☀️
deadnotsleeping's cards
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Tempered Branding
Take 1 Damage. Repeat for each Adaptation on this. Adapt this. upgradeable. (3 adaptation slots)
action
Rampart Guard
This turn, when you play a card, gain armor equal to the Battle momentum.
Hulk Down
Gain 5 armor for each . (Intended for Amber Hauler)
Tight Grip
You can not be Subjugated. If the for attempts to Subjugate you, they gain 1 scar. (Intended for Viola Skysworn)
enchantment
Slice of Hand
Deal 1 damage on Hit: Play a random Pin.
melee action
Bone Claws
Deal 2 damage twice. on Hit: Inflict 1 bleeding (Intended for Abomination)
Corrupt Arcane
Deal 4 Damage. Add a copy of this to your deck. mergecraft 3. waning. (Intended for an Eldritch enemy)
corrupted action
Dynamic Duo
Gain another enemy from this Canto as a Companion. When you play a card, your Companion acts. (Intended for a Malignance on all Bosses)
Solar Flare
Deal damage equal to the opponents burning and then remove their burning. (Intended for Firelighter Gelayn)
magic action
Moonlight Ward
Gain 1 ward. Deal damage equal to your Spirit. (Intended for Starlit Ursa or Stag)
Vital Wound
Deal 1 damage twice. Inflict Decay equal to the damage dealt. (Intended for Restless Ghoul)
Bulwark Totem
Activate: Lose 1 Totem of Defiance to gain Fortified and 1 armor. 3 durability. upgradeable.
equipment
Continuity Error
start of turn: Gain a random energy.
Bloodbane
on draw: Gain 3 bleeding. corrupted: Deal damage equal to your bleeding.
Sword of Penance
start of turn: Add an untempered Bloodbane to your discard pile.
corrupted artifact
Patron's Will
cursed cards in your hand gain Psionic this turn. Gain 3 dominated and 3 focus. upgradeable.
🎩
Horn of Triumph
perform 1. deplete: Finish the current performance. durability 4
Celestial Opener
perform 2. Return this to your hand when you finish a Hymn. heavy.
divine action
Living Forest
Summon 1 Totem. Permanently increase this number by 1. heavy. charges (2/2)
Earthforge Hammer
Deal 6 Damage, increased by 6 for each Adaptation. on draw: Adapt this. When played, remove all Adaptations on this card.
Anchor Slam
Deal 8 Damage. start of turn: Return to your hand if you have at least 2 energy.
Totemic Impression
Retain up to 1 Totem into next combat. upgradeable. unique.
Hardwood Barrier
Gain armor equal to your total Totem count. heavy.
Grand Theft
Gain equal to 10%* of your sinister. corrupted: Draw a card charges (2/2) upgradeable.
Luck of the Wicked
At the end of this combat, gain Luck % equal to your sinister. sinister. corrupted: Lose 1% Max as well. unique.
Acoustic Gearbox
Activate: Your next action gains echo. 3 durability. deplete: Gain 3 shocked.
Mind's Eye
foretell 5. Play the foretold card. charges (2/2)
Timeslip
The next non-unique action you play Echoes.
Astral Slip
Draw a card for every 5 focus. Gain 1 impervious charges (1/1)
Pulseblade
Deal 2 damage. Gain chain equal to remaining energy. chain. echo.
lightning action
Beam Cannon
Activate: Gain a random energy. deplete: Deal 2 damage for each unspent energy. upgradeable. 8 durability
ranged equipment
Aurorum Desert
This combat, cards you foretell are free. When you remove 20 energy cost from cards, remove this.
location
Eternal Sheath
Activate: delve and play a basic attack. deplete: Return this card to your hand, increasing its cost by . 3 durability.
Sentinel Familiar
Activate: Deal 4 damage and inflict an equal amount of burning. deplete: Return this card to your discard pile. 3 durability.
magic equipment
Lunar Guidance
This combat, your attacks gain Critical Chance equal to the darkness you've lost this combat. When you land a critical Hit, lose 2 darkness.
Nightline Frenzy
Inflict 5 bleeding and deal 1 damage. echo for every 10 darkness you have. Lose all darkness. unique.
Selandris' Mark
Spend 10 darkness to make all your attacks Critical Hits this turn. 4 darkness.
Sailor's Tongue
Add 1 Vile Wound to the foes discard pile. upgradeable.
Ankle Weights
Activate: Lose a random energy. deplete: Gain 3 haste. 2 durability.
Serpent Form
Whenever you discard a card, change the tide. start of turn: conjure a tidal card. Channeled. unique.
form
Perfect your dish
delve an ingredient. This combat, conjure a copy of it at the start of your turn.
Eternal Contract
ascend for each active code. unique. grounded.
Final Ruling
Deal 1 damage for each Snare in the enemy deck. execute: Gain 5 charges (1/1)
The Devil's Contract
Gain 1 Soul for each cursed card in your deck. If you are already at Maximum souls, lose all souls and gain a random Legendary card. unique.
Seaborn Vengeance
This turn, when your foe plays a card, change the tide.
Energy Cuffs
The foe gains 1 sickened at the start of each turn. Add a Key to their deck, when played it ends this effect. grounded. unique.
artifact
Handcuffs
The foe gains 2 dazed at the start of each turn. Add a Key to the foes deck, when played it ends this effect. grounded. unique.
Sacrificial Blast
bury the next Adapted card you play and deal 5* damage for each Adaptation. upgradeable.
Fluxbound Slicer
on draw: Randomize all existing Adaptations on this card. Deal 4 damage.
Etching Mend
This turn, gain for each Adaptation on any card you play. lasting.
Sigil Surge
This combat, whenever you fill a card with 5 Adaptations, gain
Purifying Rune
Remove all Adaptations from a card. It permanently loses 1 Maximum Adaptation Slot. unique. grounded.
Vantablade
Deal 5 damage. This card has an Adaptation for each , up to 5. ascended: echo.
Cursed Blade
Spend up to 5 energy. Gain an Adaptation for each energy spent. Deal 1 Damage. Repeat for each Adaptation.
melee basic attack
Workaholic
Play 0* random Contracts. Start of Combat: Increase this by 1 if you ended last combat with no broken contracts. Otherwise, reset it. unique
Well Rested
This combat, your Melee Actions deal additional damage equal to your sated.
Complimentary Drink
This combat, every 10 Ingredients you play, conjure a random Potion. If this triggers while you have 5 or more sated, conjure another.
Criminal Mind
Return the foes hand to their deck and add an equal number of Vile Wounds to their hand.
Oligarch
This combat, when you gain any amount of , gain 1 sinister.
corrupted enchantment
Code of Wealth
Start of Combat: Gain corrupted. code: You have at least 100
divine code
Spider Form
start of turn: Inflict 2 dazed plus 1 for every 20% health the enemy is missing. Channelled. unique.
Web Gun
Activate: Inflict dazed equal to remaining durability. 5 durability.
Bill of Rights
Pass a Law based on energy spent.
Detective Work
Your next Melee or Ranged action is a critical Hit. charges (2/2)
Blood Tax
This combat, the enemies cards cost an additional . They also gain bleeding for each energy spent.
Final Sentence
Deal 6 damage. execute: lifedrain.
Marked Target
A random enemy from this Canto gains Marked. When you kill that enemy, heal 20% of your max health. one use.
Bounty Hunter
delve a Contract. If you satisfy this contract this combat, add a copy of this card to your deck. one use.
Wanted: Alive
Subjugate a non-elite enemy. Its deck is empty and it cannot act.If you still have this companion at the end of this area, gain a Treasure.
item
Living Biomass
Passive: Gain 5 Max Health. Turn another Horde Unit into a Living Biomass.
Soulbound Staff
Your Horde acts. If you have no units in your Horde. delve a common one first.
magic basic attack
Skeletal Soldier
Deal 3 damage for each copy of this card in your Horde. 5
Grim Reliquary
While this is in your deck, gain as access to Necromancer cards. When you win this combat, gain 1 Soul. unique.
Wake the Dead
Subjugate a random enemy previously defeated for this combat. Cannot summon the same enemy more times than you've defeated it. unique.
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Scouts Due
This turn, whenever you gain , gain 1 momentum. At the end of your turn, lose all your energy. charges (0/2)
Salem The Cat
If you would die this turn, return to 1 . Permanently destroyed after 9 uses. durability 9
Multiform Wand
Deal 1 Damage on Hit: swap into another card from your deck for this combat. On Miss: Move this card to the top of your draw pile.
magic artifact
Jump Scare
ambush: Inflict 1 Jinxed charges (1/1) darkness 5
Hexes Chain Massacre
Deal 3 damage 3 times. If the enemy is Hexed, conjure a copy at the start of your next turn that costs an additional charges (1/1)
Howl-o-ween
shift into Wolf form
You can't hide
ambush: Enemy gains Marked. heavy.
Nexus Chainsaw
Deal 6 damage 2 times. Upgrades increase the amount of hits.
melee artifact
Hexorcist
Gain a hex but cleanse all of your afflictions. charges (1/1)
Bat Familiar
Activate: Inflict 1 sickened and then deal damage equal to the remaining durability. durability 5
Trick or Treat
Gain blessings based on the energy spent. corrupted: Instead, apply afflictions based on the energy spent.
Trick and Treat
conjure 2 ingredients for each spent on this card. Inflict 1 bane for each spent on this card. Empowered: This card costs 2 more
Spooky Ghost
Activate: Select a card from the enemy's deck to be played next. durability 3. Refresh 3 durability the first time you complete a ritual.
🌸
Mystery Egg
rebound 5: swap into a random Familiar. unique.
magic item
Energy Drink
Gain a random energy for each activation this combat. 5 durability. deplete: Gain 1 dazed.
Poison Arrow
Deal 3 Damage Inflict poison equal to the damage dealt. Empowered: Gain 1 potency.
ranged action
Serrated Arrow
Deal 4 damage Inflict 2 bleeding. Empowered: piercing.
Storm Arrow
Deal 2 Damage chain. Empowered: Gain additional chain for each Lightning Action played this turn.
ranged lightning action
Frost Arrow
Deal 3 Damage Inflict 2 frozen Empowered: Inflict 1 slow
Steel Arrow
Deal 3 damage Empowered: critical Hit
Burning Arrow
Deal 4 Damage Inflict 2 burning. Empowered: Trigger the foes burning.
Arcane Arrow
Deal 3 damage dispel a random blessing Empowered: conjure a copy of this card that costs .
☃️
Spyglass
foretell equal to your Gain 1 momentum for each card Foretold. 3 durability
Deathdealer's Spade
Return a card from your discard pile to your hand. Gain equal to its cost. 3 durability.
Blighted Vessel
Reduce the enemy's by this cards cost. Increase this cards cost by . defiled.
corrupted item
Easily Corrupted
End of Turn: Gain corrupted: Play this as an enchantment instead.
A Clockwork Origin
Gain 3 haste. This combat, whenever you change the cost of a card, gain and .
Mutating Homunculus
Deal 5 Damage execute and corrupted: Permanently gain a random Keyword. unique.
Cursed Doll
Inflict 1 random affliction. Permanently increase this by 1. unique.
Broken Watch
Take an extra turn. At the start of your opponents next turn, gain stunned. unique.
Sick Highfive!
Gain and inflict 1 sickened for each card in hand.
Mystic Scribe
delve and play a non-active Grimoire. Increase the cost of this card by this combat. charges (3/3)
Vital Siphoning
Gain and inflict 1 bleeding. Steal maximum equal to ALL bleeding. upgradeable. charges (3/3)
Enslaved Enchanter
Activate: Spend 10% of your gold to imbue a random enchantment. 2 durability
Enslaved Merchant
Activate: Spend 10% of your and conjure a random Item. Refresh 1 durability when you gain . 2 durability
Calling Coin
Convert a companion into a Familiar. one use.
Enslaved Priest
Activate: Spend 10% of your and heal an equal amount. 3 durability
Code of Diversity
start of turn: conjure a free Triumphs Edge code: Your deck has no basic attacks.
At the start of combat, conjure an Arcane Anvil. code: Have no more than one of any basic attack.
Frail Education
Increase Experience gain percentage by your number of souls. Reduce Soul Cap by 50.
Forgemaster
The next basic attack you play from hand becomes your set basic attack. conjure an Arcane Anvil. unique.
Dance Practice
Select a card from your hand and give it 'perform 1' for this combat.
Silent Strike
The next Melee Action you make gains 'ambush: critical Hit' for this combat. unique.
Phalanx
Add an untempered Towershield to your deck.
Earworm
Deal 1 damage. perform 1. corrupted: Repeat for each corruption in hand. upgradeable.
Malevoclasm
Deal damage for each cursed card in your deck. Repeat that effect for each . defiled.
Fiend Form
When you draw a Divine card, take damage equal to it's cost and then bury it. channel.
corrupted form
Scroll of Vengeance
Deal 1 damage. Increase this by 1 for each action made by the opponent this combat. charges (1/1)
Scroll of the Prism
Convert your remaining energy to random types. charges (1/1)
Scroll of Decay
Deal damage equal to your focus. reaping. charges (1/1)
Mercantilism
Remove a card from your deck and sell it to the Collector. one use.
Gilded Tattoo
While this is in your deck, you no longer gain experience but gain triple gold from combat rewards. unplayable.
Repurpose
This combat, whenever you deplete a card, add a durability to an active equipment.
magic enchantment
Unending Chalice
delve a potion. start of turn: conjure a copy of that potion.
divine artifact
Code of Battle
Basic attacks echo. code: Your deck contains only one basic attack.
Oathbreaker
Deal 5 damage. critical Hit if you have a buried code.
divine basic attack
Prismatic Form
start of turn: Heal 1 for each energy spent last turn. When you discard a card, gain a random energy type. channel.
divine form
Fishing Rod
Activate: Have a 1% chance to gain a random Elite basic attack 5 durability
Metal Detector
Activate: Gain an additional 3 gold on victory. 5 durability deplete: Gain a Booty and remove this card.
Triumph's Edge
Add an untempered copy of your basic attack into your deck. Upgrade it by 1 for each enemy you've defeated.
Malediction
Deal 0 damage. Inflict a random affliction. untempered.
corrupted basic attack
Drain Evil
cleanse ALL afflictions. Add a Malediction to your deck and upgrade it for each affliction cleansed. unique.
Volatile Core
Automatically equipped at the start of combat. start of turn: Deal 5 damage and expend a charge. 5 durability. deplete: Die.
corrupted equipment
Arcane Core
Activate: Upgrade this card by 1. 3 durability Once this card reaches 20 upgrades, swap into Golem Familiar, retaining current upgrades.
Break an Arm
Deal 1 damage for each corruption in your hand. conjure a Broken Bone upgradeable.
Sack of Infinity
Store a card from your deck and return this card to your hand. deplete: Add all stored cards to your hand. charges (4/4) persistent.
Missiletoe
conjure a random Bomb. 3 durability.
Surprise!
conjure a random corruption into the enemies deck.
Toy Wrench
Deal 4 damage. on Hit: conjure an Item to your discard pile.
Recalling Arrow
Deal 2 damage twice. untempered.
Create an untempered copy of a card in your hand. unique.
Rune of Freedom
Draw: conjure a copy of the left-most card in your hand, then discard this.
Runic Forge
conjure a random Rune to your discard pile for each energy remaining.
Rune of Youth
Draw: Gain a random energy then discard this.
Runecraft
delve and conjure a Rune to your discard pile.
Thousand Cuts
Deal 5 damage and draw a card. on Hit: Create an untempered copy of this card. waning charges (2/2)
Blood Engraver
Permanently give a non-cursed card in your deck a random Keyword, and cursed. unique. cursed.