☃️
fatalitee's cards
Live not on evil
one use: Heal 10 . Remove a corruption from your deck. Shuffle this into your opponent’s deck.
divine action
Clockwork Construct
start of turn: Gain 2 haste and inflict 2 slow. Draw 2 cards. Construct 3. channel requires and 1 Tinker
action
Wrench
Deal 4 damage. Gain 1 Tinker
basic attack
Eureka!
Gain tinker this turn for each Construct played. Any unused stacks are removed at the end of the turn. grounded.
Flamer construct
start of turn: Inflict 3 burning. Construct 1.
Mass production
start of turn: A random Construct effect that is in play gains 1 additional stack. Construct 3
enchantment
Bladestorm construct
start of turn: Deal 4 damage. Inflict bleeding equal to the damage dealt. Construct 2. unique.
Sentry Construct
start of turn: Gain 2 armor and barrier per stack. barrier cannot be dispelled. Construct 2. unique
Sea dragons blessing
Change the tide and trigger your start of turn effect. tidal: Your start of turn effects happen twice. persistent.
Draconic Ire
Deal 20 damage. Reduce the cost by 1 for each turn this starts in your hand. Also inflict 10 burning if not conjured and costs 0. persistent
magic action
Dragon’s Greed
Deal 5 damage. on Hit: gain 3 , this value is increased by 3 for each turn this starts in your hand. persistent.
melee action
Dragon Tail
Deal 10 damage. Inflict 4 dazed, reduced by 1 for each turn this starts in your hand. persistent.
Iai Strike
Deal 10 damage. ambush: critical Hit. on draw: Cant be played . on Hit: Draw 1 basic attack and reduce its cost by 2. persistent.
Whisperbane
Deal 5 damage. frenzy: rampage. Defile 1 and critical Hit every (0/4) attacks.
corrupted basic attack
Flurry of Wrath
Make a basic attack with reaping. on Hit: Gain 1 anger. frenzy: Repeat for each defiled energy. grounded.
corrupted action
Dreadlord’s Ruin
After you defile 2 or more energy in one turn, deal 5 damage, then gain 2 anger and advance. lifedrain. unique.
path
Demonic Promise
start of turn: Lose 1 Gain 1 anger. Defile 1 channel. grounded. upgradeable. Upgraded value will be randomised.
Sacramentum
Start of combat, become Oathbound. If a corrupted action is added intentionally after this talent, you cannot revive.
Crowd Pleaser
For every time damage is dealt through bleeding, gain 2 . Remove enchantment if there is no active bleeding.
Showstopper
End your current performance. Inflict bleeding equal to twice your performance stack. Then perform 1
Not entertained?
Inflict 10 bleeding, it cannot be dispelled for 3 turns. Gain 1 dazed and perform 6 next turn.
Second Wind
If you deplete all your energy this turn, gain 3 . At the start of next turn, lose 1 and you cannot gain blessings.
Essence devourer
If you slay the opponent this turn, imbue their enchantment. charges persist after combat. deplete; remove from deck charges: (3/3).
Clairvoyant Potion
one use: Gain 3 focus. foretell 6. Play the card immediately for free.
item
Catalysing Strike
Deal 8 damage. on Hit:Turn a random potion in hand into a higher rarity potion.
Code of Ethics
start of turn: Heal 10 . You cannot gain or inflict afflictions. code: Your deck does not contain any direct damage cards.
divine code
Code of Valor
start of turn: Gain 1 anger and 1 rally. Immune to dispel code: Your deck only consists of cards that cost
code
He knows
He knows if you are naughty or nice naughty: lose 3 and gain a Coal nice: gain 3 and gain 3 random blessings
Head of Dullahan
My head I see! I'm filled with glee! And for thee! A death decree! This combat inflict doom equal to damage done
corrupted enchantment
Dullahan
Cast me three and set me free! Find my head and a reward for thee! deplete: Add 'Head of Dullahan' into your deck. durability (3/3). unique.
corrupted artifact
Fireside Blessings
Activate: Draw a card and give it firecast for this combat. If a card with firecast is drawn, bury it. durability (2/2).
divine equipment
Frigid Riposte
Inflict frozen to your opponent equal to your damage taken