urus's cards
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3
Discombobulate
Deal 5 damage. discard each basic attack in your hand, then echo for each. persistent.
melee action
7
Sharp Wit
foretell 3. Inflict 1 bleeding for each Magic Action revealed this way.
action
9
Thieves' Cant
When you play a Mantra, copies of it are sinister this turn.
enchantment
5
Duck!
discard a card and gain evasion equal to its cost. flanking: Gain swiftness.
16
Lurk Beneath
Summon Clones equal to the foe's drowning. When this appears in a foretell, inflict 1 drowning.
4
Blackjack
Deal 2 damage. on Hit: Inflict 2 dazed. rebound (0/21): slay your foe. Resets at the end of combat.
Dead Money
one use: swap your and your Maximum .
Devil's Bargain
one use: delve a Treasure and add it to your deck, gain 50 , and heal to full. Add a Sin to your deck with cursed and memorized.
Grand Theft
If your foe dies this turn, add a Stolen Goods to your deck. charges (1/1). grounded.
21
Stolen Goods
heavy. unplayable. valuable. At the end of the Canto, remove this and gain 20 .
item
10
Getaway
discard a card. Gain momentum and cleanse afflictions equal to its cost. reliable.
🎃
Tomes of Innovation
Activate to delve a Nova and create an untempered copy. deplete: Gain Nova Savant. durability (3/3). unique.
artifact
Supernova
Play a copy of each other type of Nova card you played this combat.
Snagging Strike
Make a basic attack. on Hit: Your foe draws a corruption from their deck.
Unearth
delve a Divine action and shuffle an untempered copy with "on draw: Upgrade this 1 time". upgradeable.
8
Yield My Flesh
Deal 7 damage. interrupt if this is free. When you take damage, reduce this cost by 1. persistent. rampage.
Rise from the Ashes
start of turn: if you are burning, gain Fortified. When you would die from burning, gain twice your burning as and imbue this.
12
Molten Rock
Inflict 1 burning. on draw: Increase this card's next burning by 2.
fire action
Volcanic Fissures
Whenever you inflict a crushing Blow, trigger your foe's burning and shuffle a card back into your deck.
fire enchantment
Eruption
This turn, inflict 1 burning whenever you shuffle a card into your deck. frenzy: echo. lasting.
6
Igneous Rock
Inflict burning equal to your performance. bury a card and perform equal to its cost.
Styx and Stones
delve a card from your discard pile and return it to your hand. Shuffle the unchosen cards into your deck.
Goldenslaughterer
Add a Sin to your deck, then inflict a hex for each different Sin you have. If you have all seven, destroy one of each and slay the foe.
Iron Lotus
Inflict burning equal to your armor. bury a card. If it has firecast, gain Fortified.
String Theocracy
When you play a Divine action, add a Snare to the foe's deck. Your Divine actions are sinister.
Burial of the Dead
Move all heavy cards in your deck to your discard pile. Gain 1 Soul for each. memorized. heavy.
Web of Lies
Snares inflict Fear equal to the damage they deal. When your foe plays a corruption, gain 1 sinister.
Militia
Your Common cards' energy costs are converted to . If you control all four Banners, Imbue this.
1
Round of Applause
When you finish a performance, trigger finale on the next card you play.
Book of the Dead
At the end of combat, the last card you played gains cursed. Replace all rewards with cursed base copies of that card.
A Dark Wind Blows
Gain 1 evasion. delve a card from your discard pile and return it to your hand.
Cackle
Draw a card. Repeat until you draw a non-cursed card.
Witch's Game
A card in hand permanently gains cursed. If you have more cursed cards than the opponent's Hexes, inflict a random hex.
13
Lantern Carving
This turn, Totems you summon or conjure are corrupted. echo while in darkness. lasting.
Mad Science
When you gain focus, gain 1 anger.
Shadow of Death
When you spend souls while in darkness, gain that much darkness. Imbue this after spending 100 souls. unique.
Harvest Festival
conjure an Ingredient for each type of Energy you have.
Clinging Cobwebs
start of turn: If your foe's deck has any Snares, they draw one and gain 1 Slowed.
Tombstone Slam
Deal 3 damage. If this is a critical Hit, return a card to your hand. crushing: Shuffle this card into your deck.
Cryptic Costume
delve a Class. Activate: delve a card of that class's color and play it. 3 durability.
equipment
Monster Mash
If the foe is slain this round, conjure 3 Ingredients at the start of next combat. unique.
Dark & Stormy Night
Your darkness actions have chain. At the end of your turn while in darkness, gain darkness equal to your chain.
lightning enchantment
Tricky Treats
Add a Potion, a Forbidden Fruit, and a Sin to your deck. charges (1/1)
corrupted action
Slasher
While your ambush is active, your Melee Actions are piercing and sinister.
Candy Feast
This combat, after you play a Potion, gain and inflict a random hex. memorized.
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