☀️
palxin's cards
🎃
Spite
Your next melee attack has lifedrain. If you have died this combat, draw a card and cleanse an affliction.
action
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.
ranged action
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.
frost enchantment
Weapons of Myth
Your Basic Attacks gain the Divine type this combat. Gain 10 zeal when playing a Legendary basic attack.
divine enchantment
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.
divine action
Prowl
ambush: Gain 5 ferocity. continuity: Gain 2 anger. finale: Deal 5 damage. darkness 5.
melee action
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.
magic action
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.
equipment
Throwing Spear
ancestral: Recall. 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.
enchantment
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.
corrupted action
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.