Cards
Browse all cards. Filter by character, rarity, or type.
575 cards
Ironclad 87
-
Deal 8 damage.
Apply 2 Vulnerable. -
Gain 5 Block.
-
Deal 6 damage.
-
Deal 6 damage.
Add a copy of this card into your Discard Pile. -
Gain 5 Block.
Upgrade a card in your Hand. -
Lose 2 HP.
Gain 16 Block. -
Lose 3 HP.
Gain ●●. -
Deal damage equal to your Block.
-
Lose 1 HP.
Deal 9 damage to ALL enemies. -
Deal 18 damage.
Exhaust 1 card at random. -
Play the top card of your Draw Pile and Exhaust it.
-
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile. -
Gain 5 Block.
Deal 5 damage. -
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust. -
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”. -
Deal 9 damage.
Draw 1 card. -
Deal 7 damage.
Gain 2 Strength this turn. -
Gain 8 Block.
Draw 1 card. -
Deal 3 damage to a random enemy 3 times.
-
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
-
Apply 3 Vulnerable.
Exhaust. -
Gain 7 Block.
Exhaust 1 card at random. -
Deal 5 damage twice.
-
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile. -
Draw 3 cards.
You cannot draw additional cards this turn. -
Deal 32 damage.
-
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy. -
Exhaust 1 card.
Draw 2 cards. -
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn. -
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust. -
Deal 8 damage.
If the enemy is Vulnerable, hits twice. -
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust. -
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile. -
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn. -
Gain ● for each Attack in your Hand.
You cannot gain additional ● this turn. -
Whenever a card is Exhausted, gain 3 Block.
-
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength. -
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back. -
If you Exhausted a card this turn, gain ●●●.
Exhaust. -
Lose 2 HP.
Deal 15 damage. -
Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it. -
Add a random Attack into your Hand.
It's free to play this turn.
Exhaust. -
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies. -
Gain 2 Strength.
-
Add a copy of the third Attack you play each turn into your Hand.
-
Deal 6 damage.
Draw cards until you draw a non-Attack card. -
Whenever you play an Attack this turn, gain 3 Block.
-
Deal 9 damage.
Increase this card's damage by 5 this combat. -
Whenever you lose HP on your turn, gain 1 Strength.
-
Exhaust all non-Attack cards in your Hand.
Gain 5 Block for each card Exhausted. -
Deal 5 damage.
If you lost HP this turn, hits 2 times. -
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
-
Deal 12 damage to ALL enemies.
Costs 1 less ● for each Attack played this turn. -
Gain 4 Plating.
-
Gain 7 Block.
Apply 1 Vulnerable. -
Deal 12 damage.
The next Attack you play costs 0 ●. -
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable. -
Whenever you apply Vulnerable, draw 1 card.
-
Deal 5 damage to ALL enemies X times.
-
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
-
Block is not removed at the start of your turn.
-
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength. -
Play the top X cards of your Draw Pile.
-
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn. -
At the start of your turn, lose 1 HP and gain 8 Block.
-
Vulnerable enemies take an additional 25% damage.
-
Whenever a card is Exhausted, draw 1 card.
-
At the start of your turn, gain 2 Strength.
-
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust. -
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust. -
Whenever you draw a card containing “Strike”, it is played against a random enemy.
-
Gain 30 Block.
Exhaust. -
Whenever you gain Block, deal 5 damage to a random enemy.
-
Deal 15 damage.
Enemy loses 10 Strength this turn. -
Heal 10 HP.
Exhaust. -
Lose 6 HP.
Gain ●●.
Draw 3 cards.
Exhaust. -
This turn, your next Attack is played an extra time.
-
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies. -
Transform all Attacks in your Hand into Giant Rock.
-
Gain ● at the start of each turn.
-
Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted. -
Take double damage from enemies.
Allies take half damage from enemies. -
Deal 5 damage.
Hits an additional time for each time you lost HP this combat. -
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card. -
The first time you gain Block from a card each turn, double the amount gained.
-
Deal 20 damage.
Apply 5 Vulnerable. -
Skills cost 0 ●.
Whenever you play a Skill, Exhaust it.
Silent 88
-
Gain 5 Block.
-
Deal 3 damage.
Apply 1 Weak. -
Deal 6 damage.
-
Gain 8 Block.
Discard 1 card. -
Gain 2 Dexterity this turn.
-
Gain 5 Block.
Draw 2 cards. -
Add 3 Shivs into your Hand.
Exhaust. -
Gain 6 Block.
Add 1 Shiv into your Hand. -
Deal 4 damage to ALL enemies twice.
-
Deal 9 damage.
Draw 1 card.
Discard 1 card. -
Apply 5 Poison.
-
Gain 4 Block.
-
Gain 4 Block.
Next turn, gain 4 Block. -
Sly.
Deal 6 damage to ALL enemies. -
Deal 7 damage.
If you have 5 or more other cards in your Hand, hits an additional time. -
Deal 3 damage.
Add 2 Shivs into your Hand. -
ALL enemies lose 6 Strength this turn.
Exhaust. -
Deal 6 damage.
Apply 3 Poison. -
Draw 1 card.
Discard 1 card. -
Sly.
Deal 3 damage to a random enemy 4 times. -
Deal 6 damage.
-
Retain.
Apply 7 Poison. -
Deal 8 damage.
Apply 1 Weak. -
Sly.
Gain 6 Block. -
Shivs deal 4 additional damage.
-
Draw 3 cards.
Discard 1 card. -
Innate.
Deal 11 damage.
Exhaust. -
Gain 5 Block.
Block is not removed at the start of your next turn. -
Apply 3 Poison to a random enemy 3 times.
-
If the enemy has Poison, apply 9 Poison.
-
Discard your Hand, then draw that many cards.
Exhaust. -
Gain 10 Block.
Deal 10 damage. -
Draw 1 card.
If you draw a Skill, gain 3 Block. -
Draw cards until you have 6 in your Hand.
-
Remove all Artifact and Block from the enemy.
Apply 2 Vulnerable.
Exhaust. -
Deal 6 damage for each Attack already played this turn.
-
The enemy takes double attack damage from other players this turn.
-
Deal 5 damage for each Skill in your Hand.
-
Gain 2 Dexterity.
-
Gain 7 Block.
Add Sly to a Skill in your Hand this turn. -
Sly.
Apply 4 Poison to ALL enemies. -
Discard 2 cards.
Add 2 Shivs into your Hand. -
At the start of your turn, add 1 Shiv into your Hand.
-
Apply 2 Weak.
Gain 11 Block. -
Deal 9 damage.
Deals 4 additional damage for each card discarded this turn. -
Gain Block equal to Poison on ALL enemies.
Exhaust. -
At the start of your turn, apply 2 Poison to ALL enemies.
-
Every 3 times you apply Poison, deal 11 damage to ALL enemies.
-
Shivs gain Retain.
The first Shiv you play each turn deals 9 additional damage. -
Deal 15 damage.
Costs 1 less ● for each Skill played this turn. -
Deal 12 damage.
The next Skill you play costs 0 ●. -
Deal 13 damage.
Deals 2 less damage for each other card in your Hand. -
Deal 15 damage.
Next turn, draw 2 cards. -
Sly.
Draw 2 cards. -
Deal 8 damage X times.
-
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
-
Deal 8 damage.
Whenever you play a card this turn, the enemy loses 2 HP. -
Sly.
Gain ●. -
Add 3 Shivs into your Hand.
Reduce this card's cost by 1. -
At the end of your turn, Retain up to 1 card.
-
Sly.
Gain 1 Dexterity.
Gain 4 Thorns. -
Poison is triggered 1 additional time.
-
Gain ●.
Draw 2 cards.
Exhaust. -
Whenever you play a card, gain 1 Block.
-
Innate.
Deal 10 damage.
Apply 1 Vulnerable.
Exhaust. -
Add 2 Inky Shivs into your Hand.
-
You cannot draw additional cards this turn.
ALL cards in your Hand are free to play this turn. -
This turn, your next Skill is played an extra time.
-
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
-
Deal 10 damage to ALL enemies.
Repeat this effect for each enemy killed. -
Whenever an Attack deals unblocked damage, apply 1 Poison.
-
Shivs now hit ALL enemies.
Add 4 Shivs into your Hand. -
Can only be played if there are no cards in your Draw Pile.
Deal 60 damage to ALL enemies. -
Play every Shiv in your Exhaust Pile on the enemy.
-
Enemy loses X Strength.
Apply X Weak.
Exhaust. -
When you play a Skill, it gains Sly.
-
Deal 1 damage.
Deals 1 additional damage for each card drawn this combat. -
Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust. -
Whenever you play a card, deal 4 damage to a random enemy.
-
Discard your Hand.
Next turn, Attacks deal double damage. -
Double your Block gain this turn.
-
Sly.
Whenever another player attacks an enemy, gain 1 Block. -
Discard your Hand.
Add 1 Shiv into your Hand for each card discarded. -
Deal 10 damage.
If Fatal, gain an additional card reward.
Exhaust. -
At the start of your turn, draw 1 card and discard 1 card.
-
Weak enemies take double damage from Attacks.
-
Innate.
Deal 11 damage.
Apply 3 Weak. -
Gain 2 Intangible.
At the start of your turn, lose 1 Dexterity.
Defect 88
-
Gain 5 Block.
-
Evoke your rightmost Orb twice.
-
Deal 6 damage.
-
Channel 1 Lightning.
-
Deal 7 damage.
Channel 1 Lightning. -
Deal 5 damage for each Channeled Orb.
-
Deal 3 damage.
Apply 1 Vulnerable. -
Gain 6 Block.
Add a Dazed into your Discard Pile. -
Gain 7 Block.
Next turn, gain ●. -
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat. -
Deal 6 damage.
Channel 1 Frost. -
Deal 7 damage.
Draw 1 card for each unique Orb you have. -
Channel 1 Frost.
Draw 1 card. -
Deal 9 damage.
Gain 1 Focus this turn. -
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak. -
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile. -
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust. -
Gain 2 Focus this turn.
Exhaust. -
Gain 9 Block.
-
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning. -
Deal 10 damage.
Reduce this card's cost to 0 ●. -
Deal 6 damage to ALL enemies.
Draw 1 card. -
Gain ●●.
Add a Void into your Discard Pile. -
Deal 5 damage twice.
Play a random Attack from your Draw Pile. -
Innate.
Gain 10 Block.
Exhaust. -
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity. -
Gain 2 Orb Slots.
-
Channel 1 random Orb.
-
Channel 1 Frost for each enemy.
Exhaust. -
Gain 6 Block.
Transform all Status cards in your Hand into Fuel. -
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs. -
Double your Energy.
Exhaust. -
ALL players gain ●●.
Exhaust. -
The first time you play a 0● Attack each turn, return it to your Hand.
-
Gain 13 Block.
Add 2 Wounds into your Discard Pile. -
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card. -
Channel 1 Plasma.
-
Gain 6 Block.
Channel 2 Frost. -
Gain 5 Block.
Channel 1 Glass. -
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
-
The first time you draw a Status each turn, draw 2 cards.
-
At the start of your turn, trigger the passive ability of your rightmost Orb.
-
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark. -
Draw 2 cards.
Add a Burn into your Discard Pile. -
Deal 9 damage twice.
Channel 2 Glass. -
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0 ● until played. -
Exhaust a card.
Next turn, gain ●●. -
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 ●. -
Gain 11 Block.
Channel 1 Dark. -
Draw 3 cards.
-
Whenever you create a Status, deal 5 damage to ALL enemies.
-
Whenever you play a Power, Channel 1 Lightning.
-
Whenever you play a Power, gain ●.
-
Deal 24 damage.
If this kills an enemy, gain ●●●. -
Gain 2 Focus this turn for each unique Orb you have.
Exhaust. -
Deal 12 damage.
The next Power you play costs 0 ●. -
Channel X Lightning.
-
Deal 3 damage.
Trigger all Lightning against the enemy. -
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
-
Add a random Power into your Hand.
It's free to play this turn.
Exhaust. -
Deal 18 damage.
Add a 0● copy of this card into your Discard Pile. -
Deal 10 damage.
Put ALL 0● cards from your Discard Pile into your Hand. -
Prevent the next time you would lose HP.
-
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb. -
At the start of your turn, gain 2 Block for each unique Orb you have.
-
At the start of your turn, add a random Power into your Hand.
-
Gain 1 Focus.
-
Ethereal.
The first card you play each turn is played an extra time. -
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted. -
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust. -
Deal 3 damage for each ● previously spent this turn.
-
Deal 26 damage to ALL enemies.
Lose 3 Focus. -
Deal 19 damage.
Channel 3 Frost. -
Another player Channels Plasma.
Exhaust. -
At the start of your turn, draw 1 additional card.
-
Deal 24 damage.
Channel 3 Plasma. -
Gain 1 Orb Slot.
Draw 1 card.
Increase this card's cost by 1. -
Evoke your rightmost Orb X times.
-
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust. -
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust. -
Deal 11 damage to ALL enemies.
Evoke all of your Orbs. -
The next Power you play is played an additional time.
Exhaust. -
At the start of your turn, Channel 1 Glass.
-
Gain 4●.
Exhaust. -
Whenever you create a Status, Channel 1 random Orb.
-
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust. -
Gain 4 Focus.
At the start of your turn, lose 1 Focus. -
Evoke your rightmost Orb 4 times.
Necrobinder 88
-
Summon 5.
-
Gain 5 Block.
-
Deal 6 damage.
-
Osty deals 6 damage.
Deals additional damage equal to Osty's current HP. -
Summon 6.
Exhaust. -
Deal 8 damage.
Apply Doom equal to damage dealt. -
Ethereal.
Deal 13 damage. -
Ethereal.
Gain 6 Block.
Apply 1 Weak. -
Deal 10 damage.
Upgrade 2 random cards in your Discard Pile. -
Ethereal.
Deal 7 damage.
Apply 1 Vulnerable. -
Osty deals 12 damage.
This card costs 0 ● if Osty has attacked this turn. -
Gain 8 Block.
Add a Soul into your Draw Pile. -
Deal 4 damage.
Put a card from your Discard Pile into your Hand.
Exhaust. -
Next turn, Summon 2 and gain ●●.
-
Gain 5 Block.
Apply 7 Doom to ALL enemies. -
Osty deals 6 damage.
-
Summon 4.
Gain 7 Block. -
Retain.
Deal 27 damage. -
Deal 9 damage.
Add a Soul into your Draw Pile. -
Apply 13 Doom.
Draw 1 card. -
Deal 9 damage.
Add Ethereal to a card in your Hand. -
Osty deals 7 damage.
Add Retain to a card in your Hand. -
Retain.
Deal 8 damage to ALL enemies. -
Gain ●.
Exhaust. -
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.
Osty dies. -
Gain 4●.
Cards cost an additional ● this turn. -
Deal 52 damage.
-
Osty's attacks deal 4 additional damage.
-
Enemy loses 3 HP.
Add 3 Souls into your Draw Pile. -
Summon 3.
Exhaust 1 card from your Draw Pile. -
At the start of your turn, apply 6 Doom to a random enemy.
-
Whenever you play a card that costs ●● or more, gain 4 Block.
-
Deal 8 damage.
Deals 3 additional damage for each card drawn during your turn. -
Apply 21 Doom and 1 Weak to ALL enemies.
-
Gain 6 Block.
If you applied Doom this turn, gain Block 2 additional times. -
Deal 10 damage.
Vulnerable and Weak are twice as effective against the enemy for the next 3 turns. -
Gain 11 Block.
Next turn, gain ●. -
Summon 3 X times.
Add X Souls into your Draw Pile.
Exhaust. -
Put 3 cards from your Discard Pile into your Hand.
Exhaust. -
Ethereal.
Enemy loses 8 Strength this turn. -
Osty deals 3 damage.
If this is the first time this card has been played this turn, draw 1 card. -
Lose 2 Strength.
Gain ● at the start of each turn. -
Whenever you play a Soul, a random enemy loses 6 HP.
-
Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.
-
ALL players Summon 6.
Exhaust. -
Ethereal.
The first Attack each turn deals 50% additional damage. -
Gain 13 Block.
Reduce this card's cost by ● whenever ANYONE dies. -
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
-
Whenever you draw an Ethereal card, draw 1 card.
-
Ethereal.
Draw 3 cards. -
Deal 5 damage for each Ethereal card played this combat.
-
Apply 2 Weak.
Apply 2 Vulnerable.
Exhaust. -
Osty deals 7 damage.
Hits an additional time for each other time he has attacked this turn. -
Osty deals 4 damage.
Whenever you play a card that costs ●● or more, return this to your Hand from the Discard Pile. -
Deal 13 damage.
Add a Soul into your Draw Pile, Hand, and Discard Pile. -
Whenever you apply Doom, gain 2 Block.
-
Osty deals 5 damage.
Whenever Osty hits this enemy this turn, Summon 2. -
Whenever you apply a debuff to an enemy, they take 9 damage.
-
Retain.
Summon 3.
Osty heals 5 HP. -
Deal 10 damage.
The next Ethereal card you play costs 0 ●. -
Deal 33 damage to ALL enemies.
Costs ●● less for each Ethereal card played this combat. -
At the start of your turn, add 1 random card into your Hand.
It gains Ethereal. -
Ethereal.
At the start of your turn, gain ● and draw 1 additional card. -
Whenever you play a Soul, Summon 1.
-
Exhaust your Hand.
If 9 cards were Exhausted this way, gain 1 Intangible. -
Apply 29 Doom to ALL enemies.
Kill enemies with at least as much Doom as HP. -
Retain.
Deal 11 damage X times. -
ALL players add 3 Souls into their Draw Pile.
Exhaust. -
Deal 10 damage.
Double the damage ALL Hang cards deal to this enemy. -
Deal 7 damage.
Apply any debuffs on the enemy to ALL other enemies. -
Summon 5.
Whenever Osty loses HP, ALL enemies lose that much HP as well. -
Gain ●●●.
Draw 2 cards.
At the start of your turn, apply 3 Doom to yourself. -
Whenever you play a card this turn, apply 3 Doom to the enemy.
-
Summon 20.
Exhaust. -
Whenever Attacks deal damage, they also apply that much Doom.
-
Retain.
If Osty is alive, he dies and you gain Block equal to double his Max HP. -
Ethereal.
Transform a card in your Draw Pile into Soul. -
At the start of your turn, add 1 Sweeping Gaze into your Hand.
-
Lose 2 Strength.
Enemy loses 2 Strength.
Exhaust. -
Deal 9 damage.
Deals 2 additional damage for each Soul in your Exhaust Pile. -
Whenever you play an Ethereal card, gain 4 Block.
-
Osty deals 25 damage.
Deals 5 additional damage for ALL your other Osty Attacks. -
Deal 13 damage.
Permanently increase this card's damage by 3.
Exhaust. -
Deal damage equal to the enemy's Doom.
Exhaust. -
Add Replay to a card in your Hand.
It costs an extra ●.
Exhaust. -
Gain 7 Block.
Add a copy of this card into your Discard Pile. -
At the end of combat, you may remove a card from your Deck.
Eternal. -
Osty deals 10 damage.
Deals additional damage equal to Osty's Max HP.
Regent 88
-
Gain 5 Block.
-
Deal 8 damage.
Apply 1 Weak.
Apply 1 Vulnerable. -
Deal 6 damage.
-
Gain ◆◆.
-
Deal 14 damage to ALL enemies.
-
Choose a card in your Hand to Transform into Minion Strike.
-
Deal 6 damage 3 times.
-
Gain 7 Block.
-
Deal 11 damage.
Add a Debris into your Hand. -
Gain 6 Block.
Put a card from your Discard Pile on top of your Draw Pile. -
Deal 6 damage.
Deals 2 additional damage for ALL your cards that have a ◆ cost. -
Deal 7 damage to ALL enemies.
All enemies lose 1 Strength this turn. -
Gain 8 Block.
Gain ◆. -
Gain 11 Block.
Next turn, gain 5 Block. -
Gain ◆.
Draw 1 card.
Next turn, draw 1 card. -
Deal 12 damage.
Draw 2 cards. -
Gain ◆.
Next turn, gain ◆◆◆. -
Apply 1 Weak.
Apply 1 Vulnerable.
Exhaust. -
Gain 9 Block.
Gain 2 Vigor. -
Deal 10 damage.
Draw 1 card.
Put 1 card from your Hand on top of your Draw Pile. -
Forge 9.
Next turn, gain ●. -
Deal 9 damage.
Gain ◆. -
Forge 5.
Draw 2 cards. -
Deal 7 damage.
Forge 7. -
Gain ●●.
-
Whenever you spend or gain ◆, deal 3 damage to ALL enemies.
-
Gain 13 Block.
Forge 10. -
Choose 2 cards in your Draw Pile to Transform into Minion Dive Bombs.
-
Whenever you spend ◆, gain 2 Block for each ◆ spent.
-
Forge 3.
Sovereign Blade deals double damage to the enemy this turn. -
Next turn, gain ● and ◆.
Retain your Hand this turn. -
Deal 30 damage.
-
At the start of your turn, Forge 4.
-
Deal 13 damage.
Apply 2 Weak.
Apply 2 Vulnerable. -
Draw 3 cards.
Put 1 card from your Hand on top of your Draw Pile. -
Deal 15 damage.
Next turn, gain ●●. -
Deal 27 damage.
Whenever you draw this card, reduce its cost by 1. -
Deal 8 damage.
Whenever you draw this card, increase its damage by 4 this combat. -
Deal 30 damage.
If this kills an enemy, gain ◆◆◆◆◆. -
Another player adds 1 random Colorless card to their Hand.
-
Deal 4 damage for each Skill already played this turn.
-
Gain 7 Block.
Add 1 random Colorless card into your Hand. -
Whenever you play a card this turn, gain 1 Strength this turn.
-
Every 4● you spend, gain ●.
-
If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
-
Whenever you play Sovereign Blade, gain 10 Block.
-
Gain 9 Block.
Return this card to your Hand. -
Whenever you create a card, gain 3 Block.
-
Draw 6 cards.
-
Choose 1 of 3 random Colorless cards to add into your Hand.
-
Deal 3 damage to ALL enemies for each ◆ gained this turn.
-
Gain 17 Block.
Blocked attack damage is reflected to your attacker this turn. -
Gain 1 Strength.
ALL enemies lose 1 Strength. -
Gain 9 ◆.
Exhaust. -
Deal 8 damage.
Gain ◆◆.
Put this card on top of your Draw Pile. -
At the start of your turn, add 1 random Colorless card into your Hand.
-
Deal 5 damage to a random enemy X times.
-
Forge 8.
Put Sovereign Blade into your Hand from anywhere. -
Deal 5 damage.
Deals 3 additional damage for each card you created this combat. -
Gain 6 Vigor.
-
Whenever you create a card, gain 1 Strength.
-
Deal 5 damage.
Forge 5.
Forges an additional 5 for every other time you've hit the enemy this turn. -
Draw 1 card.
Gain ●.
Gain ◆.
Forge 5.
Exhaust. -
Deal 18 damage.
At the start of your turn, if this is in your Exhaust Pile, play it.
Exhaust. -
Add 3 random Colorless cards into your Hand.
Exhaust. -
Deal 33 damage.
Apply 3 Weak.
Apply 3 Vulnerable. -
Deal 21 damage to ALL enemies.
Fill your Hand with Debris. -
Draw 3 cards.
Choose a Skill in your Hand and play it 3 times.
Exhaust. -
Ethereal.
Deal 9 damage to ALL enemies.
ALL enemies lose 9 Strength this turn. -
Next turn, put 2 cards from your Draw Pile into your Hand.
-
At the start of your turn, gain ◆◆.
-
Transform any number of cards in your Hand into Minion Sacrifice.
Exhaust. -
Whenever you Forge, all allies Forge as well.
-
Deal 8 damage X times.
Double X if it's 4 or more. -
Deal 20 damage.
Choose a Colorless card in your Hand.
Add a copy of that card into your Hand. -
Gain 10 Block.
At the end of your turn, if this is on top of your Draw Pile, play it. -
Deal 6 damage.
Every 3 Skills you play in a turn, put this into your Hand. -
Whenever you attack an enemy, it loses 1 Strength this turn.
-
Gain 8 Plating.
-
At the end of combat, gain 30 Gold.
-
Forge 7.
Sovereign Blade now deals damage to ALL enemies. -
Deal 7 damage to ALL enemies 7 times.
-
Sovereign Blade now hits an additional time.
-
Forge 30.
-
At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
-
Ethereal.
End your turn.
The first 2 cards you play each turn are free to play. -
Deal 14 damage to ALL enemies.
Apply 2 Weak and Vulnerable to ALL enemies. -
Whenever you play a card, gain ◆.
Other 136
-
At the end of your turn, if this is in your Hand, lose 6 HP.
-
Unplayable.
At the end of your turn, if this is in your Hand, take 2 damage. -
Unplayable.
Ethereal. -
Exhaust.
-
At the end of your turn, take 6 damage.
-
Get farther away.
Increase Sandpit by 1.
Increase the cost of this card by 1. -
Unplayable.
At the end of your turn, if this is in your Hand, take 3 damage. -
Draw 1 fewer card each turn.
-
Draw 1 card.
Exhaust. -
You cannot play more than 3 cards each turn.
-
Unplayable.
-
At the end of your turn, if this is in your Hand, take 5 damage.
Exhaust. -
Unplayable.
Ethereal.
Whenever you draw this card, lose ●. -
Gain 1 less ● per turn.
-
Unplayable.
-
Every 10 cards you draw, gain ●.
-
Another player gains ●●.
-
Play 2 random cards from your Draw Pile.
-
Give another player 5 Strength this turn.
-
Enemy loses 9 Strength this turn.
Exhaust. -
Choose 1 of 3 random cards to add into your Hand.
It's free to play this turn.
Exhaust. -
Innate.
Deal 11 damage to ALL enemies.
Exhaust. -
Gain 13 Block.
Retain your Hand this turn. -
Gain an additional 5 Block from Defend cards.
-
Gain 4 Block.
Draw 1 card. -
Deal 7 damage.
Gain Block equal to damage dealt. -
Deal 5 damage.
Draw 1 card. -
Deal 5 damage.
Deals 5 additional damage for each time another player has attacked the enemy this turn. -
ALL players draw 2 cards.
Exhaust. -
If you have no Attacks in your Hand, draw 2 cards.
-
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you. -
Add 1 random Colorless card into your Hand.
Exhaust. -
Give another player 11 Block.
-
Innate.
Deal damage equal to the number of cards in your Draw Pile. -
Deal 8 damage.
Damage ALL other enemies equal to the damage dealt. -
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
-
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust. -
At the start of your turn, gain 4 Vigor.
-
Gain ●●.
Exhaust. -
Next turn, gain Block equal to your current Block.
Exhaust. -
Gain 1 Strength.
Gain 1 Dexterity. -
Retain.
Exhaust up to 3 cards in your Hand.
Exhaust. -
Retain.
If your Hand is empty, draw 2 cards and gain ●●. -
Deal 9 damage.
Choose 1 of 3 cards in your Draw Pile to add into your Hand. -
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust. -
Choose 1 of 3 random Attacks from another character to add into your Hand.
It's free to play this turn. -
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
-
Deal 11 damage.
The next Attack another player plays on the enemy is played an extra time. -
At the end of 3 turns, deal 40 damage to ALL enemies.
-
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust. -
Deal 11 damage.
At the start of your next turn, return this to your Hand. -
Gain 11 Block.
-
Deal 14 damage.
-
Deal 10 damage to a random enemy X times.
-
Procure a random potion.
Exhaust. -
Put every Rare card from your Draw Pile into your Hand.
Exhaust. -
Whenever you gain Block on your turn, other players gain half that much Block.
-
Play 3 random Attacks from your Discard Pile.
-
Deal 3 damage.
At the start of your next turn, return this to your Hand. -
Whenever you play an Attack, add a random Attack into your Hand.
-
At the start of your turn, Transform 1 card in your Hand.
-
Gain 9 Plating.
-
Deal damage equal to the number of cards played this combat.
-
Deal 20 damage.
If Fatal, gain 20 Gold. -
A random card without Replay in your Draw Pile gains Replay 2.
-
Deal 25 damage.
Add 3 random 0● cards into your Hand. -
Deal 10 damage.
The enemy takes double damage from other players this turn. -
Draw 3 cards.
Exhaust. -
At the start of your turn, play the top card of your Draw Pile.
-
Gain Block equal to the Block on another player.
Exhaust. -
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
-
ALL players gain 12 Block.
-
Deal 15 damage.
Deals 5 additional damage for each unique debuff on the enemy. -
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
-
Deal 12 damage.
Retain your Hand this turn. -
Draw cards until your Hand is full.
Exhaust. -
Put a Skill from your Draw Pile into your Hand.
Exhaust. -
Put an Attack from your Draw Pile into your Hand.
Exhaust. -
Gain 50 Block.
If you take unblocked attack damage this combat, die. -
Innate.
Upgrade ALL your cards.
Exhaust. -
Ethereal.
Gain 1 Intangible.
Exhaust. -
Gain ●●.
Draw 2 cards.
Lose 1 Max HP. -
Deal 14 damage.
-
Unplayable.
Can be hatched at a Rest Site. -
Whenever you are attacked, deal 3 damage back.
-
Can only be played if every card in your Hand is an Attack.
Deal 14 damage. -
Add a random Skill into your Hand.
It's free to play this turn.
Exhaust. -
Choose an Attack or Power card.
Add a copy of that card into your Hand. -
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust. -
Double your Block.
-
Deal 3 damage 4 times to ALL enemies.
-
Gain 5 Strength this turn.
-
Gain ●.
Draw 1 card.
Exhaust. -
Deal 16 damage.
-
At the start of your turn, add a random Common card into your Hand.
-
Unplayable.
Unlocks a special event in the next Act. -
Retain.
Gain ●●.
Exhaust. -
Deal 5 damage twice.
Increase the damage of ALL Maul cards by 1 this combat. -
Add 3 random Attacks into your Draw Pile.
They're free to play this combat.
Exhaust. -
Deal 13 damage.
Exhaust. -
Gain 9 Block.
Exhaust. -
Deal 6 damage.
Draw 1 card.
Exhaust. -
Deal 10 damage.
Put 2 random cards from your Discard Pile into your Hand.
Exhaust. -
Next turn, gain ●●.
-
Deal 2 damage 3 times.
-
Deal 9 damage.
Put the next card you play this turn on top of your Draw Pile. -
Gain 15 Block.
Next turn, draw 2 cards and gain ●●.
Exhaust. -
Deal 7 damage to a random enemy twice.
-
Deal 4 damage.
Exhaust. -
Draw 2 cards.
Exhaust. -
Retain.
Deal 10 damage. -
Unplayable.
Marks a site of 600 extra Gold in the next Act. -
Deal 10 damage.
Apply 2 Vulnerable. -
Gain Block equal to the number of cards in your Discard Pile.
-
Ethereal.
Osty deals 10 damage to a random enemy.
Exhaust. -
Gain 5 Block.
Gain 5 Block at the start of the next 2 turns. -
Deal 33 damage.
Stun the enemy.
Exhaust. -
Put a card from your Draw Pile into your Hand.
Exhaust. -
Unplayable.
Ethereal.
Eternal. -
Unplayable.
At the end of your turn, if this is in your Hand, lose 13 HP.
Eternal. -
Unplayable.
Ethereal. -
Unplayable.
Eternal. -
Unplayable.
At the end of your turn, if this is in your Hand, lose 10 Gold. -
Unplayable.
At the end of your turn, if this is in your Hand, take 2 damage. -
Unplayable.
At the end of your turn, if this is in your Hand, gain 1 Weak. -
If this is in your Hand, it must be played before other cards.
Eternal. -
Unplayable.
Innate.
Ethereal.
Eternal. -
Unplayable.
Eternal. -
Unplayable.
Removed from your Deck after 5 combats. -
Unplayable.
-
Unplayable.
You cannot play more than 3 cards this turn. -
Unplayable.
Retain. -
Unplayable.
At the end of your turn, if this is in your Hand, lose 1 HP for each card in your Hand. -
Unplayable.
At the end of your turn, if this is in your Hand, gain 1 Frail. -
Exhaust.
-
Unplayable.
Innate.
No cards match the selected filters.