Card Database

Card picks organized by three stages: early stability, resource engine, and boss finishing burst.

Early consistency

Cheap attack/defend

Stabilize Act 1 elite fights

Resource engine

Draw/energy/retain

Increase playable actions per turn

Boss finisher

Scaling + vuln synergies

Enable 2-turn kill windows

Quick Pick Rules

  • In early floors, prefer standalone cards over narrow combos.
  • If deck size is above 18, add draw before adding more medium-cost damage.
  • On event-heavy paths, keep one status-cleanup or AoE answer.

Card Filters

Filter by character, cost, rarity and tags.

Results: 573

Abrasive

Silent / Rare / Power / Cost 3

Gain {DexterityPower:diff()} [gold]Dexterity[/gold]. Gain {ThornsPower:diff()} [gold]Thorns[/gold].

Accelerant

Silent / Rare / Power / Cost 1

[gold]Poison[/gold] is triggered {Accelerant:diff()} additional {Accelerant:plural:time|times}.

poison

Accuracy

Silent / Uncommon / Power / Cost 1

[gold]Shivs[/gold] deal {AccuracyPower:diff()} additional damage.

Acrobatics

Silent / Common / Skill / Cost 1

Draw {Cards:diff()} cards. Discard 1 card.

draw

Adaptive Strike

Defect / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. Add a 0{energyPrefix:energyIcons(1)} copy of this card into your [gold]Discard Pile[/gold].

Adrenaline

Silent / Rare / Skill / Cost 0

Gain {Energy:energyIcons()}. Draw 2 cards.

draw

Afterimage

Silent / Rare / Power / Cost 1

Whenever you play a card, gain {AfterimagePower:diff()} [gold]Block[/gold].

block

Afterlife

Necrobinder / Common / Skill / Cost 1

[gold]Summon[/gold] {Summon:diff()}.

Aggression

Ironclad / Rare / Power / Cost 1

At the start of your turn, put a random Attack from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold] and [gold]Upgrade[/gold] it.

Alchemize

Colorless / Rare / Skill / Cost 1

Procure a random potion.

Alignment

Regent / Uncommon / Skill / Cost 0

Gain {Energy:energyIcons()}.

All for One

Defect / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. Put ALL 0{energyPrefix:energyIcons(1)} cards from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].

Anger

Ironclad / Common / Attack / Cost 0

Deal {Damage:diff()} damage. Add a copy of this card into your [gold]Discard Pile[/gold].

Anointed

Colorless / Rare / Skill / Cost 1

Put every [gold]Rare[/gold] card from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].

draw

Anticipate

Silent / Common / Skill / Cost 0

Gain {DexterityPower:diff()} [gold]Dexterity[/gold] this turn.

Apotheosis

Event / Ancient / Skill / Cost 2

[gold]Upgrade[/gold] ALL your cards.

Apparition

Event / Ancient / Skill / Cost 1

Gain {IntangiblePower:diff()} [gold]Intangible[/gold].

Armaments

Ironclad / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. [gold]Upgrade[/gold] {IfUpgraded:show:ALL cards|a card} in your [gold]Hand[/gold].

block

Arsenal

Regent / Rare / Power / Cost 1

Whenever you play a Colorless card, gain {ArsenalPower:diff()} [gold]Strength[/gold].

strength

Ascender's Bane

Curse / Curse / Curse / Cost -1

Ashen Strike

Ironclad / Uncommon / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card in your [gold]Exhaust Pile[/gold].

Assassinate

Silent / Rare / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Astral Pulse

Regent / Common / Attack / Cost 0

Deal {Damage:diff()} damage to ALL enemies.

aoe

Automation

Colorless / Uncommon / Power / Cost 1

Every 10 cards you draw, gain {Energy:energyIcons()}.

draw

Backflip

Silent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Draw 2 cards.

draw · block

Backstab

Silent / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage.

Bad Luck

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your Hand, lose {HpLoss:diff()} HP.

Ball Lightning

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Channel[/gold] 1 [gold]Lightning[/gold].

orb

Barrage

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage for each [gold]Channeled[/gold] Orb.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

orb

Barricade

Ironclad / Rare / Power / Cost 3

[gold]Block[/gold] is not removed at the start of your turn.

block

Bash

Ironclad / Basic / Attack / Cost 2

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Battle Trance

Ironclad / Uncommon / Skill / Cost 0

Draw {Cards:diff()} cards. You cannot draw additional cards this turn.

draw

Beacon of Hope

Colorless / Rare / Power / Cost 1

Whenever you gain [gold]Block[/gold] on your turn, other players gain half that much [gold]Block[/gold].

block

Beam Cell

Defect / Common / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Beat Down

Colorless / Rare / Skill / Cost 3

Play {Cards:diff()} random Attacks from your [gold]Discard Pile[/gold].

Beat into Shape

Regent / Rare / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Forge[/gold] {CalculatedForge:diff()}. [gold]Forges[/gold] an additional {CalculationExtra:diff()} for every other time you've hit the enemy this turn.

Beckon

Status / Status / Status / Cost 1

At the end of your turn, if this is in your [gold]Hand[/gold], lose {HpLoss} HP.

BEGONE!

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Choose a card in your [gold]Hand[/gold] to [gold]Transform[/gold] into [gold]{IfUpgraded:show:Minion Dive Bomb+|Minion Dive Bomb}[/gold].

Believe in You

Colorless / Uncommon / Skill / Cost 0

Another player gains {Energy:energyIcons()}.

Biased Cognition

Defect / Ancient / Power / Cost 1

Gain {FocusPower:diff()} [gold]Focus[/gold]. At the start of your turn, lose {BiasedCognitionPower:diff()} [gold]Focus[/gold].

Big Bang

Regent / Rare / Skill / Cost 0

Draw {Cards:diff()} {Cards:plural:card|cards}. Gain {Energy:energyIcons()}. Gain {Stars:starIcons()}. [gold]Forge[/gold] {Forge:diff()}.

draw

Black Hole

Regent / Uncommon / Power / Cost 1

Whenever you spend or gain {singleStarIcon}, deal {BlackHolePower:diff()} damage to ALL enemies.

aoe

Blade Dance

Silent / Common / Skill / Cost 1

Add {Cards:diff()} [gold]{Cards:plural:Shiv|Shivs}[/gold] into your [gold]Hand[/gold].

Blade of Ink

Silent / Rare / Skill / Cost 1

This turn, whenever you play an Attack, gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.

strength

Blight Strike

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Apply [gold]Doom[/gold] equal to damage dealt.

Blood Wall

Ironclad / Common / Skill / Cost 2

Lose {HpLoss:diff()} HP. Gain {Block:diff()} [gold]Block[/gold].

block

Bloodletting

Ironclad / Common / Skill / Cost 0

Lose {HpLoss:diff()} HP. Gain {Energy:energyIcons()}.

Bludgeon

Ironclad / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage.

Blur

Silent / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. [gold]Block[/gold] is not removed at the start of your next turn.

block

Body Slam

Ironclad / Common / Attack / Cost 1

Deal damage equal to your [gold]Block[/gold].{InCombat: (Deals {CalculatedDamage:diff()} damage)|}

block

Bodyguard

Necrobinder / Basic / Skill / Cost 1

[gold]Summon[/gold] {Summon:diff()}.

Bolas

Colorless / Rare / Attack / Cost 0

Deal {Damage:diff()} damage. At the start of your next turn, return this to your [gold]Hand[/gold].

Bombardment

Regent / Rare / Attack / Cost 3

Deal {Damage:diff()} damage. At the start of your turn, plays from the [gold]Exhaust Pile[/gold].

Bone Shards

Necrobinder / Uncommon / Attack / Cost 1

If [gold]Osty[/gold] is alive, he deals {OstyDamage:diff()} damage to ALL enemies and you gain {Block:diff()} [gold]Block[/gold]. [gold]Osty[/gold] dies.

block · aoe

Boost Away

Defect / Common / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. Add a [gold]Dazed[/gold] into your [gold]Discard Pile[/gold].

block

Boot Sequence

Defect / Uncommon / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold].

block

Borrowed Time

Necrobinder / Uncommon / Skill / Cost 0

Apply {DoomPower:diff()} [gold]Doom[/gold] to yourself. Gain {Energy:energyIcons()}.

Bouncing Flask

Silent / Uncommon / Skill / Cost 2

Apply {PoisonPower:diff()} [gold]Poison[/gold] to a random enemy {Repeat:diff()} times.

poison

Brand

Ironclad / Rare / Skill / Cost 0

Lose {HpLoss:diff()} HP. [gold]Exhaust[/gold] 1 card. Gain {StrengthPower:diff()} [gold]Strength[/gold].

strength

Break

Ironclad / Ancient / Attack / Cost 2

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Breakthrough

Ironclad / Common / Attack / Cost 1

Lose {HpLoss:diff()} HP. Deal {Damage:diff()} damage to ALL enemies.

aoe

Brightest Flame

Event / Ancient / Skill / Cost 0

Gain {Energy:energyIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}. Lose {MaxHp:diff()} Max HP.

draw

Bubble Bubble

Silent / Uncommon / Skill / Cost 1

If the enemy has [gold]Poison[/gold], apply {PoisonPower:diff()} [gold]Poison[/gold].

poison

Buffer

Defect / Rare / Power / Cost 2

Prevent the next {BufferPower:plural:time|{BufferPower:diff()} times} you would lose HP.

Bulk Up

Defect / Uncommon / Power / Cost 2

Lose {OrbSlots:diff()} Orb {OrbSlots:plural:Slot|Slots}. Gain {StrengthPower:diff()} [gold]Strength[/gold]. Gain {DexterityPower:diff()} [gold]Dexterity[/gold].

strength

Bullet Time

Silent / Rare / Skill / Cost 3

You cannot draw additional cards this turn. ALL cards in your [gold]Hand[/gold] are free to play this turn.

draw

Bully

Ironclad / Uncommon / Attack / Cost 0

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each [gold]Vulnerable[/gold] on the enemy.

vulnerable

Bulwark

Regent / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. [gold]Forge[/gold] {Forge:diff()}.

block

Bundle of Joy

Regent / Rare / Skill / Cost 2

Add {Cards:diff()} random Colorless {Cards:plural:card|cards} into your [gold]Hand[/gold].

Burn

Status / Status / Status / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.

Burning Pact

Ironclad / Uncommon / Skill / Cost 1

[gold]Exhaust[/gold] 1 card. Draw {Cards:diff()} cards.

draw

Burst

Silent / Rare / Skill / Cost 1

This turn, your next{IfUpgraded:show: 2} {Skills:plural:Skill is|Skills are} played an extra time.

Byrd Swoop

Event / Event / Attack / Cost 0

Deal {Damage:diff()} damage.

Byrdonis Egg

Quest / Quest / Quest / Cost -1

Can be hatched at a [gold]Rest Site[/gold].

Calamity

Colorless / Rare / Power / Cost 3

Whenever you play an Attack, add a random Attack into your [gold]Hand[/gold].

Calcify

Necrobinder / Uncommon / Power / Cost 1

[gold]Osty's[/gold] attacks deal {CalcifyPower:diff()} additional damage.

Calculated Gamble

Silent / Uncommon / Skill / Cost 0

Discard your [gold]Hand[/gold], then draw that many cards.

draw

Call of the Void

Necrobinder / Rare / Power / Cost 1

At the start of your turn, add {Cards:diff()} random {Cards:plural:card|cards} into your [gold]Hand[/gold]. {Cards:plural:It gains|They gain} [gold]Ethereal[/gold].

Caltrops

Event / Event / Power / Cost 1

Whenever you are attacked, deal {ThornsPower:diff()} damage back.

Capacitor

Defect / Uncommon / Power / Cost 1

Gain {Repeat:diff()} Orb Slots.

Capture Spirit

Necrobinder / Uncommon / Skill / Cost 1

Enemy loses {Damage:diff()} HP. Add {Cards:diff()} [gold]{Cards:plural:Soul|Souls}[/gold] into your [gold]Draw Pile[/gold].

draw

Cascade

Ironclad / Rare / Skill / Cost -2

Play the top X{IfUpgraded:show:+1} cards of your [gold]Draw Pile[/gold].

draw

Catastrophe

Colorless / Uncommon / Skill / Cost 2

Play {Cards:diff()} random {Cards:plural:card|cards} from your [gold]Draw Pile[/gold].

draw

Celestial Might

Regent / Common / Attack / Cost 2

Deal {Damage:diff()} damage {Repeat:diff()} {Repeat:plural:time|times}.

Chaos

Defect / Uncommon / Skill / Cost 1

[gold]Channel[/gold] {Repeat:diff()} random {Repeat:plural:Orb|Orbs}.

orb

CHARGE!!

Regent / Uncommon / Skill / Cost 1

Choose {Cards:diff()} {Cards:plural:card|cards} in your [gold]Draw Pile[/gold] to [gold]Transform[/gold] into [gold]{Cards:plural:{IfUpgraded:show:Minion Strike+|Minion Strike}[/gold]|{IfUpgraded:show:Minion Strikes+|Minion Strikes}[/gold]}.

draw

Charge Battery

Defect / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Energy:energyIcons()}.

block

Child of the Stars

Regent / Uncommon / Power / Cost 1

Whenever you spend {singleStarIcon}, gain {BlockForStars:diff()} [gold]Block[/gold] for each {singleStarIcon} spent.

block

Chill

Defect / Uncommon / Skill / Cost 0

[gold]Channel[/gold] 1 [gold]Frost[/gold] for each enemy.

orb

Cinder

Ironclad / Common / Attack / Cost 2

Deal {Damage:diff()} damage. [gold]Exhaust[/gold] the top card of your [gold]Draw Pile[/gold].

draw

Clash

Event / Event / Attack / Cost 0

Can only be played if every card in your [gold]Hand[/gold] is an Attack. Deal {Damage:diff()} damage.

Claw

Defect / Common / Attack / Cost 0

Deal {Damage:diff()} damage. Increase the damage of ALL Claw cards by {Increase:diff()} this combat.

Cleanse

Necrobinder / Uncommon / Skill / Cost 1

[gold]Summon[/gold] {Summon:diff()}. [gold]Exhaust[/gold] 1 card from your [gold]Draw Pile[/gold].

draw

Cloak and Dagger

Silent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Add {Cards:diff()} [gold]{Cards:plural:Shiv|Shivs}[/gold] into your [gold]Hand[/gold].

block

Cloak of Stars

Regent / Common / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold].

block

Clumsy

Curse / Curse / Curse / Cost -1

Cold Snap

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Channel[/gold] 1 [gold]Frost[/gold].

orb

Collision Course

Regent / Common / Attack / Cost 0

Deal {Damage:diff()} damage. Add a [gold]Debris[/gold] into your [gold]Hand[/gold].

Colossus

Ironclad / Rare / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. You receive 50% less damage from [gold]Vulnerable[/gold] enemies this turn.

block · vulnerable

Comet

Regent / Rare / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Compact

Defect / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. [gold]Transform[/gold] all Status cards in your [gold]Hand[/gold] into [gold]{IfUpgraded:show:Fuel+|Fuel}[/gold].

block

Compile Driver

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Draw 1 card for each unique Orb you have.{InCombat: (Draw {CalculatedCards:diff()} {CalculatedCards:plural:card|cards})|}

draw

Conflagration

Ironclad / Rare / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage to ALL enemies. Deals {ExtraDamage:diff()} additional damage for each other Attack you've played this turn.

aoe

Conqueror

Regent / Uncommon / Skill / Cost 1

[gold]Forge[/gold] {Forge:diff()}. [gold]Sovereign Blade[/gold] deals double damage to the enemy this turn.

Consuming Shadow

Defect / Rare / Power / Cost 2

[gold]Channel[/gold] {Repeat:diff()} [gold]Dark[/gold]. At the end of your turn, [gold]Evoke[/gold] your leftmost Orb.

orb

Convergence

Regent / Uncommon / Skill / Cost 1

Next turn, gain {Energy:energyIcons()} and {Stars:starIcons()}. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.

Coolant

Defect / Rare / Power / Cost 1

At the start of your turn, gain {CoolantPower:diff()} [gold]Block[/gold] for each unique Orb you have.

block

Coolheaded

Defect / Common / Skill / Cost 1

[gold]Channel[/gold] 1 [gold]Frost[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw · orb

Coordinate

Colorless / Uncommon / Skill / Cost 1

Give another player {StrengthPower:diff()} [gold]Strength[/gold] this turn.

strength

Corrosive Wave

Silent / Rare / Skill / Cost 1

Whenever you draw a card this turn, apply {CorrosiveWave:diff()} [gold]Poison[/gold] to ALL enemies.

draw · poison · aoe

Corruption

Ironclad / Ancient / Power / Cost 3

Skills cost 0 {energyPrefix:energyIcons(1)}. Whenever you play a Skill, [gold]Exhaust[/gold] it.

Cosmic Indifference

Regent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Put a card from your [gold]Discard Pile[/gold] on top of your [gold]Draw Pile[/gold].

draw · block

Countdown

Necrobinder / Uncommon / Power / Cost 1

At the start of your turn, apply {CountdownPower:diff()} [gold]Doom[/gold] to a random enemy.

Crash Landing

Regent / Rare / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. Fill your [gold]Hand[/gold] with [gold]Debris[/gold].

aoe

Creative AI

Defect / Rare / Power / Cost 3

At the start of your turn, add a random Power into your [gold]Hand[/gold].

Crescent Spear

Regent / Common / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for ALL your cards that have a {singleStarIcon} cost.

Crimson Mantle

Ironclad / Rare / Power / Cost 1

At the start of your turn, lose 1 HP and gain {CrimsonMantlePower:diff()} [gold]Block[/gold].

block

Cruelty

Ironclad / Rare / Power / Cost 1

[gold]Vulnerable[/gold] enemies take an additional {CrueltyPower:diff()}% damage.

vulnerable

Crush Under

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. All enemies lose {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength · aoe

Curse of the Bell

Curse / Curse / Curse / Cost -1

Dagger Spray

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies twice.

aoe

Dagger Throw

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Draw 1 card. Discard 1 card.

draw

Danse Macabre

Necrobinder / Uncommon / Power / Cost 1

Whenever you play a card that costs {Energy:energyIcons()} or more, gain {DanseMacabrePower:diff()} [gold]Block[/gold].

block

Dark Embrace

Ironclad / Rare / Power / Cost 2

Whenever a card is [gold]Exhausted[/gold], draw 1 card.

draw

Dark Shackles

Colorless / Uncommon / Skill / Cost 0

Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength

Darkness

Defect / Uncommon / Skill / Cost 1

[gold]Channel[/gold] 1 [gold]Dark[/gold]. Trigger the passive ability of all [gold]Dark[/gold] Orbs{IfUpgraded:show: twice|}.

orb

Dash

Silent / Uncommon / Attack / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. Deal {Damage:diff()} damage.

block

Dazed

Status / Status / Status / Cost -1

Deadly Poison

Silent / Common / Skill / Cost 1

Apply {PoisonPower:diff()} [gold]Poison[/gold].

poison

Death March

Necrobinder / Uncommon / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card drawn during your turn.

draw

Deathbringer

Necrobinder / Uncommon / Skill / Cost 2

Apply {DoomPower:diff()} [gold]Doom[/gold] and {WeakPower:diff()} [gold]Weak[/gold] to ALL enemies.

aoe

Death's Door

Necrobinder / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. If you applied [gold]Doom[/gold] this turn, gain [gold]Block[/gold] {Repeat:diff()} additional {Repeat:plural:time|times}.

block

Debilitate

Necrobinder / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Vulnerable[/gold] and [gold]Weak[/gold] are twice as effective against the enemy for the next {DebilitatePower:diff()} {DebilitatePower:plural:turn|turns}.

vulnerable

Debris

Status / Status / Status / Cost 1

Debt

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], lose {Gold:diff()} [gold]Gold[/gold].

Decay

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.

Decisions, Decisions

Regent / Rare / Skill / Cost 0

Draw {Cards:diff()} cards. Choose a Skill in your [gold]Hand[/gold] and play it {Repeat:diff()} times.

draw

Defend

Defect / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Defend

Ironclad / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Defend

Necrobinder / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Defend

Regent / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Defend

Silent / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Defile

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage.

Deflect

Silent / Common / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold].

block

Defragment

Defect / Rare / Power / Cost 1

Gain {FocusPower:diff()} [gold]Focus[/gold].

Defy

Necrobinder / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Apply {WeakPower:diff()} [gold]Weak[/gold].

block

Delay

Necrobinder / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Energy:energyIcons()}.

block

Demesne

Necrobinder / Rare / Power / Cost 3

At the start of your turn, gain {Energy:energyIcons()} and draw {Cards:diff()} additional {Cards:plural:card|cards}.

draw

Demon Form

Ironclad / Rare / Power / Cost 3

At the start of your turn, gain {StrengthPower:diff()} [gold]Strength[/gold].

strength

Demonic Shield

Ironclad / Uncommon / Skill / Cost 0

Lose {HpLoss:diff()} HP. Give another player [gold]Block[/gold] equal to your [gold]Block[/gold].{InCombat: (Gives {CalculatedBlock:diff()} [gold]Block[/gold])|}

block

Deprecated Card

Deprecated / Deprecated / / Cost 0

This card has been removed from the game.

Devastate

Regent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage.

Devour Life

Necrobinder / Rare / Power / Cost 1

Whenever you play a [gold]Soul[/gold], [gold]Summon[/gold] {DevourLifePower:diff()}.

Dirge

Necrobinder / Uncommon / Skill / Cost -2

[gold]Summon[/gold] {Summon:diff()} X times. Add X [gold]{IfUpgraded:show:Souls+|Souls}[/gold] into your [gold]Draw Pile[/gold].

draw

Discovery

Colorless / Uncommon / Skill / Cost 1

Choose 1 of 3 random cards to add into your [gold]Hand[/gold]. It costs 0 {energyPrefix:energyIcons(1)} this turn.

Disintegration

Token / Status / Status / Cost -1

At the end of your turn, take {DisintegrationPower:diff()} damage.

Dismantle

Ironclad / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. If the enemy is [gold]Vulnerable[/gold], hits twice.

vulnerable

Distraction

Event / Event / Skill / Cost 1

Add a random Skill into your [gold]Hand[/gold]. It's free to play this turn.

Dodge and Roll

Silent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Block:diff()} [gold]Block[/gold].

block

Dominate

Ironclad / Uncommon / Skill / Cost 1

Gain {StrengthPerVulnerable:diff()} [gold]Strength[/gold] for each [gold]Vulnerable[/gold] on the enemy.

vulnerable · strength

Double Energy

Defect / Uncommon / Skill / Cost 1

Double your Energy.

Doubt

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], gain {WeakPower:diff()} [gold]Weak[/gold].

Drain Power

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Upgrade[/gold] {Cards:diff()} random {Cards:plural:card|cards} in your [gold]Discard Pile[/gold].

Dramatic Entrance

Colorless / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage to ALL enemies.

aoe

Dredge

Necrobinder / Uncommon / Skill / Cost 1

Put {Cards:diff()} {Cards:plural:card|cards} from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].

Drum of Battle

Ironclad / Uncommon / Power / Cost 0

Draw {Cards:diff()} cards. At the start of your turn, [gold]Exhaust[/gold] the top card of your [gold]Draw Pile[/gold].

draw

Dual Wield

Event / Event / Skill / Cost 1

Choose an Attack or Power card. Add {IfUpgraded:show:{Cards} copies|a copy} of that card into your [gold]Hand[/gold].

Dualcast

Defect / Basic / Skill / Cost 1

[gold]Evoke[/gold] your rightmost Orb twice.

Dying Star

Regent / Rare / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. ALL enemies lose {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength · aoe

Echo Form

Defect / Rare / Power / Cost 3

The first card you play each turn is played an extra time.

Echoing Slash

Silent / Rare / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. Repeat this effect for each enemy killed.

aoe

Eidolon

Necrobinder / Rare / Skill / Cost 2

[gold]Exhaust[/gold] your [gold]Hand[/gold]. If 9 cards were [gold]Exhausted[/gold] this way, gain 1 [gold]Intangible[/gold].

End of Days

Necrobinder / Rare / Skill / Cost 3

Apply {DoomPower:diff()} [gold]Doom[/gold] to ALL enemies. Kill enemies with at least as much [gold]Doom[/gold] as HP.

aoe

Energy Surge

Defect / Uncommon / Skill / Cost 1

ALL players gain {Energy:energyIcons()}.

Enfeebling Touch

Necrobinder / Uncommon / Skill / Cost 1

Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength

Enlightenment

Event / Event / Skill / Cost 0

Reduce the cost of ALL cards in your [gold]Hand[/gold] to 1 this {IfUpgraded:show:combat|turn}.

Enthralled

Curse / Curse / Curse / Cost 2

If this is in your [gold]Hand[/gold], it must be played before other cards.

Entrench

Event / Event / Skill / Cost 2

Double your [gold]Block[/gold].

block

Entropy

Colorless / Rare / Power / Cost 1

At the start of your turn, [gold]Transform[/gold] {Cards:diff()} {Cards:plural:card|cards} in your [gold]Hand[/gold].

Envenom

Silent / Rare / Power / Cost 2

Whenever an Attack deals unblocked damage, apply {EnvenomPower:diff()} [gold]Poison[/gold].

block · poison

Equilibrium

Colorless / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.

block

Eradicate

Necrobinder / Rare / Attack / Cost -2

Deal {Damage:diff()} damage X times.

Escape Plan

Silent / Uncommon / Skill / Cost 0

Draw 1 card. If you draw a Skill, gain {Block:diff()} [gold]Block[/gold].

draw · block

Eternal Armor

Colorless / Rare / Power / Cost 3

Gain {PlatingPower:diff()} [gold]Plating[/gold].

Evil Eye

Ironclad / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Gain another {Block:diff()} [gold]Block[/gold] if you have [gold]Exhausted[/gold] a card this turn.

block

Expect a Fight

Ironclad / Uncommon / Skill / Cost 2

Gain {energyPrefix:energyIcons(1)} for each Attack in your [gold]Hand[/gold].{InCombat: (Gain {CalculatedEnergy:energyIcons()}.)|}

Expertise

Silent / Uncommon / Skill / Cost 1

Draw cards until you have {Cards:diff()} in your [gold]Hand[/gold].

draw

Expose

Silent / Uncommon / Skill / Cost 0

Remove all [gold]Artifact[/gold] and [gold]Block[/gold] from the enemy. Apply {Power:diff()} [gold]Vulnerable[/gold].

block · vulnerable

Exterminate

Event / Event / Attack / Cost 1

Deal {Damage:diff()} damage {Repeat:diff()} times to ALL enemies.

aoe

Falling Star

Regent / Basic / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Fan of Knives

Silent / Rare / Power / Cost 2

[gold]Shivs[/gold] now hit ALL enemies. Add {Shivs:diff()} [gold]Shivs[/gold] into your [gold]Hand[/gold].

aoe

Fasten

Colorless / Uncommon / Power / Cost 1

Gain an additional {ExtraBlock:diff()} [gold]Block[/gold] from Defend cards.

block

Fear

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Feed

Ironclad / Rare / Attack / Cost 1

Deal {Damage:diff()} damage. If [gold]Fatal[/gold], raise your Max HP by {MaxHp:diff()}.

Feeding Frenzy

Event / Event / Skill / Cost 0

Gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.

strength

Feel No Pain

Ironclad / Uncommon / Power / Cost 1

Whenever a card is [gold]Exhausted[/gold], gain {Power:diff()} [gold]Block[/gold].

block

Feral

Defect / Uncommon / Power / Cost 2

The first {FeralPower:plural:time|{FeralPower:diff()} times} you play a 0{energyPrefix:energyIcons(1)} Attack each turn, return it to your [gold]Hand[/gold].

Fetch

Necrobinder / Uncommon / Attack / Cost 0

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. If this is the first time this card has been played this turn, draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Fiend Fire

Ironclad / Rare / Attack / Cost 2

[gold]Exhaust[/gold] your [gold]Hand[/gold]. Deal {Damage:diff()} damage for each card [gold]Exhausted[/gold].

Fight Me!

Ironclad / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage twice. Gain {StrengthPower:diff()} [gold]Strength[/gold]. The enemy gains {EnemyStrength:diff()} [gold]Strength[/gold].

strength

Fight Through

Defect / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Add 2 [gold]Wounds[/gold] into your [gold]Discard Pile[/gold].

block

Finesse

Colorless / Uncommon / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. Draw 1 card.

draw · block

Finisher

Silent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage for each Attack already played this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Fisticuffs

Colorless / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Gain [gold]Block[/gold] equal to damage dealt.

block

Flak Cannon

Defect / Rare / Attack / Cost 2

[gold]Exhaust[/gold] ALL your [gold]Status[/gold] cards. Deal {Damage:diff()} damage to a random enemy for each card [gold]Exhausted[/gold].{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Flame Barrier

Ironclad / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. Whenever you are attacked this turn, deal {DamageBack:diff()} damage back.

block

Flanking

Silent / Uncommon / Skill / Cost 2

The enemy takes double damage from other players this turn.

Flash of Steel

Colorless / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. Draw 1 card.

draw

Flatten

Necrobinder / Common / Attack / Cost 2

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. This card costs 0 {energyPrefix:energyIcons(1)} if [gold]Osty[/gold] has attacked this turn.

Flechettes

Silent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage for each Skill in your [gold]Hand[/gold].{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Flick-Flack

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies.

aoe

Focused Strike

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Gain {FocusPower:diff()} [gold]Focus[/gold] this turn.

Follow Through

Silent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. If the last card you played this turn was a Skill, apply {WeakPower:diff()} [gold]Weak[/gold] to ALL enemies.

aoe

Folly

Curse / Curse / Curse / Cost -1

Footwork

Silent / Uncommon / Power / Cost 1

Gain {DexterityPower:diff()} [gold]Dexterity[/gold].

Forbidden Grimoire

Necrobinder / Ancient / Power / Cost 2

At the end of combat, you may remove a card from your [gold]Deck[/gold].

Foregone Conclusion

Regent / Rare / Skill / Cost 1

Next turn, put {Cards:diff()} cards from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].

draw

Forgotten Ritual

Ironclad / Uncommon / Skill / Cost 1

If you [gold]Exhausted[/gold] a card this turn, gain {Energy:energyIcons()}.

Frantic Escape

Status / Status / Status / Cost 1

Get farther away. Increase [gold]Sandpit[/gold] by 1. Increase the cost of this card by 1.

Friendship

Necrobinder / Uncommon / Power / Cost 1

Lose {StrengthPower:inverseDiff()} [gold]Strength[/gold]. Gain {Energy:energyIcons()} at the start of each turn.

strength

FTL

Defect / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. If you have played fewer than {PlayMax:diff()} cards this turn, draw 1 card.

draw

Fuel

Token / Token / Skill / Cost 0

Gain {Energy:energyIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Furnace

Regent / Uncommon / Power / Cost 1

At the start of your turn, [gold]Forge[/gold] {Forge:diff()}.

Fusion

Defect / Uncommon / Skill / Cost 2

[gold]Channel[/gold] 1 [gold]Plasma[/gold].

orb

Gamma Blast

Regent / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Gang Up

Colorless / Uncommon / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each time another player has attacked the enemy this turn.

Gather Light

Regent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Gain {Stars:starIcons()}.

block

Genesis

Regent / Rare / Power / Cost 2

At the start of your turn, gain {StarsPerTurn:starIcons()}.

Genetic Algorithm

Defect / Rare / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Permanently increase this card's [gold]Block[/gold] by {Increase:diff()}.

block

Giant Rock

Token / Token / Attack / Cost 1

Deal {Damage:diff()} damage.

Glacier

Defect / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 2 [gold]Frost[/gold].

block · orb

Glasswork

Defect / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Glass[/gold].

block · orb

Glimmer

Regent / Uncommon / Skill / Cost 1

Draw {Cards:diff()} {Cards:plural:card|cards}. Put {PutBack:diff()} {PutBack:plural:card|cards} from your [gold]Hand[/gold] on top of your [gold]Draw Pile[/gold].

draw

Glimpse Beyond

Necrobinder / Rare / Skill / Cost 1

ALL players add {Cards:diff()} [gold]{Cards:plural:Soul|Souls}[/gold] into their [gold]Draw Pile[/gold].

draw

Glitterstream

Regent / Common / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {BlockNextTurn:diff()} [gold]Block[/gold].

block

Glow

Regent / Common / Skill / Cost 1

Gain {Stars:starIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Go for the Eyes

Defect / Common / Attack / Cost 0

Deal {Damage:diff()} damage. If the enemy intends to attack, apply {WeakPower:diff()} [gold]Weak[/gold].

Gold Axe

Colorless / Rare / Attack / Cost 1

Deal damage equal to the number of cards played this combat.{InCombat: (Deals {CalculatedDamage:diff()} damage)|}

Grand Finale

Silent / Rare / Attack / Cost 0

Can only be played if there are no cards in your [gold]Draw Pile[/gold]. Deal {Damage:diff()} damage to ALL enemies.

draw · aoe

Grapple

Ironclad / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Whenever you gain [gold]Block[/gold] this turn, deal {GrapplePower:diff()} damage to the enemy.

block

Grave Warden

Necrobinder / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Add a [gold]{IfUpgraded:show:Soul+|Soul}[/gold] into your [gold]Draw Pile[/gold].

draw · block

Graveblast

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Put a card from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].

Greed

Curse / Curse / Curse / Cost -1

GUARDS!!!

Regent / Rare / Skill / Cost 2

[gold]Transform[/gold] any number of cards in your [gold]Hand[/gold] into [gold]{IfUpgraded:show:Minion Sacrifice+|Minion Sacrifice}[/gold].

Guiding Star

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Next turn, draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Guilty

Curse / Curse / Curse / Cost -1

Removed from your [gold]Deck[/gold] after {Combats:diff()} {Combats:plural:combat|combats}.

Gunk Up

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage {Repeat:diff()} {Repeat:plural:time|times}. Add a [gold]Slimed[/gold] into your [gold]Discard Pile[/gold].

Hailstorm

Defect / Uncommon / Power / Cost 1

At the end of your turn, if you have [gold]Frost[/gold], deal {HailstormPower:diff()} damage to ALL enemies.

aoe

Hammer Time

Regent / Rare / Power / Cost 2

Whenever you [gold]Forge[/gold], all allies [gold]Forge[/gold] as well.

Hand of Greed

Colorless / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. If [gold]Fatal[/gold], gain {Gold:diff()} [gold]Gold[/gold].

Hand Trick

Silent / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Add [gold]Sly[/gold] to a Skill in your [gold]Hand[/gold] this turn.

block

Hang

Necrobinder / Rare / Attack / Cost 1

Deal {Damage:diff()} damage. Double the damage ALL Hang cards deal to this enemy.

Haunt

Necrobinder / Uncommon / Power / Cost 1

Whenever you play a [gold]Soul[/gold], a random enemy loses {HpLoss:diff()} HP.

Havoc

Ironclad / Common / Skill / Cost 1

Play the top card of your [gold]Draw Pile[/gold] and [gold]Exhaust[/gold] it.

draw

Haze

Silent / Uncommon / Skill / Cost 3

Apply {PoisonPower:diff()} [gold]Poison[/gold] to ALL enemies.

poison · aoe

Headbutt

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Put a card from your [gold]Discard Pile[/gold] on top of your [gold]Draw Pile[/gold].

draw

Heavenly Drill

Regent / Rare / Attack / Cost -2

Deal {Damage:diff()} damage X times. Double X if it's {Energy:diff()} or more.

Hegemony

Regent / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Next turn, gain {Energy:energyIcons()}.

Heirloom Hammer

Regent / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. Choose a Colorless card in your [gold]Hand[/gold]. Add a copy of that card into your [gold]Hand[/gold].

Helix Drill

Defect / Rare / Attack / Cost 0

Deal {Damage:diff()} damage for each {energyPrefix:energyIcons(1)} previously spent this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Hello World

Event / Event / Power / Cost 1

At the start of your turn, add a random Common card into your [gold]Hand[/gold].

Hellraiser

Ironclad / Rare / Power / Cost 2

Whenever you draw a card containing “Strike”, it is played against a random enemy.

draw

Hemokinesis

Ironclad / Uncommon / Attack / Cost 1

Lose {HpLoss:diff()} HP. Deal {Damage:diff()} damage.

Hidden Cache

Regent / Common / Skill / Cost 1

Gain {Stars:starIcons()}. Next turn, gain {StarNextTurnPower:starIcons()}.

Hidden Daggers

Silent / Uncommon / Skill / Cost 0

Discard {Cards:diff()} {Cards:plural:card|cards}. Add {Shivs:diff()} [gold]{Cards:plural:{IfUpgraded:show:Shiv+|Shiv}|{IfUpgraded:show:Shivs+|Shivs}}[/gold] into your [gold]Hand[/gold].

Hidden Gem

Colorless / Rare / Skill / Cost 1

A random card in your [gold]Draw Pile[/gold] gains [gold]Replay[/gold] {Replay:diff()}.

draw

High Five

Necrobinder / Uncommon / Attack / Cost 2

[gold]Osty[/gold] deals {OstyDamage:diff()} damage and applies {VulnerablePower:diff()} [gold]Vulnerable[/gold] to ALL enemies.

vulnerable · aoe

Hologram

Defect / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Put a card from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].

block

Hotfix

Defect / Common / Skill / Cost 0

Gain {FocusPower:diff()} [gold]Focus[/gold] this turn.

Howl from Beyond

Ironclad / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage to ALL enemies. At the start of your turn, plays from the [gold]Exhaust Pile[/gold].

aoe

Huddle Up

Colorless / Uncommon / Skill / Cost 1

ALL allies draw {Cards:diff()} cards.

draw

Hyperbeam

Defect / Rare / Attack / Cost 2

Deal {Damage:diff()} damage to ALL enemies. Lose {FocusPower:diff()} [gold]Focus[/gold].

aoe

I Am Invincible

Regent / Rare / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. At the end of your turn, if this is on top of your [gold]Draw Pile[/gold], play it.

draw · block

Ice Lance

Defect / Rare / Attack / Cost 3

Deal {Damage:diff()} damage. [gold]Channel[/gold] {Repeat:diff()} [gold]Frost[/gold].

orb

Ignition

Defect / Rare / Skill / Cost 1

Another player [gold]Channels[/gold] [gold]Plasma[/gold].

orb

Impatience

Colorless / Uncommon / Skill / Cost 0

If you have no Attacks in your [gold]Hand[/gold], draw {Cards:diff()} cards.

draw

Impervious

Ironclad / Rare / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold].

block

Infection

Status / Status / Status / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.

Infernal Blade

Ironclad / Uncommon / Skill / Cost 1

Add a random Attack into your [gold]Hand[/gold]. It's free to play this turn.

Inferno

Ironclad / Uncommon / Power / Cost 1

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal {InfernoPower:diff()} damage to ALL enemies.

aoe

Infinite Blades

Silent / Uncommon / Power / Cost 1

At the start of your turn, add 1 [gold]Shiv[/gold] into your [gold]Hand[/gold].

Inflame

Ironclad / Uncommon / Power / Cost 1

Gain {StrengthPower:diff()} [gold]Strength[/gold].

strength

Injury

Curse / Curse / Curse / Cost -1

Intercept

Colorless / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Redirect all incoming attacks that would be dealt to another player this turn to you.

block

Invoke

Necrobinder / Common / Skill / Cost 1

Next turn, [gold]Summon[/gold] {Summon:diff()} and gain {Energy:energyIcons()}.

Iron Wave

Ironclad / Common / Attack / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Deal {Damage:diff()} damage.

block

Iteration

Defect / Uncommon / Power / Cost 1

The first time you draw a Status card each turn, draw {IterationPower:diff()} {IterationPower:plural:card|cards}.

draw

Jack of All Trades

Colorless / Uncommon / Skill / Cost 0

Add {Cards:diff()} random Colorless {Cards:plural:card|cards} into your [gold]Hand[/gold].

Jackpot

Colorless / Rare / Attack / Cost 3

Deal {Damage:diff()} damage. Add {Cards:diff()} random{IfUpgraded:show: [gold]Upgraded[/gold]} 0{energyPrefix:energyIcons(1)} {Cards:plural:card|cards} into your [gold]Hand[/gold].

Juggernaut

Ironclad / Rare / Power / Cost 2

Whenever you gain [gold]Block[/gold], deal {JuggernautPower:diff()} damage to a random enemy.

block

Juggling

Ironclad / Uncommon / Power / Cost 1

Add a copy of the third [gold]Attack[/gold] you play each turn into your [gold]Hand[/gold].

Kingly Punch

Regent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Whenever you draw this card, increase its damage by {Increase:diff()} this combat.

draw

Knife Trap

Silent / Rare / Skill / Cost 2

{IfUpgraded:show:[gold]Upgrade[/gold] and play|Play} every [gold]Shiv[/gold] in your [gold]Exhaust Pile[/gold] on the enemy.{InCombat: (Plays {CalculatedShivs:diff()} [gold]{CalculatedShivs:plural:Shiv|Shivs}[/gold])|}

Knockdown

Colorless / Rare / Attack / Cost 3

Deal {Damage:diff()} damage. The enemy takes {IfUpgraded:show:triple|double} damage from other players this turn.

Knockout Blow

Regent / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage. If this kills an enemy, gain {Stars:starIcons()}.

Know Thy Place

Regent / Common / Skill / Cost 0

Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Lantern Key

Quest / Quest / Quest / Cost -1

Unlocks a special event in the next Act.

Largesse

Regent / Uncommon / Skill / Cost 0

Another player adds 1 random{IfUpgraded:show: [gold]Upgraded[/gold]} Colorless card to their [gold]Hand[/gold].

Leading Strike

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Add {Shivs:diff()} [gold]Shiv[/gold] into your [gold]Hand[/gold].

Leap

Defect / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Leg Sweep

Silent / Uncommon / Skill / Cost 2

Apply {WeakPower:diff()} [gold]Weak[/gold]. Gain {Block:diff()} [gold]Block[/gold].

block

Legion of Bone

Necrobinder / Uncommon / Skill / Cost 2

ALL players [gold]Summon[/gold] {Summon:diff()}.

Lethality

Necrobinder / Uncommon / Power / Cost 1

The first Attack each turn deals {LethalityPower:diff()}% additional damage.

Lift

Colorless / Uncommon / Skill / Cost 1

Give another player {Block:diff()} [gold]Block[/gold].

block

Lightning Rod

Defect / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. At the start of the next {LightningRodPower:plural:turn|{:diff()} turns}, [gold]Channel[/gold] 1 [gold]Lightning[/gold].

block · orb

Loop

Defect / Uncommon / Power / Cost 1

At the start of your turn, trigger the passive ability of your rightmost Orb{IfUpgraded:show: 2 times}.

Luminesce

Token / Token / Skill / Cost 0

Gain {Energy:energyIcons()}.

Lunar Blast

Regent / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage for each Skill already played this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Machine Learning

Defect / Rare / Power / Cost 1

At the start of your turn, draw {Cards:diff()} additional {Cards:plural:card|cards}.

draw

Mad Science

Event / Unknown / Unknown / Cost 0

{CardType:choose(Attack|Skill|Power):Deal {Damage:diff()} damage{Violence: {ViolenceHits:diff()} times|}.|Gain {Block:diff()} [gold]Block[/gold].|}{HasRider:{Sapping: Apply {SappingWeak:diff()} [gold]Weak[/gold]. Apply {SappingVulnerable:diff()} [gold]Vulnerable[/gold].|}{Choking: Whenever you play a card this turn, the enemy loses {ChokingDamage:diff()} HP.|}{Energized: Gain {EnergizedEnergy:energyIcons()}.|}{Wisdom: Draw {WisdomCards:diff()} cards.|}{Chaos: Add a random card into your [gold]Hand[/gold]. It costs 0 {energyPrefix:energyIcons(1)} this turn.|}{Expertise:Gain {ExpertiseStrength:diff()} [gold]Strength[/gold]. Gain {ExpertiseDexterity:diff()} [gold]Dexterity[/gold].|}{Curious:Powers cost {CuriousReduction:diff()} {energyPrefix:energyIcons(1)} less.|}{Improvement:At the end of combat, [gold]Upgrade[/gold] a random card.|}|{CardType:choose(Attack|Skill|Power): ???| ???|???}}

draw · block · vulnerable · strength

Make It So

Regent / Rare / Attack / Cost 0

Deal {Damage:diff()} damage. Every {Cards:diff()} {Cards:plural:Skill|Skills} you play in a turn, put this into your [gold]Hand[/gold].

Malaise

Silent / Rare / Skill / Cost -2

Enemy loses X{IfUpgraded:show:+1} [gold]Strength[/gold]. Apply X{IfUpgraded:show:+1} [gold]Weak[/gold].

strength

Mangle

Ironclad / Rare / Attack / Cost 3

Deal {Damage:diff()} damage. Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength

Manifest Authority

Regent / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Add 1 random{IfUpgraded:show: [gold]Upgraded[/gold]} Colorless card into your [gold]Hand[/gold].

block

Master of Strategy

Colorless / Rare / Skill / Cost 0

Draw {Cards:diff()} cards.

draw

Master Planner

Silent / Rare / Power / Cost 2

When you play a Skill, it gains [gold]Sly[/gold].

Maul

Event / Ancient / Attack / Cost 1

Deal {Damage:diff()} damage twice. Increase the damage of ALL Maul cards by {Increase:diff()} this combat.

Mayhem

Colorless / Rare / Power / Cost 2

At the start of your turn, play the top card of your [gold]Draw Pile[/gold].

draw

Melancholy

Necrobinder / Uncommon / Skill / Cost 3

Gain {Block:diff()} [gold]Block[/gold]. Reduce this card's cost by {Energy:energyIcons()} whenever ANYONE dies.

block

Memento Mori

Silent / Uncommon / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card discarded this turn.

Metamorphosis

Event / Event / Skill / Cost 2

Add {Cards:diff()} random Attacks into your [gold]Draw Pile[/gold]. They're free to play this combat.

draw

Meteor Shower

Regent / Ancient / Attack / Cost 0

Deal {Damage:diff()} damage to ALL enemies. Apply {WeakPower:diff()} [gold]Weak[/gold] and [gold]Vulnerable[/gold] to ALL enemies.

vulnerable · aoe

Mimic

Colorless / Rare / Skill / Cost 1

Gain [gold]Block[/gold] equal to the [gold]Block[/gold] on another player.

block

Mind Blast

Colorless / Uncommon / Attack / Cost 1

Deal damage equal to the number of cards in your [gold]Draw Pile[/gold].{InCombat: (Deals {CalculatedDamage:diff()} damage)|}

draw

Mind Rot

Token / Status / Status / Cost -1

Draw {MindRotPower:diff()} fewer {MindRotPower:plural:card|cards} each turn.

draw

Minion Dive Bomb

Token / Token / Attack / Cost 1

Deal {Damage:diff()} damage.

Minion Sacrifice

Token / Token / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold].

block

Minion Strike

Token / Token / Attack / Cost 0

Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Mirage

Silent / Uncommon / Skill / Cost 1

Gain [gold]Block[/gold] equal to [gold]Poison[/gold] on ALL enemies.{InCombat: (Gain {CalculatedBlock:diff()} [gold]Block[/gold])|}

block · poison · aoe

Misery

Necrobinder / Rare / Attack / Cost 0

Deal {Damage:diff()} damage. Apply any debuffs on the enemy to ALL other enemies.

Modded

Defect / Rare / Skill / Cost 0

Gain {Repeat:diff()} Orb {Repeat:plural:Slot|Slots}. Draw {Cards:diff()} {Cards:plural:card|cards}. Increase this card's cost by 1.

draw

Molten Fist

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Double the enemy's [gold]Vulnerable[/gold].

vulnerable

Momentum Strike

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Reduce this card's cost to 0 {energyPrefix:energyIcons(1)}.

Monarch's Gaze

Regent / Rare / Power / Cost 3

Whenever you attack an enemy, it loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength

Monologue

Regent / Uncommon / Skill / Cost 0

Whenever you play a card this turn, gain {Power:diff()} [gold]Strength[/gold] this turn.

strength

Multi-Cast

Defect / Rare / Skill / Cost -2

[gold]Evoke[/gold] your rightmost Orb {IfUpgraded:show:X+1|X} times.

Murder

Silent / Rare / Attack / Cost 3

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card drawn this combat.

draw

Necro Mastery

Necrobinder / Rare / Power / Cost 2

[gold]Summon[/gold] {Summon:diff()}. Whenever [gold]Osty[/gold] loses HP, ALL enemies lose that much HP as well.

aoe

Negative Pulse

Necrobinder / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Apply {DoomPower:diff()} [gold]Doom[/gold] to ALL enemies.

block · aoe

Neow's Fury

Event / Ancient / Attack / Cost 1

Deal {Damage:diff()} damage. Put {Cards:plural:a random card|{:diff()} random cards} from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].

Neurosurge

Necrobinder / Rare / Power / Cost 0

Gain {Energy:energyIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}. At the start of your turn, apply {NeurosurgePower:diff()} [gold]Doom[/gold] to yourself.

draw

Neutralize

Silent / Basic / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].

Neutron Aegis

Regent / Rare / Power / Cost 1

Gain {PlatingPower:diff()} [gold]Plating[/gold].

Nightmare

Silent / Rare / Skill / Cost 3

Choose a card. Next turn, add 3 copies of that card into your [gold]Hand[/gold].

No Escape

Necrobinder / Uncommon / Skill / Cost 1

Apply {CalculationBase:diff()} [gold]Doom[/gold], plus an additional {CalculationExtra:diff()} [gold]Doom[/gold] for every {DoomThreshold:diff()} [gold]Doom[/gold] already on this enemy.{IsTargeting: (Apply {CalculatedDoom:diff()} [gold]Doom[/gold])|}

Normality

Curse / Curse / Curse / Cost -1

You cannot play more than 3 cards this turn.{InCombat: ({CalculatedCards:plural:{} card|{} cards} left)|}

Nostalgia

Colorless / Rare / Power / Cost 1

The first Attack or Skill you play each turn is placed on top of your [gold]Draw Pile[/gold].

draw

Noxious Fumes

Silent / Uncommon / Power / Cost 1

At the start of your turn, apply {PoisonPerTurn:diff()} [gold]Poison[/gold] to ALL enemies.

poison · aoe

Null

Defect / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].

orb

Oblivion

Necrobinder / Rare / Skill / Cost 0

Whenever you play a card this turn, apply {DoomPower:diff()} [gold]Doom[/gold] to the enemy.

Offering

Ironclad / Rare / Skill / Cost 0

Lose {HpLoss:diff()} HP. Gain {Energy:energyIcons()}. Draw {Cards:diff()} cards.

draw

Omnislice

Colorless / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. Damage ALL other enemies equal to the damage dealt.

One-Two Punch

Ironclad / Rare / Skill / Cost 1

This turn, your next {Attacks:cond:>1?{Attacks:diff()} Attacks are|Attack is} played an extra time.

Orbit

Regent / Uncommon / Power / Cost 2

Every {energyPrefix:energyIcons(4)} you spend, gain {Energy:energyIcons()}.

Outbreak

Silent / Uncommon / Power / Cost 1

Every {Repeat:plural:time|{Repeat:diff()} times} you apply [gold]Poison[/gold], deal {OutbreakPower:diff()} damage to ALL enemies.

poison · aoe

Outmaneuver

Event / Event / Skill / Cost 1

Next turn, gain {Energy:energyIcons()}.

Overclock

Defect / Uncommon / Skill / Cost 0

Draw {Cards:diff()} cards. Add a [gold]Burn[/gold] into your [gold]Discard Pile[/gold].

draw

Pact's End

Ironclad / Rare / Attack / Cost 0

Can only be played if you have {Cards:diff()} or more {Cards:plural:card|cards} in your [gold]Exhaust Pile[/gold]. Deal {Damage:diff()} damage to ALL enemies.

aoe

Pagestorm

Necrobinder / Uncommon / Power / Cost 1

Whenever you draw an [gold]Ethereal[/gold] card, draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Pale Blue Dot

Regent / Uncommon / Power / Cost 1

If you play {CardPlay} or more cards in a turn, draw {Cards:diff()} {Cards:plural:card|cards} at the start of your next turn.

draw

Panache

Colorless / Uncommon / Power / Cost 0

Every time you play 5 cards in a single turn, deal {PanacheDamage:diff()} damage to ALL enemies.

aoe

Panic Button

Colorless / Uncommon / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. You cannot gain [gold]Block[/gold] from cards for {Turns:diff()} {Turns:plural:turn|turns}.

block

Parry

Regent / Uncommon / Power / Cost 1

Whenever you play [gold]Sovereign Blade[/gold], gain {ParryPower:diff()} [gold]Block[/gold].

block

Parse

Necrobinder / Uncommon / Skill / Cost 1

Draw {Cards:diff()} cards.

draw

Particle Wall

Regent / Uncommon / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. Return this card to your [gold]Hand[/gold].

block

Patter

Regent / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Gain {VigorPower:diff()} [gold]Vigor[/gold].

block

Peck

Event / Event / Attack / Cost 1

Deal {Damage:diff()} damage {Repeat:diff()} times.

Perfected Strike

Ironclad / Common / Attack / Cost 2

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for ALL your cards containing “Strike”.

Phantom Blades

Silent / Uncommon / Power / Cost 1

[gold]Shivs[/gold] gain [gold]Retain[/gold]. The first [gold]Shiv[/gold] you play each turn deals {PhantomBladesPower:diff()} additional damage.

Photon Cut

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}. Put 1 card from your [gold]Hand[/gold] on top of your [gold]Draw Pile[/gold].

draw

Piercing Wail

Silent / Common / Skill / Cost 1

ALL enemies lose {StrengthLoss:diff()} [gold]Strength[/gold] this turn.

strength · aoe

Pillage

Ironclad / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Draw cards until you draw a non-Attack card.

draw

Pillar of Creation

Regent / Uncommon / Power / Cost 1

Whenever you create a card, gain {Block:diff()} [gold]Block[/gold].

block

Pinpoint

Silent / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage. Costs 1 less {energyPrefix:energyIcons(1)} for each Skill played this turn.

Poisoned Stab

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Apply {PoisonPower:diff()} [gold]Poison[/gold].

poison

Poke

Necrobinder / Common / Attack / Cost 0

[gold]Osty[/gold] deals {OstyDamage:diff()} damage.

Pommel Strike

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Poor Sleep

Curse / Curse / Curse / Cost -1

Pounce

Silent / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. The next Skill you play costs 0 {energyPrefix:energyIcons(1)}.

Precise Cut

Silent / Uncommon / Attack / Cost 0

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:inverseDiff()} less damage for each other card in your [gold]Hand[/gold].

Predator

Silent / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Next turn, draw 2 cards.

draw

Prep Time

Colorless / Uncommon / Power / Cost 1

At the start of your turn, gain {PrepTimePower:diff()} [gold]Vigor[/gold].

Prepared

Silent / Common / Skill / Cost 0

Draw {Cards:diff()} {Cards:plural:card|cards}. Discard {Cards:diff()} {Cards:plural:card|cards}.

draw

Primal Force

Ironclad / Rare / Skill / Cost 0

Transform all Attacks in your [gold]Hand[/gold] into [gold]{IfUpgraded:show:Giant Rock+|Giant Rock}[/gold].

Production

Colorless / Uncommon / Skill / Cost 0

Gain {Energy:energyIcons()}.

Prolong

Colorless / Uncommon / Skill / Cost 0

Next turn, gain [gold]Block[/gold] equal to your current [gold]Block[/gold].

block

Prophesize

Regent / Uncommon / Skill / Cost 2

Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Protector

Necrobinder / Ancient / Attack / Cost 1

[gold]Osty[/gold] deals {CalculatedDamage:diff()} damage. Deals additional damage equal to [gold]Osty's[/gold] [gold]Max HP[/gold].

Prowess

Colorless / Uncommon / Power / Cost 1

Gain {StrengthPower:diff()} [gold]Strength[/gold]. Gain {DexterityPower:diff()} [gold]Dexterity[/gold].

strength

Pull Aggro

Necrobinder / Common / Skill / Cost 2

[gold]Summon[/gold] {Summon:diff()}. Gain {Block:diff()} [gold]Block[/gold].

block

Pull from Below

Necrobinder / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage for each [gold]Ethereal[/gold] card played this combat.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Purity

Colorless / Uncommon / Skill / Cost 0

Exhaust up to {Cards:diff()} cards in your [gold]Hand[/gold].

Putrefy

Necrobinder / Uncommon / Skill / Cost 1

Apply {Power:diff()} [gold]Weak[/gold]. Apply {Power:diff()} [gold]Vulnerable[/gold].

vulnerable

Pyre

Ironclad / Rare / Power / Cost 2

Gain {Energy:energyIcons()} at the start of each turn.

Quadcast

Defect / Ancient / Skill / Cost 1

[gold]Evoke[/gold] your rightmost Orb {Repeat:diff()} {Repeat:plural:time|times}.

Quasar

Regent / Uncommon / Skill / Cost 0

Choose 1 of 3 random{IfUpgraded:show: [gold]Upgraded[/gold]|} Colorless cards to add into your [gold]Hand[/gold].

Radiate

Regent / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage to ALL enemies for each {Stars:starIcons()} gained this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

aoe

Rage

Ironclad / Uncommon / Skill / Cost 0

Whenever you play an Attack this turn, gain {Power:diff()} [gold]Block[/gold].

block

Rainbow

Defect / Rare / Skill / Cost 2

[gold]Channel[/gold] 1 [gold]Lightning[/gold]. [gold]Channel[/gold] 1 [gold]Frost[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].

orb

Rally

Colorless / Rare / Skill / Cost 2

ALL players gain {Block:diff()} [gold]Block[/gold].

block

Rampage

Ironclad / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Increase this card's damage by {Increase:diff()} this combat.

Rattle

Necrobinder / Uncommon / Attack / Cost 1

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. Hits an additional time for each other time he has attacked this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}

Reanimate

Necrobinder / Rare / Skill / Cost 3

[gold]Summon[/gold] {Summon:diff()}.

Reap

Necrobinder / Common / Attack / Cost 3

Deal {Damage:diff()} damage.

Reaper Form

Necrobinder / Rare / Power / Cost 3

Whenever Attacks deal damage, they also apply that much [gold]Doom[/gold].

Reave

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Add a [gold]{IfUpgraded:show:Soul+|Soul}[/gold] into your [gold]Draw Pile[/gold].

draw

Reboot

Defect / Rare / Skill / Cost 0

Shuffle ALL your cards into your [gold]Draw Pile[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Rebound

Event / Event / Attack / Cost 1

Deal {Damage:diff()} damage. Put the next card you play this turn on top of your [gold]Draw Pile[/gold].

draw

Refine Blade

Regent / Common / Skill / Cost 1

[gold]Forge[/gold] {Forge:diff()}. Next turn, gain {Energy:energyIcons()}.

Reflect

Regent / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Blocked attack damage is reflected to your attacker this turn.

block

Reflex

Silent / Uncommon / Skill / Cost 3

Draw {Cards:diff()} cards.

draw

Refract

Defect / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage twice. [gold]Channel[/gold] {Repeat:diff()} [gold]Glass[/gold].

orb

Regret

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], lose 1 HP for each card in your [gold]Hand[/gold].

Relax

Event / Ancient / Skill / Cost 3

Gain {Block:diff()} [gold]Block[/gold]. Next turn, draw {Cards:diff()} {Cards:plural:card|cards} and gain {Energy:energyIcons()}.

draw · block

Rend

Colorless / Rare / Attack / Cost 2

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each unique debuff on the enemy.

Resonance

Regent / Uncommon / Skill / Cost 1

Gain {StrengthPower:diff()} [gold]Strength[/gold]. ALL enemies lose 1 [gold]Strength[/gold].

strength · aoe

Restlessness

Colorless / Uncommon / Skill / Cost 0

If your [gold]Hand[/gold] is empty, draw {Cards:diff()} cards and gain {Energy:energyIcons()}.

draw

Ricochet

Silent / Common / Attack / Cost 2

Deal {Damage:diff()} damage to a random enemy {Repeat:diff()} times.

Right Hand Hand

Necrobinder / Uncommon / Attack / Cost 0

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. Whenever you play a card that costs {Energy:energyIcons()} or more, return this to your [gold]Hand[/gold] from the [gold]Discard Pile[/gold].

Rip and Tear

Event / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage to a random enemy twice.

Rocket Punch

Defect / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}. When a Status card is created, reduce this card's cost to 0 {energyPrefix:energyIcons(1)} this turn.

draw

Rolling Boulder

Colorless / Rare / Power / Cost 3

At the start of your turn, deal {RollingBoulderPower:diff()} damage to ALL enemies and increase this damage by {IncrementAmount:diff()}.

aoe

Royal Gamble

Regent / Uncommon / Skill / Cost 0

Gain {Stars:diff()} {singleStarIcon}.

Royalties

Regent / Rare / Power / Cost 1

At the end of combat, gain {Gold:diff()} [gold]Gold[/gold].

Rupture

Ironclad / Uncommon / Power / Cost 1

Whenever you lose HP on your turn, gain {StrengthPower:diff()} [gold]Strength[/gold].

strength

Sacrifice

Necrobinder / Rare / Skill / Cost 1

If [gold]Osty[/gold] is alive, he dies and you gain [gold]Block[/gold] equal to double his Max HP.

block

Salvo

Colorless / Rare / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.

Scavenge

Defect / Uncommon / Skill / Cost 1

[gold]Exhaust[/gold] a card. Next turn, gain {Energy:energyIcons()}.

Scourge

Necrobinder / Common / Skill / Cost 1

Apply {DoomPower:diff()} [gold]Doom[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Scrape

Defect / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Draw {Cards:diff()} cards. Discard all cards drawn this way that do not cost 0 {energyPrefix:energyIcons(1)}.

draw

Scrawl

Colorless / Rare / Skill / Cost 1

Draw cards until your [gold]Hand[/gold] is full.

draw

Sculpting Strike

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Add [gold]Ethereal[/gold] to a card in your [gold]Hand[/gold].

Seance

Necrobinder / Rare / Skill / Cost 0

Transform a card in your [gold]Draw Pile[/gold] into [gold]{IfUpgraded:show:Soul+|Soul}[/gold].

draw

Second Wind

Ironclad / Uncommon / Skill / Cost 1

[gold]Exhaust[/gold] all non-Attack cards in your [gold]Hand[/gold]. Gain {Block:diff()} [gold]Block[/gold] for each card [gold]Exhausted[/gold].

block

Secret Technique

Colorless / Rare / Skill / Cost 0

Put a Skill from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].

draw

Secret Weapon

Colorless / Rare / Skill / Cost 0

Put an Attack from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].

draw

Seeker Strike

Colorless / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Choose 1 of {Cards:diff()} cards in your [gold]Draw Pile[/gold] to add into your [gold]Hand[/gold].

draw

Seeking Edge

Regent / Rare / Power / Cost 1

[gold]Forge[/gold] {Forge:diff()}. [gold]Sovereign Blade[/gold] now deals damage to ALL enemies.

aoe

Sentry Mode

Necrobinder / Rare / Power / Cost 2

At the start of your turn, add {SentryModePower:diff()} [gold]Sweeping Gaze[/gold] into your [gold]Hand[/gold].

Serpent Form

Silent / Rare / Power / Cost 3

Whenever you play a card, deal {SerpentFormPower:diff()} damage to a random enemy.

Setup Strike

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.

strength

Seven Stars

Regent / Rare / Attack / Cost 2

Deal {Damage:diff()} damage to ALL enemies {Repeat:plural:{} time|{} times}.

aoe

Severance

Necrobinder / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Add a [gold]Soul[/gold] into your [gold]Draw Pile[/gold], [gold]Hand[/gold], and [gold]Discard Pile[/gold].

draw

Shadow Shield

Defect / Uncommon / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].

block · orb

Shadow Step

Silent / Rare / Skill / Cost 1

Discard your [gold]Hand[/gold]. Next turn, Attacks deal double damage.

Shadowmeld

Silent / Rare / Skill / Cost 1

Double your [gold]Block[/gold] gain this turn.

block

Shame

Curse / Curse / Curse / Cost -1

At the end of your turn, if this is in your [gold]Hand[/gold], gain {Frail:diff()} [gold]Frail[/gold].

Shared Fate

Necrobinder / Rare / Skill / Cost 0

Lose {PlayerStrengthLoss:diff()} [gold]Strength[/gold]. Enemy loses {EnemyStrengthLoss:diff()} [gold]Strength[/gold].

strength

Shatter

Defect / Rare / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. [gold]Evoke[/gold] all of your Orbs.

aoe

Shining Strike

Regent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Gain {Stars:starIcons()}. Put this card on top of your [gold]Draw Pile[/gold].

draw

Shiv

Token / Token / Attack / Cost 0

Deal {Damage:diff()} damage{FanOfKnivesAmount:cond:>0? to ALL enemies|}.

aoe

Shockwave

Colorless / Uncommon / Skill / Cost 2

Apply {Power:diff()} [gold]Weak[/gold] and [gold]Vulnerable[/gold] to ALL enemies.

vulnerable · aoe

Shroud

Necrobinder / Uncommon / Power / Cost 1

Whenever you apply [gold]Doom[/gold], gain {Block:diff()} [gold]Block[/gold].

block

Shrug It Off

Ironclad / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Draw {Cards:diff()} card.

draw · block

Sic 'Em

Necrobinder / Uncommon / Attack / Cost 1

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. Whenever [gold]Osty[/gold] hits this enemy this turn, [gold]Summon[/gold] {SicEmPower:diff()}.

Signal Boost

Defect / Rare / Skill / Cost 1

The next Power you play is played an additional time.

Skewer

Silent / Uncommon / Attack / Cost -2

Deal {Damage:diff()} damage X times.

Skim

Defect / Uncommon / Skill / Cost 1

Draw {Cards:diff()} cards.

draw

Sleight of Flesh

Necrobinder / Uncommon / Power / Cost 2

Whenever you apply a debuff to an enemy, they take {SleightOfFleshPower:diff()} damage.

Slice

Silent / Common / Attack / Cost 0

Deal {Damage:diff()} damage.

Slimed

Status / Status / Status / Cost 1

Draw 1 card.

draw

Sloth

Token / Status / Status / Cost -1

You cannot play more than {SlothPower:diff()} {SlothPower:plural:card|cards} each turn.

Smokestack

Defect / Uncommon / Power / Cost 1

Whenever you create a Status, deal {SmokestackPower:diff()} damage to ALL enemies.

aoe

Snakebite

Silent / Common / Skill / Cost 2

Apply {PoisonPower:diff()} [gold]Poison[/gold].

poison

Snap

Necrobinder / Common / Attack / Cost 1

[gold]Osty[/gold] deals {OstyDamage:diff()} damage. Add [gold]Retain[/gold] to a card in your [gold]Hand[/gold].

Sneaky

Silent / Rare / Power / Cost 2

Whenever another player attacks an enemy, gain {SneakyPower:diff()} [gold]Block[/gold].

block

Solar Strike

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Gain {Stars:starIcons()}.

Soot

Status / Status / Status / Cost -1

Soul

Token / Token / Skill / Cost 0

Draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Soul Storm

Necrobinder / Rare / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each [gold]Soul[/gold] in your [gold]Exhaust Pile[/gold].

Sovereign Blade

Token / Token / Attack / Cost 2

Deal {Damage:diff()} damage{SeekingEdgeAmount:cond:>0? to ALL enemies|}{Repeat:plural:| {} times}.

aoe

Sow

Necrobinder / Common / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies.

aoe

Spectrum Shift

Regent / Uncommon / Power / Cost 2

At the start of your turn, add {Cards:diff()} random Colorless {Cards:plural:card|cards} into your [gold]Hand[/gold].

Speedster

Silent / Uncommon / Power / Cost 2

Whenever you draw a card during your turn, deal {SpeedsterPower:diff()} damage to ALL enemies.

draw · aoe

Spinner

Defect / Rare / Power / Cost 1

{IfUpgraded:show:[gold]Channel[/gold] 1 [gold]Glass[/gold]. |}At the start of your turn, [gold]Channel[/gold] 1 [gold]Glass[/gold].

orb

Spirit of Ash

Necrobinder / Rare / Power / Cost 1

Whenever you play an [gold]Ethereal[/gold] card, gain {BlockOnExhaust:diff()} [gold]Block[/gold].

block

Spite

Ironclad / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. If you lost HP this turn, draw {Cards:diff()} {Cards:plural:card|cards}.

draw

Splash

Colorless / Uncommon / Skill / Cost 1

Choose 1 of 3 random{IfUpgraded:show: [gold]Upgraded[/gold]} Attacks from another character to add into your [gold]Hand[/gold]. It's free to play this turn.

Spoils Map

Quest / Quest / Quest / Cost -1

Marks a site of {Gold:diff()} extra [gold]Gold[/gold] in the next Act.

Spoils of Battle

Regent / Common / Skill / Cost 1

[gold]Forge[/gold] {Forge:diff()}.

Spore Mind

Curse / Curse / Curse / Cost 1

Spur

Necrobinder / Uncommon / Skill / Cost 1

[gold]Summon[/gold] {Summon:diff()}. [gold]Osty[/gold] heals {Heal:diff()} HP.

Squash

Event / Event / Attack / Cost 1

Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

Squeeze

Necrobinder / Rare / Attack / Cost 3

[gold]Osty[/gold] deals {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for ALL your other [gold]Osty[/gold] Attacks.

Stack

Event / Event / Skill / Cost 1

Gain [gold]Block[/gold] equal to the number of cards in your [gold]Discard Pile[/gold]{IfUpgraded:show: +{CalculationBase}|}.{InCombat: (Gain {CalculatedBlock:diff()} [gold]Block[/gold].)|}

block

Stampede

Ironclad / Uncommon / Power / Cost 2

At the end of your turn, {Power:diff()} random {Power:plural:Attack in your [gold]Hand[/gold] is played against a random enemy.|Attacks in your [gold]Hand[/gold] are played against random enemies.}

Stardust

Regent / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage to a random enemy X times.

Stoke

Ironclad / Rare / Skill / Cost 1

[gold]Exhaust[/gold] your [gold]Hand[/gold]. Draw a card for each card [gold]Exhausted[/gold].

draw

Stomp

Ironclad / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage to ALL enemies. Costs 1 less {energyPrefix:energyIcons(1)} for each Attack played this turn.

aoe

Stone Armor

Ironclad / Uncommon / Power / Cost 1

Gain {PlatingPower:diff()} [gold]Plating[/gold].

Storm

Defect / Uncommon / Power / Cost 1

Whenever you play a Power, [gold]Channel[/gold] {StormPower:diff()} [gold]Lightning[/gold].

orb

Storm of Steel

Silent / Rare / Skill / Cost 1

Discard your [gold]Hand[/gold]. Add 1 [gold]{IfUpgraded:show:Shiv+|Shiv}[/gold] into your [gold]Hand[/gold] for each card discarded.

Strangle

Silent / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. Whenever you play a card this turn, the enemy loses {StranglePower:diff()} HP.

Stratagem

Colorless / Uncommon / Power / Cost 1

Whenever you shuffle your [gold]Draw Pile[/gold], choose a card from it to put into your [gold]Hand[/gold].

draw

Strike

Defect / Basic / Attack / Cost 1

Deal {Damage:diff()} damage.

Strike

Ironclad / Basic / Attack / Cost 1

Deal {Damage:diff()} damage.

Strike

Necrobinder / Basic / Attack / Cost 1

Deal {Damage:diff()} damage.

Strike

Regent / Basic / Attack / Cost 1

Deal {Damage:diff()} damage.

Strike

Silent / Basic / Attack / Cost 1

Deal {Damage:diff()} damage.

Subroutine

Defect / Uncommon / Power / Cost 1

Whenever you play a Power, gain {energyPrefix:energyIcons(1)}.

Sucker Punch

Silent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].

Summon Forth

Regent / Uncommon / Skill / Cost 1

[gold]Forge[/gold] {Forge:diff()}. Put [gold]Sovereign Blade[/gold] into your [gold]Hand[/gold] from anywhere.

Sunder

Defect / Uncommon / Attack / Cost 3

Deal {Damage:diff()} damage. If this kills an enemy, gain {Energy:energyIcons()}.

Supercritical

Defect / Rare / Skill / Cost 0

Gain {Energy:energyIcons()}.

Supermassive

Regent / Uncommon / Attack / Cost 1

Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card you created this combat.

Suppress

Silent / Ancient / Attack / Cost 0

Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].

Survivor

Silent / Basic / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Discard 1 card.

block

Sweeping Beam

Defect / Common / Attack / Cost 1

Deal {Damage:diff()} damage to ALL enemies. Draw {Cards:diff()} {Cards:plural:card|cards}.

draw · aoe

Sweeping Gaze

Token / Token / Attack / Cost 0

[gold]Osty[/gold] deals {OstyDamage:diff()} damage to a random enemy.

Sword Boomerang

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage to a random enemy {Repeat:diff()} times.

Sword Sage

Regent / Rare / Power / Cost 2

Increase the cost of [gold]Sovereign Blade[/gold] by 1. [gold]Sovereign Blade[/gold] now hits an additional time.

Synchronize

Defect / Uncommon / Skill / Cost 1

Gain {CalculationExtra:diff()} [gold]Focus[/gold] this turn for each unique Orb you have.{InCombat: (Gain {CalculatedFocus:diff()} [gold]Focus[/gold])|}

Synthesis

Defect / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. The next Power you play costs 0 {energyPrefix:energyIcons(1)}.

Tactician

Silent / Uncommon / Skill / Cost 3

Gain {Energy:energyIcons()}.

Tag Team

Colorless / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. The next Attack another player plays on the enemy is played an extra time.

Tank

Ironclad / Rare / Power / Cost 1

Take double damage from enemies. Allies take half damage from enemies.

Taunt

Ironclad / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

block · vulnerable

Tear Asunder

Ironclad / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. Hits an additional time for each time you lost HP this combat.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times}.)|}

Tempest

Defect / Uncommon / Skill / Cost -2

[gold]Channel[/gold] {IfUpgraded:show:X+1|X} [gold]Lightning[/gold].

orb

Terraforming

Regent / Uncommon / Skill / Cost 1

Gain {VigorPower:diff()} [gold]Vigor[/gold].

Tesla Coil

Defect / Uncommon / Attack / Cost 0

Deal {Damage:diff()} damage. Trigger all [gold]Lightning[/gold] against the enemy.

orb

The Bomb

Colorless / Uncommon / Skill / Cost 2

At the end of {Turns:diff()} {Turns:plural:turn|turns}, deal {BombDamage:diff()} damage to ALL enemies.

aoe

The Gambit

Colorless / Rare / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. If you take unblocked attack damage this combat, die.

block

The Hunt

Silent / Rare / Attack / Cost 1

Deal {Damage:diff()} damage. If [gold]Fatal[/gold], gain an additional card reward.

The Scythe

Necrobinder / Rare / Attack / Cost 2

Deal {Damage:diff()} damage. Permanently increase this card's damage by {Increase:diff()}.

The Sealed Throne

Regent / Ancient / Power / Cost 1

Whenever you play a card, gain {singleStarIcon}.

The Smith

Regent / Rare / Skill / Cost 1

[gold]Forge[/gold] {Forge:diff()}.

Thinking Ahead

Colorless / Uncommon / Skill / Cost 0

Draw {Cards:diff()} {Cards:plural:card|cards}. Put 1 card from your [gold]Hand[/gold] on top of your [gold]Draw Pile[/gold].

draw

Thrash

Ironclad / Rare / Attack / Cost 1

Deal {Damage:diff()} damage twice. [gold]Exhaust[/gold] a random Attack in your [gold]Hand[/gold] and add its damage to this card.

Thrumming Hatchet

Colorless / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. At the start of your next turn, return this to your [gold]Hand[/gold].

Thunder

Defect / Uncommon / Power / Cost 1

Whenever you [gold]Evoke Lightning[/gold], deal {ThunderPower:diff()} damage to each enemy hit.

orb

Thunderclap

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage and apply {VulnerablePower:diff()} [gold]Vulnerable[/gold] to ALL enemies.

vulnerable · aoe

Time's Up

Necrobinder / Rare / Attack / Cost 2

Deal damage equal to the enemy's [gold]Doom[/gold].{IsTargeting: (Deals {CalculatedDamage:diff()} damage)|}

Tools of the Trade

Silent / Rare / Power / Cost 1

At the start of your turn, draw 1 card and discard 1 card.

draw

Toric Toughness

Event / Event / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold]. Gain {Block:diff()} [gold]Block[/gold] at the start of the next {Turns:diff()} {Turns:plural:turn|turns}.

block

Toxic

Status / Status / Status / Cost 1

At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.

Tracking

Silent / Rare / Power / Cost 2

[gold]Weak[/gold] enemies take double damage from Attacks.

Transfigure

Necrobinder / Rare / Skill / Cost 1

Add [gold]Replay[/gold] to a card in your [gold]Hand[/gold]. It costs an extra {Energy:energyIcons()}.

Trash to Treasure

Defect / Rare / Power / Cost 1

Whenever you create a Status card, [gold]Channel[/gold] 1 random Orb.

orb

Tremble

Ironclad / Common / Skill / Cost 1

Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].

vulnerable

True Grit

Ironclad / Common / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold]. [gold]Exhaust[/gold] 1 card{IfUpgraded:show:| at random}.

block

TURBO

Defect / Common / Skill / Cost 0

Gain {Energy:energyIcons()}. Add a [gold]Void[/gold] into your [gold]Discard Pile[/gold].

Twin Strike

Ironclad / Common / Attack / Cost 1

Deal {Damage:diff()} damage twice.

Tyranny

Regent / Rare / Power / Cost 1

At the start of your turn, draw 1 card and [gold]Exhaust[/gold] 1 card from your [gold]Hand[/gold].

draw

Ultimate Defend

Colorless / Uncommon / Skill / Cost 1

Gain {Block:diff()} [gold]Block[/gold].

block

Ultimate Strike

Colorless / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage.

Undeath

Necrobinder / Rare / Skill / Cost 0

Gain {Block:diff()} [gold]Block[/gold]. Add a copy of this card into your [gold]Discard Pile[/gold].

block

Unleash

Necrobinder / Basic / Attack / Cost 1

[gold]Osty[/gold] deals {CalculatedDamage:diff()} damage. Deals additional damage equal to [gold]Osty's[/gold] current HP.

Unmovable

Ironclad / Rare / Power / Cost 2

The first time you gain [gold]Block[/gold] from a card each turn, double the amount gained.

block

Unrelenting

Ironclad / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. The next Attack you play costs 0 {energyPrefix:energyIcons(1)}.

Untouchable

Silent / Common / Skill / Cost 2

Gain {Block:diff()} [gold]Block[/gold].

block

Up My Sleeve

Silent / Uncommon / Skill / Cost 2

Add {Cards:diff()} [gold]{Cards:plural:Shiv|Shivs}[/gold] into your [gold]Hand[/gold]. Reduce this card's cost by 1.

Uppercut

Ironclad / Uncommon / Attack / Cost 2

Deal {Damage:diff()} damage. Apply {Power:diff()} [gold]Weak[/gold]. Apply {Power:diff()} [gold]Vulnerable[/gold].

vulnerable

Uproar

Defect / Common / Attack / Cost 2

Deal {Damage:diff()} damage twice. Play a random Attack from your [gold]Draw Pile[/gold].

draw

Veilpiercer

Necrobinder / Uncommon / Attack / Cost 1

Deal {Damage:diff()} damage. The next [gold]Ethereal[/gold] card you play costs 0 {energyPrefix:energyIcons(1)}.

Venerate

Regent / Basic / Skill / Cost 1

Gain {Stars:starIcons()}.

Vicious

Ironclad / Uncommon / Power / Cost 1

Whenever you apply [gold]Vulnerable[/gold], draw {Cards:diff()} {Cards:plural:card|cards}.

draw · vulnerable

Void

Status / Status / Status / Cost -1

Whenever you draw this card, lose {Energy:energyIcons()}.

draw

Void Form

Regent / Rare / Power / Cost 3

End your turn. The first {VoidFormPower:plural:card|{VoidFormPower:diff()} cards} you play each turn {VoidFormPower:plural:is|are} free to play.

Volley

Colorless / Uncommon / Attack / Cost -2

Deal {Damage:diff()} damage to a random enemy X times.

Voltaic

Defect / Rare / Skill / Cost 2

[gold]Channel Lightning[/gold] equal to the [gold]Lightning[/gold] already [gold]Channeled[/gold] this combat.{InCombat: ([gold]Channel[/gold] {CalculatedChannels:diff()} [gold]Lightning[/gold])|}

orb

Waste Away

Token / Status / Status / Cost -1

Gain {WasteAwayPower:diff()} less {energyPrefix:energyIcons(1)} per turn.

Well-Laid Plans

Silent / Uncommon / Power / Cost 1

At the end of your turn, [gold]Retain[/gold] up to {RetainAmount:diff()} {RetainAmount:plural:card|cards}.

Whirlwind

Ironclad / Uncommon / Attack / Cost -2

Deal {Damage:diff()} damage to ALL enemies X times.

aoe

Whistle

Event / Ancient / Attack / Cost 3

Deal {Damage:diff()} damage. [gold]Stun[/gold] the enemy.

White Noise

Defect / Uncommon / Skill / Cost 1

Add a random Power into your [gold]Hand[/gold]. It's free to play this turn.

Wish

Event / Ancient / Skill / Cost 0

Put a card from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].

draw

Wisp

Necrobinder / Common / Skill / Cost 0

Gain {Energy:energyIcons()}.

Wound

Status / Status / Status / Cost -1

Wraith Form

Silent / Ancient / Power / Cost 3

Gain {IntangiblePower:diff()} [gold]Intangible[/gold]. At the start of your turn, lose {WraithFormPower:diff()} [gold]Dexterity[/gold].

Writhe

Curse / Curse / Curse / Cost -1

Wrought in War

Regent / Common / Attack / Cost 1

Deal {Damage:diff()} damage. [gold]Forge[/gold] {Forge:diff()}.

Zap

Defect / Basic / Skill / Cost 1

[gold]Channel[/gold] 1 [gold]Lightning[/gold].

orb