0men98's cards
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
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2
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.
action
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