0men98's cards
Seven Deadly Sins
start of turn: Inflict (corrupted) afflictions with (unplayable) stacks. code: Your deck must contain 7 different Sins.
corrupted code
Swift Stance
Whenever you shuffle a card, gain 1 evasion and 1 swiftness. Immune to slow.
melee form
Flicker Jab
Deal 1 damage. This card gain 2 extra damage per card shuffled this turn. on Hit: Shuffle a card. Enter Swift stance.
melee action
Blessing Self Forge
execute: Upgrade all cards in your deck by 1 per blessings you have this turn.
melee enchantment
Formless Stance
Whenever you bury a card, conjure a Formless Punch. Immune to blessings and afflictions.
divine form
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).
divine basic attack
Full Meditation
bury a card to enter the Formless stance. If you're in Formless stance, change stance to Wrath stance instead.
magic action
Wrath Stance
Whenever you bury a card, shuffle a rampage Strike. Immune to doom.
corrupted form
Money Hoarder
End of Turn: Convert all unused Lucky Coin to . start of turn: conjure a Street Attraction.
divine enchantment
Street Attraction
perform 1. Starting a performance with this card permanently increase Lucky Coin damage by 1 (wherever it is).
action
Hymn of Almsgiving
Add 1/3/5 Present to both combatants in 1/2/3 turns.
divine hymn
Code of Festival
Start of Combat: Both combatants gain pacified. start of turn: conjure a Fiesta Flavor. code: Your deck contain 0 damage cards.
divine code
Fiesta Flavor
Create (1) Ingredients. Shuffle a Present per used Ingredients, then increase this by 1.
divine action
Present
one use: delve an Artifact. If it's Divine, memorized it.
divine item
Oath of Battlemage
one use: Convert all Magic cards into Melee and Imbued War Magic. Converted cards gain figmented and rampage.
magic artifact
War Magic
start of turn: Gain (1) anger and (1) rally. Increase this for each Magic cards that was converted.
Soul of Fimbulwinter
Whenever freeze affects you, gain 3 souls. Activate to Soulcast (2): conjure a Winter's Grace.
frost enchantment
Winter's Grace
perform 1. Soulcast (3) to perform 3 times. Reduce freeze by half and gain by the same amount.
magic frost action
Winter Gleam
Your foe gain (1) frozen when Glimmer is played. Increased this for each round passed. on draw: sinister. unplayable.
corrupted frost action
Eye of Winter
This combat, only sinister cards will trigger this flow. flow, sinister (0/4): Add 2 Glimmer.
corrupted frost enchantment
Soul Mending
Gain (1) Soul for every upgraded card played this turn. lasting. upgradeable.
Snow Shoes
Enter Frost Footwork. Gain 1 evasion and 1 swiftness for every hit that inflict Frostbite.
frost action
Frost Footwork
Melee action gain "on Hit: Inflict 2 frozen and 1 Frostbite by the damage dealt.". Reduce burning to half.
frost form
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.
Substitution
Gain (1) clone per evasion. Any damage bypassing the evasion will go through the clone first.
enchantment
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.
item
Mimicry Potion
one use: Replaced your deck with your opponent. If you get killed, you'd return back to your normal self
corrupted item
☃️
Shirasaya
Activate to conjure a free Prestidigitation. basic attack inflict disarmed if this cost no energy when played. durability (6/6). unique.
equipment
Handcannon
Deal (0) damage. Damage increased by the loaded Bomb. On-draw: Load the bomb in this card.
ranged basic attack
Frost Battleaxe
Deal 5 damage. lifedrain if this hit frozen foes. frenzy: Inflict frozen by the damage dealt.
melee frost basic attack
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.
corrupted enchantment
Rune of Chaos
one use: Add a random keyword. Upgrade the card if possible.
Longsword
Deal 3 damage. cascade: add 2 damage. swap all Longsword.
melee basic attack
Buckler
Gain 3 Block. cascade: add 2 block. swap all Buckler.
Fortress Siege
discard all cards in hand. If there's bombs, play them instead.
ranged action
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.
Chain Strike
Make a basic attack. Repeat () per chain stack. chain.
Heavy Assault
Make a basic attack. On-draw: add another keyword to this card.
Full Armament.
start of turn: conjure a "Make a basic attack" card, when played, conjured another.
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.
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.
Spike Shield
Gain 3 armor. Fortified: Deal (armor) damage. upgradeable.
basic attack
Fortress Stance
While in this stance: Heal 1 per 1 armor. Gain Fortified if you gain more than 5 armor.
form
While in this stance: Gain Fortified if you gain more than 5 armor. Fortified: Increase Max by 5.
Soul of Seeker
foretell 3. Draw all Hexswift cards if appear when Foretold. Hexswift.
Seeker's Aptitude
Gain 1 focus. Hexswift: Gain 1 momentum. Hexswift.
Seeker's Physique
Gain 1 evasion. Hexswift: Gain 1 swiftness. Hexswift.
Sanguine Physique
Whenever you take 1 damage, inflict 1 bleeding.
Frost Strike
Make a basic attack. When you have focus, inflict frozen equal to the damage dealt.
Boline Needle
Deal 2 damage. Increase damage by 1 per potion used in this combat. On-Hit: Concoct a potion.
Dragon blood Potion
One-use: Gain 2 anger, 2 regenerate and 2 focus. Your next attack inflicts critical Hit.
Alchemist's Staff
Potion can also be played via bury and discard effect.
Brewing Stand
Draw a potion if there's any potion in the discard pile. start of turn: Shuffle a potion into the deck.
artifact
Reactive Sword
Deals 4 damage. If there's a potion on hand, play it as well.
Self Treatment
start of turn: remove a random affliction, if there's none gain 1(+1/card draw last turn) regenerate.
Bloody Performance
perform 1. Whenever you inflict an affliction, perform 1 and draw a card.
Mounted Lance
Deal 2(+total charges card in deck) damage. deplete: Inflict deep wound when this hit. Charge 2/2.
Deal 2 (+x charges card in deck) damage. deplete: Inflict deep wound when this hit. charges 2/2.
Hellforged Sword
Deal 5 damage. frenzy: Inflict 1 bane and a random affliction. defiled.
Grace of Demon
If you inflict more than 1 affliction, inflict a hex.
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.
Battle Looting
You now have access to monster cards of the monster you have killed while this card is in this deck. valuable. unplayable.
Weapon Modification
ambush: Remove untempered keyword from a card, otherwise upgrade by (1). upgradeable.
ambush: Remove untempered keyword from a card, otherwise upgrade it by 1. upgradeable. heavy.
Chaos Compass
You can read the chaos present before altering a card while this card is in this deck.
While this card is in this deck, all cards gain "On-draw: Remove a keyword and receive a new one.".
corrupted artifact
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.
corrupted action
Katana(Rework Idea)
Deal 5 damage. Inflict a critical Hit if this card costs 0. discard: Shuffle a Shirasaya.
ambush: Cut all card's cost on hand by 1. If there's already a card with 0 cost, discard it to play.
Iai Stance
start of turn: Draw a Shirasaya. Your next attack gains reaping. persistent.
Sheathing Motion
conjure a Shirasaya. Reset ambush. If this cost 0 energy, draw cards by the original cost of this card.
Speed Break IV
Gain (4) anger and rally. 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 II
Gain 4 impervious. swap to a new ability if this card's cost was cut by 1.
Speed Break I
Gain 4 and card draw. swap to a new ability if this card's cost was cut by 1.
Speed Break 0
discard everything to shuffle 4 Shirasaya. If this card costs 0, Play all the discarded cards.
Hit them Hard
Deal 4 damage. Whenever this is discarded, return this back to hand with +4 damage.
Relentless Strike
Make a basic attack. Whenever this is shuffled to the deck, Make a basic attack and return this back to hand.
Being Shady
On-draw: perform 1. While this card is in your deck, sinister will start at 1. upgradeable. unplayable.
Slim Shady
perform (sinister Value). Start a new performance if there's leftovers. sinister.
Shade of Maestro
You gain access to new type of performance. Gain (sinister Value) when a performance ends.
Dragon Heart
Heal 1%. start of turn: Gain 3 regenerate and increase the heal by 1%. persistent.
Dragon Scales
Gain (resilience value) armor and Fortified. start of turn:Gain 2 resilience every 1 restored. persistent.
Code of the Ancient
start of turn: Enter form of the Dragon. Gain a random blessing. code: Your deck only contains Dragon cards.
code
Dragon Madness
While this card is in your hand, Dragon cards gain reaping and rampage. persistent.
Shuriken (Rework)
Gain 1 evasion. Play or discard: Deal 2(+evasion Value) damage.
Curse Construct
start of turn: Gain 3 Insight per Hexes. Inflict (Construct) random afflictions, repeat it by (Tinker). Construct 4. unique.
magic item
Explosive Construct
start of turn: Add 10 damage per initial Construct. Construct (0): Explode the Construct. Construct 5.
ranged item
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.
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.
Burial Decode
start of turn: bury a chosen card. tidal: swap this to Revival Enigma.
divine ebb code
Revival Enigma
start of turn: Return a chosen card from discard pile. tidal: swap this to Burial Decode.
divine flow code
Curse Doll
Inflict (bane Value) (Daze). start of turn: swap affliction type to a new one. Curse. persistent.
SoulBlade
Deal 5 Damage. On-Hit: Spend 3 souls to create an untempered copy of this card. tidal: swap.
melee ebb action
Deal 5 Damage. On-Hit: Destroy an untempered card to upgrade this card by 1. tidal: Gain 2 souls and swap.
melee flow action
Nimble Body
discard a card in hand to gain 1 stack of Cat Vitality. Repeat for each haste.
Cat Vitality
Next fatal damage will be reduced to 1. Reduce this stack.
Serrated Dagger
Deal 2[[+Frozen_value]] Damage. Inflict bleeding based on damage dealt. swap all Serrated Daggers.
Barbed Dagger
Deal 2[[+Bleeding_value]] Damage. Inflict frozen based on damage dealt. swap all Barbed Daggers.
Ravenous Flight
start of turn: Gain Flight, if there's swap triggers this turn, swap.
Aerial Skydiving
start of turn: If Flight still active, change into Skydive. Your next attack gain reaping.
The Black Market
Whenever you spend , conjure a random card. End of turn: Spend 10 to make a permanent one. persistent. swap. unplayable.
location
Old Worn Bow
Deal 4 Damage. rebound (0/35): Transform into Srankos, the Heaven Piercer.
ranged artifact
Srankos
Deal damage equal to 10% of your foe's Maximum Health. ambush: Inflict Stun. piercing. reaping.
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.
divine artifact
Demonic Ore
Whenever you upgrade a card in this deck, upgrade this card as well. Upgrade (0/30): Transform Basic Weapon into Demonic Weapon.
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.
Your basic attack can transfer a random afflictions you currently have. start of turn: Draw (1) Sins card. Increased by 1 per turn.
Highway Robbery
While this card is in this deck, you can interact with Bandits in Canto III.
Noble's Debutantes
While this card is in this deck, you can interact with Nobles in Canto III.
Clairvoyance
start of turn: foretell 3. Foretold cards gain keyword based on blessings until the end of combat.
magic enchantment
Herbal Paste
Whenever you spend or , gain potency. While this card is in this deck, potency increases the healing effect.
Blood Enhancer
Whenever you spend , gain potency. While this is in this deck, potency increases the healing effect.
Whenever you spend this turn, gain potency. While this card is in this deck, potency increases the healing effect.
Chaotic Exploration
While this card is in this deck, start the combat with a random affliction, blessing or . unplayable.
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.
Harmony Resonance
This turn, all healing effect is multiplied the amount of this card played (0). heavy.
Thunderous Might
End of Turn: Convert the remaining chain as anger. start of turn: Gain chain equal to half your anger.
Fist of Fury
This combat, Basic Attacks deals 1 bonus damage. Add 1 more whenever you evade an attack. unique.
Monstrous Atlas
End of Turn: Convert half of your rally as resilience. start of turn: Gain regenerate equal to half of your resilience.
Ravenous Reaper
End of Turn: Convert half of your ferocity as darkness. start of turn: Gain ferocity equal to your darkness.
Devious Joker
Gain a Devious stack per ambush effect triggered. End of Turn: Convert half Devious into a random blessing.
Devious
ambush gains (Devious) additional damage. channel.
Jester's Wildcard
Deal 3 Damage. Increased damage by 1 per potency. execute: Imbued an enchantment in your deck, else gain random Talent.
melee artifact
Aqua Nova
Create a clone. Repeat for other types of Nova card you played this combat ().
flow action
Scale Nova
Gain 1 resilience. 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 ().
Surge Nova
Gain a random energy. Repeat for each other types of Nova card you played this combat ().
Omen Nova
Gain (sinister) ferocity. Repeat for each other types of Nova card you played this combat (). swap. sinister.
Gain (sinister) burning. Repeat for each other types of Nova card you played this combat (). swap. sinister.
ebb action
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.
Flagrant Nova
Your Nova this combat deals 1+(Nova counts) damage. execute: Upgrade this by total Nova cards played last turn.
Arsenal Mimic
On-Draw: Transform into a random basic attack with this cards upgrade. upgradeable.
Code of Diligence
When you spend to deal any damage, repeat all "start of turn" effects. code: Your deck only contains Divine cards.
Calm Wind
Gain 1 momentum. Draft: Add (momentum) stack as Updraft. swap.
Tempest
Gain 1 Gale. Draft: Add (Gale) stack as Downdraft. swap.
Bankroll Art
Gain (2) when completing a performance. performance (10): Upgrade this by 2.
Spring of Daylight
Gain a stack when perform. At the end of the turn, gain Boon for each stack. swap. channel.
Spring of Nightfall
Gain a stack when perform. At the end of the turn, infilct bane for each stack. swap. channel.
Easter Magic
start of turn: Gain (1) Boon. This can be increased by focus.
Renewal Casting
Shuffle an Easter Egg, then draw a card.
🌸
Causa Nova
While in darkness gain 1 ferocity, otherwise inflict 1 bleeding. Novalty (0).
Stellar Nova
Gain a random start of turn effect, then repeat all start of turn effects. Novalty (0). channel.
Whale Familiar
Activate to return any card from the discard pile. Equip this at the start of combat if memorized. durability (7/7). unique.
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.
ingredient
Coconut Milkshake
one use: Gain 5 sated, then inflict Marked. garnish: Gain 2 ferocity for each stack of sated.
Sun-Screen
Gain 3 regenerate, 3 barrier and 3 reflect. Increase this by 3 for each time this was played this combat.
Sunbath
Gain 1 per burning. Gain additional 1 for each round passed this combat.
Sunburn
Gain 1 burning, then inflict 1 bane. Gain additional 1 burning and inflict additional 1 bane for each round passed 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.
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.
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.
corrupted ingredient
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.
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.
Crypt Decode
Return a card from Exile pile to the deck at the end of the turn. Free if this figmented. channel.
Easter Egg
one use: Gain 1 anger, 1 rally, and 1 regenerate. garnish: Increase this by 1 per Easter Egg played this combat.
divine ingredient
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.
Spring of Life
While this card is in your deck, your healing effect permanently increase by 1 per heals during combat. valuable. 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.
Antlion's Cocoon
Transform this into Antlion Familiar once this card has been buried (0/5) times in a combat. firecast. unplayable.
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).
corrupted equipment
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.
Undying Strike
Deal 5 damage. Discarded: Return this to hand, then double the damage this card deal. rampage. Fading.
Hellforge Stance
When you upgrade a card, upgrade a random card within the deck with equivalent stats. Immune to defiled.
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.
Forging in Hellfire
Remove a random blessing to upgrade a card with the blessing value removed.
Hellsmith in-Charge
Destroy a card in the deck to upgrade a card in hand. Enter Hellforge stance.
Totem of Spring
start of turn: Gain [[enchantment stacks]] regenerate. Draw a card for each heal >10 . unique.
Totem of Illusion
start of turn: Create [[Enchantment stacks]] clones. Clones can repeat Range and Magic Action. unique.
Totem of Decay
start of turn: Inflict [[Enchantment Stacks]] Decay. reaping triggers Decay [[Enchantment Stacks]] times. unique.
Totem Dance
This combat, conjure a Totem Dance at the start of the turn. Summon a Totem when you finish a performance.
Healing Dance
perform 1. Heal 1 for each Totem you have.
Seasonal Dance
perform 1. attune to a random Season.
War Dance
perform 1. Gain 1 anger and 1 ferocity for each Totem you have.
Ceremonial Dance
perform 1. Gain souls for each Totem you have.
Soul Seedling
Spend a souls to increase Max souls by 1. rebound (0/30): Convert this to Soul Blooming.
Soul Blooming
Spend a souls to get Tempered Soul Talent. rebound (0/25): Convert this to Soul of Undying.
Soul of Undying
start of turn: Your attack gains additional damage to current souls you have. Imbue this if you have 150 souls.
Kick-Up a Notch
Deal 2 damage. on Hit: interrupt. Discarded: Return this card to hand with double damage. persistent.
Pipe it Down
Deal 1 damage. on Hit: Stun. Increase this by 4 for each persistent cards you have on hand.
Disease Punch
Deal 2 damage then increase potency by 1. on Hit: Double all afflictions, then trigger your foe's afflictions.
Rousing Heat
Gain 1 stack of Heat. flow (0/5): Gain burning equals to Heat stack. firecast.
magic fire action
Book of Alchemy
delve an Alchemy Powder. Heat 4: Inflict a random hex. heavy.
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.
Totem Breaker
Remove a Totem, then gain a random blessing equal to the stacks removed. Your next attack will inflict critical Hit and reaping.
Swift Roll
Gain 1 evasion if you have momentum. Return this to hand if tidal effect is triggered. tidal: Gain 1 momentum.
Your next attack deals additional damage equal to your current momentum. Shuffle this to deck if tidal is triggered.
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.
Tidal Surge
Gain then change the tide. tidal: Gain and 1 focus. Discarded: Play with tidal effect triggered.
magic ebb action
Create a clone then change the tide. tidal: foretell 3. Discarded: Play this with tidal effect triggered.
magic flow action
Bag of Totems
Summon 2 random totems by 1. Upgrade (10): Start the combat with a Totem summoned by 1. upgradeable. heavy.
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).
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
Vampiric Sword
Deal 10% max damage. Increase by 2% for each bleeding. lifedrain.
Branch of Evergreen
bury this at the start of combat. If this has firecast, firecast (0/30): Transform this to Evergreen Staff. heavy.
Deep Arsenal
Play (1) to shuffle an untempered Arsenal. Play (3): Remove "untempered" from a random untempered cards. Deep.
Arsenal
Deal 2 damage. on Hit: Permanently upgrade this by 1 for each afflictions your foe has. untempered.
Ghost Strike
Make a basic attack. evasion (1): Repeat for each time this card played (1).
Scry of Might
Make a basic attack. Make (2) basic attack if this is Foretold.
Raging Tide
Make (1) basic attack, then change the tide. tidal: Increase this by 1. persistent.
Create a clone for each tide change this turn. persistent.
Permaheat
Whenever you play a card, gain (1) burning. Increase this for each round passed.
fire enchantment
Trailblazer
Deal 3 damage. Increase all burning effect by (1). on Hit: Inflict Permaheat. upgradeable.
melee fire basic attack
Star Chart
If foretell this turn: Shuffle a Stardart, otherwise change the tide.
Ritual Staff
Deal % damage for each completed performance. on Hit: Gain a Ritualist and perform for each round passed.
Cave of Echoes
If this card is in hand when I take damage, change the tide and trigger a random tidal effect on hand.
path
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.
Soul Enhancer Pill
one use: Consume 5 souls to gain either permanent 3% Max or gain a random start of turn effect permanently.
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.
Bonesmen
rebound 3 random cards, then make a basic attack.
Shard of Easter
Use : Shuffle a Wisdom Egg. Use : Shuffle a Wrath Egg. Use : Shuffle a Trick Egg. Use : Shuffle a Wonder Egg. unique.
Wisdom Egg
one use: foretell 3, then gain focus per card's cost.
Wrath Egg
one use: Take 3 damage, then gain anger for each damage taken this turn.
Trick Egg
one use: Gain 1 evasion and 1 swiftness, then reset ambush.
Wonder Egg
one use: delve a Hymn, then repeat all start of turn effects.
Sigil of Might
Start of Combat: Gain (1+[[Strength_Value]]) anger and resilience. unique.
Sigil of Insight
Start of Combat: Gain (1+[[Intellect_Value]]) focus and barrier. unique.
Sigil of Guile
Start of Combat: Gain (1+[[Dexterity_Value]]) evasion and ferocity. unique.
Runic Engraving
Spend , , or next turn to inscribe a specific Sigil. Can only be used once per Canto. unique.
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.
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.
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.
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.
Heart Nova
Heal 1 for each charmed your foe has. 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.
Love Nova
Gain a random blessing then increase all blessings by 1. Repeat for each other type of Nova card you played this combat.
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.
Surge of Spring
Gain . flanking: Gain instead. frenzy: Gain instead. flow (0/2): Gain instead.
Shield of Blossom
Gain (3) armor. Fortified: Gain (5) armor instead. Increase this by 1 for each round passed.
Edge of Tomorrow
foretell 3. If this is Foretold, Recall a card for each focus from previous 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).
Explosive Expertise
Your bomb gain Reaction. If you discard a Bomb, set the Reaction anyway. Reset to 0 at the end of the turn.
Zeal Bomb
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.
Flavor Nova
Shuffle an ingredient, then gain 1 regenerate. Repeat for each other type of Nova card you played this combat.
Dessert Nova
Draw an Ingredient, then trigger its garnish. Repeat for each other type of Nova card you played this combat.
Honey Crisp
one use: Heal 1 per corruption cards you have in your deck. garnish: Gain 1 ward per foe's bane.
Reaper's Glee
execute abilities has 4 Timer. delve and Imbued an Enchantment for the next combat if you slay your foe with execute on 0 Timer.
Your execute abilities has 4 Timer. execute (4): delve an Enchantment. Start next combat with it imbued.
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.
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.
Dream Catcher
Activate to shuffle an Entangled to your deck. deplete: Destroy an Entangled to heal your to full. durability (4/4). unique.
magic equipment
Entangled
This card can't be drawn normally and stay in the deck. Foretold: Heal 3 and gain 1 ward.
Activate to shuffle an Entangled into your deck. deplete: Destroy an Entangled to full heal your health. durability (4/4). unique.
This card always stay in your deck and can't be drawn normally. Foretold: Gain 3 and 1 ward.
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
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
Serpent Staff
While this card is in this deck, Hexes inflict bane. Activate: Inflict a hex. durability (4/4). unique.
Flourish Strikes
flanking is now reliable. start of turn: Inflict (1) Disorient and (2) charmed per flanking cards on hand.
Drunken Sailor
Whenever you gain stagger, conjure a Potion per stagger you have. tidal: Inflict 3 stagger to both combatants.
Ahoy, Rum!
While this card is in this deck, gain sated when using a Potion. perform 1 per Potion used this turn. sinister.
Drunken Stupor
sated (9): If the next card you played Stun you, your foe gains pacified. Ready after 4 turns.
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.
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.
Battle Ration
one use: Heal 5 and gain 3 regenerate. garnish: Your attacks gain extra (sated) damage.
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).
Path of Vainglory
Collect (0/5) Pride in this deck to transform this to Vainglory. unplayable.
Vainglory
Your basic attack damage increase by 3 per Pride. Play: Shuffle a Pride to both combatants. grounded.
Strike of Vanity
Make a basic attack. crushing: Shuffle a Pride.
Warehouse
Increase durability by 1 per valuable. valuable: (0). Activate: Use a random valuable cards in your deck for free. durability (3/3). unique.
Breach Toolkit
ambush: conjure 2 random Breach cards. grounded. charges (3/3).
Force Entry Kit
one use: Peek your foe's hand. Inflict 1 pinned per cards.
Stealth Entry Kit
one use: Peek your foe's deck. Steal a card and plant a Snare.
Blast Entry Kit
one use: Peek your foe's hand. Deal 5 damage per cards and Inflict 1 dazed.
Swift Entry Kit
one use: Peek your foe's deck. Inflict interrupt if Snare is at the topmost deck.
Fury Rhapsody
perform 1. Completing a performance with this grant Fury an extra anger by 2. frenzy: Shuffle a Fury.
Serene Rhapsody
perform 1. Completing a performance with this increase focus by 2. flow (0/3): foretell 3.
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.
Swindler Presence
Aura: You're now a Trickster. Any interaction with NPCs should let you swindle them some .
Sheer Presence
Aura: You're now a Champion. Any interaction with NPCs should let you prove your might.
Evil Presence
Aura: You're now a Monster. Any interaction with good NPCs will always result in you battling them to death.
Ancient Presence
Aura: You're now an Apostle. NPCs will highly regards you as the Protector of Aethos the longest time.
Curse Self Forge
execute: Upgrade all cards in your deck by 1 per afflictions your have this turn.
Rampage Strike
Deal 10 damage. discard: bury a card. piercing. rampage. firecast.
corrupted basic attack
Sisyphus's Rock
While this card is in your deck, all the cards that are 2 cost and/or more will gain heavy. heavy.
Ultimatum
Make (1) basic attack. critical Hit: Gain zeal with (1) stacks. execute: Increase this by 1 permanently.
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.
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.
Holy Grail
on draw: Gain (3) zeal then upgrade this by 5 permanently. discard: Heal (zeal) . deplete: Convert zeal into Maximum . charges (1/1).
Seasonal Banquet
Passive: Increase Reward's card Rarity by your Level. on draw: delve an Ingredient. unplayable. grounded.
Sand Blast
Reforge all Equipments played by 1 durability. waning 0: Increase all Equipment's durability in your deck by 1. waning 6.
Reforge Smash
Deal 8 Damage. execute: Destroy a waning card to reforge a copy into your deck. rampage.
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.
Covert Operations
Start the combat with (Level) sinister. conjure a free sinister card whenever you play a non-conjured sinister card.
Prologue
perform 1. If you start a performance with this, inflict an interrupt. advance once you complete a performance.
Climax
perform 1. If you start a performance with this, your next attack inflict critical Hit. advance once you complete a performance.
Epilogue
perform 1. If you start and complete a performance with this, inflict Ego Trance.
Ego Trance
start of turn: Gain 1 charmed per Ego Trance. If I have 5 or more Ego Trance, slay myself. unique.
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 .
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.
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.
Bottomless Goblet
End of Turn: Add a Gluttony per sated. on draw: Destroy (1) Gluttony to conjure (1) Ingredient.
Tome of Slumber
delve a revelation per 10 Sloth, then destroy the Sloths. on draw: Add a Sloth. charges (1/1).
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.
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).
Resentment Locket
Add an Envy per untempered card you have this combat. on draw: Destroy (1) Envy to add (1) untempered Monster cards. heavy.
Stolen Goods
one use: Steal a high rarity (Rare and Legendary) card in Combat's Reward (if possible). Convert it to corrupted card. grounded.
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
Health Code
Your Health and Heal increase by 1.5% per anger. code: Your deck contains only cards.
Walpurgis Night
conjure an Ingredient for each cursed card you played this turn. cursed: Inflict (1) bane per hex your foe has.
Curse of Walpurgis
Gain (1) bane per Ingredient your foe have played this turn. start of turn: Gain a random hex.
Witch's Curse Staff
Deal 6 damage. on Hit: Inflict Curse of Walpurgis. cursed.
Sunfire Ore
You're now imbued with Heat. Permanently increase Heat stack by 1 for each foe you have Slain. unplayable.
Heat
start of turn: Gain (1) burning and (1) zeal. Your fire action also benefits from zeal.
Soldier Familiar
Make (durability) basic attack each time you Command. Activate: Change Formation. durability (8/8). unique.
Partisan
Deal 5 damage. If this is your first action this turn, piercing. swap to Pavise. upgradeable.
Pavise
Gain 5 armor. If this is your first action this turn, Fortified. swap to Partisan. upgradeable.
Curse of Midas
While this card is in this deck, execute: One of your cards gain valuable, otherwise gain unplayable instead. valuable. unplayable.
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).
Midas's Regret
start of turn: Play 3 Hymn. delve this card in combat reward if your deck full of valuable and unplayable cards.
Eternal Dawn
start of turn effect can be triggered (1/2/3) times once you have both ward and zeal.
Eternal Dusk
Gain darkness per total channel effects you trigger at the End of Turn. delve a revelation if you got stunned. darkness 8.
True Damage
perform 1. Deal 15 piercing damage if you completing a performance with this card.
Brave Heart
perform 1. Gain 5 rally if you start a performance with this card. rally is your extra damage.
Wheel of Fate
Cast the Dice. Nat 1: Gain a hex. Nat: 20, delve a revelation. deplete: slay your foe. grounded. charges (5/5).
Dice
one use: Roll a number. Gain a random boost with stacks of that number.
Husk
on draw: Spend 3 souls and destroy this card to create a new card with the same color type and rarity.
Desecration
Destroy a card in hand to create a Husk. Satisfy a condition of the following to create a Colored Husk: frenzy, flanking or flow.
Husk Frame
Spend 5 souls each to upgrade the rarity of the Husk. Repeat for each time you destroy a card.
Necromancy
Whenever you destroy a card, gain souls of that card's cost. ancestral: souls gain is double instead.
Necrosis Touch
Deteriorate a card in your hand by a rarity. If it's impossible, destroy it instead.
Husked Away
If you have a Husk, send it to your foe. souls deal % damage instead. Destroy and duplicate this.
Cloud Step
Evade next (chain) attack (Can't be more than 5). Start next turn with 5 chain.
lightning action
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
Seismic Burst
Add a Lodestone to your foe's deck. chain (3), flow (0/4): Your foe draw a Lodestone.
Thousand Shock
Deal 3 damage. cascade: Repeat this for each Zap you have played this combat. chain.
Hundred Shock
Deal 2 damage. cascade: Repeat this for each Zap you have played this turn. chain.
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.
Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range.
Ice Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict 3 frozen.
frost basic attack
Fire Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict 3 burning.
fire basic attack
Spike Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Inflict a Spike.
Spike
Take 1 damage/card on hand for each card you played this turn. Interrupted if you play a Melee Action.
Magic Shuriken
Play: Deal 3 damage. Melee. discard: Deal 2 damage. Range. on Hit: Add an untempered copy of this card.
magic basic attack
Holy Recital
Whenever you perform, repeat all Hymn's start of turn effect.
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
Flame Eradication
Destroy all Fire Cards in your deck. If there's firecast, trigger those cards. charges (1/1).
Void Repulsor
Deal (3) damage. This card can't be destroyed. If any interaction with destroy happened, upgrade it by (3) instead.
Potion Mortar
Destroy an Ingredient to create a Potion. deplete: Reset Potion Sash durability. charges (3/3).
Vile Prophecy
Gaze 3. Gain ward and focus based on the card's cost.
The Coliseum
Gain access to Arena Showmanship. perform 1 whenever you inflict bleeding while this card is in hand. unique. persistent.
Criminal Execution
After 8 Performances, slay your foe if they have deep wound stack more than 2.
performance
Man vs Beast
After 3 Performances, Inflict deep wound.
Giant Killing
After 5 Performances, your next Melee Action inflict critical Hit and reaping.
Ruined City
Destroy this to delve an Artifact. That Artifact will gain cursed and persistent. unique. persistent.
Golem Factory
Add a Golem to your deck every time you spend all your energy while this card is in hand. 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.
Grand Market
start of turn: delve a common card, spend accordingly (Skip is possible). Increase the rarity by 1 per Action. unique. persistent.
Essence of Mind
one use: Gain 3 focus and 1 ward. heavy.
Essence of Guile
one use: Create 3 clone. Create 2 more if there's focus. heavy.
Essence of Chivalry
one use: Make a basic attack. Make two more if you have anger. heavy.
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.
Staff Arts
Your Quarterstaff is now piercing when they're Conjured. • crushing: conjure a Quarterstaff
Staff Mastery
Quarterstaff's on Hit triggers (1) time this turn. Increase this by 1 for each time this is played.
Vile Plague
Start of Combat: Destroy this card. When this is destroyed, spread Plague on (1) card. Otherwise, shuffle a Deadly Effigy.
Principles of Might
crushing: Gain and draw a card. Principles: Your decks can do crushing damage.
Blacksmith's Hammer
Deal 5 damage. on Hit: Upgrade a card. grounded.
Strike-on Anvil
On Hand: Upgrade a card by this Card's upgrade whenever a Melee Action hit your foe. upgradeable.
The Great Oasis
on draw: Both combatant gains pacified. If your first action next turn have interrupt, inflict stunned. unique. persistent.
Ymir's Tavern
Gain 2 sated when using Potion. unique. persistent. • 10 : Create a Potion. • 20 : Create 3 Potion. • 40 : Create 7 Potion.
Gold Loan
If your is 0, destroy this card to gain 40 . You will not gain next combat.
Hangry!
Each time you gain anger, conjure an Ingredient.
Form of Lightning
discard: Gain chain per card. attune to Lightning. start of turn: First Lightning cards Recall.
Ancient Fury
Your Fury's anger is doubled this turn. lasting.
Breaking Back
Deal 3 damage. crushing: If you have dazed, gain (on Hit) regenerate.
Killjoy
Make a basic attack. corrupted: crushing damage gain lifedrain and reaping.
Soul-Reaping Strike
Make a basic attack. flanking: Gain 3 souls if this deal crushing damage.
Bot Test
Test Fortify
ranged flow action
Rune of Soulfire
one use: Add a firecast to a card. If the cards already have it, add a Soulfire instead.
Scrying Fist
foretell 2. Gain anger per cards Foretold.
Cosmic Gauntlet
Deal 3 damage. on Hit: Increase all foretell by 2. rampage.
Mark of Divination
focus 10: delve a revelation. Convert its cost to .
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.
Code of Wealth
start of turn: Spend 20 to upgrade a card. code: Your cards have some ways to gain .
Horsemen - War
Increase all card's damage by 4 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 - Plague
Both combatants gain 1 hex for each combat (non-stop). Reset if you visit an opportunity or campsite.
Horsemen - Death
slay both combatants after turn (10-1), decreased each combat non-stop. Reset if you visit an opportunity or campsite.
Pickle Fruit
Gain a random blessing with current Cooking stacks. garnish: Increase sated by 3.
Totem Madness
Summon a Totem. Passive: Gain access to corrupted Totem.
Mana Furnace
Playing surge increases all damage by 5 this combat. start of turn: conjure a Surge.