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bonfar's cards
☃️
Heart of Darkness
This turn when you would gain gain darkness instead. unique.
corrupted action
Unsettling Fog
Gain darkness equal to your sinister. 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
Chocolate Coin
one use: Gain 3 . garnish: conjure a Lucky Coin.
ingredient
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.
Summer Solstice
start of turn: Gain 1 random energy and inflicted 1 dazzled. channel.
enchantment
Unending Night
Double your darkness. start of turn: Gain 1 darkness and increase this by 1 when you play a darkness card. unique.
form
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.
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.
Bless Pain
Gain zeal for each of your unique afflictions.
divine action
Venerate 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 you 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 .
item
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.
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.
equipment
Orpheum
When you finish a performance, swap this to a different Location. unique. unplayable. persistent.
location
Emerald Chamber
This turn, echo actions equal to your current performance, then destroy this. unique.
Mosh Pit
This combat, when you perform take and deal damage equal to your performance. unique.
Quick Reflexes
This combat, the first time you evade damage on your enemy's turn, make a basic attack.
Hit Back...Harder
This combat, the first time your enemy damages you on their turn, gain 1 anger and make a basic attack. grounded.
Ritual of Balance
delve and play a totem 3 times. Remove 3 random totems. Balanced: Instead retain all totems.
Code of Cacophany
start of turn: perform 1 and conjure a random perform card. code: More than 50% of your deck is Infernal Racket.
code
Racketeer
This turn when you gain delirious, your foe gains 1 delirious, too. lasting.
Lehss Be Frennzs!!!
If all combatants are delirious, they gain pacified this turn and 10 . unique.
Blood Pact
This round when one combatant loses , their opponent loses and equal amount. unique.
Let Rivers Run Red
This combat when is spent, all combatants gain 1 bleeding.
Quick Recharge
Reactivate all equipment. If a piece of equipment was already active, instead give it 1 durability. unique.
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.
Ye Sentence Be Death
Add a Black Spot to your opponent's deck. sinister.
Lucky Purse
Whenever you conjure a Lucky Coin, you have Luck % chance to conjure another one.
The Ol' One-Two
The next Ebb action you play also plays its flow action and vice versa.
Conductor's Wand
This turn when you perform, gain chain equal to your perform. unique. chain.
lightning artifact
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
Etiquette Lesson
Gain and inflict Charm equal to your level. Until your next turn, your foe cannot play interrupting actions. unique.
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.
Wind Up
Gain 1 slow and draw a card. If the next card you play costs 3 or more energy, it critical hits.
melee action
Concussion Protocol
Gain anger equal to the number of times you've been stunned this run. unique.
I Would Die For You!
When you take damage, inflict 2 Charm.
Chaos Engine
When you spend energy that does not match your attributes, gain a random energy.
Burning Blood
When you take damage, inflict 1 burning
Wicked Spine
Deal 2 piercing damage. Damage is improved by your defiled. continuity: lifedrain.
Amphitheater
start of turn: Incur a random stage effect (Rained Out, On Fire, Up to 11).
Overture
perform 1. If this is played the first turn of combat, play it as an Enchantment. ambush: perform 1 twice more. unique.
Harmonize
Until the start of your next turn, perform 1 whenever your foe plays a card. lasting.
Chained Melody
perform equal to your chain. continuity: chain.
magic lightning action
Dance of Goading
After 4 performances, gain 2 reflect and 2 armor per level.
performance
Dance of Berzerker
After 2 performances take 1 damage and gain 1 anger.
Harvest Dance
After 10 Performances, play a free Masterchef.
Rain Dance
After 3 performances, gain 2 regenerate per level.
Farruca
After 5 performances, gain 5 haste, draw 3 cards, and shuffle 2 cards into your deck.
Mime's Wall
When you perform, gain 1 silenced and barrier equal to your performance. Completing a performance transfers your silenced to your foe.
Don't let up
Deal 1 damage. sinister. rampage. continuity: Recall.
Self-Destruct
Deal damage equal to your remaining to you and your foe. Gain 1 scar. grounded.
magic action