suxtoosuk's cards
Shell Shock
If your foe dies this turn, at the start of next combat, inflict jinx for the next 2 Ranged Actions you play. upgradeable. charges (1/1).
action
Radiant Cannon
Activate: Convert each energy to 1 counter. deplete: Deal 10 piercing damage for each counter. upgradeable. 2 durability.
divine equipment
Hit Stun
This combat, inflict Jinxed and dazzled at the end of your turn for each 25% of enemy Max Health you dealt as damage that turn.
enchantment
Radiant Core
Gain cost as energy and make this free. start of turn: Gain 1 focus and raise cost by a color not applied. persistent, Psionic.
divine artifact
Aura of Radiance
This combat, reduce damage you take and increase damage you deal by your energy for each energy type you have. memorized, grounded.
divine enchantment
Almighty Impact
Deal 10 damage. Apply all Adaptation effects. unique, grounded.
divine action
Almighty Radiance
Deal 10 damage. empower: Add Adaptation effects for each energy type spent, and each energy type left. grounded.
Radiant Blade
Deal 10 damage. Add an Adaptation effect for each energy type you have. Draw: Adapt 5. discard on success. grounded.
divine basic attack
Heavenly Dream
Gain a stack of a random blessing for each stack of focus. Light, firecast.
Excalibur
Deal 10 damage. Starts combat in discard with 5 Adaptations. Static 2. grounded.
Power Vacuum
Choose to Stun or Subjugate your opponent if the Canto Boss was defeated. Only playable once each Canto. unique, grounded.
corrupted action
Back from the Dead
bury all cards in hand. For each, delve a Buried card and spend souls equal to its cost to conjure a free copy of it. charges (2/2).
corrupted basic attack
The Death Wish
one use: Inflict 5 scars. Starts combat in discard. grounded.
corrupted item
Sands of Time
For every 2 momentum triggers this turn, gain an extra turn and skip the next non-extra turn, and raise required triggers by 2. unique.
Thermal Shock
On the enemy turn, inflict brittle equal to their frozen when a card is played. lasting.
magic frost action
Permafrost
This combat, your foe's frozen drops to 4 instead of fading completely at the end of their turn. upgradeable.
frost enchantment
Shift Blame
Make a non-Elite zone enemy a Companion. It acts 4 times. execute: slay it. Otherwise, fight it after this combat and grant it 4 anger.
Signature in Blood
Gain 1 sinister. If your foe dies this turn, permanently improve this by 1. unique.
Daybreak
If your foe dies this round, remove a scar and heal 1% of your Max Health for each stack of your afflictions. unique.
Justify
This combat, gain for each you spend, and gain zeal and for each corruption or defiled card you play.
corrupted enchantment
Dragon Greed
Gain delirious. Lose 1 and gain 2 anger for each turn this was in hand. persistent. swap. unique.
Dragon Hoard
Inflict dazzled and discard a card. Gain 1 and additional equal to its cost for each turn it was in hand. persistent. swap. unique.
Spirit Medium
Gain Ethereal. After combat, lose 5 Maximum Health and return to full Health. If this would be returned from discard, play it. cursed.
The Golden Touch
Deal damage equal to your level. execute: Gain equal to the overkill but skip Card Rewards. Cannot be Upgraded. unique. cursed.
Food Poisoning
This turn, inflict 3 poison when you play an Ingredient. Gain 1 potency and inflict 1 bane when you trigger garnish. channel.
Exotic Taste
This combat, whenever you play a Monster Card, trigger the garnish effect of the next Ingredient played on the same turn.
Medicinal Leeches
cleanse an affliction and take 2 damage. Gain that much bleeding, Bolster and regenerate. upgradeable. charges (2/2).
Code of Conduct
Your enemy can deal no damage. code: You have dealt no damage this combat.
code
Card Freshener
Turn Start: Restore 2 random durability. Turn End: Gain equal to total durability. upgradeable.
artifact
New Card Smell
This combat, cleanse an affliction and gain Bolster each time you play an Equipment.
In the Shop
Equipment played before this can't be activated. Add a 10% chance for each to gain 1 Maximum durability for each round after combat.
Tune-Up Kit
one use: Add 1 Maximum durability to an Active Equipment. Restore its missing durability and Reactivate it. grounded.
item
Dawnco Plus Card
Lowers all Merchant prices by 5 for each prior purchase in the same visit while in deck. upgradeable. persistent. unplayable. grounded.
Dawnco Card
Lowers all Merchant prices by 5 for each prior purchase in the same visit while in deck. Hidden: ??? persistent. unplayable. grounded.
Versatile Material
delve a basic attack and swap this with it. It gains 5 Adaptation Slots, Adapt 5 on draw, and swap. valuable.
Mythic Greatsword
Deal 10 damage. Gain and barrier and inflict burning equal to your zeal. Psionic, reliable.
Mythic Cleaver
Deal 10 reaping damage. Gain and souls equal to 10% of your foe's Max Health reduction. Psionic, reliable.
melee basic attack
Mythic Daggers
Deal 5 damage and bonus piercing damage equal to sinister. execute: Gain 5 . sinister. Psionic, reliable.
Mythic Hammer
Inflict vulnerable and deal 10 damage. crushing: Inflict brittle and stagger equal to damage dealt. Psionic, reliable.
Mythic Knives
Deal 5 damage. ambush: critical Hit. flanking: Attack again. Psionic, reliable.
ranged basic attack
Mythic Material
delve a Mythic basic attack. swap this with it and add swap. transmute: Replace each option with a Mythic basic attack. valuable.
Everlasting Arsenal
Enhance each Melee or Divine Action or basic attack in hand. Gain for each Eternal Slot in hand. unique, grounded.
The Walking Debt
This combat, if you die with over Zero and under 10 overkill, pay the overkill as to revive with equal . memorized. upgradeable.
Random Nonsense Go
Deal damage equal to the number of cards you own with variance in a random thing. Repeat until each thing was the center. unique.
Code of Creation
After drawing a card, play a random card from anywhere. code: No other cards have more than three things in common with each other.
divine code
Code of Wind
Reduce the energy cost of all Card Rewards after this combat. code: All other cards in your deck are free.
Living Curse
Gain regenerate for each scar when you take damage. After combat, gain a scar. If not Imbued, Imbue this and Revive at full on Death.
Future Memories
Set the Core Memory here or return to the existing Core Memory. Psionic, defiled, cursed.
Keep Moving Forward
one use: Revive with a scar on Death, then gain twice the and Max taken by scars, and inflict equal stagger. unique. grounded.
melee action
Power of Friendship!
Gain rally for each of your Allies. empower: Trigger a Special Effect for each of them. unique.
Friends to Lovers
one use: Lose ALL energy. From options based on the number and colors spent, choose an Ally and turn them to your Companion. grounded.
Enemies to Lovers
Inflict charmed equal to your level. execute: Destroy this and Subjugate your foe. unique.
Strike Twice
This combat, deal 0 damage after you play a chain card. grounded.
magic lightning enchantment
Masterpeace
Play a random Mantra for each different Legendary card you played this combat.
Bound Spirit
You can survive death until the end of combat if you have more than zero but less than 10 overkill. upgradeable, grounded.
Zombotany
Apply the malignancy effect Rotting to your enemy if you have dealt reaping damage over 10% of their base Maximum Health. unique.
Mad Experimentation
Inflict 3 Decay and trigger it 3 times, or 3% chance to Mutate the target. execute: Raise Decay amount and triggers and Mutate chance.
Mathematic Mania
End of turn, deal 1 damage. Add a multiplier of 10 for each digit of Pi after 3 revealed in order by damage or status effects each turn.
Overcomplicate
Convert each enemy blessing stack into 1 . Steal all and gain equal anger. Convert to and anger to focus. grounded.
magic action
Barbed Bracers
Deal 2 damage. If or Rupture were spent, gain anger and attack again. rampage, Rupture.
Combat Shock
Rupture damage and bleeding are turned to temporary Shock counters. Lose 0 after combat.
Final Feats
Your Health cannot drop under your level by Rupture or bleeding damage. When it would, gain armor and equal to your level. Rupture.
Duty until Death
This turn, gain rally equal to the or Rupture cost after playing a card with it.
Unshaken
At the end of turn, gain 2 stagger for each Rupture card played, then transfer it all to your foe. channel. Rupture. upgradeable.
Unfazed Assault
Make a basic attack. empower: Make another. Rupture.
Hysterical Rage
conjure a Fury to your hand and to your deck. Increase anger from Fury cards by the not spent by this. Rupture, grounded.
Hysterical Strength
At the end of your turn, gain and for each Rupture card you played that turn.
Coagulate
Convert up to 3 of your bleeding into resilience. upgradeable.
Gift of Sepsis
Gain potency and inflict bane and a random affliction for each different affliction on your foe. unique, grounded.
Iron Deficiency
Increase the cost of all cards by . After combat, upgrade a random card for each you spend.
Combo Beater
Deal 5 damage, gain haste draw a card. Starts at 1 Charge. discard: Add 1 Charge. charges (3/3).
Ticking Clock
conjure 1 / 2 / 3 Bombs. In 1 / 2 / 3 turns, play all Bombs in hand. Their damage is piercing. charges (1/1).
ranged action
Tempered Steel
After combat, upgrade each card by its number of Adaptations. grounded.
Smithing Template
Randomly move each Adaptation on this to an open slot in hand. Adapt this on draw and start of turn. persistent.
Shape of the Soul
Enemy attacks have a chance equal to your souls to deal half damage and reduce souls instead of Health, and not critical Hit. grounded.
Transfiguration
Deal 5 damage. on Hit: If your enemy is not a Demon or Undead, inflict a random hex and trigger all Hexes.
Hollow Purple
Only a few know about this. slay your Foe.
Reversal Red
Deal 15 damage. critical Hit. swap. Hidden: ???
Amplified Blue
Gain 15 barrier. Your next action will hit. swap. Hidden: ???
Infinite Void
Gain a stack of every blessing and inflict a stack of every affliction. Enemy cannot gain blessings or inflict afflictions.
location
Manipulation
If enemy health is over 10%, choose and play any card previously Imprinted on this. Otherwise, slay them and imprint their cards on this.
Arcane Maelstrom
Transfer all upgrades on mergecraft cards in your deck to this, then deal 0 damage. execute: Remove upgrades equal to overkill.
Arcannibalize
Destroy all mergecraft cards in your hand. Randomly distribute their upgrades between other cards with the same name in your deck. unique.
Arcane Impulse
Deal 5 damage. Advantage: Play a Companion Action with a different name. mergecraft 5.
Belly of the Beast
Grant the Advantage. Your Companion Acts. execute: Card rewards are from the enemy deck and become Companion Actions. grounded.
Tsunami
This turn, if the tide changes to flow, it immediately changes again. channel, unique, grounded.
ebb action
This turn, if the tide changes to Ebb, it immediately changes again. channel, unique, grounded.
flow action
Unstable Core (Red)
(+): Gain armor equal to your level. conjure a free Bash. (-): Gain chain equal to your level. swap. chain.
magic lightning item
Unstable Core (Blue)
(+): Gain armor equal to your level. swap. (-): Gain chain equal to your level. conjure a Zap. chain.
Lightning Reflexes
This combat, all enemy attacks have a chance to miss equal to the number of chain cards you played on your turn.
lightning enchantment
Lightning Speed
This combat, gain momentum when you play a chain card.
Ionizing Radiance
Gain chain and conjure a Zap. Repeat for each type of energy you have. chain.
divine lightning action
Power Conduit
one use: Play any card in hand and take damage equal to its cost. persistent, reliable.
Power Restrictor
This combat, you cannot hold the energy spent. When you would gain it, gain 1 and conjure a Power Conduit. charges (1/1), grounded.
Bike Lock
one use: Inflict between 1-5 dazed at random. ambush: Inflict Jinxed as well. persistent.
Body Lock
Inflict 5 dazed. Reduce dazed by 1 on Hit this turn. rebound (0/5): Inflict Jinxed, steal 5 permanent Max . charges (1/1).
Divine Lock
Inflict 4 dazed. Decrease dazed and increase rebound by spent. rebound (0/10): Inflict Jinxed and dazzled. charges (2/2).
Mental Lock
Inflict 2 dazed. rebound (0/2): Inflict Jinxed. Psionic, charges (2/2).
Arcane Lock
Inflict 2 dazed. rebound (0/2): Gain barrier for each Magic Action in your deck. charges (1/1).
Profane Lock
Inflict Jinxed and 4 dazed. rebound (0/4): Replace this card with a Base Copy. waning.
Legendary Burn
Convert all enemy charmed into burning and trigger it for each remaining energy. execute: Rewards are Legendary. unique.
corrupted fire action
Infection Bio-Bomb
Inflict 1 Biohazard. deplete: Deal piercing damage equal to Biohazard. conjure a free Bio-Bomb next combat. charges (2/2), untempered.
Reaction Bio-Bomb
Inflict 1 Biohazard. deplete: Inflict bleeding and poison equal to Biohazard. charges (2/2), untempered.
Infusion Bio-Bomb
Inflict 1 Biohazard. deplete: Steal Temporary Max and equal to Biohazard. charges (2/2), untempered.
Subversion Bio-Bomb
Inflict 1 Biohazard. deplete: Gain potency and inflict bane equal to Biohazard. charges (2/2), untempered.
Biohazard
Biohazard stacks and increases the effect of enemy Bio-Bombs. Current value: 0
Bombotany
This combat, all Bombs you create become Bio-Bombs, and free instead of Custom. unique.
Sacred Suffering
Trigger your zeal. channel: When you take damage from zeal, gain equal Temporary Max and heal 1% of your Max . unique.
Saint on Sunday
At the end of this turn, convert your zeal to and , and gain an additional amount of both equal to your . channel, grounded.
Sunburn
When you take damage from zeal, inflict equal burning and trigger your foe's burning. firecast, grounded.
divine fire enchantment
Final Flames
bury your hand. Remove cards this Buried. Remove cost of cards this firecast. unique.
Doom Note
rebound 0/2: slay your foe and permanently increase the rebound value by 1. reliable, grounded.
Equally Evil
Set the timers of all your Pacts to 2. grounded, unique.
Winner Takes All
For each of your Pacts, perform 4 and reduce this by the time they have left. If this doesn't execute them, you are Slain.
Fire Star
Deal 1 damage and inflict 1 burning and return to your deck. discard: Upgrade all Fire Stars and return to your deck. firecast, untempered.
magic fire action
Star Forge
Create an untempered Fire Star. charges (1/1).
magic fire basic attack
Pact of Departure
Gain 10% / 20% / 30% bonus XP after combat. In 3 / 2 / 1 turns, you are Slain. unique.
corrupted hymn
Pact of Dragons
Your turn start effects trigger 1 / 2 / 3 extra times now and at the start of your turn. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Divinity
Whenever you would die from a Pact, remove it and face a Judgement instead. In 4 turns, you are Slain. unique.
Pact of Demobilizing
Inflict 1 / 2 / 3 Nullified and slow at the end of your turn. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Desperation
If you would die, leave combat and shuffle this enemy back, then lose 15 / 10 / 5 Max . In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Debt
Increase your reward this combat by 50% / 100% / 150%. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Decay
Now and at the start of your turn, steal 10 / 20 / 30 and Temporary Max . In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Denial
Your cards act Psionic. Now and at the start of your turn, gain 1 / 2 / 3 focus for each . In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Death
Damage you deal is reaping and increased by 1 / 2 / 3 times your level. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Despair
Gain 1 / 2 / 3 stacks of ward and impervious at the end of your turn. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Delay
You can revive once with 15 / 30 / 45 . In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Destruction
echo your Basic Attacks 1 / 2 / 3 times. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Defiance
Inflict 1 Jinxed and 3 / 2 / 1 dazed at the end of your turn. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Darkness
Inflict 5 / 10 / 15 stacks of doom and Fear whenever a card is played. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Disease
Increase the damage and stacks of afflictions you apply by 1 / 2 / 3. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Defense
Reduce damage you take and increase armor you gain by 3 / 6 / 9. In 3 / 2 / 1 turns, you are Slain. unique.
Pact of Dominance
Increase the amount of Health and stacks of blessings you gain by 1 / 2 / 3. In 3 / 2 / 1 turns, you are Slain. unique.
Glorious Return
After 3 cards are removed from combat, return 3 random cards to combat and inflict 3 burning, then remove this. upgradeable.
Magic Key
Deal damage and gain focus equal to your . reliable.
magic basic attack
Overlock
Permanently convert the cost of each non-Basic, non-grounded card in your hand into that much Sealed. unique.
Wandering Eye
Choose any card in your Deck, discard, or Scrap Pile to swap places with this. cursed, persistent, grounded. Hidden: ???
Eye of Black Marble
Choose from 2/4/6 options when drawing from your Deck, discard, or Scrap Pile. End of Turn: Defile 1/2/3 energy.
corrupted artifact
Vulture Familiar
Activate: Return a card to your hand and inflict Decay equal to its cost. deplete: Return this to your hand. durability 3/3.
equipment
Void of Shame
The next card you play has a 99% chance to critical Hit. Hidden: ???
Running on Empty
Your actions deal additional damage equal to your durability. At the end of this turn, lose all durability and deal equal damage.
Eye of the Nova
Deal damage equal to the number of Nova cards you have. Repeat for each other type of Nova card you played this combat. unique, grounded.
Blade Nova
Inflict 1 bleeding. Repeat for each other type of Nova card you played this combat. Deal 1 piercing damage. sinister.
Shadow Nova
Gain 1 ferocity and 1 darkness. Repeat for each other type of Nova card you played this combat.
Arcane Nova
Add a random mergecraft card to your deck. Repeat for each other type of Nova card you played this combat. unique, grounded.
Burning Grace
one use: Add firecast to all non-grounded cards you own and gain the talent Devil's Footprints. grounded.
divine fire action
Infernal Ignition
one use: Randomly destroy half your cards and gain 5 burning for each, or swap this. Chance improved by Luck. grounded.
Code of Syncreticism
When is defiled, remove and gain both anger and zeal. code: Your deck contains an equal number of Divine and corrupted cards.
Extinguish
Convert your foe's burning to Decay and inflict 3 dazed. Decay triggers again for each stack of dazed at the end of their turn. unique.
Aim Assist
While ambush or finale are active, your Ranged Actions are piercing. unique.
Pay to Win
Spend Gold equal to your foe's health to slay them. Otherwise, gain Gold equal to your level. grounded, unique.
Premium Pass Level 3
After 3 turns, delve a Legendary card and add it to your deck, then increase your score for this run by 2%.
path
Premium Pass Level 2
After 2 turns, delve a Rare card and add it to your deck, then advance.
Premium Pass Level 1
After 2 turns, delve an Uncommon card and add it to your deck, then advance.
Battle Pass Level 3
After 3 turns, delve a Rare card and add it to your deck, and increase Gold from killing enemies by 2.
Battle Pass Level 2
Battle Pass Level 1
After 2 turns, delve a Common card and add it to your deck, then advance.
Into Battle
Apply Battle Pass. If this is Foiled, also apply Premium Pass. unique.
Loot Box
Upgrade this. deplete: Destroy this and add 3 random neutral cards to your deck. upgradeable. grounded. charges (3/3).
Card Pack
one use: Choose a color. Add 8 random cards of that color to your deck. grounded.
Radioactive Waste
This combat, inflict 1 Decay for each card you Scavenge. unique.
Glowing Ammo
Your next 2 Ranged Actions deal reaping damage and can inflict Decay at the start of next combat equal to the overkill. charges (1/1).
Smokescreen
While in darkness, inflict dazed. Remove your foe's burning and gain equal darkness. charges (2/2).
Multitool
Deal 4 damage. Flexible.
Glowing Isotope
one use: Play a Fallout. channel its effects.
Fallout
Remove the countdown from all Bombs in hand. Inflict that much Decay whenever you play a Bomb this turn. charges (1/1).
Missile Silo
Activate: conjure a Bomb and upgrade all Bombs in hand by their countdown. deplete: Play all Bombs. durability (3/3). grounded.
Imposter Syndrome
Remove all your Paths. This combat, when you play a Monster card, repeat its effects once for each Path removed and each time you Advanced.
Lights Out
Until the end of your next turn, your foe cannot play Monster cards, and you can only play Monster cards. unique.
Move Unseen
Gain evasion and swiftness when you play a Monster Card. channel.
Cast Suspicion
Deal 1% of the enemy's Maximum Health as damage for each round that has passed. Repeat for every Monster card played by you or your foe.
Clear Suspicion
Gain 1% of your Maximum Health for each time you've Advanced this combat. Repeat for every Path you've played this combat.
Urgent Meeting
Play either Cast Suspicion or Clear Suspicion. unique.
Kill
conjure a Monster Card. When you play a Monster Card, there is a 0% Chance to slay your Foe, then improve this by 1%. channel.
Part of the Crew
Start a Path not in play. After completing 3 Paths, slay your Foe. unique.
Shadow Sect
If the enemy health is lower than your sinister, leave combat and choose any one of their cards to add to your deck. unique, grounded.
Villain Arc
conjure a Zap for each Monster Card in your hand. channel: When drawn, Monster Cards gain chain. defiled. chain.
Contrast Strike
Deal 5 damage. Hidden: ???
Resonance
perform 2 if not performing, otherwise perform 1. If this ends your performance, repeat its effects. charges (2/2).
Angel Druid Claws
Gain Health equal to 5% of your Max, plus zeal. Inflict burning equal to twice the Health gained this turn. Trigger your foe's burning.
Demon Druid Claws
Deal 5 lifedrain damage. Add a Terror to the enemy deck. If this hit, add another.
Taker of Faces
When you shift your form, delve a Monster Enchantment. start of turn: Choose a Monster Card to play, with 3 options for each Enchantment.
Skinwalker's Shroud
When you discard a card, add a Terror to the opposing deck. start of turn: delve a Monster Card from a slain foe. unique, grounded.
Tainted Cloak
delve and play a Monster Enchantment. Convert the next card you play into a random Monster Card. Hidden: ??? unique.
Druid's Robe
This combat, replace any form you enter with its Advanced form. unique, grounded.
Tree Druid "Claws"
This is your life now. unplayable, persistent, cursed.
Tree Druid
You're a tree now. Trees don't talk, or move around. Or play cards. Hopefully you get Interrupted. This could take a while... channel.
corrupted form
Dragon Druid Claws
Deal 4 damage. Attack again for each round of combat. Gain 1 ward and draw a card.
Raven Druid Claws
Deal 4 damage 2 times. Gain 2 focus. Becomes Psionic when Foretold.
Cat Druid Claws
Deal 4 damage and inflict 4 bleeding. ambush: Inflict bleeding equal to the damage dealt.
Bear Druid Claws
Deal 5 damage. Gain armor equal to the damage dealt and gain 1 regenerate.
Anyform Druid
When you discard an Anyform Claw, add a random keyword and upgrade it. start of turn: Create an untempered Anyform Claw. Not a true form.
form
Raven Druid
When you discard a card, gain 1 focus. start of turn: Play a Clarity. channel.
Cat Druid
When you discard a card, gain 1 haste and inflict 1 bleeding. start of turn: Play a Lay in Wait and gain 3 ferocity. channel.
Bear Druid
When you discard a card, gain 3 armor and 1 regenerate. start of turn: Gain 3 and 1 anger. channel.
Dragon Druid
When you discard a card, cleanse an affliction and dispel a blessing. start of turn: Gain and ward. channel.
Forgotten Pelt
Enter an advanced form. Hidden: ??? unique.
Anymorph
Gain Anyform. Add a base copy of this to your deck and gain 5 health when transformed. Hidden: ??? cursed.
Anyform
When you discard an Anyform Claw, add a random keyword. start of turn: conjure an Anyform Claw. Not a true form. channel.
Arcane Core
Increase all mergecraft values by 1 while you have this. persistent, heavy.
Vow of Vengeance
one use: Imbue this. Gain anger equal to your level at start of combat with a foe that shares a type with this one. grounded.
Chaos Projection
Deal 6 damage. execute: delve and gain a mergecraft card, then randomly add a keyword to a mergecraft card you have.
Starting Gun
Deal 4 damage. Opener: critical Hit. ambush: Improve Ranged damage by the amount dealt. channel. charges (1/1).
Midnight Snack
Start next combat with 1 darkness for each Ingredient you play this turn. upgradeable. lasting. charges (1/1).
Stress Eating
This combat, conjure an Ingredient at the start of your turn for each attack card the enemy played on their turn.
Brain Death
Inflict 0 charmed. Increase by 2 for each focus you gain, decrease by 2 for each card they play. upgradeable. persistent.
Brightstorm
Deal 3 damage 3 times. firecast. unplayable. upgradeable.
Nightblade
Deal 10 piercing damage. Draw: Upgrade this by your Energy. Lightless. firecast. untempered.
Brightblade
Deal 10 damage. Draw: Add an Adaptation Slot and Adapt this, or upgrade this. Repeat for each energy type you have. firecast. untempered.
Radiant Rebirth
Activate: bury a basic attack in hand and create a Brightblade. Lightless: ??? durability (4/4).
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.
Suffocate
This combat, poison you inflict deals reaping damage when triggered. unique.
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.
Polarization
Inflict frozen for each time you changed your Polarity this turn. (+): Improved by armor. (-): Improved by chain. chain.
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.
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.
Virtue Signaling
This combat, whenever you play a Virtue, inflict dazzled. If the target was already dazzled, your Companion acts. unique.
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.
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.
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.
Are you serious?
I tried to warn you. slay yourself, cursed.
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.
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.
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.
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).
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).
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.
Shiver Ye Timbers!
Transfer your bane and frozen. tidal: Gain bane. persistent.
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.
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).
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.
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.
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.