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thewarden6606's cards
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Code of Sanctity
start of turn: Conjour a Censorship. code: All other cards in your deck are firecast. unique.
divine code
An eye for an eye
This combat, whenever you gain a scar inflict a deep wound.
enchantment
Red lense
Gain . While in your deck can turn into cards and card into an cards when you transmute them.
action
Festive Merryment
All enemies conjour a free another round at the start of their turn.
Prismatic Shell
Change the colour of your prismatic shell to match the energy spent. Gain 1 stack when you change colour. channel
magic action
Prismatic Shell GL
start of turn: Heal 2 per stack of Prismatic Shell. Gain impervious if you have 5 or more stacks. channel
Prismatic Shell BL
start of turn: Gain 1 barrier per stack of Prismatic Shell. cleanse an affliction if you have 5 or more stacks. channel
Prismatic Shell GR
start of turn: Gain 1 evasion per stack of Prismatic Shell. Gain swiftness if you have 5 or more stacks. channel
Prismatic Shell RD
start of turn: Gain 3 armor per stack of Prismatic Shell. Gain Fortified if you have 5 or more stacks. channel
Welcoming Hearth
one use: Add a campfire to the current canto.
Imp lightshow
This combat inflict 1 dazzled whenever you gain delirious.
Mind over matter
Gain 1 reflect, enter Meditation stance.
Meditation stance
When the enemy deals damage to you, gain barrier equal to half the damage taken. You are immune to bane.
form
Pancake
This combat conjour an ingredient when you land a crushing blow.
Regrowth
After 1/2/3 turns restore 1/3/5 to a waning card in your deck.
hymn
Snow day
Inflict 1 frozen. ambush: Gain and inflict 100 frozen instead. unique.
Double Jeopardy
echo the next action you play. sinister. unique.
Lifebond
If you are executed this round inflict damage equal to the health you lost this round. unique
Learned Scholar
Your scholar effects trigger twice.
The whole hog
Remove all sated heal 2% of your max per sated. reliable. unique.
Radiant Reclamation
Convert to . Then randomize the energy this card gives.
Shortcut
one use: Pick a path you have in play and advance it. grounded.
Red Lense
transmute a card into a card or a card into a card. deplete Gain durability 3
equipment
Green Lense
Blue Lense
Rippling Mutagen
Assimilate: Add echo and defiled. unplayable. grounded.
corrupted item
Ghostly Mutagen
Assimilate: Add figmented and cursed. unplayable. grounded.
Mutate
Destroy a card and add a base copy with a random mutagen to your deck. charges 1/1
corrupted action
Baby Mimic
Remove the top card of your deck for the rest of this combat. deplete: Destroy one of the removed cards. charges 3/3
Sheathe the Blade
Shuffle all Basic Attacks back into your deck. Gain 1 haste for each basic attack shuffled.
Bottled Lightning
Gain 0 chain, this card loses it's upgrades. If you have chain lose it and upgrade this card that much. chain. grounded.
lightning artifact
arcane delusions
Deal 5 damage. waning, when this card reaches 0 destroy it and add a base copy to your deck. mergecraft
🌸
Crab familiar
Activate: Low tide remove all the enemy armor; High tide gain 3 armor and fortified.
Harpoon
Deal 4 damage.
melee ebb basic attack
Deal 6 damage. interrupt
ranged flow basic attack
Nova the Rainbow
Conjour a free nova of each hue you have played this combat. unique
Surfboard
Activate to gain 1 ebb:momentum/flow:haste. Refresh when the tide changes. Durabillity 5
Wipeout
On conjour gain 1 dazzled and sickness. unplayable
Surfs up dude!
Gain 1 haste and draw a card.
Rockpool
delve a tidal card. Return to hand when the tide changes to Ebb. heavy. charges 3/3.
Prismatic Pearl
Infuse a random card in your hand, then set this cards cost equal to the infused cards but random energy. grounded.
artifact
Prose of the Cat
In 1 turn gain ferocity equal to your performance and your next attack critical hits.
performance
Jian
Deal 3 Damage. swap
melee basic attack
The Pen is mighter
swap all Jian to Ink Brush. You gain poet.
Ravenous
Deal 10 damage convert all sated and posion to bonus damage. Add a gluttony to your deck. lifedrain.
melee action
Wait and see
Add a sloth to your deck. Until the end of this combat your foretell is increased by your slow. unique.
Arcanists Hubris
Add mergecraft to a random card in your deck, add a Pride to your deck. one use.
Driftwood Idol
This combat gain a totem each time the tide changes.
Deal 4 damage. Your next Harpoon (flow) this turn Interrupts.
Deal 6 damage. Your next Harpoon (Ebb) this turn Critical Hits.
Drowned Memories
This combat tidal cards counters are increased by the number of heavy cards in your discard pile on draw.
Dark Reflection
Fortell 3. Create an untempered, corrupted, cost copy of the fortold card. Does not work on unique cards. unique
Tide of battle
Gain fortified, this round gain 1 armor when you are attacked. tidal: gain 2 rally. persistent.
melee ebb action
Your next attack this turn critical hits, on Hit trigger you rally. ambush: It also gains piercing. persistent.
melee flow action
Reap what you sow
This combat after playing 5 seedlings, your next attack deals reaping damage and conjures a herb.
Recuve Bow
Deal 3 damage. flanking: discard a card. finale: draw a card for each card discarded this turn.
ranged basic attack
Hop to it!
Play Hidden Pouch if you have not already this combat. Enter form of the Kangaroo. unique.
Form of the Kangaroo
start of turn add Joey into your discard pile. Gain 1 momentum when you discard a card. channel.
Joey
one use: Restore 1 durabillity to your Hidden Pouch. grounded. Unttempered.
item
Prismatic Grindstone
Upgrade all cards matching this cards combination of type and colour. Then randomize this cards type and colour. unique.
magic artifact
Demonic Defiance
Gain 1 stack per 10% you lose. When dealt damage gain 1 rally per stack. At the start of turn lose a stack.
Dread Strike
Convert a stack of Demonic Defiance to [difficulty] anger. Then deal 5 damage.
Soul Splinter
Use to bind to your class. Use again to gain a talent from the bound class, then destory this card. grounded.
Shadow Slash
Convert all you <:defiledEnergy:1274694527268945980> to sinister, then deal damage equal to your sinister.
Outlaw
This combat when a card rebounds it acts like a sinister card.
Crashing Wave
Deal 4 damage. crushing Interupt and Change the tide.
Typhoons Wrath
Gain 1 anger. tidal increase the anger by 1. persistent.
Deal 4 damage. Gain chain equal to the damage dealt. persistent. chain. rampage.
Opening
Lose all Armour. Gain 2 vulnerable.
Stumble
Lose all evasion. Gain 2 slow.
Fatigued
Lose all barrier. Gain 2 sickened
Riposte
Add a corruption to the foes deck. Free after you block an attack.
opportunity attack
Deal 4 damage. Critical hits and piercing if the enemy played a corruption on thier turn.
Wrench
Choose a card with ambush, bloodlust, cascade, continuity, finale, flanking, flow or frenzy and give it another instead.
Coconut cup
Activate to gain 1 rally and 1 delirious. Gains 1 durability whenever you play a Potion. durability (1/1). unique.
Tactitions ploy
delve a corruption and place it on top of the enemy deck.
Plow on
Reset the cost of all cards in hand. Remove all pinned and slow. Enter ramming stance. grounded. reliable.
Ramming Stance
Gain 1 momentum for each energy you spend. You are immune to slow.
Time and tide
Give a card in hand tidal and grounded. It's ebb costs 1 less and it's flow costs 1 more energy than normal. unique.
Blunt Sword
Deal 5 damage. Only upgrades by 1 each time it's upgraded. untempered. waning. cursed.
vile gamble
Pick a card in hand, it is either destroyed or add a copy to your deck. Fails on cards that copy when destroyed. unique.
Cling to power
This combat when you play a waning card upgrade a untempered card in your deck.
Discovery
delve a keyword and add it to any card in your deck.
revelation
Demon's bargain
Gain a sin you do not already have. corrupted: delve a revelation.
Death's march
Deal 8 damage. If an enemy kills you, this card with it's upgrades and keyword is added to its card rewards next run.
basic attack
Risky Remedy
Heal your missing gain posion equal to the amount healed. unique.
noxious fumes
This combat when you bury a card gain 1 potency and inflict 1 posion.
Give in to the flame
This turn return to fire attunement when ever you trigger a non-fire attunement and bury all non-fire actions you play.
Ice age
This turn attune to frost when you trigger a non-frost attunement. You can only play non-frost cards you are attuned to.
frost action
Fickle tides
Choose either ebb or flow, this turn you may not play the other but all tidal cards and tidal effects echo.
Form of the spider
Inflict 1 infected when you discard a card. start of turn add a snare to the enemy deck. channel. Require corrupted.
corrupted form
Web weave
Add a snare to the enemy deck. Enter form of the spider, if you are already conjour a free trappers sentry.
Spider claws
Deal 3 damage. Add 0 snares to the enemy deck. synergy: corruption.
Informant
Activate to forsee 3 and gain 1 sinister. deplete: start next combat with a random contract. durability (5/5)
corrupted equipment
Reincarnation
If you die return to full health and gain a random form, this form becomes your default form. Then destroy this card.
Lightning's wrath
on draw take 1 damage, gain 1 chain and draw a card. corrupted: gain darkness equal to you chain.
Leylines
This combat when you: Shuffle: gain ; discard: gain ; Return from discard pile: gain ; Once a turn each.
Deadman's switch
This combat if you die play all bombs in your hand, then draw a card for each bomb played.
Honor among thives
Your blessings cannot be stolen or dispelled. code: your deck contains no ambush or sinister cards.
Code of peace
Both players are pacified on the first round of combat. code: your deck contains no cards that deal damage.
Oathbreaker
Deal 6 damage on Hit increase your afflictions by 1 for each code you have buried.
corrupted basic attack
Meditate and pray
Reduce damage you deal to yourself by your focus. channel.
Incite rebellion
Add an Uprising to the enemy deck. Spend add another for each combatant with zeal.
Uprising
Deal 1 damage to yourself. Gain 1 zeal. Draw a card
divine action
Icecream
attune to frost. garnish conjure a random frost action.
ingredient
Chronomancy
delve and play a card if the same colour as this card, change this cards colour to the energy spent. scholar: figmented
Bone stance
When you block an attack conjure a free recycle at the start of your next turn. You are imune to bleeding.
Blood stance
When you evade an attack conjure a materialize at the start of your next turn. You are imune to brittle.
Fall from grace
Convert all to and all zeal to anger. ascended: lose your ascended form and double your anger. unique
Grave Robbing
Return a card from your discard pile and gain 3 gold. bury this card when you lose all darkness. charges(3/3)
Cursed Map
one use: All rewards are corruptions. cursed.
corrupted artifact
Pocket library
Your scholar effects are active while this is in your deck. one use: Add any Grimoire, Contract or Map to your deck.
Leftovers
This combat your ingredients are persistent. start of turn change all ingredients to unknown meat.
Drop the Anchor
discard a tidal card, skip your discard phase this turn.
ebb action
Raise the Anchor
Return a tidal card from your discard pile then change the tide.
flow action
Deadman's chest
one use: gain 5 gold, increase permanantly by 5 each time a combatant dies. grounded.
Endless Illusions
This combat your Illusions gain figmented. On play: conjure an illusions made real.
Illusions made real
Pick any conjured card, it becomes a permenant untempered card. charges (3/3).
Jolly Roger
start of turn: Gain and 1 ferocity. When you critical Hit inflict doom equal to your ferocity. unique.
Escape Route
Exit the current non-boss Battle, shuffle it into the event deck. Ready after 4 turns, reduce by 1 when you evade. persistent.
Chromatic radiance
This combat increase all your blessings by 1 for each different colour card you play on your turn.
Pet treat
Restore 1 durabillity to a familiar. garnish: refresh the familiar.
Penitence
Remove a random corruption from your deck. corrupted: Take 1 damage for each corruption in your deck.
Mask of sin
Activate to conjure a random sin into your deck. deplete: delve a corruption replace a sin with the chosen card. Durabillity
Infusion of might
one use: For each card in your deck change: All to ; All to ; All to . grounded.
Infusion of wisdom
Infusion of haste
War of attrition
This combat when you deplete a card increase your foe's afflictions by 1, then increase this by 1.
Shifting power
Gain the effect of the first enchantment you draw each turn for free that turn. channel.
Mania
This combat when you cascade, gain 1 anger. If you have delirious gain 3 anger instead.
Quantum surge
Gain if you are hit by an attack during the enemies turn gain 1 sickened.
Uncertain futures
Fortell 3 conjure a copy of the foretold card. If you gain an affliction this round bury a card.
Length contraction
Fortell 3. Gain focus equal to the foretold cards cost.
Forbidden Knowledge
on draw take damage equal to your focus. When this appears in a fortell, gain 3 focus. bury this card when this is the foretold card.
Flow state
This combat gain 1 momentum and 1 focus when you trigger a flow condition. Then increase both values by 1.
Midas Touch
Inflict charm equal to 1% of your gold. The next card you play becomes Midas Touch, then gain 10 gold. valuable.
Code of conquest
Upgrade all actions when you leave thd canto. code: you did not skip any enemies yhis canto.
Pact of envy
When your foe gains anger you gain an equal amount. code: you have 5 Envy in your deck. Broken: Add an envy to your deck. cursed.
corrupted code
Code of fearlessness
Your crushing attacks inflict 1 weakness. code: Your deck contains only melee actions.
Reinforce
Gain 3 armor when you spend a charge. Gain fortifed when you deplete a card.
Advance
Gain 1 haste when you spend a charge. Draw a card when you deplete a card.
Engage
Gain 1 anger when you spend a charge. Make a basic attack when you deplete a card.
Skirmish
Inflict 1 slow when you spend a charge. Interupt when you deplete a card.
Yell order
Switch your command. charges 3/3
Plant flag
Repeat your start of turn effects. charges 1/1
Supply lines
conjure a copy of the first card with charges you play each turn.
Visions of fire
bury 1 cards. Increase this by 1 for every 2 times this card is seen in a foretelling.
Visions of blood
Add 1 cost to a card in the enemy deck. Add another for every 2 times this card was seen in a foretelling.
Supplies
one use: Refund 1 charge to a card in your hand.
Logistics
Conjoure a supplies at yhe start of your turn, conjour another if you are unscathed.
Make camp
End your current command. Heal 20% your max at the start of your next turn if you don't have an active command. charges (1/1)
Cup trick
foretell 3, then draw a card. Shuffle the costs, keywords and upgrades of the card you did not foretell.
Crush hope
Deal 4 damage. crushing convert a blessing to doom. rampage.
Maddening visions
This combat conjure an insanity into your discard pile when you foretell. Gain 3 focus for each corruption you see in a foretelling.
corrupted enchantment
Loaded dice
Activate to cause the next random number to be it's maximum. Durabillity 3/3
Hope Crusher
Deal 6 damage. on Hit and ascended: dispell a blessing and increase this cards damage by the stacks dispelled. defiled.
Shock and Awe
Your next action critical hits and inflicts fear equal to the damage dealt. charges (3/3). chain.
lightning action
Blast from the past
Deal 3 damage and draw a card. ancestral: deals 2 extra damage and recall. chain 2
melee lightning action
Crack the sky
This combat when you lose darkness your enemy is stunned instead of you and gain chain equal to the damage taken, then remove this.
Oath of thunder
Convert all chain to upgrades on this card. If you are slain this combat destroy this card and gain and chain equal to it's upgrades.
Code of isolation
Redirect all damage dealt to you to your darkness. code: Your max is 20 or less.
code
Rise from the ashes
Return a waning card from your buried pile. Return to hand when you bury a card. charges (3/3).
Spring thaw
Inflict 5 frozen. deplete: gain and reset this card. waning.
Wolf Familiar
Activate to move any card in your hand to the left of your hand. Durabillity (3/3)
Rout
This turn your actions inflict Fear equal to the damage you deal. If the foe is stunned it gains evasion.
Break their will
This combat add a terror to the enemy deck when you critical Hit. Enemies gain charm equal to the fear they gain.
Afterglow
This turn trigger your regenerate, whenever you bury a card.
Cremate
Inflict 5 burning. Empowered: If you are atuned to fire inflict a deep wound. unique.
Cryo-shock
Inflict 3 frozen. flow (5/5): If you are atuned to Frost inflict a deep wound. unique.
Electrocute
Gain 5 chain. If you have drawn 5 or more cards this turn and are atuned to lightning inflict a deep wound. unique. chain.
Solid steel
This combat gain 1 slow when you draw a grounded card, when you play a card gain armour equal to 5 times it's cost.
Landslide
Increase the cost of all cards in hand by , then deal 1 damage for each energy cost in hand. grounded.
Wings of rebirth
This combat when you bury a waning card gain stacks equal to it's spent charges. Every 7 stacks return a random buried waning card.
Overchannel
This turn your channeled effects echo, take 1 damage for each channeled effect at the end of your turn. lasting.
Melchor's Suffering
After you play 3 corruptions transfer an affliction to your enemy and advance.
path
After you play 5 corruptions convert the cost of all cards in hand to and advance.
After you play 7 corruptions delve a corruption, it gains cursed and it's cost is converted to , add it to your deck.
Test your metal
Your next untempered action deals double damage, then destroy it.
Contagion
If the enemy dies this round carry 1 stack of each affliction over to the combat. unique. Upgradable.
Scared to Death
This combat your enemy loses max heath equal to the fear they gain.
Eye of the storm
Pacify you and your enemy. Lose all chain and gain it at the start of your next turn. unique.
Lightning reflexes
foretell 5. Draw a card. Free while agile. chain.
Twist the blade
Deal 1 damage. on Hit: Increase bleeding by 3 and trigger bleeding an additional time.
Rupture
Deal 3 damage. on Hit: Inflict 2 bleeding per deep wound.
Between the plates
Your next melee action this turn deals piercing damage.
Elemental form
Enter a form based on your current atunement.
Fire form
cleanse all dazed. While in this form your fire actions deal additional damage to your burning, then give you 1 burning. channel.
Lightning form
Convert all burning and frozen to dazed. While in this form lightning actions are free but decrease your dazed by their cost. channel.
Frost form
Convert all burning and dazed to frozen. While in this form, gain frozen and barrier equal to the cost of frost actions you play. channel.
Sniper shot
Enter sniper stance. Your next ranged action critical hits. ambush: reload your ammo.
Sniper stance
You are imune to stagger. Your ranged critical hits deal an extra 50% more damage.
Gun 'em down
Enter Gunners stance. Gain 3 haste and draw 3 cards discard any card drawn that wasn't ranged or ammo.
Gunners stance
Gain 2 momentum and stagger for each ranged action you play. When you reach 5 momentum gain 1 haste. Imune to fear.
This is a test
I have a keyword
Cull the weak
bury half of the enemies deck, lowest cost cards first.
Wrought of agony
Create an untempered hexglaive, upgrade it for every affliction on your enemy.
Heroic destiny
foretell 3 the chosen card gains : rampage; : reaping, : Recall; :lifedrain, this combat, shuffle your deck.
indomitable
Convert 1 stack of each of your afflictions to momentum. frenzy: echo.
start of turn: convert 1 stack of each of your afflictions to momentum. Repeat the first time you damage yourself on your turn.
Bloodbolt
Deal 3 damage. bloodlust: consume all bleeding and upgrade all Bloodbolts by that amount. untempered
Bloodtap
Add a bloodbolt to your deck.
Tempered Torment
This combat upgrade your untempered cards when your enemy takes damage from an affliction.
Articus' Chill
After you inflict 4 frozen in one turn gain 3 barrier and advance.
After you inflict 6 frozen in one turn gain and advance.
After you inflict 10 frozen inflict permafrost.
Spreading corruption
While this is in your deck randomly curse, corrupt, defile or destroy a card at the end of each combat. unplayable
Magnetism
Shuffle a card with charges into your deck and restore all chages. Spend draw any card with charges instead.
Captain's orders
Draw any card. Change the tide. unique.
Mutiny
Destroy the rarest card in your deck, pick a card in your hand and transmute it. unique. sinister.
Anchored to reality
This turn you cannot be hit by conjurations
Traversing the void
This turn you may only be hit by conjurations.
Haymaker
Deal 3 damage. on draw consume up to 4 slow, for each slow add to this cards cost and double it's damage.