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bonfar's cards
Migraine Aura
When any combatant would gain focus, they instead lose 1 and gain 1 anger.
corrupted enchantment
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Protection Scheme
Your foe gains Protection for (difficulty level) turns. unique.
corrupted action
Protection
start of turn: Pay your foe 10 . Gain impervious.
enchantment
Tab Out
This combat when you deplete a card's charges, gain equal to its maximum charges.
Smoke Bomb
Deal 2 damage. If this doesn't hit, gain 2 evasion. charges (2/2).
ranged action
Crime Spree
Steal a random blessing. Spend 10 gold to give your actions rampage this turn. channel. unique.
Perverse Mantra
Deal 0 Damage. Repeat for each time you've lost this turn.
Profane Sacrifice
Sacrifice your follower. You are healed to full . That follower cannot be recruited for the remainder of this run.
Hymn of Duty
In 1, 2, or 3 Turns, your companion acts 1, 2, or 4 times
divine hymn
Fester
Increase Malignance's anger and Damage by 1 for this combat. Draw a Card.
Kenophobia
When you gain , inflict Fear equal to your . defiled
Peer into the Void
foretell equal to your . defiled
action
Malignance
on draw: Gain 1 anger. start of turn: Take 2 Damage. persistent
Rise Above
When you draw a Malignance, it gains heavy for this combat.
Elixir of Evolution
one use: transmute any card you own. unique. grounded.
item
Breaching Bomb
Remove your foe's armor and barrier. Ready after 2 turns or 2 uses of Charge cards. persistent.
Shaped Charge
Deal 3 damage and burning equal to damage. piercing. critical Hit against targets with armor. charges (2/2).
ranged fire action
Spell Shock
Damage you deal inflicts that much Fear. channel.
Acid Bath
start of turn: Inflict 2 vulnerable. channel. When Acid Bath is removed, remove all vulnerable and gain 2 armor for each vulnerable removed.
magic action
Did I say today?
Remove your foe's doom. At the start of your next turn, apply doom equal to what you removed plus your focus.
Sugar Rush
This turn 10 sated will not stun you. Instead gain your start of turn energy and add a Sugar Crash to the top of your draw pile.
Immune Response
When your foe adds a card to your deck, instead destroy it and gain 1 plus its energy cost burning and stagger.
Proton Pack
Activate to give your next action reaping. durability (3/3). deplete: Gain .
ranged equipment
Putrid Blood
Whenever you gain bleeding, halve your bleeding and apply that much poison to your foe.
Rebate
When you reduce a card's energy cost, gain 1 per energy. unique. channel.
Divide And Conquer
Suffer 1 scar. Gain 2 Clones and draw a card for each of your scars.
Hexterminate
Deal 6 damage 6 times. If your foe is fully Hexed, critical Hit.
Rolling Boil
Inflict 1 burning 6 times. cursed: Trigger start of turn effects. corrupted: Trigger End of Turn effects.
Sorbet
one use: Inflict 2 frozen. garnish: Prevent the next damage you take, and gain stagger equal to the damage prevented.
frost ingredient
Mockery
This combat whenever you prevent damage, add a Prank to the top of your foe's deck.
The Pit
The first divine action played each turn is Jinxed, then interrupt. When you ascend, inflict 2 vulnerable. defiled. persistent.
location
Black Hole
start of turn: Apply 1 slow. crushing Hits apply 1 slow. channel. grounded.
Gravity well
Deal 9 damage improved by foe's slow. critical Hit against foes with evasion. grounded.
Get on with it!
Trigger End of Turn effects.
Shed
Permanently decrease your max by 10% and gain that many souls. Stun your foe. ancestral: On your next turn, interrupt your foe. unique.
Surge of Instinct
Gain . Draw a card. ambush: interrupt.
Surge of Honor
Gain . Hallowed: Gain 1 Bolster. corrupted: Inflict 1 bane.
Vile Surge
conjure a Malignance. The next card with cost, spends enemy instead.
Sapping Web
This turn, Snares gain reaping. channel. unique. sinister.
Too Slow!
This combat, while your foe has slow, they gain half as much armor or barrier.
magic enchantment
Chronos Shard
This combat, gain 1 haste when you spend . unique.
magic artifact
Snap Back
Remove all slow and haste and deal damage equal to their total. If 30 damage is done this way, stun your foe.
Stretch Time
Spend all your and inflict 2 slow for every spent this way. conjure a Snap Back into your draw pile.
Army of Darkness
This turn when you gain a clone, gain darkness equal to your total clones. channel. unique.
Grave Kin
Spend up to 10 souls and summon a clone for every 2 souls spent. ancestral: Draw a card.
Black Metal
perform 1 and draw a card. This turn, when you play Infernal Racket in darkness, inflict Fear equal to your performance plus anger. unique.
Umbral Blood
When you spend , gain 1 darkness per spent.
Welcome In
on draw: The next damage you take is piercing. lasting.
Charming Visitor
Add 2 Welcome In to your foe's deck. Repeat for every 10 charmed on your opponent.
Walk the Line
When you ascend, choose Angelic and bury all your corruptions or vice versa. code: Your deck contains equal Divine cards and corruptions.
code
Dream Eater
Deal 6 damage. If your foe is asleep, critical Hit and lifedrain.
Lullaby
perform 1. Add Sleeps equal to your performance to your foe's deck.
Sleep
on draw: This turn if you play any card other than this one, you gain no energy next turn. Otherwise gain 20 .
Cracked Wand
Take 3 damage and gain a hex. Has a (4*rebound) % chance to target your foe instead. rebound (0/25): Transform into Faewand. cursed.
Code of Loss
The first damage you do each turn gains reaping. code: Sacrifice a potential companion.
corrupted code
Pixie Dust
one use: the next card you play gains chaotic. garnish: Lose your sated and gain that many random blessings.
ingredient
Spectral Sweet
one use: Gain 1 evasion. garnish: Lose all your sated and gain that many souls.
Pepitas
start of turn: Gain (durability) regenerate. Activate to gain (2*durability) . durability (3/3)
equipment
Mysterious Gourd
Activate to give all combatants a mystery effect. Permanently destroy after 5 uses. durability (5/5).
corrupted equipment
Flak-O-Lantern
Deal 1 damage 5 times. If the enemy has evasion, damage is 5 and piercing. charges (1/1)
Armorer's Code
When you play a basic attack, delve another from your deck and reduce its energy cost by one code: You have 5 or more distinct basic attacks
Death Drop
After 10 Performances, discard all combatants' cards. Inflict 1 dazzled and draw a card.
performance
☀️
Heat Metal
After 3 performances, your opponent discards their hand and gains burning equal to the energy cost of cards discarded this way.
Listen Carefully
Inflict 1 jinx. Enter Sotto Voce. grounded.
Sotto Voce
start of turn: Gain momentum equal to all silenced. When you finish a performance all combatants gain 1 silenced.
form
Show of Force
Deal 4 damage. Enter Hostile Pose and perform 1.
melee action
Hostile Pose
When you perform your next attack gains rampage. At the end of your turn remove all momentum and gain half as much anger.
Spotlight
perform 1 and enter Centered Pose. Balanced: perform 1 again and draw a card.
Centered Pose
When you perform gain 1 focus. At the end of your turn convert your momentum to focus.
24 Karat Cake
one use: Remove your sated and conjure that many Lucky Coins. garnish: Play a free Cash Out.
Pivot
Spend 5 barrier to gain 1 swiftness.
Redirect
Spend 5 barrier to draw a card. Gain 1 Swift.
Overcharge
When you gain momentum, stacks over 5 are converted to barrier.
Galloping Hooves
Deal 1 damage plus your foe's slow. flanking: Repeat 3 times.
melee basic attack
Form of the Horse
All cards with flanking are satisfied. start of turn: Inflict 3 slow. channel.
Initiate
Gain 3 focus. Play a Path from your deck.
Totemic Stronghold
Reduce incoming damage by the highest stack of totems then reduce that totem by one.
Self-Destruct
Deal damage equal to your remaining to you and your foe. Gain 1 scar. grounded.
Don't let up
Deal 1 damage improved by sinister. continuity: Recall. cascade: Draw a card. frenzy: rampage.
Mime's Wall
When you perform, gain 1 silenced and barrier equal to your performance. Completing a performance transfers your silenced to your foe.
Farruca
After 5 performances, gain 5 haste, draw 3 cards, and shuffle 2 cards into your deck.
Rain Dance
After 3 performances, gain 2 regenerate per level.
Harvest Dance
After 10 Performances, play a free Masterchef.
Dance of Berzerker
After 2 performances take 1 damage and gain 1 anger.
Dance of Goading
After 4 performances, gain 2 reflect and 2 armor per level.
Chained Melody
perform equal to your chain. continuity: chain.
magic lightning action
Harmonize
Until the start of your next turn, perform 1 whenever your foe plays a card. lasting.
Overture
perform 1. If this is played the first turn of combat, play it as an Enchantment. ambush: perform 1 twice more. unique.
Amphitheater
start of turn: Incur a random stage effect (Rained Out, On Fire, Up to 11).
Wicked Spine
Deal 2 piercing damage. Damage is improved by your defiled. continuity: lifedrain.
corrupted basic attack
Burning Blood
When you take damage, inflict 1 burning
Chaos Engine
When you spend energy that does not match your attributes, gain a random energy.
artifact
I Would Die For You!
When you take damage, inflict 2 Charm.
Concussion Protocol
Gain anger equal to the number of times you've been stunned this run. unique.
Wind Up
Gain 1 slow and draw a card. If the next card you play costs 3 or more energy, it critical hits.
Multiple Redundancy
When you play a card, gain momentum equal to the number of copies of it in your deck. code: Have no fewer than 2 of each other card.
Etiquette Lesson
Gain and inflict Charm equal to your level. Until your next turn, your foe cannot play interrupting actions. unique.
Arcane Battery
At the end of your turn, retain chain equal to this card's durability. Activate to gain chain equal to durability. durability (4/4).
lightning equipment
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The Ol' One-Two
The next Ebb action you play also plays its flow action and vice versa.
Lucky Purse
Whenever you conjure a Lucky Coin, you have Luck % chance to conjure another one.
Ye Sentence Be Death
Add a Black Spot to your opponent's deck. sinister.
The Black Spot
on draw: You are marked! When you would gain evasion or armor, instead gain that much doom improved by stacks of Black Spot.
Quick Recharge
Reactivate all equipment. If a piece of equipment was already active, instead give it 1 durability. unique.
Let Rivers Run Red
This combat when is spent, all combatants gain 1 bleeding.
Blood Pact
This round when one combatant loses , their opponent loses and equal amount. unique.
Lehss Be Frennzs!!!
If all combatants are delirious, they gain pacified this turn and 10 . unique.
Racketeer
This turn when you gain delirious, your foe gains 1 delirious, too. lasting.
Code of Cacophony
start of turn: perform 1 and conjure a random perform card. code: More than 50% of your deck is Infernal Racket.
Ritual of Balance
delve and play a totem 3 times. Remove 3 random totems. Balanced: Instead retain all totems.
Hit Back...Harder
This combat, the first time your enemy damages you on their turn, gain 1 anger and make a basic attack. grounded.
Quick Reflexes
This combat, the first time you evade damage on your enemy's turn, make a basic attack.
Mosh Pit
This combat, when you perform take and deal damage equal to your performance. unique.
Emerald Chamber
This turn, echo actions equal to your current performance, then destroy this. unique.
Orpheum
When you finish a performance, swap this to a different Location. unique. unplayable. persistent.
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.
Shame
Deal damage equal to corruptions in you foe's deck. Gain zeal equal to the damage you deal.
☃️
Harvest Festival
This turn when you play an ingredient, echo it.
Ice Sickle
one use: Deal 0 Damage. Inflict 1 frozen. reaping. untempered.
melee frost action
Frozen Forge
Inflict and gain 5 frozen. Add an Ice Sickle to your deck and upgrade it equal to all frozen.
magic frost action
Karkinos' Current 3
When you summon 12 clones, gain Advanced Cloning and start combat with an additional clone. unique.
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
When you summon 3 clones in one turn, play a free Waterwall and advance.
Ink Bomb
Deal 4 damage. Gain darkness equal to damage dealt.
Talisman
Convert your energy to . Gain 2 for each energy converted.
divine basic attack
Stilleto
Deal INT damage. Repeat for every stack of focus.
magic basic attack
Whip
Deal DEX damage. Inflict (4-DEX) dazed.
Javelin
Deal 2*STR damage. At the start of your next turn, repeat the damage and critical Hit.
ranged basic attack
Chimera
Play a basic attack based on the energy spent. Javelin, Whip, Stilleto, Talismam, Ink Bomb
basic attack
Forced Bed Rest
cleanse an affliction from your foe. At the end of their next turn, they discard their hand.
divine action
Morphine
one use: Gain 1 dazed and 2 pinned. cleanse an affliction and Heal 20 .
Sheer Determination
Select and play up to 3 enchantments from your deck. Lose 10, 25, or 45 . grounded.
Rogue Wave
Deal damage equal to your sinister. Repeat for every Ebb card in your hand.
Dangpa
Deal 1 damage 3 times. If this attack misses, prevent the foe's next melee attack.
Take Away the Pain
Steal a foe's affliction. Gain 3 rally.
Pox
Gain (difficulty) infected. When you would heal this turn, instead inflict that much Poisoned.
Deep Breath
Lose half of your anger. Regain half of your missing . Requires 10 anger. unique.
Chaotic Wellspring
This combat, the energy you gain at the start of your turn is randomized, and you gain an additional random energy.
Holy Diver
This turn when you play a flow card, conjure a random virtue.
Weeping Wounds
This combat when you take damage gain 2 bleeding. When you suffer bleeding damage, inflict (bleeding/2) sickened.
divine enchantment
Venerate Suffering
Until the start of your next turn, gain 2 gold each time you gain a unique affliction. unique.
Bless Pain
Gain zeal for each of your unique afflictions.
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.
Treats
This combat increase the effectiveness of your summons by 1 for every 3 sated.
Barkskin Glove
Gain 2 armor. Summon a Falcon into the opponent's discard pile. flanking: Upgrade all Falcons by 1.
Unending Night
Double your darkness. start of turn: Gain 1 darkness and increase this by 1 when you play a darkness card. unique.
Summer Solstice
start of turn: Gain 1 random energy and inflicted 1 dazzled. channel.
True Vampire
You are not affected by your foe's reflect.
Hibernate
Spend all your energy and conjure an ingredient for every energy spent. If in form of the Bear, gain or .
Chocolate Coin
one use: Gain 3 . garnish: conjure a Lucky Coin.
Wallow
Add a Despair to your foe's deck. If you have a Despair in your hand, add another.
Despair
bury this card. on draw: discard all cards drawn before Despair.
Surge of Chaos
Gain 1 random energy, blessing, and affliction.
Plague Mask
Gain 1 ward. Hallowed: your ward does not fade between turns.
divine artifact
I Am The Night
Gain darkness equal to your sinister. sinister.
Heart of Darkness
This turn when you would gain gain darkness instead. unique.