bonfar's cards
☃️
Heart of Darkness
This turn when you would gain gain darkness instead. unique.
corrupted action
Creeping Fog
Gain darkness equal to your sinister. unique. sinister.
action
Plague Mask
Gain 1 ward. Hallowed: your ward does not fade between turns.
divine artifact
Bad Reputation
The first time you would receive an affliction each turn, instead receive 1 potency.
corrupted enchantment
Surge of Chaos
Gain 1 random energy, blessing, and affliction.
Despair
bury this card. on draw: discard all cards drawn before Despair.
Wallow
Add a Despair to your foe's deck. If you have a Despair in your hand, add another.
Frenzied Throw
discard a card to deal damage equal to twice your Strength. frenzy: rampage.
ranged action
Guiding Star
Reduce all darkness by half. memorized. grounded.
Candelabra
Activate to inflict one burning. deplete: Gain . durability (8/8).
divine equipment
Chocolate Coin
one use: Gain 3 . garnish: conjure a Lucky Coin.
ingredient
Gospel of Mark
You acquire Marked. When you would gain armor, gain 1 anger. When you would gain evasion, gain 1 zeal.
O Tannenbaum
Activate to conjure a bomb. deplete: delve a custom bomb. All combatants gain 5 burning. durability (2/2).
equipment
Hibernate
Spend all your energy and conjure an ingredient for every energy spent. If in form of the Bear, gain or .
True Vampire
You are not affected by your foe's reflect.
Solstice
Choose either Enduring Day or Unending Night and play it. unique.
Enduring Day
start of turn: Gain 1 random energy and inflicted 1 dazzled. channel. unique
form
Unending Night
Double your darkness. start of turn: Gain 1 darkness and increase this by 1 when you play a darkness card. unique.
Barkskin Glove
Gain 2 armor. Summon a Falcon into the opponent's discard pile. flanking: Upgrade all Falcons by 1.
basic attack
Treats
This combat increase the effectiveness of your summons by 1 for every 3 sated.
enchantment
Antibodies
The next affliction you gain is increased by 5. Beginning next turn you are immune to that affliction for the rest of this combat.
Nepenthe
one use: Select one of your talents and remove it. grounded.
item
Bless Pain
Gain zeal for each of your unique afflictions.
divine action
Venerable Suffering
Until the start of your next turn, gain 2 gold each time you gain a unique affliction. unique.
Weeping Wounds
This combat when you take damage gain 2 bleeding. When you suffer bleeding damage, inflict (bleeding/2) sickened.
divine enchantment
Holy Diver
This turn when you play a flow card, conjure a random virtue.
Chaotic Wellspring
This combat, the energy you gain at the start of your turn is randomized and gain an additional random energy.
artifact
Sandstorm
start of turn: Gain 1 evasion. channel.
Deep Breath
Lose half of your anger. Regain half of your missing . Requires 10 anger. unique.
Pox
Gain (difficulty) infected. When you would heal this turn, instead inflict that much Poisoned.
Take Away the Pain
Steal a foe's affliction. Gain 3 rally.
Dangpa
Deal 1 damage 3 times. If this attack misses, prevent the foe's next melee attack.
melee basic attack
Rogue Wave
Deal damage equal to your sinister. Repeat for every Ebb card in your hand.
Sheer Determination
Select and play up to 3 enchantments from your deck. Lose 10, 25, or 45 . grounded.
Morphine
one use: Gain 1 dazed and 2 pinned. cleanse an affliction and Heal 20 .
Forced Bed Rest
cleanse an affliction from your foe. At the end of their next turn, they discard their hand.
Chimera
Play a basic attack based on the energy spent. Javelin, Whip, Stilleto, Talismam, Ink Bomb
Javelin
Deal 2*STR damage. At the start of your next turn, repeat the damage and critical Hit.
ranged basic attack
Whip
Deal DEX damage. Inflict (4-DEX) dazed.
Stilleto
Deal INT damage. Repeat for every stack of focus.
magic basic attack
Talisman
Convert your energy to . Gain 2 for each energy converted.
divine basic attack
Ink Bomb
Deal 4 damage. Gain darkness equal to damage dealt.
corrupted basic attack
Karkinos' Current
When you summon 3 clones in one turn, play a free Waterwall and advance.
path
Karkinos' Current II
When you summon 6 clones in a single turn, play a free split, change the tide, and advance. unique.
Karkinos' Current 3
When you summon 12 clones, gain Advanced Cloning and start combat with an additional clone. unique.
Frozen Forge
Inflict and gain 5 frozen. Add an Ice Sickle to your deck and upgrade it equal to all frozen.
magic frost action
Ice Sickle
one use: Deal 0 Damage. Inflict 1 frozen. reaping. untempered.
melee frost action
Harvest Festival
This turn when you play an ingredient, echo it.
Shame
Deal damage equal to corruptions in you foe's deck. Gain zeal equal to the damage you deal.
Code of Singularity
start of turn: conjure a Tabu Ritual. code: All other cards in your deck are unique.
code
Springloaded Holster
This combat, the first time you empty your hand each turn, draw a card. Activate: Play a free clarity. durability (1/1). unique.
Grand Theater
When you finish a performance, swap this to a different Location. unique. unplayable. persistent.
location
Emerald Dome
This turn, echo actions equal to your performance, then destroy this. unique.
Mosh Pit
This combat, when you perform take and deal damage equal to your performance. unique.