suxtoosuk's cards
Midnight Snack
Start next combat with 1 darkness for each Ingredient you play this turn. upgradeable. lasting. charges (1/1).
action
Stress Eating
This combat, conjure an Ingredient at the start of your turn for each attack card the enemy played on their turn.
enchantment
Brain Death
Inflict 0 charmed. Increase by 2 for each focus you gain, decrease by 2 for each card they play. upgradeable. persistent.
magic action
Brightstorm
Deal 3 damage 3 times. firecast. unplayable. upgradeable.
divine action
Nightblade
Deal 10 piercing damage. Draw: Upgrade this by your Energy. Lightless. firecast. untempered.
corrupted basic attack
Brightblade
Deal 10 damage. Draw: Add an Adaptation Slot and Adapt this, or upgrade this. Repeat for each energy type you have. firecast. untempered.
divine basic attack
Radiant Rebirth
Activate: bury a basic attack in hand and create a Brightblade. Lightless: ??? durability (4/4).
divine equipment
Donate Surplus
bury all Junk Items in your hand, then gain zeal and for each.
Superposition
This combat, both of your Polarity triggers stay active for the turn after switching Polarity twice or more. unique, chain.
magic lightning enchantment
Suffocate
This combat, poison you inflict deals reaping damage when triggered. unique.
corrupted enchantment
Gamma Wave
Deal piercing damage and inflict Decay for each Polarity switch. Repeat for each switch. chain.
Ultraviolet Wave
Deal reaping damage and inflict burning for each Polarity switch. Repeat for each switch. chain.
Visible Wave
Deal damage and gain chain for each Polarity switch. Repeat for each switch. chain.
Infrared Wave
Inflict burning for each Polarity switch and trigger enemy burning. Repeat for each switch. chain.
Pulse Emitter
Activate: Choose and play a Light Wave. The number of options depends on your number of Polarity switches this turn. 3 durability. unique.
magic lightning equipment
Magnetic Force
This combat, your actions deal additional damage for every time your Polarity changed in the same turn.
lightning enchantment
Polarization
Inflict frozen for each time you changed your Polarity this turn. (+): Improved by armor. (-): Improved by chain. chain.
magic frost action
Magnetic Alloy
one use: At the end of combat, upgrade a random card 1 time. Improve this whenever your Polarity changes. grounded.
lightning item
Stable Field
This combat, gain resilience whenever your chain fades. unique.
Plasma Discharge
This combat, gain 0 chain and deal 0 damage when your armor fades. Increase both by 1 when you change Polarity. unique.
Conductive Shield
Gain 3 armor. (+): Convert your chain to armor. (-): conjure a Zap. chain.
Tear Apart
Remove all enemy armor and barrier. (+): Gain that much of each. (-): Gain that much chain. unique. chain.
magic lightning action
Wall of Metal
Gain Fortified. channel: Whenever your chain fades, convert it into armor. charges (2/2), chain.
lightning action
Fragmentize
Gain chain equal to your armor, then lose all armor. conjure 2 Zaps. upgradeable. charges (1/1). chain.
Thought Shield
This combat, when you gain delirious, dominated, doom, or Fear, convert it to chain.
lightning artifact
Code of Conduction
Convert chain to resilience at turn end, and resilience to chain at turn start. code: Every other card in your deck has chain.
lightning code
🪔
Repression
This combat, add heavy to any unplayable cards you draw. corrupted: If they are grounded, bury them instead. memorized, unique.
Monster Energy
Spend all your energy, then draw equal cards. For each Monster Card you draw, make it free, then gain anger and . unique, grounded.
artifact
Red Bull
Gain haste equal to your energy, then gain up to and draw a card for each gained. unique, grounded.
Healthy Routine
imprint each card already played this turn. This combat, when played in order, gain 1% of your Maximum Health for each previous card.
Sleeper Words
This combat, your Companion acts the first time each turn that you play a copy of the next card you play. ambush: Grant the Advantage.
Whirlwind
This combat, inflict stagger equal to your momentum whenever you gain momentum. unique.
magic enchantment
Code of Consistency
echo the first card played each combat at the start of all following turns. code: Each card in your deck is reliable.
code
Virtue Signaling
This combat, whenever you play a Virtue, inflict dazzled. If the target was already dazzled, your Companion acts. unique.
divine enchantment
Mystery Pull
one use: delve a card from anywhere and swap this to it. grounded.
Integrity
Gain resilience for each unmet condition. reliable.
divine item
Self-Worth
At the end of combat, gain 1 for each reliable card you played. upgradeable. reliable, unique, grounded.
Self-Respect
This combat, gain anger and resilience at the end of your turn for each reliable card you played. reliable, unique, grounded.
Unwavering Character
Gain resilience for each unmet condition. Repeat for each of your afflictions. firecast, reliable, unique, grounded.
Unquenchable Thirst
Take 1 damage, then gain 1 anger and 1 Bolster. Repeat for each of your afflictions. reliable, charges (1/1).
Unshakable Faith
Gain zeal and conjure a Virtue. Repeat for each of your afflictions. reliable, charges (3/3).
Rebellious Spirit
Reset your ambush and make a basic attack. Repeat for each of your afflictions. reliable, charges (2/2).
Incurable Curiosity
Gain 3 focus and 3 haste. Draw a card for each of your afflictions. reliable, charges (1/1).
Indomitable Might
conjure a Fury. Fury cards grant 1 more anger. Repeat for each of your afflictions. reliable, charges (2/2).
Just Keep Hitting
Deal 1 damage 1 time. When you play a reliable card, raise both by 1. reliable, persistent.
melee action
Simple yet Effective
Deal 5 damage. If your foe is holding an attack, gain 5 armor instead. Repeat for each card they hold. upgradeable, reliable.
Channelling Cell
Your channel effects are always active. Remove this and permanently destroy it after taking 100 damage while equipped (0/100). grounded.
Lock In
Keep any currently fulfilled requirements active. channel, unique, grounded.
Unshaken Resolve
Gain 5 armor, 1 anger, and conjure a free basic attack for each of your afflictions. reliable, unique.
Commit
foretell 3 and gain haste. Temporarily add reliable and firecast to the top card of your Deck. reliable.
Don't Quit
Gain 1 Bolster and 1 . If you are stunned or pinned, add reliable to every card in your hand this combat. reliable.
Trusty Sword
Deal 4 damage. reliable.
melee basic attack
Death and Taxes
This combat, gain 1 souls whenever you play a Lucky Coin. Convert 10% of your souls to after combat. unique.
Reliable Weapons
This combat, your actions critical Hit while dominated, Jinxed, pinned, or stunned. reliable, unique.
Titan Claw
Activate to Deal 0 damage for each energy type you have. deplete: Gain rally and regenerate on Hit and return to hand. 3 durability.
Reconstruction
one use: Remove your scars and lose 20% Maximum Health for each. Gain a Titan Claw with upgrades equal to the lost Health. grounded.
Void Keeper
Stores up to 8 separately. When you ascend, deals piercing lifedrain damage equal to the stored energy. upgradeable, defiled, unique.
corrupted artifact
Are you serious?
I tried to warn you. slay yourself, cursed.
corrupted action
I'm Serious.
Seriously, don't. swap, cursed.
Don't Play This.
Don't do it. swap, cursed.
Foiled Again!
agile: Remove 50 stagger from your foe to Foil this card. swap.
Defoil
Remove the Foil on this card to inflict 100 stagger. swap.
Mutation
Choose and play one of 1 Monster Enchantments. Add an option whenever you shift your form. persistent, unique.
On My Terms
Take and deal 5 damage. If this kills you, critical Hit. execute: Revive and gain the total overkill as . unique.
divine fire action
Subvert Expectations
Gain evasion and swiftness equal to your performance, then stop performing. charges (2/2).
Fidget Spinner
This combat, gain evasion whenever you reach 5 momentum. If you reach 8 or more, gain swiftness as well. memorized.
Death Wheel
Make 0 Basic Attacks. While in hand, add an attack whenever you reach 5 momentum. persistent.
ranged action
Limit Break
Play a Limitless card for each type of energy you have. grounded, unique.
Limitless Faith
At the end of combat, gain 1% of your for each gained over your limit. grounded.
Limitless Strength
At the end of combat, gain 1 Max for each gained over your limit. grounded.
Limitless Intellect
At the end of combat, gain 1% extra XP for each gained over your limit. grounded.
Limitless Dexterity
At the end of combat, gain 1 for each gained over your limit. grounded.
Blood Scale
Gain a scar, then gain anger, haste, rally, regenerate, and ward for each scar. Hidden: ??? unique.
Molten Blade
Deal 1 damage. Take damage and upgrade this for each Adaptation and remove its slots after combat. reliable, grounded.
Monstrous Mask
Choose one of 6 Monster Cards. Activate: conjure a free copy and increase its cost by the remaining durability. upgradeable. 5 durability.
corrupted equipment
Torture
Deal 3 damage. on Hit: Add 1 Suffer to your foe's deck. upgradeable. charges 3/3.
Suffer
one use: Gain 1 bane and 1 charmed. If this kills you, Submit. Overlook.
Cloak and Dagger
conjure a Dagger. channel: Reset your ambush after each of the first 0 cards played each turn. Improved by sinister.
Dungeon Delicacies
This combat, whenever you play a Monster Card while Cooking, conjure an Ingredient.
Learning Opportunity
Your Companion acts. execute: Add an option to the card rewards and replace it with a Companion card. unique.
Mount Up
Enter Saddled stance. Gain 1 haste whenever your Companion acts this turn.
Dismount
Your Companion acts. Saddled stance: swap stances and grant the Advantage first.
Charge!
Your Companion acts. Return this to hand when you enter a stance.
Saddled Stance
Whenever you play a basic attack, grant the Advantage. Immune to slow.
form
Finish It.
Deal 5 damage. finale: slay Foe and swap this on Hit. grounded.
Start It. . .
Deal 5 damage. ambush and Opener: swap this on Hit. grounded.
Try Again
Refresh, then gain a scar for each time this was used against this enemy. Opener: Remove a scar instead. grounded, unique.
Electrocutioner
The first time your chain fades each turn, convert it to darkness, then gain chain equal to your darkness. grounded.
corrupted lightning enchantment
Surge Protector
Stores up to 3 Energy stored over your Maximum. Returns them and grants equal chain and barrier when your Energy is gone. upgradeable.
magic lightning artifact
Exemplify
Deal 5 damage. lifedrain, Priority.
After gaining (0/1) energy over your maximum, up all values by 1, deal 1 piercing damage, and gain 1 and Max .
Lose your Mind
Convert 10% of your XP into piercing damage. execute: Gain XP equal to the overkill.
Golden Touch
Heal half your foe's Max , then lower their Max to equal their . Gain extra Gold on kill equal to the reduction. grounded, unique.
Pain Tolerance
Reduce the damage taken from attacks sharing an action type with those played this combat by 1. echo for each of your scars. unique.
Barrage
Lose 25 barrier: Deal 10 damage. echo for each blessing you have.
Anti-Damage Block
Lose 25 barrier: Gain impervious. Draw a card.
Divine Disc
Lose 10 barrier: Deal 5 piercing damage and draw a card for each effect the enemy has: armor, barrier, evasion, impervious.
Divine Destruction
Gain reflect equal to your impervious. If you have impervious at the start of your next turn, deal damage equal to your barrier.
Explosive Aftermath
When you reach 10 sated, gain burning and inflict 10 stagger per burning at the start of your next turn.
corrupted fire enchantment
Recipe for Disaster
This combat, delve an Ingredient and shuffle it into your Deck at the start of your turn.
Potential
Gain a random Talent. Consumes 10 focus, otherwise adds a random Malignancy to your run.
revelation
Dark Unity
Gain . Gain rally and dazed equal to your energy. grounded, charges (1/1).
Dark Faith
Gain and bury a card. Gain zeal and dazed equal to your . grounded.
Surge of Darkness
Remove all Surge and Prayer cards in your hand and add a Dark version after combat. unique.
Dark Strength
Gain and 1 . Gain anger and dazed equal to your . grounded.
Dark Dexterity
Gain and conjure a basic attack. Gain ferocity and dazed equal to your . grounded.
Dark Intellect
Gain and focus. Gain potency and dazed equal to your . grounded.
Surge Cell
Deal 5 damage. execute: Card rewards are replaced with Surges. charges 2/2.
Radiation Burst
Deal (0 ) piercing damage. Inflict (0 ) bane. Inflict (0 ) Decay. echo (0 ). persistent, grounded, unique.
Precious Metals
All Artifacts and Equipment you own or acquire gain both cursed and firecast.
Watch Them Suffer
Gain 1 potency. If the foe dies during their turn, your potency returns next combat. upgradeable. channel, unique.
Pop!
You are Slain after taking damage. Fades after the next card is played.
Bubble Wand
Spend all your energy. If your foe's Health is less than your level x the energy spent, inflict Pop! charges (2/2).
magic basic attack
Oops.
Whenever you discard a Potion this turn, play a Caltrops. persistent, lasting.
Up the Ante
Your foe gains a random Monster Enchantment and grants 1-15 additional Gold on death.
Wanna Bet?
Spend Gold equal to your level. If your foe dies before your next turn, gain 2 times the Gold spent. upgradeable, unique. grounded.
Boredom
When you play a card, gain Decay for each time a card with the same name was played in the same combat.
Cold Steel
This turn, inflict 1 frozen and gain 1 momentum whenever you hit with a Melee action. upgradeable, lasting. charges (3/3).
frost enchantment
Mirror Mask
When your foe plays a card already played this combat, gain impervious and reflect. Your cards are treated as unique. 1 durability.
Storm Stone
Activate: Gain chain equal to your level. deplete: Gain resilience equal to your chain. 2 durability.
lightning equipment
Getting Lucky
Inflict 1 charmed per level. execute: Improve your Luck by 1%. upgradeable, unique.
Long Shot
Deal 1 damage. finale: Has a 1% chance to slay your foe for each Ranged action played this combat. piercing, unique.
Watch and Learn
Deal 0 more OR take 0 less damage. Add 1 when your foe plays a card. corrupted: Card rewards are from this foe's deck. grounded.
Reinforced Learning
Deal 5 damage. Advantage: If this kills your foe, add one of their cards to your Companion Deck.
Rehearsal
This combat, echo the first non-unique card you play each turn equal equal to your performance.
Arcane Storm
Gain 2 chain and conjure 2 Zaps for each type of mergecraft card you have. chain, unique.
Arcane Blast
one use: Deal damage equal to the total upgrades in your deck. grounded.
Ol' Trusty
Deal 5 damage. rampage and piercing while dominated, stunned, or pinned. reliable, grounded.
Storm Surge
(+): Gain . (-): Gain . chain. charges (2/2).
Magnetic Pulse
Gain armor equal to each active status effect. (+): Steal all your foe's blessings. (-): Transfer all your afflictions. unique.
Bipolar
Gain focus and dazed. (+): Gain Bolster equal to focus. (-): Gain anger equal to focus. chain.
Entanglement
Your turn, your foe copies half of your healing and damage. (+): Copy healing their turn. (-): Copy damage their turn. grounded.
Swap Polarity
: Gain . : Gain . chain.
Magnetic Mace
Deal 2 damage. (+): Gain 2 armor. (-): Gain 2 chain. upgradeable. chain.
melee lightning basic attack
Electromagnetic
Gain chain equal to your armor at the start of your turn, and armor equal to your chain at the end of your turn.
Shiver Me Timbers!
Transfer your bane and frozen. tidal: Gain frozen. persistent.
flow action
Shiver Ye Timbers!
Transfer your bane and frozen. tidal: Gain bane. persistent.
ebb action
Death God's Gift
Remove a Surge or this card from your Deck. slay your foe. grounded.
Pyrotechnics
Inflict 1 burning when you activate an Equipment. Trigger your foe's burning when you deplete an Equipment. upgradeable.
fire enchantment
Hellfire
Reduce the enemy's Max to their current . corrupted: Convert their burning to Decay. unique.
corrupted fire action
Convergence
Lose your Attunements to deal 10 piercing damage and gain stunned. attune: Add 10 damage and increase this by 10. persistent, unique.
Chromatic Whirlwind
Keep your previous Attunements after changing to a new Element. start of turn: conjure an Orb for each of your Attunements. channel.
Afterthought
foretell and inflict charmed equal to your last damage dealt. execute: Keep your top card as-is next combat. unique.
Aftermath
Gain 1 focus and for each attack that hit this turn. Improve your damage next turn by your current focus. upgradeable.
Meta-Spear
Activate: Deal 0 damage. Turn end: Improve damage dealt this combat by durability and set durability to 4. Unlimited uses. 4 durability.
melee equipment
Low Blow
Deal 5 damage and inflict dazed. critical Hit while pinned or stunned. reliable.
Strength Serum
Gain 1 Pain. Gain anger and resilience equal to your Pain. upgradeable. charges (2/2).
item
Weight of Power
Inflict Jinxed and 6 stagger for each the enemy has. upgradeable. charges (1/1).
Slay on Sight
foretell 3. If the enemy's is less than the total number of cards you've Foretold this combat, slay them. unique.
Code of Prosperity
Enemies Slain by charmed grant equal to the taken . code: You started combat with at least 50 per Level.
divine code
Ion Twinning
Deal damage and inflict frozen OR burning equal to your chain. While Lightning Attuned, inflict BOTH and gain equal barrier. unique.
Nulltron
Activate to play Nullfracture, upgraded by Sol gear durability. deplete: Return to hand and play Radiant Return. grounded, durability.
Nullfracture
Defile one energy of each type. Deal 3 damage for each of your .
Null Core
Activate to deal lifedrain damage equal to your . deplete and corrupted: Convert Soltron to Nulltron. 3 durability.
Radiant Return
Remove and gain energy for each type of energy you have. charges (2/2).
Last Resort
Deal 5 piercing damage for each missing Sol gear durability. Soltron: critical Hit. execute: swap Soltron. unique.
United by Sol
Restore the missing durability of all active Sol gear and gain equal armor. If all are active, swap.
Soltron
Activate to play Refracture, upgraded by Sol gear durability. deplete: Return to hand and gain . grounded, 4 durability.
Visor of Sol
Activate to foretell 3. deplete: Gain . 4 durability.
Fists of Sol
Activate to play a Clobber. deplete: Gain . 4 durability.
Boots of Sol
Activate to gain 3 haste. deplete: Gain . 4 durability.
Armor of Sol
Activate to gain zeal and Bolster. deplete: Gain . 4 durability.
Toughen Up
Turn Start: conjure a Fury and a Clobber. Reduce the non-rampage damage you deal and take by your anger. channel.
Borrow Time
Add untempered to a card in your hand. If it was already untempered, make it free. Shuffle two copies of it into your deck.
Masterful Recreation
Add an untempered copy of any card of the lowest rarity in your deck. scholar: Remove untempered. unique, grounded.
Ex-caliber
Your first Ranged Action each turn deals additional damage and inflicts burning equal to your zeal.
divine artifact
Arcane Aura
start of turn: Gain 1 barrier. lasting, upgradeable, mergecraft.
Arcane Obsession
Add an untempered copy of every mergecraft card to your deck at the start of turn. code: All other cards have mergecraft.
magic code
🐲
Cowardly
Players cannot fight this enemy while there is another enemy present.
Electromagnet
Activate: Steal all your foe's armor. deplete: Gain Electromagnetic. grounded. 2 durability.
Starfire
foretell. Advantage: Inflict doom and burning for every card foretold this combat.
Starborn Guardian
Passive: Whenever you foretell, gain barrier for each card in your Companion Deck.
Elemental Rush
Trigger your Attunement. Advantage: Repeat twice more.
Elemental Guardian
Passive: Whenever you trigger your Attunement, gain 1 resilience.
Order
Your Companion takes an action. If you have two or more types of energy, grant the Advantage.
Summoner's Glove
Deal 4 damage. on Hit: conjure an order.
Careful Calculations
Gain impervious and reflect. start of turn: Gain 0 anger and upgrade this by your impervious. upgradeable, grounded.
Grave Wounds
Inflict a deep wound, then gain 10 souls for each of your foe's Deep Wounds. unique.
Overexertion
This round, inflict 1 weakness and 1 vulnerable for every energy the enemy would gain prevented by their limit.
In the Zone
This combat, gain haste and add a Fury to your hand when you play a card which costs 2 or more energy.
Ragebait Tactics
This combat, gain both evasion and reflect then grant the enemy a stack of anger whenever you perform.
Archive Target
Start: Gain (0) anger and inflict (0) bane. Death: Award (0)% bonus XP and add 1 next run. execute: Reset to 0.
Offer of Treason
Inflict charmed equal to the opponent's total Corruptions. Repeat for each energy they have. execute: ???
Void Nova
Deal 1 damage. Repeat for each other type of Nova card you played this combat. rampage, lifedrain. defiled.
Zealous Nova
Deal 1 damage. Repeat for each other type of Nova card you played this combat (0). firecast.
Soul Fatigue
start of turn: Inflict 3 Decay. Reduce this by your foe's remaining energy.
Summon the Saints
Spend up to 5 souls to gain an equal amount of zeal, anger, and burning. unique.
Holy Water
one use: Gain 5 . Righteous: This turn, your foe gains burning instead of Health.
Destroy the Darkness
Gain . Righteous: conjure a Holy Water. corrupted: Gain burning equal to your level. charges (1/1).
Kickback
conjure a Custom Bomb, then play all Bombs in hand. Gain stagger equal to the time left on each played. charges (2/2).
Bloodthirst
Remove your foe's bleeding, then gain that much Maximum Health. unique.