silkthewanderer's cards
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6
Thunderdome
Every card gains chain. At the end of every combattant's turn, they lose all chain and their foe gains that much chain.
lightning enchantment
0
Faradays Arena
All cards gain chain. At the end of each combattant's turn, they lose all chain and their foe gains that much chain.
1
Deafening Echoes
When your foe plays a card it already played in the same round, interrupt and inflict 2 sickened.
enchantment
Forged Testament
delve a Treasure. If your foe dies this turn, add it to your deck after combat. unique.
action
This round, when your foe plays a card it already played in the same round, interrupt and inflict 2 sickened.
corrupted action
Grafting Kit
one use: delve an Equipment card and add it to your hand, then choose an Equipment card from your hand to gain Fleshbonded. grounded.
item
Hallucigenic Censer
Activate to gain 1 Delirium and a random energy. deplete: Both combattants gain Sleep. durability (3/3).
equipment
🎩
10
Magpie Familiar
Activate: Steal a blessing with stacks no more than this durability. When you lose , gain 1 durability. durability (3/3).
13
Arborize
Convert ALL afflictions to slow. shift into Blight Oak form.
26
Blight Oak Form
When you discard a card, gain resilience equal to its cost. start of turn: Lose half your resilience and inflict that much Decay. channel.
form
7
Decoy
Activate: Gain 1 evasion. If your foe has a Melee Action in its hand, it can only play Melee Actions this round. durability (4/4).
19
Code of Secrecy
End of Turn: If you dealt no damage this turn, gain 1 evasion and 1 ward. code: You have not visited a Campfire in this Canto.
code
Inferior Knockoff
delve a unique card and add a copy to your hand. It loses unique, gains untempered and has energy costs changed to NL.
Lycanthropic Urge
discard your hand. For each discarded card, conjure a Bestial Companion card and change its energy costs to .
5
Hostage Negotiation
End of Turn: If your foe is below 20% of its max , add a counter. When this has three counters, slay your foe and reward is doubled.
4
Forged Pardon
Prevent the next damage one of your opponent's cards would deal to you. Cards with the same name cost more to play. channel.
3
Thuggery
End of Turn: Reveal the top card of both combattants' decks. Replace all cards with the lowest energy cost among them with a Terror.
23
Raiding Party
Draw a card then trigger the ambush effect of all cards in your hand.
Loaded Dice
discard your hand and draw that many cards. unique. When you use the last talent reroll, remove this from your deck and gain 3 Rerolls.
Hide in Plain Sight
End of Turn: If you have no evasion, gain 1 evasion. Repeat the same for swiftness and ward.
Gingerbread House
Your foe's attacks gain lifedrain. When it is healed over its max , inflict a hex. When your foe has 6 Hexes, this becomes The Hags Hut.
location
Damnation
Each combattant gains equal to their focus then loses 20% of their . charges (5/5) deplete: slay your foe. Gain a Summo Balor companion
Synaptic Lifeblood
Gain 3 focus then exchange your focus with your (this can not increase your maximum ).
magic action
14
Vagabond's Resolve
If you have no energy and no cards in your hand, take another turn after this one. unique.
Intruder Alert
Gain 1 barrier. The next time you lose all barrier, Inflict 1 Jinxed and Draw 1 Card. upgradeable. channel.
Code of Diversity
You may spend energy as if it was energy of any color. code: All cards in your deck have different energy costs from each other.
Cemetery Gate
You may play cards from your discard pile. Whenever you do, return that card to your deck and lose max equal to 1 plus its energy cost.
artifact
Counterblow
This round, whenever your foe's attack deals no damage, Make a basic attack and it inflicts a critical Hit.
melee action
Diplomacy
Inflict 4 charmed. At the start of each round, cleanse your foe's non-charmed afflictions and double its charmed. channel.
Glue Cannon
Deal 3 Damage and Inflict 1 slow. echo for every two cards in your foe's hand.
ranged basic attack
Throw to the Wolves
Your companion acts twice. flanking: This turn your companion cards gain execute: Add a copy of this card to your deck. unique.
Reverbrating Shield
Gain 4 armor. This round, when you lose all armor, interrupt.
Code of Avarice
Your Melee Attacks gain reaping and crushing: Steal a blessing. code: Your is higher than your foe's maximum .
Honorful Challenge
Make a basic attack. Shuffle your foe's deck and conjure a basic attack on top of it.
Superconductor
When you play this from your hand, play the cards next to it for free. They gain chain. chain.
Iron Maiden
ALL Melee Actions gain: "Inflict 1 pinned and cleanse 1 pinned from yourself". A combattant with 20 or more pinned is Slain.
Celestial Chorus
If you caused no damage or affliction on your turn, add a counter. Hymns and Performances gain echo for each counter on this. channel.
divine action
🎃
2
Code of Dishonesty
Your cards gain reliable. code: All cards in your deck are changed from their Base form.
8
Break the Will
Inflict 10 Fear. If this would Stun your foe, Subjugate it instead. unique.
Haunted from Within
Deal 5 reaping Damage. End of Turn: Inflict doom equal to the maximum your enemy lost this turn. channel.
🌸
Flotsam and Jetsam
If the enemy dies before the tide changes, you receive one additional card reward screen at the end of this combat. unique.
☃️
Inertia Blast
Deal 2 damage to each combattant for each time they lost this turn. While this is in your hand, unplayable cards are base copies of it.
Hunt for bigger game
If your foe dies this turn with less than 3 enchantments, gain 50% of its XP and return it to the event deck with a random new enchantment.
Desolation
foretell your foe's doom. Draw a card. If it is a Desolation, double your foe's doom.
Emergency Care
When you have three afflictions and this is in your deck, play it for free and bury a card. cleanse three afflictions. Gain 30 . unique.
9
Overexert
start of turn: Lose half your and gain 5 . End of Turn: If you have no energy, your foe takes this enchantment over from you.
Vile Incubation
When your foe dies during its next turn, start your next combat with potency equal to half the posion with which this foe died. unique.
Second Harvest
Gain 4 regenerate. Your regenerate triggers at both the Start and End of your turn. channel.
Saviour's Advent
Gain a counter for each you spend. When this has 24 counters, remove all to cleanse ALL afflictions and heal your foe and you to full .
divine enchantment
Sacred Oil
one use: If you have no energy and the cards in your hand have a combined energy cost of exactly 8, gain 8 .
divine item
Resolution
Select a code. At the end of this round, if its rule is met, put it in play. If not, conjure a Virtue. memorized. unique.
Celestial Carol
Draw a card. Gain and equal to the drawn cards energy cost. on draw: Gain 1 zeal.
Unholy Solstice
darkness 2 per distinct corruption in your deck. While in darkness, whenever you draw a corruption restore 20% of your Maximum darkness.
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