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bunnyfauxfaux's cards
☃️
Miser
This combat, lose gold instead of health when you take damage. Whenever you lose gold, gain an equal amount of anger.
corrupted enchantment
Gift Exchange
Choose one card from your deck and one card from your foe's deck. Until combat ends, trade these cards. unique.
action
Wassail
perform 1. Inflict charmed equal to your performance and gain 1 delirious. If you already have delirious, copy this card's effect once.
Clever Ruse
Take 1 damage. If this damage reduces your health to 0, you revive with full health and slay your opponent. unique.
melee action
Caveat
This combat, whenever you deal damage without spending health, double it. ALL cards cost health equal to their total cost.
Temper Tantrum
At start of turn, deal 1 piercing damage. If this effect is ended by interrupt, inflict stunned. channel.
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.
magic action
But why?
Take 1 damage. rebound (0/5): Transform into Stop Hitting Yourself.
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?
Mulligan
Return your foe's hand to their deck and shuffle it. They draw cards equal to their previous hand size.
Opportunist
If your darkness is greater than your foe's current health, inflict stunned. If they are already stunned, slay them.
corrupted action
Renounce Faith
This combat, may be paid with .
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.
magic form
Stalwart
Until your next turn, damage cannot reduce your current health below 1.
divine action
Last Legs
If your health is exactly 1, set your health to maximum. This is not healing. Begin your next combat at 1 health.
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.
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.
enchantment
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
Paranoia
This combat, your foe retains half of their doom at the end of their turn.
Hot Cocoa
You are immune to frozen. If you would be afflicted with frozen, gain rally instead.
artifact
Not Cocoa
Inflict frozen equal to your foe's poison.
Exile
one use: End the current combat and remove it from the encounter deck. You do not gain experience or rewards. unique.
On My Terms
End your run. Earn Fateshards equal to 10 times your level. reliable.
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.
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.
Screw the Rules
Pay 100 Fateshards to immediately win this combat.
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.
Heavy Lifting
This combat, remove heavy from your cards.
Hit and Run
Gain darkness equal to the next damage you deal.
Fluidity
Reduce the requirement of flow effects by 1. channel.
Form of the Viper
Whenever you discard a card, gain 1 potency. start of turn: Inflict poison equal to your potency. channel.
form
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.
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.
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.
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.
Form of the Kraken
Whenever you discard a card, summon a clone. start of turn: Make a basic attack. channel.
Egg
one use: Randomly gain 1 regenerate or 1 poison. garnish: conjure a random egg. swap at the beginning of your turn. persistent.
ingredient
Rotten Egg
one use: Gain 1 potency. garnish: Trigger your foe's poison.
corrupted ingredient
Gift Egg
one use: conjure a potion. garnish: conjure an item.
Trying Times
conjure an egg.
Unlucky Rabbit
Activate: Inflict 1 jinx. deplete: conjure a free Rabbit Foot. durability (3/3).
equipment
Jetsam
conjure an item. Change the tide.
ebb action
Flotsam
Change the tide. conjure a free item for each time the tide has changed this turn.
flow action
Puka's Shell
Activate to gain 1 resilience. Gains durability whenever you change the tide. durability (4/4).
Mass Production
This combat, equipment is shuffled into your discard pile once depleted and can be played again.
Blood in the Water
Inflict vulnerable. If your foe has 10 vulnerable, inflict a deep wound instead and bury this card.
Sidearm
Choose a basic attack. Permanently transform this card into it. It retains its upgrades.
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.
Balanced Form
Whenever you discard a card, gain 1 random blessing. start of turn: Increase all of your blessings by 1. channel.
flow form
Whenever you discard a card, inflict 1 random affliction. start of turn: Increase your foe's afflictions by 1. channel.
ebb form
Captain's Swagger
Gain 1 delirious. Inflict charmed and gain evasion equal to your delirious. upgradeable.
First Position
Select a dance. Trigger its effect whenever you perform. When your performance ends, end your dance.
Snake Dance
Gain 1 potency. When you end your performance, inflict charm equal to your potency.
War Dance
Gain 1 anger. When you finish your performance, inflict vulnerable.
Dance of Life
Gain Ritualist. Steal 1 maximum . When you finish your performance, restore 5% of your maximum .
Dance of Spirits
Gain Ritualist. Fortell 3. When you finish your performance, gain 3 souls.
Dance of Blight
Gain Ritualist. Inflict 1 poison. When you finish your performance, trigger your foe's poison.
Ebon Floe
Whenever the tide changes, inflict 1 frozen, then increase this by 1. If your opponent has more frozen than , slay them.
location
Rejection
Whenever you would gain charmed, your opponent suffers that much piercing damage instead.
Herb Garden
Whenever you play a Seedling, add one stack. start of turn: conjure a random herb and decrease stacks by 1.
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.
Badger
Inflict 1 bleeding. If you have 10 or more bleeding, consume all stacks and inflict a deep wound.
Whipperslapper
Deal 2 damage. If you have an affliction, inflict a critical Hit and remove one of your opponent's blessings.
basic attack
The Dankness
one use: Inflict 1 slow. garnish: Convert your sated into regenerate.
ranged ingredient
Totem of Vigor
start of turn: Gain 1 temporary Maximum .
Ravenous Totem
start of turn: Transfer 1 stack from all other totems to this totem. Gain 1 random blessing.
Tpyo
Replace a random card in your opponent's deck with a random permanent prank. unique.
Rubber Room
start of turn: Add a Rubber Rat to your opponent's deck.
Rubber Rat
Convert a random blessing into a random affliction. Draw a card.
Disenchant
Remove an active enchantment from yourself or your opponent. conjure a free playable copy in the owner's deck.
Escort Quest
Increase gold and experience gains by 10% of this card's . Reduce its when you are dealt damage. 100/100. unplayable. unique.
item
Upgrade a random card in your deck whenever you win combat. Reduce this card's whenever you take damage. 50/50. unplayable. unique.
Upgrade card rewards by 1. Upgrade this card when you defeat an elite enemy. 50/50. unplayable. unique.
Broken Weapon
rebound (0/5): Transform into Fixed It! unique.
Fixed it!
one use: Permently add a random basic attack to your deck. unique.
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
>:(
Gain 1 anger. If you took damage last turn, gain 5 anger instead.
Impotent rage
If your opponent gains a blessing on their next turn, convert it to anger and interrupt. heavy.
Herbal Remedy
cleanse a random affliction. charges (3/3).
Six-Shooter
Deal 2 damage. rebound (0/6): Your next attack with this card inflicts a critical Hit. piercing.
ranged basic attack
Quick Load
delve and play an ammunition.
Fan the Hammer
Increase your next action's rebound by 1. upgradeable.
Giddyup!
on draw: Gain 1 haste. Draw a card.
Hip flask
one use: Convert an affliction into delirious. If you already have delirious, convert all stacks into resilience.
Frontier Justice
delve and play a Contract. unique.
Stage Fight
When you play or make a basic attack, inflict stagger equal to your performance.
☀️
Exeunt
If you are performing, end your performance, then leave combat. The encounter gets reshuffled into the event deck.
Right Hook
Deal 1 damage. Gain 1 anger. Change the tide.
ebb basic attack
Left Hook
Inflict 0 damage. rampage. Change the tide.
flow basic attack
Rushing Rapids
Gain 1 anger and change the tide. tidal: Gain 1 momentum. persistent.
Totem of Tides
Trigger your tidal effects 1 additional time.
Drag Under
Inflict drowning equal to the anger you've gained this round. tidal: Gain 1 anger.
From the depths
Make a basic attack for each tidal effect in your hand.
What's this do?
If this is the only card in your hand, discard it and play a random card. unplayable. grounded.
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.
Fall from Grace
Whenever you would gain , gain instead.
Faith of the fallen
Remove all of your . Make a basic attack for each removed.
I forgor
one use: Remove a card from your deck. It cannot appear in shops or as a reward this run.
Goggles
Do nothing.
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.
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.
Run.
End the current encounter. Shuffle the encounter back into the event deck. Your next encounter has First Strike.
Gut punch
Deal 0 damage and inflict 1 jinx. crushing: Inflict stunned instead.
Nom
Deal 2 damage and increase your Cooking and sated by 1. garnish: lifedrain.
Simplify
Choose an energy type. All of your cards cost that energy type.
Just gets better
Whenever you conjure a card with the same name as a card you have already conjured, upgrade it.
Gift of giving
Pay 1 . Gain , cleanse an affliction, and gain a blessing for each spent, then upgrade this card.
Alms
Gain for each affliction you have. After you have gained 100 , this card becomes cursed, unplayable, and valuable. unique.
Blood Money
cleanse all bleeding. Gain equal to the amount of bleeding cleansed. unique.
Power Vacuum
Select a card in your hand. Transfer its upgrades to the next card you play. unique.
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.
code
Bear Stance
start of turn: Gain Totem of Defiance. channel.
Dragon Stance
start of turn: Gain Totem of Storms. channel.
Raven Stance
start of turn: Gain Totem of Spirits. channel.
Cat Stance
start of turn: Gain Totem of Carnage. channel.
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.
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.
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.
Quick Repair
Select an Equipment. Restore 1 durability to it.
Singular Focus
Your attunement does not change when triggered. code: Your deck contains only Fire, only Frost, or only Lightning cards.
Jarate!
one use: Inflict 1 Poisoned. Your next damaging action inflicts a critical Hit.
Imposition
interrupt. If you are performing, perform once for each energy removed.
Poison their water
When played, conjure Burn Their Crops. start of turn: Inflict 1 poison, then increase this by 1. channel.
Burn Their Crops
When played, conjure Deliver a Plague. start of turn: Inflict 1 burning, then increase this by 1. channel.
Deliver a Plague
start of turn: Inflict a random hex. If your oppnent has all Hexes, slay them. channel.
Earworm
Whenever you perform, inflict a random affliction.
Combo breaker
Whenever your opponent plays a card with the same name twice on their turn, interrupt.
Unbreakable stride
If you are interrupted, perform 1 instead.
Sharp Wit
Deal 2 damage. Deal 2 additional damage for each performance you have completed this combat. piercing.
Retort
Activate to begin combat with a completed performance of your choice. Passive: conjure a free basic attack if you are unscathed.
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.
All you can eat
Your ingredients have echo.
Gorge
Your next ingredient triggers its garnish 3 times and applies 9 sated. unique.
Mimic Familiar
Activate to destroy a card and replace it with a card from your opponent's deck. durability (3/3).
Mouth of a Sailor
Whenever you gain anger, gain an equal amount of barrier.
Candy Heart
one use: Inflict 1 charmed. garnish: Double your opponent's charmed.
Cute when you're mad
Whenever you gain anger, inflict that much charmed.
womp womp
Whenever your opponent misses or deals 0 damage, perform 1.
Lord of the dance
When you start performing, you may choose any performance. Hymns are Performances. code: Your deck contains only perform cards.
Forbidden Knowledge
Select a stat. This combat, its level is one greater. Cards sharing its color cost equal to their total cost.
corrupted artifact
Just a li'l guy
Activate: Do nothing. durability (3/3). Restore 1 durability when you gain . deplete: conjure and play Big Brudder. valuable.
Big Brudder
Gain 1 anger for each time Just A Li'l Guy was activated this combat, then make a basic attack.
Seeing ghosts
one use: Add a non-Boss creature you have defeated to the event deck. It is Ethereal and Undead.
My sciatica!
Whenever you ascend, gain stunned.
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.
Testing
perform 1. echo.
Chimerize
At the beginning of your turn, conjure a random Monster card from a creature you have defeated.
Amputate
Deal 5 damage. execute: Add a Monster card to this combat's rewards.
Yo Ho Ho
conjure a Televan Rum whenever you finish a performance.
Pillage
Whenever you deal damage with a non-Conjured action, conjure a Lucky Coin.
Keep the change
Whenever you discard a Lucky Coin, gain 1 .
Donation Drive
Whenever you would conjure a Lucky Coin, cleanse an affliction instead. If you have no afflictions, gain 1 .
Primal Movement
Whenever you enter a stance, perform 1. You gain access to new performances.
Fearsome Howl
After 3 Performances, gain 2 ferocity. Your next melee action this turn inflicts a critical Hit.
performance
Rally Cry
After 6 Performances, double your rally, then trigger it.
Defeinsive Order
After 2 Performances, gain 1 armor per level. If you have completed this performance twice this turn, gain Fortified.
Concussive Shout
After 4 Performances, inflict 4 stagger. If your opponent has 10 or more stagger, interrupt.
Enraged Bellow
After 5 Performances, gain 2 anger, then make a piercing basic attack.
Naptime
Gain 1 ward, 1 impervious, and rally equal to 20% of your missing . Your opponent gains an extra turn. grounded. unique.
Slough
Trigger your opponent's poison 1 time, then upgrade all copies of Slough this combat. upgradeable.
Kaboom!
Play all bombs in your hand. unique.
Improvised Explosive
discard a card and conjure a random bomb.
Opening Blitz
If this is the first card played in combat, deal damage equal to 25% of your opponent's maximim . grounded. unique.
Come out swinging
Reset your ambush. ambush: Make a basic attack for each time you've triggered ambush this turn.
Seethe
Convert your anger to potency.
Desperate Times
Take 1 damage. conjure an Unknown Meat.
Connoisseur
You cannot play the same ingredient twice while cooking. Gain equal to your sated when you finish cooking.
Comp
Stop cooking and convert your sated to .
Ol' Reliable
Deal 2 damage. When this card is destroyed, add a base copy to your deck. reliable.
melee basic attack
Palate Cleanser
one use: Instead of increasing your sated, reduce it by 1. garnish: Cook twice.
Divine Raiment
start of turn: Gain a random blessing. Activate to gain equal to your total blessings. (durability 3/3).
divine equipment
Boot to the Head
Deal 2 damage. rebound (0/3): interrupt.
Short Fuse
Your bombs are always ready. Take 3 damage whenever you play a bomb.
Break their spirit
Whenever you play a corruption, inflict doom equal to its cost.
Revel in Despair
Gain equal to your foe's doom. unique.
Absolve
Replace a corruption in your deck with a random divine card. corrupted: cleanse all of your afflictions. unique.
Quick Step
Gain evasion. agile: Gain swiftness.
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.
Smoldering Embers
Inflict 1 burning. Return this to your hand whenever you trigger burning on your turn.
fire action
Wolf it Down
This turn, ingredients you play grant 2 instead of their normal effects. When you trigger garnish, gain 5 instead.
Suffer
Deal 2 damage. Repeat this for each hex on your opponent. If your opponent has 6 hexes, this damage is a critical Hit.
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.
Iron Maiden
Inflict piercing damage equal to your foe's armor. If your foe is bleeding, inflict a deep wound.
Burn it all down
bury your deck. grounded. unique.
magic fire action
Final Act
This turn, your finale is always active and your foe cannot be reduced below 0 . unique.
Intermission
While performing, perform 1 whenever you trigger finale.
Titan Glove
Your Strength is 5. If played with Thief's Toolbelt and Thinking Cap, destroy this and add Heroic Garb to your deck.
Thief's Toolbelt
Your Dexterity is 5. If played with Titan Glove and Thinking Cap, destroy this and add Heroic Garb to your deck.
Thinking Cap
Your Intelligence is 5. If played with Titan Glove and Thief's Toolbelt, destroy this and add Heroic Garb to your deck.
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.
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.
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.
Code of Intent
start of turn: Increase your sinister by your level. code: Your deck contains only sinister cards.
Dominate Will
If your focus is higher than your foe's , slay them.
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).
Barbarian Finesse
This combat, crushing attacks are also piercing.
Gallows Humor
Inflict 1 charmed. When you slay an enemy, upgrade this by 1. If they were Elite, upgrade it by 2 instead. unique.
Masterpiece
Whenever you upgrade at least 1 other card, upgrade this. If you upgrade this card, upgrade it three times instead. unique. unplayable.
Mutable Rod
Deal 2 damage. Whenever you upgrade this, reroll its keywords. Begins with a random keyword.
magic basic attack
Mise en Place
This combat, your Ingredients are reliable.
Code of the Prideful
start of turn: Gain impervious and ward. code: Your deck contains at least 5 different energy types.
divine code
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.
Surge of Pride
Gain an energy type of your choice. rebound (0/6): Gain , , , and .
Stage Fright
Reduce your current performance by 1. You cannot perform this turn.
Monologue
Gain 1 slow, then increase this by 1. Whenever you perform, deal piercing damage equal to double this value. channel.
While performing, damage dealt to you is inflicted as stagger instead. Whenever you finish a performance, halve your stagger.
Jitters
Inflict shocked equal to your performance.
Totem of Rhythm
start of turn: perform 1. Inflict [[enchantmentStacks]] charmed. unique.
Backup Dancers
While performing, trigger the perform keyword twice.
Incantation of Fire
start of turn: perform 1. Inflict 1 burning. channel.
Incantation of Frost
start of turn: perform 1. Inflict 1 frozen. channel.
Incantation of Storm
start of turn: perform 1. Gain 1 chain. channel.
lightning action
Curse of Blight
After performing 4 times, inflict 1 bane.
Curse of Elements
After performing 6 times, inflict 4 burning, frozen, or shocked, determined by your attunement when this performance began.
Curse of Decay
After performing 10 times, inflict a random hex.
Sudden Betrayal
Convert half of your foe's charmed into an equal amount of random afflictions.
Tall Tale
After 4 performances, conjure a random card and gain delerious equal to its cost.
Prayer Service
After 3 performances, trigger a random hymn effect.
divine performance
Moment of Reflection
Halve your zeal. Gain for every 5 stacks removed.
Divine Restoration
After 2 performances, return a buried card to your deck.
Hang Ten
perform 1 and change the tide. Balace: Inflict charmed for each time you've changed the tide this turn.
Gnarly Pounder
Deal 0 damage. Increase this by 1 when you change the tide. crushing: Double your foe's drowning. unique.
Raze the Roof
Inflict burning equal to your performance.
Fancy Footwork
This combat, perform 1 at the start of your turn if you are unscathed.
War Drum
Activate to perform 1, then gain anger equal to your performance. (durability: 3/3). Gains 1 durability when you finish a performance.
Interru-
interrupt.
After You
End your turn. On your next turn, all damaging actions are piercing. sinister.
Set Dressing
Whenever you perform, add a Snare to your foe's deck.
Star Performance
perform 1. If you finish a performance with this, inflict 2 dazed.
No Encores
The same performance cannot be played twice in a row.
Mystery Box
one use: Add a permanent copy of a random card to your deck. unique.
Sick Flip
perform 1. If you complete a performance with this card, inflict 2 dazed. Otherwise, bury this.
Prima Donna
Inflict a random affliction for each performance you've completed this combat. finale: echo.
Contract Rider
Whenever you begin a new performance, add a random keyword to all performance cards in your deck until the performance ends.
Forbidden Donut
one use: Convert 1 energy into . garnish: A card in hand becomes corrupted.