suxtoosuk's cards
Pop!
You are Slain after taking damage. Fades after the next card is played.
revelation
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.
action
Up the Ante
Your foe gains a random Monster Enchantment and grants 1-15 additional Gold on death.
corrupted action
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.
corrupted enchantment
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.
corrupted equipment
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.
ranged action
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.
enchantment
Reinforced Learning
Deal 5 damage. Advantage: If this kills your foe, add one of their cards to your Companion Deck.
melee action
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.
magic lightning action
Arcane Blast
one use: Deal damage equal to the total upgrades in your deck. grounded.
magic action
Ol' Trusty
Deal 5 damage. rampage and piercing while dominated, stunned, or pinned. reliable, grounded.
melee basic attack
Storm Surge
(+): Gain . (-): Gain . chain. charges (2/2).
lightning action
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.
lightning enchantment
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.
magic lightning enchantment
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.
corrupted artifact
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.
magic enchantment
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).
divine action
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.
divine equipment
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.
divine item
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.