☀️
palxin's cards
🐲
Hymn of Selandris
Gain 5 barrier. Inflict 20 doom in 2 turns.
magic action
Pariah
Gain 5 focus. Add a random Sin and a random revelation to you and your foe’s deck.
action
Robotic
Gain whenever your foe plays a plays an Card. Take double damage from Fire and Lightning actions.
enchantment
Weigh Down
start of turn: Add 2 temporary Gift of the Sea to your foe’s deck, convert their cost to . Inflict drowning equal to foe’s equipment.
frost enchantment
Brood
Draw an Equipment from your deck. Gain darkness equal to the anger granted by Fury cards. darkness 5.
🎩
Silenced Ammo
Your next 3 ranged actions have piercing and ambush: Gain 2 haste.
Voidfall
Take damage and gain darkness for each of your Corruptions. When this is destroyed, add a copy to your deck and swap it. defiled.
corrupted action
Temptation
Gain 10 armor and 2 rally. Add a Malignance to your deck. corrupted: swap.
Persistent Return
start of turn: Gain 1 anger and 1 zeal. Increase these numbers each time you die this combat.
divine enchantment
Flush
ambush: Grant the Advantage. Your Companion Acts. Your next Ranged attack Critical Hits.
Kingmaker
dispel a blessing. Your companion acts. execute: ascend at the start of the next combat.
melee action
Throttle
Deal damage equal to the number of Critical Hits you have dealt this combat. piercing.
melee lightning action
Conduct
This combat, conjure a Lightning Bolt whenever you perform.
Read ‘Em and Weep
You and your foe discard your hands, then both draw three cards. If your hand costs more, gain 10 . unique.
Blindside
Reset your ambush. Grant the Advantage. flanking: Inflict 1 dazzled and 1 weakness.
Privateer
discard a random card. This turn, gain equal to that card’s cost whenever you change the tide. charges (1/1).
🎃
Hibernate
shift into a random beastform. Inflict 2 frozen whenever you discard a card this turn.
magic frost action
Treestride
Gain 1 haste. Reset your ambush. firecast.
Awakened Guardians
Trigger your Totems. If you have , reduce the next incoming damage by 4. heavy.
Foxfire Aura
You and your opponent convert a blessing to zeal. frenzy: Increase all your blessings by 1.
divine action
As Foretold
start of turn: foretell 2, then draw a card. Inflict 10 doom if a revelation is revealed.
Reaffirm
Gain 2 Virtues. ancestral: Summon a Totem. unique.
Defend the Grove
Make a basic attack. If was spent, delve an Arrow.
ranged action
Wild Power
bury a card, then gain 2 ferocity and 1 regenerate for each card in your hand.
Supply Lines
Draw an Equipment, an Item, and a basic attack.
Brambles and Thorns
This round, gain 1 zeal when the foe plays an action. continuity: Add 2 Snares to the foe’s deck.
Life from Dust
If the foe dies this turn, gain 3 regenerate and at the start of next combat.
Blessing of Spring
cleanse an affliction. Gain 1 Bolster. Draw a Card.
Wrathbolt
Deal 2-4 damage and inflict 1 dazzled. Gain resilience equal to half the damage dealt.
divine lightning action
Primal Calm
Convert your zeal to regenerate. swap this.
Primal Fervor
Convert your regenerate to zeal. swap this.
Vow of Sacrifices
Convert all costs in hand to . Gain Oathbound if 5 or more energy is converted. charges (1/1).
Tentacled Familiar
ambush and Activate: Add a counter. At the end of your turn, inflict drowning for each counter deplete: Draw a Surge. 5 durability.
equipment
Forge Self
Gain 1 zeal. Gain 1 Maximum . Take 1 Damage. upgradeable. mergecraft 1.
Rooftop Experiments
Draw a lightning action and gain 3 chain the first time you Transform, Destroy, bury, and Return a card each turn.
magic enchantment
Spite
Your next melee attack has lifedrain. If you have died this combat, draw a card and cleanse an affliction.
Barricade the Door
Gain Fortified. Gain resilience for each damage you took since your last turn.
Commissioned Hunt
Gain a random Contract, then bury this card. memorized.
Seance
Whenever you spend energy, gain that many souls. Whenever you spend souls, gain Ritualist. channel. grounded.
Harpoon
Deal 5 damage. Inflict bleeding equal to damage dealt. Inflict a critical Hit if the foe has 5 or more drowning.
Flickering Candle
When played, or Activated, dispel a blessing. deplete: Gain darkness equal to your sinister. 2 durability.
fire equipment
Dread Army
This combat, whenever you gain rally, add a Risen Ghoul to the foe’s deck. start of turn: Gain 1 rally.
Weapons of Myth
Your Basic Attacks gain the Divine type this combat. Gain 10 zeal when playing a Legendary basic attack.
Volatile Concoction
one use: Inflict 2 bane. Gain 1 potency.
item
Frigid Alchemy
This combat, inflict 1 frozen when you play an Item or Potion.
Endeavor
Gain for each card played this turn. If you have no cards in hand, gain 5 armor.
Prowl
ambush: Gain 5 ferocity. continuity: Gain 2 anger. finale: Deal 5 damage. darkness 5.
Feint
Make a basic attack. discard: Gain 1 evasion.
Thunder Crossbow
Activate to deal 2 damage and conjure a Storm Arrow. deplete: Reload all your Ammo. durability 5.
ranged lightning equipment
Enchanter’s Ammo
Your next 3 Ranged Actions have on Hit: conjure a Magic Action and reduce its cost to 0.
Visions of Ash
foretell 3, then put the top card of your deck into your discard pile.
Cosmic Lance
Your next Stardart this turn inflicts burning and doom equal to the damage dealt.
Season of Change
Draw a card, then discard a card. The next time you shift this turn, change the tide.
Corner Prey.
Deal 3 damage. Your next melee attack this turn has Ranpage. bloodlust: piercing.
Wind Wall
Gain evasion. Reduce incoming ranged damage by 3 until the start of your next turn.
Hurricane
start of turn: Deal 2 damage twice. Increase damage for every three lightning cards you play. Can’t be upgraded. channel.
lightning action
Bagpipes
Activate: perform 1, then add a Terror to the Foe’s deck. 4 durability.
Throwing Spear
ancestral: Start with 2 additional durability Activate to deal 4 damage. piercing. durability 2.
ranged equipment
Lineage
Draw a card. ancestral: Gain 1 Bolster.
Plans within Plans
This combat, your actions have reliable while you have ambush.
Heavy Metal
Whenever you play a heavy card, perform 1.
Quickening
This combat, gain 1 momentum whenever you draw a Malignance. defiled.
Up Tempo
perform 1, then gain haste equal to your performance.
Hide in the Crowd
unscathed: Gain 1 evasion and Summon a clone.
Arena Earnings
This combat, gain 2 at the start of your turn if you are unscathed.
Multitasking
Gain 2 focus and repeat all “start of turn” effects. Reduce this card’s cost by for each effect you are Channeling.
Dragon Scales
Gain 3 armor and 3 reflect. start of turn: Increase the armor and reflect gained by 3. persistent.
🌸
Circle of Protection
Draw a card. Inflict 1 weakness against non-Humanoids. start of turn: Gain 1 ward. channel.
Assassin’s Orders
Inflict Marked. delve a Contract. If you fail to complete you Contracts this battle, remove this from your deck. unique.
corrupted artifact
Planar Anchor
Your foe gains silenced. Your actions inflict 3 additional damage to Spirits and Elementals. channel.
one use: Inflict Marked. delve a Contract:
Bounty Hunt
Deal 3 Damage. execute: Gain gold equal to your level. sinister.
Terrifying Howl
Gain 5 darkness and interrupt. shift into form of the Lycan. If you were in form of the Lycan, inflict 1 weakness.
Lycan Claws
Deal 5 damage. slay: Gain 5 .
melee basic attack
Form of the Lycan
Whenever you discard a card, gain 1 darkness. start of turn: Gain 3 ferocity. channel.
corrupted form
Sting
Inflict 3 poison. shift into form of the Spider. If you are in form of the Spider, gain 1 potency and inflict 1 bane.
Spider Claws
Deal 1 damage. flow (0/3): Inflict 1 sickened and slow. piercing.
Form of the Spider
Whenever you discard a card, inflict 1 infected. start of turn: Your opponent discards a card. channel.
Shark Claws
Deal 3 damage. Gain 1 momentum.
magic frost basic attack
Blood in the Water
Fortell 3. shift into form of the Shark. If you were in form of the Shark, change the tide.
Form of the Shark
Whenever you discard a card, inflict 1 drowning. start of turn: Gain . channel.
form
Polycephalic Strike
Deal 2 damage. shift into form of Hydra. If you were in form of Hydra, inflict stagger equal to the damage dealt. rampage.
Hydra Claws
Deal 3 damage. crushing: Gain 2 regenerate.
Form of the Hydra
Whenever you discard a card, deal 1 damage. start of turn: Gain 1 anger. channel.