0men98's cards
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2
Hound Pack
Add a Bloodhound event on each Canto. Bloodhound will have "ambush: reaping" on their cards.
action
0
Wrath of Void
When in hand, Vindicate (1): conjure a Destroyed card. frenzy: Double the upgrade. defiled.
corrupted action
Fast Travel
Exploration: You can skip the fight options (except the Canto Boss). Each skip grants +5% rewards. upgradeable.
artifact
Golden Spatula
When Ingredient is Discarded: conjure a higher rank Ingredient. discard (0/20) Ingredient to imbue this as Enchantment.
divine action
🎩
Effigy of Loyalty
You're now your foe's Companion. Your foe starts next combat with Advantages now can be triggered twice.
enchantment
7
Path of Champion
Defeat 5 Foes per Canto (0/3) to imbue this. start of turn: Return a melee action from last turn to hand with a random Adaptation.
Tandem of Twins
Combat Start: Choose: Add 1 prank or +1 Lucky Coin damage per Lucky Coin played this combat.
3
Gemini's Misfit III
Play 9 Lucky Coin to imbue Tandem of Twins.
path
Gemini's Misfit II
Play 5 Lucky Coin to advance. advance (2): Add 5 Pranks.
Gemini's Misfit I
Play 3 Lucky Coin to advance. advance (1): Gain 5 .
1
Gemini's Misfit
Play 3 Lucky Coin to advance. advance (1): Gain 2 per Lucky Coin played this combat.
4
Spatial Sword
Deal 5 damage. crushing: Cut your foe's by half, then drain the excessive .
basic attack
Everlasting Raid
Make a basic attack. echo this (1) times per keywords on this card.
Wall Cannon
Play (1) Bomb. channel: conjure (1) Bomb.
Powder Keg
Your Bomb deals additional damage to this card's rarity. frenzy: Double this card's effect. charges (2/2).
Fungi Trip
Any combatant gain pacified when they gain dazed. start of turn: conjure a free common card.
Nova and Out
Played or Discarded: Add a Nova then discard all cards except Nova.
Survival Instinct
You can survive against any damage (1) times with 1 left. Reset at the start of each turn. upgradeable.
10
Rage Nova
Gain 1 anger and 1 regenerate. Repeat this for each Nova you played this combat.
Rig Nova
Improve your Bomb by 1. Repeat this for each Nova you played this combat.
magic action
Inn Turn
Combat Start: Both combatants gain pacified for 1 Turn. start of turn: conjure a neutral card. channel. upgradeable.
location
Conundrum
Shuffle (x) magic action. synergy: attune to a random attunement then conjure a magic action of that element. persistent. unique.
Secret Cookbook
This turn, conjure a Divine action each time you spent . swap.
Secret Recipe
This turn, conjure a Divine Ingredient each time you gain . swap.
Secret Code
Inflict Marked. Marked: Reset ambush. swap.
5
Secret Society
If your foe is Marked, your cards gain (sinister) bonus damage. Imbue this as Enchantment if this is sinister. swap.
Ripples Ammo
Your next 1 range actions have echo. deplete: Improve this by 1. charges (3/3).
Volatile Ammo
Your next 2 range actions play a random Bomb. start of turn: delve a custom Bomb.
Naval Ammo
Your next 3 range actions will conjure a tidal cards. tidal: Reload an Ammo. persistent.
flow action
Your next 3 range actions will triggers a tidal effect on hand. persistent.
ebb action
Blight Ammo
Your next 3 range actions inflict 2 poison. Use all of this Ammo to trigger the poison. Reload: Double the poison.
Ballistic Ammo
Your next 3 range actions have piercing. Reload: Range actions gain +2 damage while this is loaded. upgradeable.
Banner of Hajrun
start of turn: Gain and 1 evasion. unique.
Time Bomb
Deal 3 damage. Ready after 3 turns. start of turn: Improve +2. charges: Reduce the timer and trigger this card effect. persistent.
ranged action
War Nuke
Deal X% damage. X is total amount of bombs you have played in this combat. piercing. persistent.
Carpet Bombing
discard your hand to conjure Bomb of equal amount. Discarded: Your bomb gain +2 damage per card discarded. Scavenge 2.
Epilogue
perform 1. finale: Improve this by 1 everywhere for every (0/3) performance. swap.
Prologue
perform 1. ambush: Improve this by 1 everywhere for every (0/3) performance. swap.
End of Time
Trigger all End of Turn effect. swap.
Trigger all start of turn effect. swap.
Code of Boundary
start of turn: conjure End of Time. code: You have at least 1 start of turn and 1 End of Turn effect.
divine code
Chaotic Boundary
This combat, both start of turn and End of Turn effect triggered at the opposite of each.
divine enchantment
Parastrike
Make a basic attack. on Hit: Inflict 3 Decay. execute: Gain per Decay (Permanent).
Code of Morality
Inflict 3 afflictions with 2 stacks on Hit. start of turn: Double all afflictions. code: You have darkness 40 and corrupted.
corrupted code
Blood Recursion
start of turn: 1 of your range action has on Hit: Fury grants +1 anger. upgradeable.
corrupted enchantment
Death Roulette
start of turn: 1 of your range action has critical Hit: Inflict a deep wound. upgradeable.
Relic Ammo
Your next 2 range actions has execute: Permanent +1 Ammo. Reload: Inflict Marked, else play an Enchantment.
Your next 2 Range action has execute: Upgrade this by 1 permanently. Reload: Inflict Marked, else critical Hit.
Quickdraw
Deal 5 damage. Discarded: Play an Ammo, then deal this card's damage.
Second Hand
echo 1 one use action per corruption card you played last turn.
Thief's Cantrip
conjure 1 one use action. ambush, Play (0/3): Permanent +1, then draw a card. Charge (3/3)
Blood Steal
Steal 1 then double this effect. frenzy: All steal are permanent this turn.
Drum of War
Gain 1 anger per frenzy you triggered last turn. ambush: conjure 1 Fury. upgradeable.
Blood of Steal
Gain 1 then swap this. flanking: Increase this card's by 1. sinister.
Steal 2 then swap this. ambush: Lose 2 to conjure a Lucky Coin. sinister.
13
Wild Duet
perform 1. channel: perform 1 whenever your companion acts. channel.
Duet Fiesta
perform 1. ambush: Companion acts 1 time. flanking: Increase this effect by 1.
Arcane Ammo
Your next 3 range actions inflict afflictions based on attunement.
Steelforge Ammo
Your next 2 range actions can be upgraded on Hit. upgradeable.
Toxin Ammo
Your next 3 range actions inflict 6 poison. Reload: Trigger the Poisons.
Tripping Bad
start of turn: Gain extra random energy per dazed you have.
Psychedelic Potion
one use: Gain 3 dazed to draw a card. Play (0/5): Gain Tripping Bad.
item
Vital Ammo
Your next 3 range actions steal permanently based on reaping damage.
Omma Ammo
Your next 3 range attacks will trigger random Ammo. critical Hit: Reload all Ammo.
Amberwood
Inflict 3 burning. Play (0/3): +2 burning, wherever this is.
magic fire action
Step and Dance
perform 2. Discarded: perform 1 then shuffle this to the deck.
Disengage
Remove all anger to gain that much armor. Discarded: Increase all source of anger by 1.
Arcane Formula
Gain 1 focus. Discarded: conjure a magic action.
Card Throw
perform 1. Discarded: Deal 3 damage then return this to hand.
Gold of Returnees
Play: Gain 0 , then reset this. Discarded: Return this to hand with +5 .
Echo Shiv
Deal 1 damage then create a copy of this with different effect. flanking: discard 3 cards to draw a card. Mimicry.
Deal 1 damage then create a copy of this with different effect. finale: Add a keyword to this card. Mimicry.
Deal 1 damage then create a copy of this with different effect. ambush: Upgrade this by 1. Mimicry.
Formula
Mitigate any damage you receive during your foe's turn with focus. start of turn: Gain focus per Psionic you have in the deck.
Laplace's Insight
After you remove your focus by playing Psionic once, Peek and steal a card. Then advance.
Dragonification
one use: Transform any card as Dragons card, then add "start of turn: Double this card effect."
Cackler's Trade
Peek you foe's hand, then shuffle a card back to their deck. ambush: Inflict 1 jinx if that card was drawn.
Weapons Vault
delve (1) Equipment, then equip it. Start in Play. upgradeable.
Thief's Toolkit
Choose: Steal 1 card, Add 1 Snare or disarmed 1 card. Equip this with the chosen effect with 1 durability. upgradeable.
equipment
Dragon Intent
If flow (0/3): Trigger a card's effect whenever you discard a card.
Dragon Grasp
discard a card to trigger it's effect 1 time. start of turn: Increase this by 1. persistent.
Bandit's Glove
Activate this to steal a random thing from your foe. deplete: Steal 10% of your foe's max . durability 3/3.
Totem of Ancestral
start of turn: Return 1 cards from any pile.
Don's Order
Your companion act. sinister (10): Steal 10 . sinister.
Muzzle Flash
Whenever Ammo is depleted, inflict 1 dazed. frenzy: Load an Ammo you have.
Arcana of Mind
Gain 1 focus. Play (0/3): execute your foe this turn to delve a talent. focus (5): Remove a talent at the end of combat.
Stolen Arsenal
Steal an action, your foe can't use it for the rest of combat. frenzy: Add all stolen actions. (0). unique.
Midas Touch
Add unplayable to a card in your hand, then play it. channel: Gain 10 on Hit.
Libra's Scale
After you spend or lost 15 , gain 3 random blessings then advance. unique.
Dragon Tongue
conjure a Dragon card. start of turn: attune to an element, your next Dragon card will trigger said attunement. persistent.
Artwork
start of turn: conjure 5 cards you'd removed from this decks (after you get this). Start in Play.
Infested Forest
start of turn: Dispels all blessings you and your foe have, then gain 1 sinister. upgradeable. Start in Play.
Blood Toxin
one use: poison damage is now permanently affected by 5% maximum Health.
Toxic Brew
one use: poison damage is now affected by sinister. unique. grounded.
Shadow Walk
Reset your ambush. If you have darkness, ambush: Upgrade all darkness card by 1. darkness 2.
Arcane Grasp
Deal 1 damage. flow (0/4): Steal 5 and a random blessing. mergecraft 2.
Get Caught!
Start of Combat: Gain 1 pinned per combat. Can't be removed at the campsite.
Flourish Strike
Deal 5 damage. execute: Upgrade the reward rarity for every crushing effect triggered with this.
Hijack
Add 1 Terror to your foe's deck. Start of Combat: Terror has persistent until the end of combat. upgradeable.
Golden Purse
You have 50 , reduce this first if your foe steal . If you have none, you'll take damage equal to taken.
Extortion Fee
Steal 1 . Start of Combat: Your foe starts with Golden Purse in play. upgradeable.
melee action
Gambling Den
start of turn: Roll 1 D6 dice. ambush gain extra dice damage. upgradeable. Start in Play.
Brazen Steal
Steal 1 . ambush: conjure a Lucky Coin for every 5 steal. upgradeable. sinister.
Fraudster
sinister increase by 1 each time your foe play a Prank. start of turn: Gain 1 per sinister.
Grift
Add 1 to 6 Pranks to your foe's deck. Initiate: Roll 1 to 6. If it 6, Pranks will have double value next turn. sinister.
Fortress
Initiative: Gain (1)(5 armor) and 1 stacks of Fortified. Fortified can be stacked. upgradeable.
Sagetower
Initiative: Gain 1 Maximum handsize and 1 focus. conjure 1 copies of your cards with Psionic. upgradeable.
Dungeon
Initiative: Shuffle 1 untempered foretell cards. foretell card count as make a basic attack. upgradeable.
Deathwoods
Initiative: Gain 1 sinister. You have 1% Chance to slay your foe with ambush. upgradeable.
Necropolis
Initiative: You have 1 Undead companion per 20 darkness. upgradeable.
Warforge
Initiative: Upgrade all your enchantments by 1 (if possible). upgradeable.
Battle Flow
swap stance. flanking: Next attack interrupt. frenzy: Next attack critical Hit. cascade: foretell 3.
Glory
overkill your foe to upgrade your reward this combat by total stacks.
Glorious Duel
Enter a stance. Start of Combat: Gain [[Canto]] stack of Glory for each foe defeated this Canto, then reset when entering new Canto.
Cursed Arrow
Deal 1 damage per hex. Inflict random affliction then increase all afflictions by 1.
Scroll of Unity
one use: Subjugating your foe this combat while having a Companion will not dismiss them. unique.
Novametry
Whenever you play a Nova card, Shuffle a card then swap this. code: You have all the Nova cards available with no copies.
divine flow code
Whenever you play a Nova card, draw a card then swap this. code: You have all the Nova Cards available with no copies.
divine ebb code
Spruce Field
ambush action will inflict Marked, else inflict 3 frozen. Start in Play.
Chronometry
Gain 1 haste. flow (0/4): If you get hit more than once during foe's turn, return to this turn with new hand.
Cold Fury
Gain 1 frozen, then double this. frenzy: Gain anger based on total frozen you have. Play Last.
corrupted frost action
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6
Brutality
This combat, rampage action deal (2)x damage for each deep wound your foe has.
Shock Massage
Gain 1 per chain if your foe has shocked.
magic lightning action
Stylus Strike
Make 1 basic attack. on Hit: Increase all active Mantra by 1. upgradeable.
Dancing of the Wild
perform 1. form: Gain evasion and swiftness by x performance.
Runesmithing
one use: Permanently add an Adaptation slot to a card, else add a Adaptation instead.
Wild Strike
Make a basic attack. form: Trigger basic attack form effect.
Dragon Soul
All your basic attack count as Dragon Card. start of turn: conjure a basic attack. Start in Play.
9
Mantra of Plight
Inflict 0 afflictions with 0 Stacks.
Adapt in Battle
Start of Combat: delve an Adaptation, all cards will have it for the first (1) turn. upgradeable. Start in Play.
Vampiric Stimpak
one use: Add bloodlust: lifedrain on a card in your hand. If this persistent, inflict 3 bleeding.
Code of Arcane
flow (0/4): Reforge a mergecraft with a keyword (Once per turn). code: Your deck contains only mergecraft (excluding this).
magic code
Horse Familiar
All Charge cards damage is doubled while this is equipped. Activate: Gain 3 momentum and 3 haste. durability 5. unique.
Rifling Fan
cleanse an affliction. start of turn: Shuffle the leftmost card, then conjure a card in your deck.
magic artifact
Flash Strike
Make a basic attack. If this cost 0, gain momentum and haste for each type of energy you have.
Provoke
You're prone to getting deep wound by Melee Action (15%). start of turn: Gain 3 Slowed and 3 vulnerable.
Combat Taunt
Inflict Provoke. interrupt, Stun or dazed on foe will trigger Provoke effect.
Grace of Gold
Whenever you spend a , trigger all start of turn effect. start of turn: Heal 1 per Lucky Coin played last turn.
Surge of Faith
Gain . This turn, spent to gain a random start of turn effect.
Novaroid
Play colored Nova cards to do special action. : Shuffle a card. : Draw a card. : discard a card. : Do all three.
Re-Vital Strike
Make a basic attack. critical Hit: Make (1) basic attack per Adaption of this card.
Wild Charge
ambush gain additional damage by this stack. If this has 10+, ambush also inflicts 1 dazed.
Form of the Boar
Whenever you discard a card, gain 1 stack of Wild Charge. start of turn, ambush: Your first strike gains Wild Charge extra damage.
form
Will of the Wild
conjure (1) basic attack. channel: swap animal form each time you change the tide. channel.
Martial Temperament
Enter a stance. execute your foe this turn to imbue your current stance as an Enchantment. grounded.
Pyros Ore
one use: Add firecast on a card in your hand, else add Fire Attunement instead. unique.
fire item
Hall of Legend
Shuffle an untempered Legendary card. ambush: Convert their cost to .
divine artifact
Lightning Generator
channel: Each time chain is removed or disturbed, gain (1) chain. channel. chain.
Lionheart
Start the combat with a Banner. End of Turn: Remove 10 rally to gain an extra turn to play a card per Banner.
First Tempo
start of turn: Your first action will echo (1) time. Increase this by 1 for each tide change in the last turn.
Zeal Bomb
start of turn: Double the zeal. Deal (zeal) damage. Ready after 4 turns. Speed up the timer when you use a Charge. persistent.
8
Hex Bomb
Inflict a hex then deal 4 damage per hex. Ready after 3 turns. Speed up the timer when you use a Charge. persistent.
Old Treasure
conjure 1 Rusted Coin. synergy. persistent.
Coin of the Depth
You gain access to Rusted Coin. Each time you conjure a Lucky Coin, conjure a Rusted Coin.
Rusted Coin
Inflict 2 afflictions with 3 stacks. Lose 1 .
corrupted item
Band of Dissonant
perform 1. channel: Performances can overlap more than 1. channel.
Black Cat Familiar
Activate to corrupt a card in hand. corrupted cards can inflict critical Hit if this is equipped. durability (4/4). unique.
corrupted equipment
Surge of Storm
This turn, gain each time you gain chain. chain. lasting.
Bounty Board
Entering new Canto refreshing the Bounty hit. on draw: Your foe gives 200% additional reward and rare+ card reward.
Thievery Gauntlet
Deal 2 damage. on Hit: Steal 5 , 5 , a foe's card (untempered) or a blessing.
corrupted basic attack
Knight on Misery
Whenever you inflict an affliction, you'll also gain it. Imbued: Your attack can inflict critical Hit if you've an affliction.
Weapon Cloning
Summon a clone. channel: Shuffle untempered basic attack each time clone is dispersed.
Source of Void
one use: Remove your next card played from your deck and this run. defiled. grounded. unique.
Potato Soup
one use: Your next range attack has 1% to inflict critical Hit. garnish: Gain Hit Mastery Talent.
ingredient
Pickle Jar
one use: Gain regenerate for each garnish triggered last turn. garnish: % Heal for each garnish triggered last turn.
Ars Nova
delve and play a Nova for free. Repeat for each other Nova card you played this combat.
Oathbreaker
start of turn: Your next card is free. Revive to full health once you die, and receive (overkill) as extra damage for all actions.
corrupted form
Fallen Avenger
scar is counted as 10 darkness each. scar (3): Start the combat with Oathbreaker. darkness 5.
scar counted as 10 darkness. scar (3): Start the combat with Oathbreaker. darkness 5.
Retry
Choose One: Retry this Canto from the start or Retry this combat. Remove all scar. grounded. unique.
Jack O' Lantern
Inflict 1 Fear then double all Fear. Shuffle an Ingredient each stunned combatants.
corrupted artifact
Energy Allocation
Transfer 1 energy you have for the next combat. memorized: Start the next combat with double energy. unique.
Bay Gin
Create a potion, then gain 1 sated. reliable: Gain a blessing with sated stacks.
View Dock
foretell 5 (Unaffected by focus). reliable: Gain channel: Draw a card once a turn when you foretell.
Loan Don
While this Artifact in deck, your gold can go negative. ambush: If my gold is negative, increase Lucky Coin damage by 5 permanently.
Hexterdam
Next turn, energy gain is randomized. memorized: change this effect to start of turn. persistent.
Phobic Reaction
Inflict (1) affliction with 3 stacks. bane (5): Deals damage based on total afflictions. upgradeable.
Forge
Actions that execute your foe this combat gains this stacks as Upgrades.
Anvil
Enter a random stance. Your next attack use Forge as additional damage. Discarded: swap this.
Hammer
Deal 2 damage. on Hit: Gain a Forge stack. Discarded: swap this. Can't be upgraded.
Surge of Might
Gain per Strength. ambush: Your next rampage action inflicts critical Hit.
Surge of Night
Take 3 damage to gain or . darkness 2.
Streamline Art
This turn, Melee actions has "flow (0/3): Draw a Melee Action." tidal: swap this.
Revamp Anvil
This combat, your next card played is upgradeable. flanking: Upgrade the next card by 2. unique.
Undead
start of turn: Gain 1 darkness per Undead stack. Undead stack count as resilience.
The Necropolis
Start of Combat: Summon Undead per 5 darkness. darkness 8. grounded. persistent.
The Cathedral
If this is in hand, Divine Action will start a random Hymn. start of turn: Gain 1 Bolster. grounded. persistent.
The Stage
This combat, any action during performance will draw a perform card from anywhere. grounded. persistent.
Cash and Maul
Make a basic attack. on Hit: Steal 5 and a blessing.
Death Maul
Make a basic attack. critical Hit: All basic attacks deal extra damage by 1 permanently.
Voracious Tyrant
Destroy (1) cards per Void in your decks. ascend: conjure a destroyed card with Upgrades based on total costs. upgradeable. unique.
Fool's Guard
Gain 3 armor, then deal 1 damage. Stone stance: Gain resilience by total damage taken.
Steady Thrust
Deal 3 damage. Steady stance: Deal extra damage per total card cost in hand. piercing.
Oberhau
Deal 6 damage. Frenzied stance:This card inflicts critical Hit.
Mordschlag
Deal 1 damage. Shattering stance: Inflict 1 dazed and 1 vulnerable.
Sword Mastery
swap this to a different Sword Technique whenever you change stance. grounded. persistent.
Sadistic Moment
on Hit effect has 20% chance to inflict deep wound. You can't slay your foe with deep wound.
Tarot Pack
foretell 3. start of turn: If focus exceeds 10, shuffle a revelation each time you foretell. persistent.
Surge Mastery
start of turn: Gain 3 haste, then double the next card damage. code: Your deck must contain all types of Surge cards.
Relentless Strike
Make a basic attack. frenzy, scar (2): echo (scar) times.
Scar of Survivor
scar (3): Heal (scar*Strength) each time you play one use and untempered card.
If flow is triggered, Undead deals (basic attack) damage (Undead Stack) times. lasting.
magic form
Bone Staff
Deal 1 damage. flow (0/2): Summon an Undead.
magic basic attack
Haunting Fist
Deal 3 (+5 if Marked) damage. Inflict Marked for 1 turn (next turn only). lasting.
melee basic attack
Reaper Assimilation
execute, darkness (20): Corrupt a card in your deck. corrupted Card has darkness 1. darkness 8.
Herbalist's Recipe
Destroy a one use card. channel: Switch destroyed one use card as start of turn effect this combat. unique.
Smithery
This combat, upgrade the next Melee action by 5 per Melee basic attack you have in deck. unique. grounded. persistent.
Domain: Arcana
This combat, upgrade all Magic action by 2 per Channeling effect. unique. grounded. persistent.
Belly of the Greed
If you slay your foe with Greed's Candy, steal and imbued their enchantment.
Greed's Candy
one use: Steal 1% foe's . garnish: Permanently increase Greed's Candy effect by 1%.
Nova Combo
start of turn: conjure a random Nova. Gain random energy whenever you play a Nova card.
Geist Ammo
Your next 3 Range Actions inflict 1 bane. bane (5): Load a random Ammo.
Coven of Strength
conjure (1) Fury. Increase this by 1 whenever you play frenzy cards.
Coven of Nature
delve (1) monster card and play them for free. Increase this by 1 per monster card you have in deck.
Owl Familiar
Activate: Inflict 1 bane, then double all afflictions. durability (3/3). unique.
magic equipment
Witch's Candy
Add a copy to your deck when you trigger Stun from Fear. one use: Gain 1 vulnerable, then heal 20% of max .
Reaper's Grasp
Deal 3 Damage. If your foe has Marked, convert it to Death's Mark. reaping.
Death's Mark
reaping: Inflict deep wound, then remove all Marked.
Death Lullaby
perform *1. souls (100), Ritualist: Inflict Charm by (souls).
Miasmic Whetstone
one use: Convert your next basic attack you play to , then upgrade it by 1.
Ghost Stance
If you're channeling, your attack will consume souls. critical Hit: Gain 5 souls.
Ghost Step
Enter Ghost stance. Your next attack will piercing and inflict critical Hit.
Poltergeist
channel: Whenever souls is consumed, play a card from your deck. channel.
Huntsman
crushing Damage inflict Marked. Marked: Gain 5 ferocity each Action you play.
ranged enchantment
Bamboo Rice
one use: Heal 3 per Fear your foe has. garnish: Heal 10 instead.
Allhallow's Eve
Start of Combat: Gain 5 darkness for each Divine card in your deck. darkness 100: ascend.
Domination
Inflict 1 fear then increase this by 1. You can imbue this. Enchantment: Change this to start of turn effect.
Revel in the Dark
perform 1. perform: Gain darkness equal to performance. darkness 6.
Gargoyle
start of turn: Gain 1 ward. channel: Inflict 2 Daze each time ward was removed. channel.
Bloodmelter
channel: Transform an Ingredient you have into Potion. tidal: swap Ingredient and Potion. channel.
Hell's Kitchen
While this card is in hand, conjure an Ingredient each Corrupt Card you played this turn. persistent.
Raven
If you were forced out of Channeling, gain a random talent (based on total stacks).
Ravenous of Wisdom
channel: Gain a stack of Raven each time you gain focus. empower: Double all focus. channel.
Bloodsucker
channel: Gain 3 permanent max Health each time you inflict bleeding. bloodlust: Heal 5. channel.
Regression
If you were forced out of Channeling, return to previous x turns.
magic enchantment
Deja Vu
channel: Whenever you play a card with echo, gain 1 stack of Regression. channel.
The Boogeyman
If this appear in Card Reward, a card in your deck will be destroyed. on draw: conjure a destroyed card.
Scarecrow
start of turn: Double all Fear. channel: You're immune to Fear. channel.
Weeping Angel
Discarded:Transform a card into Weeping Angel. Once your deck is full of this, return to Canto when you get this.
Hollow Nova
Inflict 2 Fear and 3 doom. Repeat this for each other type of Nova card you played this combat.
Pumpkin Candy
one use: cleanse Fear and doom. garnish: Gain 1 Bolster.
divine ingredient
Hollow Bone
Summon a Totem. rebound (0/2): Inflict Fear and doom by total of Totems.
Trick or Treat!
Trick: Inflict 10 Fear. Marked: Double the Fear instead. Treat: Heal your foe by 10%. Marked: Your foe also gain 5 regenerate.
Nightmare Fiesta
Shuffle (1) Trick or Treat! to both combatants. rebound (0/4): Increase this permanently by 1.
Silver Ammo
Your next 3 Range Actions also inflict an affliction. critical Hit: Inflict a deep wound.
Bloodhound Ammo
Your next 3 Range Actions will deal +5 extra damage. Marked: Your Range Actions also dispel a blessing.
☀️
Ricochet Ammo
Your next 3 Range Actions will echo (1) times. rebound (0/3): Increase this by 1 permanently.
Tinkerer Ammo
Your next 3 Range Actions will add a random keyword to a card in your hand this combat. execute: 1 card will gain those permanently.
Nova Ammo
Your next 3 Range Actions will play a random Nova you have.
Phantom Ammo
Your next 3 Range Actions is piercing. ambush: While this is active, gain 2 evasion and 1 swiftness.
Vampiric Ammo
Your next 3 Range Actions gain lifedrain. frenzy: Gain a deep wound.
Unholy Ammo
Your next 3 Range Actions inflict 3 random afflictions. critical Hit: Inflict a hex instead.
Split Ammo
Your next 3 Range Actions will deal damage (2) times. Split increase by 1 per tide changes.
Rebound Ammo
Your next 3 Range Actions will return to your hand.
Blank Ammo
Your next 3 range action deals 0 damage. Reload other Ammo by 1.
Surrender
Automatically play this once you have 15% left. Play: You're slain. unique.
Code of War
This combat, add a Surrender to both combatants. code: Complete at least 1 Canto of non-stop combat.
The List
execute your foe with (1) styles only to upgrade this. execute (3): advance this card to a "colored" List.
Lunar Crest
Play: Change the tide. discard: Play a random tidal effect on hand.
Sol Crest
Play: Your next card gain +1 damage. discard: Your next card heals you +1 . upgradeable.
Solar Regalia
Play: Your next card gains +1 extra damage. discard: Your next card gains +1 . upgradeable.
Starforged Hammer
foretell 3. channel: Upgrade all foretold cards by 1.
foretell 3, then upgrade all foretold cards by 1. unique.
Poker Hand
Add Rank and Suit tag to a card this combat. channel: If there's a Poker Hand, play it.
Dice of Nature
Inflict 1 bane. channel: If attune, roll a number. Inflict a random affliction with that number as stacks.
Arcane Fist
Deal 2 damage. attune: Inflict an affliction based on current attunement.
Fist Magic
Deal 0(+focus) damage. This card can attune to any Element. attune.
D6 Blessing Roll
Roll a dice between 1 and 6. You'll gain a blessing with that roll stack this turn when you play a Magic Action.
Relic Museum
Play one of the Artifacts you have. Passive: Artifacts are valuable and unplayable.
Shadow Market
You can now delve and Sell cards during combats. Play this and spend 5 to access the Market.
Great Steakhouse
Your garnish is echo this turn. garnish (0/3): Draw a card per garnish triggered.
Bounty Cashout
Gain Bounty. channel: Inflict 1 Tagged whenever you play a card.
Arcane Vault
Pay 5 . channel: Add an untempered card with rarity based on spent playing this card to your hand.
Ancient Temple
Add a random untempered cards. channel: Play this (0/3) times to cursed an untempered card.
Resting Palace
Gain pacified. channel: Immune to all attacks and afflictions this turn, backlash occurs if your foe interrupt.
Wrath Potion
one use: Gain 3 anger, 3 focus and 3 ferocity. Draw a card.
Use 5 anger: Your Fury cards grant (1) additional anger. execute your foe within this turn to upgrade this by 1.
Rally Charge
Convert your rally to momentum. Use the excess momentum as additional damage for your next attack.
Nova Bomb
Deal (1) Damage. Increased by total Nova played this combat. Speed up the timer when you use a Charge. persistent.
Songs of Nightingale
Gain 10, 30, 60 darkness in 1, 2 or 3 turns. darkness 0: Automatically play this again.
Hymn of Courage
Gain 5, 12, 20 resilience in 1, 2 or 3 turns.
Smith and Weld
perform 1. channel: Upgrade your next card by (1).
Runecast
perform 1. channel: Inflict 1 bane and conjure a Magic action.
Courtship
perform 1. channel: Inflict 1 charmed whenever you perform. Stackable.
Cultist Dagger
Destroy a card in your hand. Destroy (0/10): ascend. channel: Reduce this by 1 per stack.
Summer Breeze
start of turn: Heal (1)% max Health. Convert the excess as barrier.
Wind Call
Gain (1) Stack of Summer Breeze. Increase this by 1 per hit taken.
Reputation Scroll
one use: Upgrade a talent to a higher rarity. _Can't be used more than once per run._
Sparkling Water
one use: Take 1 damage per card in hand. Your next attack heals you 1% per card in hand.
Vicious Taunt
perform: All your attacks has 20% chance to inflict deep wound. channel.
Soul Sword
Deal 3 damage. Consume all souls for extra damage. execute: Gain Max equal to overkill. reaping.
Fimbulwinter
Inflict (1) frozen. If your foe is frozen, your attacks inflict Critical Hits. channel: Upgrade this by 1 per stack.
divine frost action
Eternal Flame
Inflict (1) burning. If your foe dies from burning within this turn, upgrade this by (1). upgradeable.
divine fire action
Sky Crack
Deal (1) damage. execute: Upgrade this by total chain you gain for this attack. chain.
divine lightning action
Nova Sutra
start of turn: Gain a random energy and blessing with (Nova) stacks.
Raja Nova
perform 1. Repeat for each other type of Nova card you played this combat.
Super Nova
echo your next action 1 time. Repeat for each other type of Nova card you played this combat.
Ammo Nova
All Ammo gain 1 more stack, then reload all Ammo. Repeat for each other type of Nova card you played this combat.
Arma Nova
Increase basic attack damage by 1. Repeat for each other type of Nova card you played this combat. upgradeable.
One-Inch Punch
Deal 0 damage. Increase damage by 5 every time you speed up the timer. Ready after 4 turns. persistent. rampage.
Mana Sync
This turn, add a Keyword to all cards played. execute your foe within 1 turn to gain it permanently. upgradeable. lasting.
Odori Dance
Gain (1) blessing with (1) stacks each time you perform. Increase this per round passed.
King of Destruction
rampage cards gain bonus damage multiplier by defeating foes non-stop.
Destruction Fist
Deal 3 damage. start of turn: Destroy a card then upgrade this by (1). upgradeable.
Deal 3 damage. Upgrade +2 whenever you destroy this copy. start of turn: Create an untempered copy of this card.
Nimble Hand
Discarding a card this combat counts as playing, except discarding at the end of the turn.
Laser Pointer
Activate: Pick an attack card. That card will gain piercing and inflict 3 burning this combat. durability (3/3).
Star Forge
foretell 3. Upgrade foretold card by 1 per this card used this combat.
Beachball
Complete a performance and start a new one. channel: perform 1 whenever you play a card.
Sins of the Damned
Your Deadly Sins is now cursed. discard, bury and Destroying Deadly Sins will play them instead.
Deadly Sins
Add (1) untempered Deadly Sins to your deck. corrupted: Your Deadly Sins gain (1) random Keyword. upgradeable.
Blazing Heart
Whenever you perform, inflict 3 burning. Heal per burning for Complete performance.
Cannon Fort
Gain Fortified if you gain more than 20 armor. start of turn: conjure a free basic attack per 5 armor.
Raging Sands
momentum's excess will carry over this combat. start of turn: conjure a free basic attack equal to momentum.
Time-Rigger
Bomb's timer is sped up an extra 1 this combat.
Form of the Wild
Whenever you discard a card, inflict an afflictions with 3 stacks. Start of Combat: Anyform Claws gain (1) extra damage.
Wisdom
Your next card play gain a Keyword per stack. Executing your foe with those cards will have those keywords permanently.
Wisdom of Life
on Hit: If you have at least 5 focus, draw a card. Remove 1 focus and gain a stack of Wisdom
Odyssey
Start of Combat: Increase all value by (1). Increase this for each combat non-stop, else reset back to 1.
Mimicry Arts
After 4 different performance, transform your deck into your foe's. start of turn: Gain a Monster Enchantment.
Soul Strike Art
on Hit: Gain 3 souls. crushing: Steal 5% of your foe's .
Quickstep
perform 1. rebound (0/2): Complete a performance and start a new one.
Spellcast
Gain 1 focus then conjure a magic card. End of Turn: Gain 1 ward for each unused Conjured cards.
Magic Fist
Deal 3 damage. on Hit: conjure a Spellcast. flow (0/2): precision.
Relic Logbook
Increase all card's value by 2 per combat this turn. lasting.
Fruit Juice
one use: perform 1 then gain 1 Bolster. garnish: Heal by (performance) then increase all blessings by 1.
Demonic Steroid
one use: Inflict 2 dominated and gain 1 disarmed. Can't be Jinxed.
Shoal of Piranhas
Deal 2 damage. Repeat for each upgrade this card has. channel (0/2): piercing and reaping.
Immortal Locket
Null the next damage. deplete: Deal total Null damage to both combatants. charges (3/3).
flow (0/3): If your third card you play gives you evasion, gain an impervious.
Avant Garde
ambush: If your first card gives armor, your next attack add armor as extra damage.
melee enchantment
Smelting Forge
one use: swap upgrade between two cards in this deck, then destroy the weaker card.
Sun Caller
perform 1. Complete a performance with this card to summon Sun.
Stormbreaker
Deal 5 Damage. chain 10: Double this card's damage. Passive: Return this card to hand whenever chain reach 10.
melee lightning action
Pretty Shore
perform 1. tidal: Gain (clone) momentum. Passive: Add a clone whenever you perform.
perform 1. tidal: Gain (clone) Bolster. Passive: Add a clone whenever you perform.
Silent Stance
Whenever you perform, your next damage increase by total Tranquil played.
Meditation
conjure a Tranquil. If you're in a Silent stance, conjure an extra and increase all Tranquil effect by 1.
Tranquil
one use: Remove all blessings and afflictions by a stack. perform 1.
Yosakoi Dance
perform 1. Passive: Gain access to Summer performance.
Custom Wires
Add a Snare to the foe's deck, then add a negative keyword to all Snares equal to this card's cost.
Summertime
Choose one: Heal 10 per zeal or gain max per zeal. Gain both if you've access to holy cards.
Everlasting Summer
Both combatant gain 1 zeal per cards on hand. frenzy: If you have zeal, add an untempered Summertime to your hand.
Summer Heat
perform 1. channel: Inflict (1) burning. Increased this for each round passed.
Hellfire Dance
perform 1. flow (0/3): Repeat this for every 5 burning you have inflict last turn.
Fire Test
perform 1. flow (0/3): perform 1 per 5 burning your foe has.
Forge to Dance
perform 1. perform 4: Inflict 3 burning for each of this card's upgrades. upgradeable.
Mockery
Deal 1 damage. on Hit: Add a keyword on a card that is not started in your foe's deck. grounded.
Brutal Roast
perform 1, then add this copy to your foe's deck. corrupted: Your foe draw this instead on their turn.
Dance Battle
on draw: Both combatants gain pacified. On Hand: Both combatants will perform 1 per action played. persistent.
Funky Fest
perform 1. Return 2 cards then shuffle you discard pile into your deck.
Joyful Jazz
perform (1) and heal (1) . Increased this by 1 for each use.
Summer Salsa
start of turn: perform 1 and gain 1 momentum. channel.
Songs of Victory
perform 1 whenever you play a Melee action. Complete 4 different performance to imbue this.
Sundial
Activate to return a card then change the tide. deplete: Change the tide then shuffle this back to the discard pile. durability (3/3).
Moonstone
Gain 1 impervious whenever you play a Surge card. swap to Sunstone when you change the tide. upgradeable. unique. heavy.
Sunstone
Gain 1 ward whenever you play a Surge card. swap to Moonstone when you change the tide. upgradeable. unique. heavy.
Sunchaser
Deal 5 damage. on Hit: Gain Bolster by the damage dealt. frenzy: lifedrain and piercing.
divine fire artifact
Mana Furnace
Playing any type of surge increase all damage by 5 this combat. start of turn: conjure a Surge.
🌸
Totem Madness
Summon a Totem. Passive: Gain access to corrupted Totem.
Pickle Fruit
Gain a random blessing with current Cooking stacks. garnish: Increase sated by 3.
Horsemen - Death
slay both combatants after turn (10-1), decreased each combat non-stop. Reset if you visit an opportunity or campsite.
Horsemen - Plague
Both combatants gain 1 hex for each combat (non-stop). Reset if you visit an opportunity or campsite.
Horsemen - Famine
start of turn: Both combatants take 3 damage each combat (non-stop). Reset if you visit an opportunity or campsite.
Horsemen - War
Increase all card's damage by 4 each combat (non-stop). Reset if you visit an opportunity or campsite.
Code of Wealth
start of turn: Spend 20 to upgrade a card. code: Your cards have some ways to gain .
code
Scrying Weapon
Use your weapon power to conjure a free foretell card at the Start of Combat. Passive: Gain 1 focus whenever you gain anger.
Mark of Divination
focus 10: delve a revelation. Convert its cost to .
Cosmic Gauntlet
Deal 3 damage. on Hit: Increase all foretell by 2. rampage.
Scrying Fist
foretell 2. Gain anger per cards Foretold.
Rune of Soulfire
one use: Add a firecast to a card. If the cards already have it, add a Soulfire instead.
Bot Test
Test Fortify
ranged flow action
Soul-Reaping Strike
Make a basic attack. flanking: Gain 3 souls if this deal crushing damage.
Killjoy
Make a basic attack. corrupted: crushing damage gain lifedrain and reaping.
Breaking Back
Deal 3 damage. crushing: If you have dazed, gain (on Hit) regenerate.
Ancient Fury
Your Fury's anger is doubled this turn. lasting.
Form of Lightning
discard: Gain chain per card. attune to Lightning. start of turn: First Lightning cards Recall.
Hangry!
Each time you gain anger, conjure an Ingredient.
Gold Loan
If your is 0, destroy this card to gain 40 . You will not gain next combat.
Ymir's Tavern
Gain 2 sated when using Potion. unique. persistent. • 10 : Create a Potion. • 20 : Create 3 Potion. • 40 : Create 7 Potion.
The Great Oasis
on draw: Both combatant gains pacified. If your first action next turn have interrupt, inflict stunned. unique. persistent.
Strike-on Anvil
On Hand: Upgrade a card by this Card's upgrade whenever a Melee Action hit your foe. upgradeable.
melee artifact
Blacksmith's Hammer
Deal 5 damage. on Hit: Upgrade a card. grounded.
Principles of Might
crushing: Gain and draw a card. Principles: Your decks can do crushing damage.
Vile Plague
Start of Combat: Destroy this card. When this is destroyed, spread Plague on (1) card. Otherwise, shuffle a Deadly Effigy.
Staff Mastery
Quarterstaff's on Hit triggers (1) time this turn. Increase this by 1 for each time this is played.
Staff Arts
Your Quarterstaff is now piercing when they're Conjured. • crushing: conjure a Quarterstaff
Code of Reality
Shuffle all Event cards that you missed whenever you execute a foe. code: All cards in your deck only have a keyword.
Essence of Chivalry
one use: Make a basic attack. Make two more if you have anger. heavy.
Essence of Guile
one use: Create 3 clone. Create 2 more if there's focus. heavy.
Essence of Mind
one use: Gain 3 focus and 1 ward. heavy.
Grand Market
start of turn: delve a common card, spend accordingly (Skip is possible). Increase the rarity by 1 per Action. unique. persistent.
Golem
Destroy this card to deal 15 damage and inflict interrupt. When this is destroyed, increased Steel Golem's durability by 1 per rarity.
Golem Factory
Add a Golem to your deck every time you spend all your energy while this card is in hand. unique. persistent.
Ruined City
Destroy this to delve an Artifact. That Artifact will gain cursed and persistent. unique. persistent.
Giant Killing
After 5 Performances, your next Melee Action inflict critical Hit and reaping.
performance
Man vs Beast
After 3 Performances, Inflict deep wound.
Criminal Execution
After 8 Performances, slay your foe if they have deep wound stack more than 2.
The Coliseum
Gain access to Arena Showmanship. perform 1 whenever you inflict bleeding while this card is in hand. unique. persistent.
Vile Prophecy
Gaze 3. Gain ward and focus based on the card's cost.
Potion Mortar
Destroy an Ingredient to create a Potion. deplete: Reset Potion Sash durability. charges (3/3).
Void Repulsor
Deal (3) damage. This card can't be destroyed. If any interaction with destroy happened, upgrade it by (3) instead.
divine basic attack
Flame Eradication
Destroy all Fire Cards in your deck. If there's firecast, trigger those cards. charges (1/1).
Void Flame
Trigger your foe's burning. on draw: Inflict (1) burning. When this is destroy, add 2 copies to your deck. mergecraft.
corrupted fire action
Holy Recital
Whenever you perform, repeat all Hymn's start of turn effect.
Magic Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Add an untempered copy of this card.
Spike
Take 1 damage/card on hand for each card you played this turn. Interrupted if you play a Melee Action.
Spike Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict a Spike.
Fire Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict 3 burning.
fire basic attack
Ice Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict 3 frozen.
frost basic attack
Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range.
Thrones of Gold
As long as this card is in this deck, gain a per divine card you have played this combat. Play: Spend 50 to ascend.
Hundred Shock
Deal 2 damage. cascade: Repeat this for each Zap you have played this turn. chain.
lightning action
Thousand Shock
Deal 3 damage. cascade: Repeat this for each Zap you have played this combat. chain.
Seismic Burst
Add a Lodestone to your foe's deck. chain (3), flow (0/4): Your foe draw a Lodestone.
Lodestone
start of turn: Your foe gain 1 chain per cards in your hand. Destroy this if your foe inflict critical Hit. persistent. heavy.
corrupted lightning artifact
Cloud Step
Evade next (chain) attack (Can't be more than 5). Start next turn with 5 chain.
Husked Away
If you have a Husk, send it to your foe. souls deal % damage instead. Destroy and duplicate this.
Necrosis Touch
Deteriorate a card in your hand by a rarity. If it's impossible, destroy it instead.
Necromancy
Whenever you destroy a card, gain souls of that card's cost. ancestral: souls gain is double instead.
Husk Frame
Spend 5 souls each to upgrade the rarity of the Husk. Repeat for each time you destroy a card.
Desecration
Destroy a card in hand to create a Husk. Satisfy a condition of the following to create a Colored Husk: frenzy, flanking or chain.
Husk
on draw: Spend 3 souls and destroy this card to create a new card with the same color type and rarity.
Dice
one use: Roll a number. Gain a random boost with stacks of that number.
divine item
Wheel of Fate
Cast the Dice. Nat 1: Gain a hex. Nat: 20, delve a revelation. deplete: slay your foe. grounded. charges (5/5).
Brave Heart
perform 1. Gain 5 rally if you start a performance with this card. rally is your extra damage.
True Damage
perform 1. Deal 15 piercing damage if you completing a performance with this card.
Eternal Dusk
Gain darkness per total channel effects you trigger at the End of Turn. delve a revelation if you got stunned. darkness 8.
Eternal Dawn
start of turn effect can be triggered (1/2/3) times once you have both ward and zeal.
Midas's Regret
start of turn: Play 3 Hymn. delve this card in combat reward if your deck full of valuable and unplayable cards.
Traveler's Bagpack
Created cards can be stored within this card. Activate: Open the Storage to bring out a stored card. Storage (0/5). durability (5/5).
Curse of Midas
While this card is in this deck, execute: One of your cards gain valuable, otherwise gain unplayable instead. valuable. unplayable.
Pavise
Gain 5 armor. If this is your first action this turn, Fortified. swap to Partisan. upgradeable.
Partisan
Deal 5 damage. If this is your first action this turn, piercing. swap to Pavise. upgradeable.
ranged basic attack
Soldier Familiar
Make (durability) basic attack each time you Command. Activate: Change Formation. durability (8/8). unique.
Heat
start of turn: Gain (1) burning and (1) zeal. Your fire action also benefits from zeal.
Sunfire Ore
You're now imbued with Heat. Permanently increase Heat stack by 1 for each foe you have Slain. unplayable.
Witch's Curse Staff
Deal 6 damage. on Hit: Inflict Curse of Walpurgis. cursed.
Curse of Walpurgis
Gain (1) bane per Ingredient your foe have played this turn. start of turn: Gain a random hex.
Walpurgis Night
conjure an Ingredient for each cursed card you played this turn. cursed: Inflict (1) bane per hex your foe has.
Health Code
Your Health and Heal increase by 1.5% per anger. code: Your deck contains only cards.
Guardsmen
As long as this card is in this deck, start the combat with 3 armor per total cards in your deck. Your basic attack is Melee. unplayable.
melee item
Stolen Goods
one use: Steal a high rarity (Rare and Legendary) card in Combat's Reward (if possible). Convert it to corrupted card. grounded.
Resentment Locket
Add an Envy per untempered card you have this combat. on draw: Destroy (1) Envy to add (1) untempered Monster cards. heavy.
Seductress's Mirror
While this card is in your deck, Gain 5 charmed per 1 focus. Add a Lust per 5 focus. on draw: Destroy (1) Lust to increase focus by (1).
Crown of Vanity
While this card is in this deck, crushing: Add 3 Pride. on draw: Destroy (1) Pride to add extra (1) damage to your next 2 attacks.
Tome of Slumber
delve a revelation per 10 Sloth, then destroy the Sloths. on draw: Add a Sloth. charges (1/1).
Bottomless Goblet
End of Turn: Add a Gluttony per sated. on draw: Destroy (1) Gluttony to conjure (1) Ingredient.
Blade of Madness
Deal 15 damage. Fury cards will not heal you. on draw: Destroy (1) Wrath to conjure (1) Fury. on Hit: Add a Wrath.
Coin of Greed
While this card is in this deck, Lucky Coin gain "on Hit: Add a Greed". on draw: Destroy (1) Greed to conjure (1) Lucky Coin.
Raison D'etre
slay the boss of each Canto to trigger this. execute: delve a Legendary card. That cards gain valuable, and has its cost converted to .
Ego Trance
start of turn: Gain 1 charmed per Ego Trance. If I have 5 or more Ego Trance, slay myself. unique.
perform 1. If you start and complete a performance with this, inflict Ego Trance.
Climax
perform 1. If you start a performance with this, your next attack inflict critical Hit. advance once you complete a performance.
perform 1. If you start a performance with this, inflict an interrupt. advance once you complete a performance.
Covert Operations
Start the combat with (Level) sinister. conjure a free sinister card whenever you play a non-conjured sinister card.
Old Scar
Stack (0/3) scar to gain 1 Stat. Remove the scar. End of Combat: If you Survive, Heal (15) and Gain (1) scar. channel.
Reforge Smash
Deal 8 Damage. execute: Destroy a waning card to reforge a copy into your deck. rampage.
Sand Blast
Reforge all Equipments played by 1 durability. waning 0: Increase all Equipment's durability in your deck by 1. waning 6.
Seasonal Banquet
Passive: Increase Reward's card Rarity by your Level. on draw: delve an Ingredient. unplayable. grounded.
Holy Grail
on draw: Gain (3) zeal then upgrade this by 5 permanently. discard: Heal (zeal) . deplete: Convert zeal into Maximum . charges (1/1).
Another World
Whenever you enter new Canto while this card is in this deck, shuffle 2 random Event cards. one use: Leave the current non-Boss battle.
World Devourer
Make a basic attack (with extra damage). execute: Devour a card in your deck to gain permanent extra damage by the card cost.
Ultimatum
Make (1) basic attack. critical Hit: Gain zeal with (1) stacks. execute: Increase this by 1 permanently.
Sisyphus's Rock
While this card is in your deck, all the cards that are 2 cost and/or more will gain heavy. heavy.
Rampage Strike
Deal 10 damage. discard: bury a card. piercing. rampage. firecast.
Curse Self Forge
execute: Upgrade all cards in your deck by 1 per afflictions your have this turn.
Ancient Presence
Aura: You're now an Apostle. NPCs will highly regards you as the Protector of Aethos the longest time.
Evil Presence
Aura: You're now a Monster. Any interaction with good NPCs will always result in you battling them to death.
Sheer Presence
Aura: You're now a Champion. Any interaction with NPCs should let you prove your might.
Swindler Presence
Aura: You're now a Trickster. Any interaction with NPCs should let you swindle them some .
Fast Rhapsody
perform 1. Completing a performance with this card will reset the ambush. ambush: gain 1 evasion and your next attack will critical Hit.
Serene Rhapsody
perform 1. Completing a performance with this increase focus by 2. flow (0/3): foretell 3.
Fury Rhapsody
perform 1. Completing a performance with this grant Fury an extra anger by 2. frenzy: Shuffle a Fury.
Swift Entry Kit
one use: Peek your foe's deck. Inflict interrupt if Snare is at the topmost deck.
Blast Entry Kit
one use: Peek your foe's hand. Deal 5 damage per cards and Inflict 1 dazed.
Stealth Entry Kit
one use: Peek your foe's deck. Steal a card and plant a Snare.
Force Entry Kit
one use: Peek your foe's hand. Inflict 1 pinned per cards.
Breach Toolkit
ambush: conjure 2 random Breach cards. grounded. charges (3/3).
Warehouse
Increase durability by 1 per valuable. valuable: (0). Activate: Use a random valuable cards in your deck for free. durability (3/3). unique.
Strike of Vanity
Make a basic attack. crushing: Shuffle a Pride.
Vainglory
Your basic attack damage increase by 3 per Pride. Play: Shuffle a Pride to both combatants. grounded.
Path of Vainglory
Collect (0/5) Pride in this deck to transform this to Vainglory. unplayable.
Canola Oils
While this card is in this deck, Ingredient heals 1 . Play: cleanse a random affliction and increase all blessings by 1. charges (6/6).
Battle Ration
one use: Heal 5 and gain 3 regenerate. garnish: Your attacks gain extra (sated) damage.
Rally Ender
Trigger a random frenzy on hand. frenzy: slay your Foe if they have more than (5) deep wound. Reduce this by 1 per frenzy cards on hand.
Trigger a random frenzy on hand. frenzy: slay your Foe if they have more than (5) deep wound. Reduce this by 1 per frenzy cards.
Drunken Stupor
sated (9): If the next card you played Stun you, your foe gains pacified. Ready after 4 turns.
Ahoy, Rum!
While this card is in this deck, gain sated when using a Potion. perform 1 per Potion used this turn. sinister.
Drunken Sailor
Whenever you gain stagger, conjure a Potion per stagger you have. tidal: Inflict 3 stagger to both combatants.
Flourish Strikes
flanking is now reliable. start of turn: Inflict (1) Disorient and (2) charmed per flanking cards on hand.
Serpent Staff
While this card is in this deck, Hexes inflict bane. Activate: Inflict a hex. durability (4/4). unique.
Berserk Armor
While this card is in this deck, ferocity triggers rampage. Activate: Gain ferocity based on last damage taken. durability (4/4). unique.
melee equipment
Battle Flagship
While this card is in this deck, conjure a Bomb whenever the tide is change. Activate: Change the tide. durability (7/7). unique.
divine equipment
Entangled
This card always stay in your deck and can't be drawn normally. Foretold: Gain 3 and 1 ward.
Dream Catcher
Activate to shuffle an Entangled into your deck. deplete: Destroy an Entangled to full heal your health. durability (4/4). unique.
This card can't be drawn normally and stay in the deck. Foretold: Heal 3 and gain 1 ward.
Activate to shuffle an Entangled to your deck. deplete: Destroy an Entangled to heal your to full. durability (4/4). unique.
Tic Tac Toe
Gain additional damage for each time a card was converted. start of turn: Convert all your cards on hand to Melee Action.
Bard's Fugue
If you didn't deal damage while perform, gain (1) impervious or ward. Your next damage is multiplied by (1) . Increase this by performance.
Reaper's Glee
Your execute abilities has 4 Timer. execute (4): delve an Enchantment. Start next combat with it imbued.
execute abilities has 4 Timer. delve and Imbued an Enchantment for the next combat if you slay your foe with execute on 0 Timer.
Honey Crisp
one use: Heal 1 per corruption cards you have in your deck. garnish: Gain 1 ward per foe's bane.
corrupted ingredient
Dessert Nova
Draw an Ingredient, then trigger its garnish. Repeat for each other type of Nova card you played this combat.
Flavor Nova
Shuffle an ingredient, then gain 1 regenerate. Repeat for each other type of Nova card you played this combat.
Deal 3 damage for each zeal. on Hit: Inflict (x) zeal. Ready after 4 turns. Speed up the timer when you gain zeal. lifedrain. persistent.
Explosive Expertise
Your bomb gain Reaction. If you discard a Bomb, set the Reaction anyway. Reset to 0 at the end of the turn.
A Little More Boom
delve and play a Custom Bomb. flow (0/3): Ramped up the damage for each bomb played this turn. charges (2/2).
Edge of Tomorrow
foretell 3. If this is Foretold, Recall a card for each focus from previous turn.
Shield of Blossom
Gain (3) armor. Fortified: Gain (5) armor instead. Increase this by 1 for each round passed.
Surge of Spring
Gain . flanking: Gain instead. frenzy: Gain instead. flow (0/2): Gain instead.
Easter Nova
Play an Easter Egg for free if you have one in your deck. Repeat for each other type of Nova card you played this combat.
Love Nova
Gain a random blessing then increase all blessings by 1. Repeat for each other type of Nova card you played this combat.
Novature
delve a Monster card and play it for free. Repeat for each other type of Nova card you played this combat.
Heart Nova
Heal 1 for each charmed your foe has. Repeat for each other type of Nova card you played this combat.
Code of Singularity
start of turn: Return all unique cards you have played this combat into the deck. code: Your deck contains unique cards only.
Primal Fears
If this unique, imbued this at the start of combat. If this imbued, gain Start of Combat: Terror has persistent and unplayable. unplayable.
Abyssal Horror
Add a Terror into your foe's deck. shift into form of the Abyssal. form of the Abyssal: Inflict (1) jinx for each Terror.
Form of the Abyssal
discard a card to inflict (3) doom. start of turn: Inflict (1) bane then increase this by 1 for each round passed. channel.
Runic Engraving
Spend , , or next turn to inscribe a specific Sigil. Can only be used once per Canto. unique.
Sigil of Guile
Start of Combat: Gain (1+[[Dexterity_Value]]) evasion and ferocity. unique.
Sigil of Insight
Start of Combat: Gain (1+[[Intellect_Value]]) focus and barrier. unique.
Sigil of Might
Start of Combat: Gain (1+[[Strength_Value]]) anger and resilience. unique.
Wonder Egg
one use: delve a Hymn, then repeat all start of turn effects.
magic item
Trick Egg
one use: Gain 1 evasion and 1 swiftness, then reset ambush.
Wrath Egg
one use: Take 3 damage, then gain anger for each damage taken this turn.
Wisdom Egg
one use: foretell 3, then gain focus per card's cost.
Shard of Easter
Use : Shuffle a Wisdom Egg. Use : Shuffle a Wrath Egg. Use : Shuffle a Trick Egg. Use : Shuffle a Wonder Egg. unique.
Bonesmen
rebound 3 random cards, then make a basic attack.
Soul Crypt
Your deck is now combine with the discard pile. You can only rebound cards as your Draw. start of turn: Summon a Bonesmen.
Soul Enhancer Pill
one use: Consume 5 souls to gain either permanent 3% Max or gain a random start of turn effect permanently.
Haggler's Contract
Gain an extra turn (damage action can't be played) for each unique card you played this turn. unique (20): slay your foe.
Cave of Echoes
If this card is in hand when I take damage, change the tide and trigger a random tidal effect on hand.
Ritual Staff
Deal % damage for each completed performance. on Hit: Gain a Ritualist and perform for each round passed.
Star Chart
If foretell this turn: Shuffle a Stardart, otherwise change the tide.
Trailblazer
Deal 3 damage. Increase all burning effect by (1). on Hit: Inflict Permaheat. upgradeable.
melee fire basic attack
Permaheat
Whenever you play a card, gain (1) burning. Increase this for each round passed.
fire enchantment
Raging Tide
Create a clone for each tide change this turn. persistent.
Make (1) basic attack, then change the tide. tidal: Increase this by 1. persistent.
Scry of Might
Make a basic attack. Make (2) basic attack if this is Foretold.
Ghost Strike
Make a basic attack. evasion (1): Repeat for each time this card played (1).
Arsenal
Deal 2 damage. on Hit: Permanently upgrade this by 1 for each afflictions your foe has. untempered.
Deep Arsenal
Play (1) to shuffle an untempered Arsenal. Play (3): Remove "untempered" from a random untempered cards. Deep.
Branch of Evergreen
bury this at the start of combat. If this has firecast, firecast (0/30): Transform this to Evergreen Staff. heavy.
Vampiric Sword
Deal 10% max damage. Increase by 2% for each bleeding. lifedrain.
Cursed Sword
Deal 5 Damage. on Hit: Inflict (1) bleeding, then increase this by 1 permanently. on Hit (0/20): Transform this to Vampiric Sword
Brace of Weapons
While this card is in this deck, you can dual wield two different types of weapon per weight capacity. Weight Capacity (0/10).
Bag of Totems
Summon 2 random totems by 1. Upgrade (10): Start the combat with a Totem summoned by 1. upgradeable. heavy.
Tidal Surge
Create a clone then change the tide. tidal: foretell 3. Discarded: Play this with tidal effect triggered.
magic flow action
Gain then change the tide. tidal: Gain and 1 focus. Discarded: Play with tidal effect triggered.
magic ebb action
Street Satay
one use: delve a free tidal card, then change the tide. garnish: If next Ingredient you play is Street Satay, double all blessing.
Swift Roll
Your next attack deals additional damage equal to your current momentum. Shuffle this to deck if tidal is triggered.
melee ebb action
Gain 1 evasion if you have momentum. Return this to hand if tidal effect is triggered. tidal: Gain 1 momentum.
melee flow action
Totem Breaker
Remove a Totem, then gain a random blessing equal to the stacks removed. Your next attack will inflict critical Hit and reaping.
Totemist Altar
Whenever you summon a totem, increase all your totems by 1. If you have 3/5/8 Totems: Increase all your totems by 2/3/4 instead.
Book of Alchemy
delve an Alchemy Powder. Heat 4: Inflict a random hex. heavy.
Rousing Heat
Gain 1 stack of Heat. flow (0/5): Gain burning equals to Heat stack. firecast.
Disease Punch
Deal 2 damage then increase potency by 1. on Hit: Double all afflictions, then trigger your foe's afflictions.
Pipe it Down
Deal 1 damage. on Hit: Stun. Increase this by 4 for each persistent cards you have on hand.
Kick-Up a Notch
Deal 2 damage. on Hit: interrupt. Discarded: Return this card to hand with double damage. persistent.
Soul of Undying
start of turn: Your attack gains additional damage to current souls you have. Imbue this if you have 150 souls.
Soul Blooming
Spend a souls to get Tempered Soul Talent. rebound (0/25): Convert this to Soul of Undying.
Soul Seedling
Spend a souls to increase Max souls by 1. rebound (0/30): Convert this to Soul Blooming.
Ceremonial Dance
perform 1. Gain souls for each Totem you have.
War Dance
perform 1. Gain 1 anger and 1 ferocity for each Totem you have.
Seasonal Dance
perform 1. attune to a random Season.
Healing Dance
perform 1. Heal 1 for each Totem you have.
Totem Dance
This combat, conjure a Totem Dance at the start of the turn. Summon a Totem when you finish a performance.
Totem of Decay
start of turn: Inflict [[Enchantment Stacks]] Decay. reaping triggers Decay [[Enchantment Stacks]] times. unique.
Totem of Illusion
start of turn: Create [[Enchantment stacks]] clones. Clones can repeat Range and Magic Action. unique.
Totem of Spring
start of turn: Gain [[enchantment stacks]] regenerate. Draw a card for each heal >10 . unique.
Hellsmith in-Charge
Destroy a card in the deck to upgrade a card in hand. Enter Hellforge stance.
Forging in Hellfire
Remove a random blessing to upgrade a card with the blessing value removed.
Reforged Desires
Destroy a card in hand to add a copy with +1 Upgrade. If a blessing was removed this turn, +1 Upgrade per blessing removed.
Hellforge Stance
When you upgrade a card, upgrade a random card within the deck with equivalent stats. Immune to defiled.
Undying Strike
Deal 5 damage. Discarded: Return this to hand, then double the damage this card deal. rampage. Fading.
Siege Equation
Destroy a card in your hand to discard a card from your foe's hand. Destroy (0/3): Destroy all to discard all instead.
Antlion Familiar
Activate: delve a bury card, then return a card from an Exile Pile to hand. deplete: Transform into Antlion's Cocoon. durability (4/4).
Antlion's Cocoon
Transform this into Antlion Familiar once this card has been buried (0/5) times in a combat. firecast. unplayable.
Antlion's Sand Pit
start of turn: bury (1) cards. Increase this by 1 for each card in Exile pile. Imbue this as Enchantment if memorized. persistent.
Spring of Life
While this card is in your deck, your healing effect permanently increase by 1 per heals during combat. valuable. unplayable.
Easter Hunt
start of turn: All combatants get an Easter Egg. Play it 3 times to get an extra turn. slay your foe if you get extra turn thrice in a row.
Easter Egg
one use: Gain 1 anger, 1 rally, and 1 regenerate. garnish: Increase this by 1 per Easter Egg played this combat.
Crypt Decode
Return a card from Exile pile to the deck at the end of the turn. Free if this figmented. channel.
Spring Rolls
one use: Gain 1 ferocity per Spring Rolls you played this combat. garnish: Upgrade this by 1 permanently, then shuffle 2 Spring Rolls.
Spicy Crackers
one use: Inflict 1 burning per Spicy Crackers you played this combat. garnish: Double your foe's burning, then shuffle 2 Spicy Crackers.
Frost Grape
one use: Inflict 1 frozen per Frost Grape you played this combat. garnish: Inflict bane Instead, then shuffle a Frost Grape into the deck.
Ver Nova
Reset Nova count by 1 to gain a stack of Springtime. Repeat for each other type of Nova card you played this combat.
Sunday Break
Gain Daze for each card on hand, then inflict half of it. If both was stunned from this, heal by 5% for each cards on hand.
Sunburn
Gain 1 burning, then inflict 1 bane. Gain additional 1 burning and inflict additional 1 bane for each round passed this combat.
Sunbath
Gain 1 per burning. Gain additional 1 for each round passed this combat.
Sun-Screen
Gain 3 regenerate, 3 barrier and 3 reflect. Increase this by 3 for each time this was played this combat.
Coconut Milkshake
one use: Gain 5 sated, then inflict Marked. garnish: Gain 2 ferocity for each stack of sated.
Crispy Seaweed
one use: Add 1 Snare for each stack of sated to your foe's deck. garnish: Heal 2 for each Snare in foe's deck.
Whale Familiar
Activate to return any card from the discard pile. Equip this at the start of combat if memorized. durability (7/7). unique.
Stellar Nova
Gain a random start of turn effect, then repeat all start of turn effects. Novalty (0). channel.
Causa Nova
While in darkness gain 1 ferocity, otherwise inflict 1 bleeding. Novalty (0).
Renewal Casting
Shuffle an Easter Egg, then draw a card.
Easter Magic
start of turn: Gain (1) Boon. This can be increased by focus.
Spring of Nightfall
Gain a stack when perform. At the end of the turn, infilct bane for each stack. swap. channel.
Spring of Daylight
Gain a stack when perform. At the end of the turn, gain Boon for each stack. swap. channel.
Bankroll Art
Gain (2) when completing a performance. performance (10): Upgrade this by 2.
Tempest
Gain 1 Gale. Draft: Add (Gale) stack as Downdraft. swap.
Calm Wind
Gain 1 momentum. Draft: Add (momentum) stack as Updraft. swap.
☃️
Code of Diligence
When you spend to deal any damage, repeat all "start of turn" effects. code: Your deck only contains Divine cards.
Arsenal Mimic
On-Draw: Transform into a random basic attack with this cards upgrade. upgradeable.
Flagrant Nova
Your Nova this combat deals 1+(Nova counts) damage. execute: Upgrade this by total Nova cards played last turn.
It's Now or Nova
When Nova counts reach 10/20/30/40, your next Nova deals damage base on your foe's 10% max . Reset Nova counts if it's even.
Omen Nova
Gain (sinister) burning. Repeat for each other types of Nova card you played this combat (). swap. sinister.
Gain (sinister) ferocity. Repeat for each other types of Nova card you played this combat (). swap. sinister.
Surge Nova
Gain a random energy. Repeat for each other types of Nova card you played this combat ().
Chem Nova
Shuffle a potion into the deck. Repeat for each other types of Nova card you played this combat ().
Scale Nova
Gain 1 resilience. Repeat for each other types of Nova card you played this combat ().
Aqua Nova
Create a clone. Repeat for other types of Nova card you played this combat ().
Jester's Wildcard
Deal 3 Damage. Increased damage by 1 per potency. execute: Imbued an enchantment in your deck, else gain random Talent.
Devious
ambush gains (Devious) additional damage. channel.
Devious Joker
Gain a Devious stack per ambush effect triggered. End of Turn: Convert half Devious into a random blessing.
Ravenous Reaper
End of Turn: Convert half of your ferocity as darkness. start of turn: Gain ferocity equal to your darkness.
Monstrous Atlas
End of Turn: Convert half of your rally as resilience. start of turn: Gain regenerate equal to half of your resilience.
Fist of Fury
This combat, Basic Attacks deals 1 bonus damage. Add 1 more whenever you evade an attack. unique.
Thunderous Might
End of Turn: Convert the remaining chain as anger. start of turn: Gain chain equal to half your anger.
Harmony Resonance
This turn, all healing effect is multiplied the amount of this card played (0). heavy.
Afterimage
End of Turn: Convert 1 evasion into a clone. When played this during the first turn of combat, play it as an enchantment. unique.
Chaotic Exploration
While this card is in this deck, start the combat with a random affliction, blessing or . unplayable.
Blood Enhancer
Whenever you spend this turn, gain potency. While this card is in this deck, potency increases the healing effect.
Whenever you spend , gain potency. While this is in this deck, potency increases the healing effect.
Herbal Paste
Whenever you spend or , gain potency. While this card is in this deck, potency increases the healing effect.
Clairvoyance
start of turn: foretell 3. Foretold cards gain keyword based on blessings until the end of combat.
Noble's Debutantes
While this card is in this deck, you can interact with Nobles in Canto III.
Highway Robbery
While this card is in this deck, you can interact with Bandits in Canto III.
Seven Deadly Sins
Your basic attack can transfer a random afflictions you currently have. start of turn: Draw (1) Sins card. Increased by 1 per turn.
Sinner's Prayer
While this card is in this deck, Sins will have "On-draw: gain a random blessing. Repeat () per Sins cards in the deck.". unplayable.
Demonic Ore
Whenever you upgrade a card in this deck, upgrade this card as well. Upgrade (0/30): Transform Basic Weapon into Demonic Weapon.
Celestial Ore
Whenever you upgrade a card in this deck, upgrade this card as well. Upgrade (0/30): Transform a Basic Weapon into Celestial Weapon.
Srankos
Deal damage equal to 10% of your foe's Maximum Health. ambush: Inflict Stun. piercing. reaping.
Old Worn Bow
Deal 4 Damage. rebound (0/35): Transform into Srankos, the Heaven Piercer.
ranged artifact
The Black Market
Whenever you spend , conjure a random card. End of turn: Spend 10 to make a permanent one. persistent. swap. unplayable.
Aerial Skydiving
start of turn: If Flight still active, change into Skydive. Your next attack gain reaping.
Ravenous Flight
start of turn: Gain Flight, if there's swap triggers this turn, swap.
Barbed Dagger
Deal 2[[+Bleeding_value]] Damage. Inflict frozen based on damage dealt. swap all Barbed Daggers.
Serrated Dagger
Deal 2[[+Frozen_value]] Damage. Inflict bleeding based on damage dealt. swap all Serrated Daggers.
Cat Vitality
Next fatal damage will be reduced to 1. Reduce this stack.
Nimble Body
discard a card in hand to gain 1 stack of Cat Vitality. Repeat for each haste.
SoulBlade
Deal 5 Damage. On-Hit: Destroy an untempered card to upgrade this card by 1. tidal: Gain 2 souls and swap.
Deal 5 Damage. On-Hit: Spend 3 souls to create an untempered copy of this card. tidal: swap.
Curse Doll
Inflict (bane Value) (Daze). start of turn: swap affliction type to a new one. Curse. persistent.
Revival Enigma
start of turn: Return a chosen card from discard pile. tidal: swap this to Burial Decode.
Burial Decode
start of turn: bury a chosen card. tidal: swap this to Revival Enigma.
Homunculus Construct
End of Turn: Add 3 max to this Construct per 5 damage you take this turn. If you died, Revive with this Construct's . Construct 4.
Alchemy Construct
The third Potion used this turn will be played as Enchantment instead. start of turn: Shuffle 3 Potions into the deck. Construct 2.
Explosive Construct
start of turn: Add 10 damage per initial Construct. Construct (0): Explode the Construct. Construct 5.
ranged item
Curse Construct
start of turn: Gain 3 Insight per Hexes. Inflict (Construct) random afflictions, repeat it by (Tinker). Construct 4. unique.
Shuriken (Rework)
Gain 1 evasion. Play or discard: Deal 2(+evasion Value) damage.
Dragon Madness
While this card is in your hand, Dragon cards gain reaping and rampage. persistent.
Code of the Ancient
start of turn: Enter form of the Dragon. Gain a random blessing. code: Your deck only contains Dragon cards.
Dragon Scales
Gain (resilience value) armor and Fortified. start of turn:Gain 2 resilience every 1 restored. persistent.
Dragon Heart
Heal 1%. start of turn: Gain 3 regenerate and increase the heal by 1%. persistent.
Shade of Maestro
You gain access to new type of performance. Gain (sinister Value) when a performance ends.
Slim Shady
perform (sinister Value). Start a new performance if there's leftovers. sinister.
Being Shady
On-draw: perform 1. While this card is in your deck, sinister will start at 1. upgradeable. unplayable.
Make a basic attack. Whenever this is shuffled to the deck, Make a basic attack and return this back to hand.
Hit them Hard
Deal 4 damage. Whenever this is discarded, return this back to hand with +4 damage.
Speed Break 0
discard everything to shuffle 4 Shirasaya. If this card costs 0, Play all the discarded cards.
Speed Break I
Gain 4 and card draw. swap to a new ability if this card's cost was cut by 1.
Speed Break II
Gain 4 impervious. swap to a new ability if this card's cost was cut by 1.
Speed Break III
Gain 4 resilience and armor. swap to a new ability if this card's cost was cut by 1.
Speed Break IV
Gain (4) anger and rally. swap to a new ability if this card's cost was cut by 1.
Sheathing Motion
conjure a Shirasaya. Reset ambush. If this cost 0 energy, draw cards by the original cost of this card.
Iai Stance
start of turn: Draw a Shirasaya. Your next attack gains reaping. persistent.
Shirasaya
ambush: Cut all card's cost on hand by 1. If there's already a card with 0 cost, discard it to play.
Katana(Rework Idea)
Deal 5 damage. Inflict a critical Hit if this card costs 0. discard: Shuffle a Shirasaya.
Soul of the Wretched
start of turn: While this is in your hand, burn 1 Soul. Your next reaping attack increase Max by the damage dealt. persistent.
Rune of Chaos
While this card is in this deck, all cards gain "On-draw: Remove a keyword and receive a new one.".
Chaos Compass
You can read the chaos present before altering a card while this card is in this deck.
Weapon Modification
ambush: Remove untempered keyword from a card, otherwise upgrade it by 1. upgradeable. heavy.
ambush: Remove untempered keyword from a card, otherwise upgrade by (1). upgradeable.
Battle Looting
You now have access to monster cards of the monster you have killed while this card is in this deck. valuable. unplayable.
Trading Permit
You now can trade card for the equivalent or better value at any NPC while this card is in this deck. valuable. unplayable.
Grace of Demon
If you inflict more than 1 affliction, inflict a hex.
Hellforged Sword
Deal 5 damage. frenzy: Inflict 1 bane and a random affliction. defiled.
Mounted Lance
Deal 2 (+x charges card in deck) damage. deplete: Inflict deep wound when this hit. charges 2/2.
Deal 2(+total charges card in deck) damage. deplete: Inflict deep wound when this hit. Charge 2/2.
Bloody Performance
perform 1. Whenever you inflict an affliction, perform 1 and draw a card.
Self Treatment
start of turn: remove a random affliction, if there's none gain 1(+1/card draw last turn) regenerate.
Reactive Sword
Deals 4 damage. If there's a potion on hand, play it as well.
Brewing Stand
Draw a potion if there's any potion in the discard pile. start of turn: Shuffle a potion into the deck.
Alchemist's Staff
Potion can also be played via bury and discard effect.
Dragon blood Potion
One-use: Gain 2 anger, 2 regenerate and 2 focus. Your next attack inflicts critical Hit.
Boline Needle
Deal 2 damage. Increase damage by 1 per potion used in this combat. On-Hit: Concoct a potion.
Frost Strike
Make a basic attack. When you have focus, inflict frozen equal to the damage dealt.
Sanguine Physique
Whenever you take 1 damage, inflict 1 bleeding.
Seeker's Physique
Gain 1 evasion. Hexswift: Gain 1 swiftness. Hexswift.
Seeker's Aptitude
Gain 1 focus. Hexswift: Gain 1 momentum. Hexswift.
Soul of Seeker
foretell 3. Draw all Hexswift cards if appear when Foretold. Hexswift.
Fortress Stance
While in this stance: Gain Fortified if you gain more than 5 armor. Fortified: Increase Max by 5.
While in this stance: Heal 1 per 1 armor. Gain Fortified if you gain more than 5 armor.
Spike Shield
Gain 3 armor. Fortified: Deal (armor) damage. upgradeable.
Death March
You only have (1) turns to kill the foe. If you are unable to do so, slay yourself. Increase the turn limit by 1 once you kill a foe.
Armament's Code
Gain a random blessing and a random energy. While this is in your deck, you have access to all "make basic attack" cards.
Full Armament.
start of turn: conjure a "Make a basic attack" card, when played, conjured another.
Heavy Assault
Make a basic attack. On-draw: add another keyword to this card.
Chain Strike
Make a basic attack. Repeat () per chain stack. chain.
Endless Siege
Add a counter whenever you discard a bomb. At the start of the turn, reset the counter and conjure bombs of the same amount.
Fortress Siege
discard all cards in hand. If there's bombs, play them instead.
Buckler
Gain 3 Block. cascade: add 2 block. swap all Buckler.
Longsword
Deal 3 damage. cascade: add 2 damage. swap all Longsword.
one use: Add a random keyword. Upgrade the card if possible.
Lord of Chaos
start of turn: Pick a random card on hand and cast Rune of chaos. Negative keywords on cards will be removed at the end of combat.
Frost Battleaxe
Deal 5 damage. lifedrain if this hit frozen foes. frenzy: Inflict frozen by the damage dealt.
melee frost basic attack
Handcannon
Deal (0) damage. Damage increased by the loaded Bomb. On-draw: Load the bomb in this card.
Activate to conjure a free Prestidigitation. basic attack inflict disarmed if this cost no energy when played. durability (6/6). unique.
Mimicry Potion
one use: Replaced your deck with your opponent. If you get killed, you'd return back to your normal self
Rune of Reliability
one use: Add reliable to a card in your hand. If the card was conjured, create a copy of this card instead.
Substitution
Gain (1) clone per evasion. Any damage bypassing the evasion will go through the clone first.
Oath of Shinobi
Add (1) Snare to your foe's whenever you trigger an ambush, then gain (1) evasion. code: Your deck contained only sinister cards.
Frost Footwork
Melee action gain "on Hit: Inflict 2 frozen and 1 Frostbite by the damage dealt.". Reduce burning to half.
frost form
Snow Shoes
Enter Frost Footwork. Gain 1 evasion and 1 swiftness for every hit that inflict Frostbite.
frost action
Soul Mending
Gain (1) Soul for every upgraded card played this turn. lasting. upgradeable.
Eye of Winter
This combat, only sinister cards will trigger this flow. flow, sinister (0/4): Add 2 Glimmer.
corrupted frost enchantment
Winter Gleam
Your foe gain (1) frozen when Glimmer is played. Increased this for each round passed. on draw: sinister. unplayable.
Winter's Grace
perform 1. Soulcast (3) to perform 3 times. Reduce freeze by half and gain by the same amount.
magic frost action
Soul of Fimbulwinter
Whenever freeze affects you, gain 3 souls. Activate to Soulcast (2): conjure a Winter's Grace.
frost enchantment
War Magic
start of turn: Gain (1) anger and (1) rally. Increase this for each Magic cards that was converted.
Oath of Battlemage
one use: Convert all Magic cards into Melee and Imbued War Magic. Converted cards gain figmented and rampage.
Present
one use: delve an Artifact. If it's Divine, memorized it.
Fiesta Flavor
Create (1) Ingredients. Shuffle a Present per used Ingredients, then increase this by 1.
Code of Festival
Start of Combat: Both combatants gain pacified. start of turn: conjure a Fiesta Flavor. code: Your deck contain 0 damage cards.
Hymn of Almsgiving
Add 1/3/5 Present to both combatants in 1/2/3 turns.
divine hymn
Street Attraction
perform 1. Starting a performance with this card permanently increase Lucky Coin damage by 1 (wherever it is).
Money Hoarder
End of Turn: Convert all unused Lucky Coin to . start of turn: conjure a Street Attraction.
Wrath Stance
Whenever you bury a card, shuffle a rampage Strike. Immune to doom.
Full Meditation
bury a card to enter the Formless stance. If you're in Formless stance, change stance to Wrath stance instead.
Formless Punch
Deal 3 Damage per total card buried in this combat. discard: bury a card. on Hit: Upgrade this card by 1 (wherever it is).
Formless Stance
Whenever you bury a card, conjure a Formless Punch. Immune to blessings and afflictions.
divine form
Blessing Self Forge
execute: Upgrade all cards in your deck by 1 per blessings you have this turn.
Flicker Jab
Deal 1 damage. This card gain 2 extra damage per card shuffled this turn. on Hit: Shuffle a card. Enter Swift stance.
Swift Stance
Whenever you shuffle a card, gain 1 evasion and 1 swiftness. Immune to slow.
melee form
start of turn: Inflict (corrupted) afflictions with (unplayable) stacks. code: Your deck must contain 7 different Sins.