step
Gain evasion. agile: Gain swiftness.
Absolve
Replace a corruption in your deck with a random divine card. corrupted: cleanse all of your afflictions. unique.
Revel in Despair
Gain equal to your foe's doom. unique.
Break their spirit
Whenever you play a corruption, inflict doom equal to its cost.
Short Fuse
Your bombs are always ready. Take 3 damage whenever you play a bomb.
Boot to the Head
Deal 2 damage. rebound (0/3): interrupt.
Divine Raiment
start of turn: Gain a random blessing. Activate to gain equal to your total blessings. (durability 3/3).
divine equipment
Palate Cleanser
one use: Instead of increasing your sated, reduce it by 1. garnish: Cook twice.
Ol' Reliable
Deal 2 damage. When this card is destroyed, add a base copy to your deck. reliable.
Comp
Stop cooking and convert your sated to .
Connoisseur
You cannot play the same ingredient twice while cooking. Gain equal to your sated when you finish cooking.
Desperate Times
Take 1 damage. conjure an Unknown Meat.
Seethe
Convert your anger to potency.
Come out swinging
Reset your ambush. ambush: Make a basic attack for each time you've triggered ambush this turn.
Opening Blitz
If this is the first card played in combat, deal damage equal to 25% of your opponent's maximim . grounded. unique.
Improvised Explosive
discard a card and conjure a random bomb.
Kaboom!
Play all bombs in your hand. unique.
Slough
Trigger your opponent's poison 1 time, then upgrade all copies of Slough this combat. upgradeable.
Naptime
Gain 1 ward, 1 impervious, and rally equal to 20% of your missing . Your opponent gains an extra turn. grounded. unique.
Enraged Bellow
After 5 Performances, gain 2 anger, then make a piercing basic attack.
Concussive Shout
After 4 Performances, inflict 4 stagger. If your opponent has 10 or more stagger, interrupt.
Defeinsive Order
After 2 Performances, gain 1 armor per level. If you have completed this performance twice this turn, gain Fortified.
Rally Cry
After 6 Performances, double your rally, then trigger it.
Fearsome Howl
After 3 Performances, gain 2 ferocity. Your next melee action this turn inflicts a critical Hit.
Primal Movement
Whenever you enter a stance, perform 1.
Donation Drive
Whenever you would conjure a Lucky Coin, cleanse an affliction instead. If you have no afflictions, gain 1 .
Keep the change
Whenever you discard a Lucky Coin, gain 1 .
Pillage
Whenever you deal damage with a non-Conjured action, conjure a Lucky Coin.
Yo Ho Ho
conjure a Televan Rum whenever you finish a performance.
Amputate
Deal 5 damage. execute: Add a Monster card to this combat's rewards.
Chimerize
At the beginning of your turn, conjure a random Monster card from a creature you have defeated.
Testing
perform 1. echo.
Free Trial
conjure a random untempered card. Durabilty (3/3). deplete: Destroy this card. It cannot appear as a reward or in shops again this run.
My sciatica!
Whenever you ascend, gain stunned.
Seeing ghosts
one use: Add a non-Boss creature you have defeated to the event deck. It is Ethereal and Undead.
Big Brudder
Gain 1 anger for each time Just A Li'l Guy was activated this combat, then make a basic attack.
Just a li'l guy
Activate: Do nothing. durability (3/3). Restore 1 durability when you gain . deplete: conjure and play Big Brudder. valuable.
Forbidden Knowledge
Select a stat. This combat, its level is one greater. Cards sharing its color cost equal to their total cost.
corrupted artifact
Lord of the dance
When you start performing, you may choose any performance. Hymns are Performances. code: Your deck contains only perform cards.
womp womp
Whenever your opponent misses or deals 0 damage, perform 1.
Cute when you're mad
Whenever you gain anger, inflict that much charmed.
Candy Heart
one use: Inflict 1 charmed. garnish: Double your opponent's charmed.
Mouth of a Sailor
Whenever you gain anger, gain an equal amount of barrier.
Mimic Familiar
Activate to destroy a card and replace it with a card from your opponent's deck. durability (3/3).
Gorge
Your next ingredient triggers its garnish 3 times and applies 9 sated. unique.
All you can eat
Your ingredients have echo.
Volley fire
When you play an arrow, deal 1 damage once for each arrow played this turn. Your ammunition effects apply to this damage for free. channel.
Retort
Activate to begin combat with a completed performance of your choice. Passive: conjure a free basic attack if you are unscathed.
Sharp Wit
Deal 2 damage. Deal 2 additional damage for each performance you have completed this combat. piercing.
Unbreakable stride
If you are interrupted, perform 1 instead.
Combo breaker
Whenever your opponent plays a card with the same name twice on their turn, interrupt.
Earworm
Whenever you perform, inflict a random affliction.
Deliver a Plague
start of turn: Inflict a random hex. If your oppnent has all Hexes, slay them. channel.
Burn Their Crops
When played, conjure Deliver a Plague. start of turn: Inflict 1 burning, then increase this by 1. channel.
Poison their water
When played, conjure Burn Their Crops. start of turn: Inflict 1 poison, then increase this by 1. channel.
Imposition
interrupt. If you are performing, perform once for each energy removed.
Jarate!
one use: Inflict 1 Poisoned. Your next damaging action inflicts a critical Hit.
Singular Focus
Your attunement does not change when triggered. code: Your deck contains only Fire, only Frost, or only Lightning cards.
Quick Repair
Select an Equipment. Restore 1 durability to it.
Loyal allies
Begin combat with your Familiars in play. code: You have at least three Familiars and have not depleted or destroyed a Familiar this run.
My Turn
Deal damage equal to ALL damage dealt on your enemy's turn. Inflict a critical Hit and stunned if you were interrupted. rampage. unique.
Patient Fury
Whenever you would gain slow, add a Fury to your discard pile. Fury grants additional anger equal to your slow. tidal: Gain 1 slow. channel.
Cat Stance
start of turn: Gain Totem of Carnage. channel.
form
Raven Stance
start of turn: Gain Totem of Spirits. channel.
Dragon Stance
start of turn: Gain Totem of Storms. channel.
Bear Stance
start of turn: Gain Totem of Defiance. channel.
magic form
Blacken the Sky
Start combat in form of the Dragon. Trigger start of turn effects twice. code: Your deck contains only basic attacks or Dragon cards.
Power Vacuum
Select a card in your hand. Transfer its upgrades to the next card you play. unique.
Blood Money
cleanse all bleeding. Gain equal to the amount of bleeding cleansed. unique.
Alms
Gain for each affliction you have. After you have gained 100 , this card becomes cursed, unplayable, and valuable. unique.
Gift of giving
Pay 1 . Gain , cleanse an affliction, and gain a blessing for each spent, then upgrade this card.
Just gets better
Whenever you conjure a card with the same name as a card you have already conjured, upgrade it.
Simplify
Choose an energy type. All of your cards cost that energy type.
Nom
Deal 2 damage and increase your Cooking and sated by 1. garnish: lifedrain.
Gut punch
Deal 0 damage and inflict 1 jinx. crushing: Inflict stunned instead.
Run.
End the current encounter. Shuffle the encounter back into the event deck. Your next encounter has First Strike.
Just take it and go
End the current combat. The encounter is returned to the event deck. The next time you fight that opponent, they start with a free item.
Oh god no
Until your next turn, if you would take lethal damage, instead leave the battle and shuffle the encounter back into the event deck.
Goggles
Do nothing.
I forgor
one use: Remove a card from your deck. It cannot appear in shops or as a reward this run.
Faith of the fallen
Remove all of your . Make a basic attack for each removed.
Fall from Grace
Whenever you would gain , gain instead.
Sneak one in
Whenever you add a corruption to your opponent's deck, you may add another copy. This chance is determined by your luck.
What's this do?
If this is the only card in your hand, discard it and play a random card. unplayable. grounded.
From the depths
Make a basic attack for each tidal effect in your hand.
Drag Under
Inflict drowning equal to the anger you've gained this round. tidal: Gain 1 anger.
Totem of Tides
Trigger your tidal effects 1 additional time.
Rushing Rapids
Gain 1 anger and change the tide. tidal: Gain 1 momentum. persistent.
Left Hook
Inflict 0 damage. rampage. Change the tide.
flow basic attack
Right Hook
Deal 1 damage. Gain 1 anger. Change the tide.
ebb basic attack
Exeunt
If you are performing, end your performance, then leave combat. The encounter gets reshuffled into the event deck.
When you play or make a basic attack, inflict stagger equal to your performance.
Frontier Justice
delve and play a Contract. unique.
Hip flask
one use: Convert an affliction into delirious. If you already have delirious, convert all stacks into resilience.
Giddyup!
on draw: Gain 1 haste. Draw a card.
Fan the Hammer
Increase your next action's rebound by 1. upgradeable.
Quick Load
delve and play an ammunition.
Six-Shooter
Deal 2 damage. rebound (0/6): Your next attack with this card inflicts a critical Hit. piercing.
ranged basic attack
Herbal Remedy
cleanse a random affliction. charges (3/3).
Impotent rage
If your opponent gains a blessing on their next turn, convert it to anger and interrupt. heavy.
>:(
Gain 1 anger. If you took damage last turn, gain 5 anger instead.
Wrathful Ascension
bury ALL your cards. Your energy is . Whenever you would draw a card, conjure a card instead. Can only be used while ascended.
divine enchantment
Fixed it!
one use: delve a basic attack and add a permanent copy to your deck.
Broken Weapon
rebound (0/5): Transform into Fixed It! unique.
Escort Quest
Upgrade card rewards by 1. Upgrade this card when you defeat an elite enemy. 50/50. unplayable. unique.
Upgrade a random card in your deck whenever you win combat. Reduce this card's whenever you take damage. 50/50. unplayable. unique.
Increase gold and experience gains by 10% of this card's . Reduce its when you are dealt damage. 100/100. unplayable. unique.
Disenchant
Remove an active enchantment from yourself or your opponent. conjure a free playable copy in the owner's deck.
Rubber Rat
Convert a random blessing into a random affliction. Draw a card.
Rubber Room
start of turn: Add a Rubber Rat to your opponent's deck.
Tpyo
Replace a random card in your opponent's deck with a random permanent prank. unique.
Ravenous Totem
start of turn: Transfer 1 stack from all other totems to this totem. Gain 1 random blessing.
Totem of Vigor
start of turn: Gain 1 temporary Maximum .
The Dankness
one use: Inflict 1 slow. garnish: Convert your sated into regenerate.
ranged ingredient
Whipperslapper
Deal 2 damage. If you have an affliction, inflict a critical Hit and remove one of your opponent's blessings.
basic attack
Badger
Inflict 1 bleeding. If you have 10 or more bleeding, consume all stacks and inflict a deep wound.
Make it stop!
perform 1. Add a Badger to your opponent's deck. charges (23/23). deplete: Add two random mushrooms to your opponent's deck.
Herb Garden
Whenever you play a Seedling, add one stack. start of turn: conjure a random herb and decrease stacks by 1.
Rejection
Whenever you would gain charmed, your opponent suffers that much piercing damage instead.
Ebon Floe
Whenever the tide changes, inflict 1 frozen, then increase this by 1. If your opponent has more frozen than , slay them.
Dance of Blight
Gain Ritualist. Inflict 1 poison. When you finish your performance, trigger your foe's poison.
Dance of Spirits
Gain Ritualist. Fortell 3. When you finish your performance, gain 3 souls.
Dance of Life
Gain Ritualist. Steal 1 maximum . When you finish your performance, restore 5% of your maximum .
War Dance
Gain 1 anger. When you finish your performance, inflict vulnerable.
Snake Dance
Gain 1 potency. When you end your performance, inflict charm equal to your potency.
First Position
Select a dance. Trigger its effect whenever you perform. When your performance ends, end your dance.
Captain's Swagger
Gain 1 delirious. Inflict charmed and gain evasion equal to your delirious. upgradeable.
Balanced Form
Whenever you discard a card, inflict 1 random affliction. start of turn: Increase your foe's afflictions by 1. channel.
ebb form
Whenever you discard a card, gain 1 random blessing. start of turn: Increase all of your blessings by 1. channel.
flow form
All Things Equal
Gain 1 random blessing and inflict 1 random affliction. shift into Balanced form. If you are already in Balanced form, change the tide.
Sidearm
Choose a basic attack. Permanently transform this card into it. It retains its upgrades.
Blood in the Water
Inflict vulnerable. If your foe has 10 vulnerable, inflict a deep wound instead and bury this card.
Mass Production
This combat, equipment is shuffled into your discard pile once depleted and can be played again.
Puka's Shell
Activate to gain 1 resilience. Gains durability whenever you change the tide. durability (4/4).
Flotsam
Change the tide. conjure a free item for each time the tide has changed this turn.
flow action
Jetsam
conjure an item. Change the tide.
ebb action
Unlucky Rabbit
Activate: Inflict 1 jinx. deplete: conjure a free Rabbit Foot. durability (3/3).
Trying Times
conjure an egg.
Gift Egg
one use: conjure a potion. garnish: conjure an item.
Rotten Egg
one use: Gain 1 potency. garnish: Trigger your foe's poison.
Egg
one use: Randomly gain 1 regenerate or 1 poison. garnish: conjure a random egg. swap at the beginning of your turn. persistent.
Form of the Kraken
Whenever you discard a card, summon a clone. start of turn: Make a basic attack. channel.
Unending Assault
Make a basic attack. shift into form of the Kraken. If you were already in form of the Kraken, make another basic attack.
Stable Mutation
Your form cannot be interrupted. Your form's start of turn effect triggers twice. End of turn: Trigger your form's discard effect.
Violent Mutation
If you are not in a form, take 10 damage, then shift into a random form. If you take no damage, destroy this and gain Stable Mutation.
Snake Bite
Inflict 3 poison. shift into form of the Viper. If you were already in form of the Viper, trigger your foe's poison.
Form of the Viper
Whenever you discard a card, gain 1 potency. start of turn: Inflict poison equal to your potency. channel.
☃️
Fluidity
Reduce the requirement of flow effects by 1. channel.
Hit and Run
Gain darkness equal to the next damage you deal.
Heavy Lifting
This combat, remove heavy from your cards.
Keep 'em Comin'
If this is in play at the end of combat, add a non-boss creature to the encounter deck. If it is interrupted, destroy this. channel. unique.
Screw the Rules
Pay 100 Fateshards to immediately win this combat.
Pretty Please?
If your foe's charmed equals at least half of their current health, choose a card from their deck and permanently add it to yours. unique.
I don't want it
Choose a card in your deck. Destroy ALL copies of that card. It cannot appear as a reward and cannot be added to your deck or conjured.
On My Terms
End your run. Earn Fateshards equal to 10 times your level. reliable.
Exile
one use: End the current combat and remove it from the encounter deck. You do not gain experience or rewards. unique.
Not Cocoa
Inflict frozen equal to your foe's poison.
Hot Cocoa
You are immune to frozen. If you would be afflicted with frozen, gain rally instead.
Paranoia
This combat, your foe retains half of their doom at the end of their turn.
Endless Mode
Neither combatant can lose or win this combat. If either combatant has their current or max health reduced below 1, set it to 1.
magic enchantment
Diminishing Returns
This combat, if a combatant gains a blessing or affliction they already have, reduce the stacks gained by 1, then increase this number by 1.
Rot from within
This combat, each corruption you place in your foe's deck has firecast. At the beginning of their turn, they bury one corruption.
Last Legs
If your health is exactly 1, set your health to maximum. This is not healing. Begin your next combat at 1 health.
Stalwart
Until your next turn, damage cannot reduce your current health below 1.
Of Many Minds
Each turn, the first time you play a mergecraft card, conjure a copy of all permanent instances of it in your deck.
Renounce Faith
This combat, may be paid with .
Opportunist
If your darkness is greater than your foe's current health, inflict stunned. If they are already stunned, slay them.
Return your foe's hand to their deck and shuffle it. They draw cards equal to their previous hand size.
Stop HittingYourself
During your opponent's next turn, if you would take damage from any source, your opponent takes that damage instead. Transform into But Why?
But why?
Take 1 damage. rebound (0/5): Transform into Stop Hitting Yourself.
Second chance
one use: If you would take lethal damage this combat, negate that damage, exit combat, and shuffle the encounter back into the deck.
Temper Tantrum
At start of turn, deal 1 piercing damage. If this effect is ended by interrupt, inflict stunned. channel.
Caveat
This combat, whenever you deal damage without spending health, double it. ALL cards cost health equal to their total cost.
Clever Ruse
Take 1 damage. If this damage reduces your health to 0, you revive with full health and slay your opponent. unique.
Wassail
perform 1. Inflict charmed equal to your performance and gain 1 delirious. If you already have delirious, copy this card's effect once.
Gift Exchange
Choose one card from your deck and one card from your foe's deck. Until combat ends, trade these cards. unique.
Miser
This combat, lose gold instead of health when you take damage. Whenever you lose gold, gain an equal amount of anger.