Early consistency
Cheap attack/defend
Stabilize Act 1 elite fights
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
Filter by character, cost, rarity and tags.
Results: 573
Silent / Rare / Power / Cost 3
Gain {DexterityPower:diff()} [gold]Dexterity[/gold]. Gain {ThornsPower:diff()} [gold]Thorns[/gold].
Silent / Rare / Power / Cost 1
[gold]Poison[/gold] is triggered {Accelerant:diff()} additional {Accelerant:plural:time|times}.
poison
Silent / Uncommon / Power / Cost 1
[gold]Shivs[/gold] deal {AccuracyPower:diff()} additional damage.
Silent / Common / Skill / Cost 1
Draw {Cards:diff()} cards. Discard 1 card.
draw
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].
Silent / Rare / Skill / Cost 0
Gain {Energy:energyIcons()}. Draw 2 cards.
draw
Silent / Rare / Power / Cost 1
Whenever you play a card, gain {AfterimagePower:diff()} [gold]Block[/gold].
block
Necrobinder / Common / Skill / Cost 1
[gold]Summon[/gold] {Summon:diff()}.
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.
Colorless / Rare / Skill / Cost 1
Procure a random potion.
Regent / Uncommon / Skill / Cost 0
Gain {Energy:energyIcons()}.
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].
Ironclad / Common / Attack / Cost 0
Deal {Damage:diff()} damage. Add a copy of this card into your [gold]Discard Pile[/gold].
Colorless / Rare / Skill / Cost 1
Put every [gold]Rare[/gold] card from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].
draw
Silent / Common / Skill / Cost 0
Gain {DexterityPower:diff()} [gold]Dexterity[/gold] this turn.
Event / Ancient / Skill / Cost 2
[gold]Upgrade[/gold] ALL your cards.
Event / Ancient / Skill / Cost 1
Gain {IntangiblePower:diff()} [gold]Intangible[/gold].
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
Regent / Rare / Power / Cost 1
Whenever you play a Colorless card, gain {ArsenalPower:diff()} [gold]Strength[/gold].
strength
Curse / Curse / Curse / Cost -1
Ironclad / Uncommon / Attack / Cost 1
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card in your [gold]Exhaust Pile[/gold].
Silent / Rare / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Regent / Common / Attack / Cost 0
Deal {Damage:diff()} damage to ALL enemies.
aoe
Colorless / Uncommon / Power / Cost 1
Every 10 cards you draw, gain {Energy:energyIcons()}.
draw
Silent / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Draw 2 cards.
draw · block
Silent / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage.
Curse / Curse / Curse / Cost -1
At the end of your turn, if this is in your Hand, lose {HpLoss:diff()} HP.
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage. [gold]Channel[/gold] 1 [gold]Lightning[/gold].
orb
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage for each [gold]Channeled[/gold] Orb.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}
orb
Ironclad / Rare / Power / Cost 3
[gold]Block[/gold] is not removed at the start of your turn.
block
Ironclad / Basic / Attack / Cost 2
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Ironclad / Uncommon / Skill / Cost 0
Draw {Cards:diff()} cards. You cannot draw additional cards this turn.
draw
Colorless / Rare / Power / Cost 1
Whenever you gain [gold]Block[/gold] on your turn, other players gain half that much [gold]Block[/gold].
block
Defect / Common / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Colorless / Rare / Skill / Cost 3
Play {Cards:diff()} random Attacks from your [gold]Discard Pile[/gold].
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.
Status / Status / Status / Cost 1
At the end of your turn, if this is in your [gold]Hand[/gold], lose {HpLoss} HP.
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].
Colorless / Uncommon / Skill / Cost 0
Another player gains {Energy:energyIcons()}.
Defect / Ancient / Power / Cost 1
Gain {FocusPower:diff()} [gold]Focus[/gold]. At the start of your turn, lose {BiasedCognitionPower:diff()} [gold]Focus[/gold].
Regent / Rare / Skill / Cost 0
Draw {Cards:diff()} {Cards:plural:card|cards}. Gain {Energy:energyIcons()}. Gain {Stars:starIcons()}. [gold]Forge[/gold] {Forge:diff()}.
draw
Regent / Uncommon / Power / Cost 1
Whenever you spend or gain {singleStarIcon}, deal {BlackHolePower:diff()} damage to ALL enemies.
aoe
Silent / Common / Skill / Cost 1
Add {Cards:diff()} [gold]{Cards:plural:Shiv|Shivs}[/gold] into your [gold]Hand[/gold].
Silent / Rare / Skill / Cost 1
This turn, whenever you play an Attack, gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.
strength
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Apply [gold]Doom[/gold] equal to damage dealt.
Ironclad / Common / Skill / Cost 2
Lose {HpLoss:diff()} HP. Gain {Block:diff()} [gold]Block[/gold].
block
Ironclad / Common / Skill / Cost 0
Lose {HpLoss:diff()} HP. Gain {Energy:energyIcons()}.
Ironclad / Uncommon / Attack / Cost 3
Deal {Damage:diff()} damage.
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
Ironclad / Common / Attack / Cost 1
Deal damage equal to your [gold]Block[/gold].{InCombat: (Deals {CalculatedDamage:diff()} damage)|}
block
Necrobinder / Basic / Skill / Cost 1
[gold]Summon[/gold] {Summon:diff()}.
Colorless / Rare / Attack / Cost 0
Deal {Damage:diff()} damage. At the start of your next turn, return this to your [gold]Hand[/gold].
Regent / Rare / Attack / Cost 3
Deal {Damage:diff()} damage. At the start of your turn, plays from the [gold]Exhaust Pile[/gold].
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
Defect / Common / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold]. Add a [gold]Dazed[/gold] into your [gold]Discard Pile[/gold].
block
Defect / Uncommon / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold].
block
Necrobinder / Uncommon / Skill / Cost 0
Apply {DoomPower:diff()} [gold]Doom[/gold] to yourself. Gain {Energy:energyIcons()}.
Silent / Uncommon / Skill / Cost 2
Apply {PoisonPower:diff()} [gold]Poison[/gold] to a random enemy {Repeat:diff()} times.
poison
Ironclad / Rare / Skill / Cost 0
Lose {HpLoss:diff()} HP. [gold]Exhaust[/gold] 1 card. Gain {StrengthPower:diff()} [gold]Strength[/gold].
strength
Ironclad / Ancient / Attack / Cost 2
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Ironclad / Common / Attack / Cost 1
Lose {HpLoss:diff()} HP. Deal {Damage:diff()} damage to ALL enemies.
aoe
Event / Ancient / Skill / Cost 0
Gain {Energy:energyIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}. Lose {MaxHp:diff()} Max HP.
draw
Silent / Uncommon / Skill / Cost 1
If the enemy has [gold]Poison[/gold], apply {PoisonPower:diff()} [gold]Poison[/gold].
poison
Defect / Rare / Power / Cost 2
Prevent the next {BufferPower:plural:time|{BufferPower:diff()} times} you would lose HP.
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
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
Ironclad / Uncommon / Attack / Cost 0
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each [gold]Vulnerable[/gold] on the enemy.
vulnerable
Regent / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. [gold]Forge[/gold] {Forge:diff()}.
block
Regent / Rare / Skill / Cost 2
Add {Cards:diff()} random Colorless {Cards:plural:card|cards} into your [gold]Hand[/gold].
Status / Status / Status / Cost -1
At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.
Ironclad / Uncommon / Skill / Cost 1
[gold]Exhaust[/gold] 1 card. Draw {Cards:diff()} cards.
draw
Silent / Rare / Skill / Cost 1
This turn, your next{IfUpgraded:show: 2} {Skills:plural:Skill is|Skills are} played an extra time.
Event / Event / Attack / Cost 0
Deal {Damage:diff()} damage.
Quest / Quest / Quest / Cost -1
Can be hatched at a [gold]Rest Site[/gold].
Colorless / Rare / Power / Cost 3
Whenever you play an Attack, add a random Attack into your [gold]Hand[/gold].
Necrobinder / Uncommon / Power / Cost 1
[gold]Osty's[/gold] attacks deal {CalcifyPower:diff()} additional damage.
Silent / Uncommon / Skill / Cost 0
Discard your [gold]Hand[/gold], then draw that many cards.
draw
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].
Event / Event / Power / Cost 1
Whenever you are attacked, deal {ThornsPower:diff()} damage back.
Defect / Uncommon / Power / Cost 1
Gain {Repeat:diff()} Orb Slots.
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
Ironclad / Rare / Skill / Cost -2
Play the top X{IfUpgraded:show:+1} cards of your [gold]Draw Pile[/gold].
draw
Colorless / Uncommon / Skill / Cost 2
Play {Cards:diff()} random {Cards:plural:card|cards} from your [gold]Draw Pile[/gold].
draw
Regent / Common / Attack / Cost 2
Deal {Damage:diff()} damage {Repeat:diff()} {Repeat:plural:time|times}.
Defect / Uncommon / Skill / Cost 1
[gold]Channel[/gold] {Repeat:diff()} random {Repeat:plural:Orb|Orbs}.
orb
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
Defect / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Energy:energyIcons()}.
block
Regent / Uncommon / Power / Cost 1
Whenever you spend {singleStarIcon}, gain {BlockForStars:diff()} [gold]Block[/gold] for each {singleStarIcon} spent.
block
Defect / Uncommon / Skill / Cost 0
[gold]Channel[/gold] 1 [gold]Frost[/gold] for each enemy.
orb
Ironclad / Common / Attack / Cost 2
Deal {Damage:diff()} damage. [gold]Exhaust[/gold] the top card of your [gold]Draw Pile[/gold].
draw
Event / Event / Attack / Cost 0
Can only be played if every card in your [gold]Hand[/gold] is an Attack. Deal {Damage:diff()} damage.
Defect / Common / Attack / Cost 0
Deal {Damage:diff()} damage. Increase the damage of ALL Claw cards by {Increase:diff()} this combat.
Necrobinder / Uncommon / Skill / Cost 1
[gold]Summon[/gold] {Summon:diff()}. [gold]Exhaust[/gold] 1 card from your [gold]Draw Pile[/gold].
draw
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
Regent / Common / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold].
block
Curse / Curse / Curse / Cost -1
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage. [gold]Channel[/gold] 1 [gold]Frost[/gold].
orb
Regent / Common / Attack / Cost 0
Deal {Damage:diff()} damage. Add a [gold]Debris[/gold] into your [gold]Hand[/gold].
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
Regent / Rare / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
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
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
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
Regent / Uncommon / Skill / Cost 1
[gold]Forge[/gold] {Forge:diff()}. [gold]Sovereign Blade[/gold] deals double damage to the enemy this turn.
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
Regent / Uncommon / Skill / Cost 1
Next turn, gain {Energy:energyIcons()} and {Stars:starIcons()}. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.
Defect / Rare / Power / Cost 1
At the start of your turn, gain {CoolantPower:diff()} [gold]Block[/gold] for each unique Orb you have.
block
Defect / Common / Skill / Cost 1
[gold]Channel[/gold] 1 [gold]Frost[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw · orb
Colorless / Uncommon / Skill / Cost 1
Give another player {StrengthPower:diff()} [gold]Strength[/gold] this turn.
strength
Silent / Rare / Skill / Cost 1
Whenever you draw a card this turn, apply {CorrosiveWave:diff()} [gold]Poison[/gold] to ALL enemies.
draw · poison · aoe
Ironclad / Ancient / Power / Cost 3
Skills cost 0 {energyPrefix:energyIcons(1)}. Whenever you play a Skill, [gold]Exhaust[/gold] it.
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
Necrobinder / Uncommon / Power / Cost 1
At the start of your turn, apply {CountdownPower:diff()} [gold]Doom[/gold] to a random enemy.
Regent / Rare / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies. Fill your [gold]Hand[/gold] with [gold]Debris[/gold].
aoe
Defect / Rare / Power / Cost 3
At the start of your turn, add a random Power into your [gold]Hand[/gold].
Regent / Common / Attack / Cost 1
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for ALL your cards that have a {singleStarIcon} cost.
Ironclad / Rare / Power / Cost 1
At the start of your turn, lose 1 HP and gain {CrimsonMantlePower:diff()} [gold]Block[/gold].
block
Ironclad / Rare / Power / Cost 1
[gold]Vulnerable[/gold] enemies take an additional {CrueltyPower:diff()}% damage.
vulnerable
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 / Curse / Curse / Cost -1
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies twice.
aoe
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Draw 1 card. Discard 1 card.
draw
Necrobinder / Uncommon / Power / Cost 1
Whenever you play a card that costs {Energy:energyIcons()} or more, gain {DanseMacabrePower:diff()} [gold]Block[/gold].
block
Ironclad / Rare / Power / Cost 2
Whenever a card is [gold]Exhausted[/gold], draw 1 card.
draw
Colorless / Uncommon / Skill / Cost 0
Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength
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
Silent / Uncommon / Attack / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. Deal {Damage:diff()} damage.
block
Status / Status / Status / Cost -1
Silent / Common / Skill / Cost 1
Apply {PoisonPower:diff()} [gold]Poison[/gold].
poison
Necrobinder / Uncommon / Attack / Cost 1
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card drawn during your turn.
draw
Necrobinder / Uncommon / Skill / Cost 2
Apply {DoomPower:diff()} [gold]Doom[/gold] and {WeakPower:diff()} [gold]Weak[/gold] to ALL enemies.
aoe
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
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
Status / Status / Status / Cost 1
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].
Curse / Curse / Curse / Cost -1
At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.
Regent / Rare / Skill / Cost 0
Draw {Cards:diff()} cards. Choose a Skill in your [gold]Hand[/gold] and play it {Repeat:diff()} times.
draw
Defect / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Ironclad / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Necrobinder / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Regent / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Silent / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage.
Silent / Common / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold].
block
Defect / Rare / Power / Cost 1
Gain {FocusPower:diff()} [gold]Focus[/gold].
Necrobinder / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Apply {WeakPower:diff()} [gold]Weak[/gold].
block
Necrobinder / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Energy:energyIcons()}.
block
Necrobinder / Rare / Power / Cost 3
At the start of your turn, gain {Energy:energyIcons()} and draw {Cards:diff()} additional {Cards:plural:card|cards}.
draw
Ironclad / Rare / Power / Cost 3
At the start of your turn, gain {StrengthPower:diff()} [gold]Strength[/gold].
strength
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 / Deprecated / / Cost 0
This card has been removed from the game.
Regent / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage.
Necrobinder / Rare / Power / Cost 1
Whenever you play a [gold]Soul[/gold], [gold]Summon[/gold] {DevourLifePower:diff()}.
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
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.
Token / Status / Status / Cost -1
At the end of your turn, take {DisintegrationPower:diff()} damage.
Ironclad / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. If the enemy is [gold]Vulnerable[/gold], hits twice.
vulnerable
Event / Event / Skill / Cost 1
Add a random Skill into your [gold]Hand[/gold]. It's free to play this turn.
Silent / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {Block:diff()} [gold]Block[/gold].
block
Ironclad / Uncommon / Skill / Cost 1
Gain {StrengthPerVulnerable:diff()} [gold]Strength[/gold] for each [gold]Vulnerable[/gold] on the enemy.
vulnerable · strength
Defect / Uncommon / Skill / Cost 1
Double your Energy.
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].
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].
Colorless / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage to ALL enemies.
aoe
Necrobinder / Uncommon / Skill / Cost 1
Put {Cards:diff()} {Cards:plural:card|cards} from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].
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
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].
Defect / Basic / Skill / Cost 1
[gold]Evoke[/gold] your rightmost Orb twice.
Regent / Rare / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies. ALL enemies lose {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength · aoe
Defect / Rare / Power / Cost 3
The first card you play each turn is played an extra time.
Silent / Rare / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies. Repeat this effect for each enemy killed.
aoe
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].
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
Defect / Uncommon / Skill / Cost 1
ALL players gain {Energy:energyIcons()}.
Necrobinder / Uncommon / Skill / Cost 1
Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength
Event / Event / Skill / Cost 0
Reduce the cost of ALL cards in your [gold]Hand[/gold] to 1 this {IfUpgraded:show:combat|turn}.
Curse / Curse / Curse / Cost 2
If this is in your [gold]Hand[/gold], it must be played before other cards.
Event / Event / Skill / Cost 2
Double your [gold]Block[/gold].
block
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].
Silent / Rare / Power / Cost 2
Whenever an Attack deals unblocked damage, apply {EnvenomPower:diff()} [gold]Poison[/gold].
block · poison
Colorless / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.
block
Necrobinder / Rare / Attack / Cost -2
Deal {Damage:diff()} damage X times.
Silent / Uncommon / Skill / Cost 0
Draw 1 card. If you draw a Skill, gain {Block:diff()} [gold]Block[/gold].
draw · block
Colorless / Rare / Power / Cost 3
Gain {PlatingPower:diff()} [gold]Plating[/gold].
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
Ironclad / Uncommon / Skill / Cost 2
Gain {energyPrefix:energyIcons(1)} for each Attack in your [gold]Hand[/gold].{InCombat: (Gain {CalculatedEnergy:energyIcons()}.)|}
Silent / Uncommon / Skill / Cost 1
Draw cards until you have {Cards:diff()} in your [gold]Hand[/gold].
draw
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
Event / Event / Attack / Cost 1
Deal {Damage:diff()} damage {Repeat:diff()} times to ALL enemies.
aoe
Regent / Basic / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Silent / Rare / Power / Cost 2
[gold]Shivs[/gold] now hit ALL enemies. Add {Shivs:diff()} [gold]Shivs[/gold] into your [gold]Hand[/gold].
aoe
Colorless / Uncommon / Power / Cost 1
Gain an additional {ExtraBlock:diff()} [gold]Block[/gold] from Defend cards.
block
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Ironclad / Rare / Attack / Cost 1
Deal {Damage:diff()} damage. If [gold]Fatal[/gold], raise your Max HP by {MaxHp:diff()}.
Event / Event / Skill / Cost 0
Gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.
strength
Ironclad / Uncommon / Power / Cost 1
Whenever a card is [gold]Exhausted[/gold], gain {Power:diff()} [gold]Block[/gold].
block
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].
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
Ironclad / Rare / Attack / Cost 2
[gold]Exhaust[/gold] your [gold]Hand[/gold]. Deal {Damage:diff()} damage for each card [gold]Exhausted[/gold].
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
Defect / Uncommon / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Add 2 [gold]Wounds[/gold] into your [gold]Discard Pile[/gold].
block
Colorless / Uncommon / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold]. Draw 1 card.
draw · block
Silent / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage for each Attack already played this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}
Colorless / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Gain [gold]Block[/gold] equal to damage dealt.
block
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})|}
Ironclad / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. Whenever you are attacked this turn, deal {DamageBack:diff()} damage back.
block
Silent / Uncommon / Skill / Cost 2
The enemy takes double damage from other players this turn.
Colorless / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. Draw 1 card.
draw
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.
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})|}
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies.
aoe
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Gain {FocusPower:diff()} [gold]Focus[/gold] this turn.
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
Curse / Curse / Curse / Cost -1
Silent / Uncommon / Power / Cost 1
Gain {DexterityPower:diff()} [gold]Dexterity[/gold].
Necrobinder / Ancient / Power / Cost 2
At the end of combat, you may remove a card from your [gold]Deck[/gold].
Regent / Rare / Skill / Cost 1
Next turn, put {Cards:diff()} cards from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].
draw
Ironclad / Uncommon / Skill / Cost 1
If you [gold]Exhausted[/gold] a card this turn, gain {Energy:energyIcons()}.
Status / Status / Status / Cost 1
Get farther away. Increase [gold]Sandpit[/gold] by 1. Increase the cost of this card by 1.
Necrobinder / Uncommon / Power / Cost 1
Lose {StrengthPower:inverseDiff()} [gold]Strength[/gold]. Gain {Energy:energyIcons()} at the start of each turn.
strength
Defect / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. If you have played fewer than {PlayMax:diff()} cards this turn, draw 1 card.
draw
Token / Token / Skill / Cost 0
Gain {Energy:energyIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
Regent / Uncommon / Power / Cost 1
At the start of your turn, [gold]Forge[/gold] {Forge:diff()}.
Defect / Uncommon / Skill / Cost 2
[gold]Channel[/gold] 1 [gold]Plasma[/gold].
orb
Regent / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
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.
Regent / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Gain {Stars:starIcons()}.
block
Regent / Rare / Power / Cost 2
At the start of your turn, gain {StarsPerTurn:starIcons()}.
Defect / Rare / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Permanently increase this card's [gold]Block[/gold] by {Increase:diff()}.
block
Token / Token / Attack / Cost 1
Deal {Damage:diff()} damage.
Defect / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 2 [gold]Frost[/gold].
block · orb
Defect / Uncommon / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Glass[/gold].
block · orb
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
Necrobinder / Rare / Skill / Cost 1
ALL players add {Cards:diff()} [gold]{Cards:plural:Soul|Souls}[/gold] into their [gold]Draw Pile[/gold].
draw
Regent / Common / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. Next turn, gain {BlockNextTurn:diff()} [gold]Block[/gold].
block
Regent / Common / Skill / Cost 1
Gain {Stars:starIcons()}. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
Defect / Common / Attack / Cost 0
Deal {Damage:diff()} damage. If the enemy intends to attack, apply {WeakPower:diff()} [gold]Weak[/gold].
Colorless / Rare / Attack / Cost 1
Deal damage equal to the number of cards played this combat.{InCombat: (Deals {CalculatedDamage:diff()} damage)|}
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
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
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
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Put a card from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold].
Curse / Curse / Curse / Cost -1
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].
Regent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Next turn, draw {Cards:diff()} {Cards:plural:card|cards}.
draw
Curse / Curse / Curse / Cost -1
Removed from your [gold]Deck[/gold] after {Combats:diff()} {Combats:plural:combat|combats}.
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].
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
Regent / Rare / Power / Cost 2
Whenever you [gold]Forge[/gold], all allies [gold]Forge[/gold] as well.
Colorless / Rare / Attack / Cost 2
Deal {Damage:diff()} damage. If [gold]Fatal[/gold], gain {Gold:diff()} [gold]Gold[/gold].
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
Necrobinder / Rare / Attack / Cost 1
Deal {Damage:diff()} damage. Double the damage ALL Hang cards deal to this enemy.
Necrobinder / Uncommon / Power / Cost 1
Whenever you play a [gold]Soul[/gold], a random enemy loses {HpLoss:diff()} HP.
Ironclad / Common / Skill / Cost 1
Play the top card of your [gold]Draw Pile[/gold] and [gold]Exhaust[/gold] it.
draw
Silent / Uncommon / Skill / Cost 3
Apply {PoisonPower:diff()} [gold]Poison[/gold] to ALL enemies.
poison · aoe
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
Regent / Rare / Attack / Cost -2
Deal {Damage:diff()} damage X times. Double X if it's {Energy:diff()} or more.
Regent / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. Next turn, gain {Energy:energyIcons()}.
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].
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})|}
Event / Event / Power / Cost 1
At the start of your turn, add a random Common card into your [gold]Hand[/gold].
Ironclad / Rare / Power / Cost 2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
draw
Ironclad / Uncommon / Attack / Cost 1
Lose {HpLoss:diff()} HP. Deal {Damage:diff()} damage.
Regent / Common / Skill / Cost 1
Gain {Stars:starIcons()}. Next turn, gain {StarNextTurnPower:starIcons()}.
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].
Colorless / Rare / Skill / Cost 1
A random card in your [gold]Draw Pile[/gold] gains [gold]Replay[/gold] {Replay:diff()}.
draw
Necrobinder / Uncommon / Attack / Cost 2
[gold]Osty[/gold] deals {OstyDamage:diff()} damage and applies {VulnerablePower:diff()} [gold]Vulnerable[/gold] to ALL enemies.
vulnerable · aoe
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
Defect / Common / Skill / Cost 0
Gain {FocusPower:diff()} [gold]Focus[/gold] this turn.
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
Colorless / Uncommon / Skill / Cost 1
ALL allies draw {Cards:diff()} cards.
draw
Defect / Rare / Attack / Cost 2
Deal {Damage:diff()} damage to ALL enemies. Lose {FocusPower:diff()} [gold]Focus[/gold].
aoe
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
Defect / Rare / Attack / Cost 3
Deal {Damage:diff()} damage. [gold]Channel[/gold] {Repeat:diff()} [gold]Frost[/gold].
orb
Defect / Rare / Skill / Cost 1
Another player [gold]Channels[/gold] [gold]Plasma[/gold].
orb
Colorless / Uncommon / Skill / Cost 0
If you have no Attacks in your [gold]Hand[/gold], draw {Cards:diff()} cards.
draw
Ironclad / Rare / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold].
block
Status / Status / Status / Cost -1
At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.
Ironclad / Uncommon / Skill / Cost 1
Add a random Attack into your [gold]Hand[/gold]. It's free to play this turn.
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
Silent / Uncommon / Power / Cost 1
At the start of your turn, add 1 [gold]Shiv[/gold] into your [gold]Hand[/gold].
Ironclad / Uncommon / Power / Cost 1
Gain {StrengthPower:diff()} [gold]Strength[/gold].
strength
Curse / Curse / Curse / Cost -1
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
Necrobinder / Common / Skill / Cost 1
Next turn, [gold]Summon[/gold] {Summon:diff()} and gain {Energy:energyIcons()}.
Ironclad / Common / Attack / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Deal {Damage:diff()} damage.
block
Defect / Uncommon / Power / Cost 1
The first time you draw a Status card each turn, draw {IterationPower:diff()} {IterationPower:plural:card|cards}.
draw
Colorless / Uncommon / Skill / Cost 0
Add {Cards:diff()} random Colorless {Cards:plural:card|cards} into your [gold]Hand[/gold].
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].
Ironclad / Rare / Power / Cost 2
Whenever you gain [gold]Block[/gold], deal {JuggernautPower:diff()} damage to a random enemy.
block
Ironclad / Uncommon / Power / Cost 1
Add a copy of the third [gold]Attack[/gold] you play each turn into your [gold]Hand[/gold].
Regent / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Whenever you draw this card, increase its damage by {Increase:diff()} this combat.
draw
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])|}
Colorless / Rare / Attack / Cost 3
Deal {Damage:diff()} damage. The enemy takes {IfUpgraded:show:triple|double} damage from other players this turn.
Regent / Uncommon / Attack / Cost 3
Deal {Damage:diff()} damage. If this kills an enemy, gain {Stars:starIcons()}.
Regent / Common / Skill / Cost 0
Apply {WeakPower:diff()} [gold]Weak[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Quest / Quest / Quest / Cost -1
Unlocks a special event in the next Act.
Regent / Uncommon / Skill / Cost 0
Another player adds 1 random{IfUpgraded:show: [gold]Upgraded[/gold]} Colorless card to their [gold]Hand[/gold].
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Add {Shivs:diff()} [gold]Shiv[/gold] into your [gold]Hand[/gold].
Defect / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Silent / Uncommon / Skill / Cost 2
Apply {WeakPower:diff()} [gold]Weak[/gold]. Gain {Block:diff()} [gold]Block[/gold].
block
Necrobinder / Uncommon / Skill / Cost 2
ALL players [gold]Summon[/gold] {Summon:diff()}.
Necrobinder / Uncommon / Power / Cost 1
The first Attack each turn deals {LethalityPower:diff()}% additional damage.
Colorless / Uncommon / Skill / Cost 1
Give another player {Block:diff()} [gold]Block[/gold].
block
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
Defect / Uncommon / Power / Cost 1
At the start of your turn, trigger the passive ability of your rightmost Orb{IfUpgraded:show: 2 times}.
Token / Token / Skill / Cost 0
Gain {Energy:energyIcons()}.
Regent / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage for each Skill already played this turn.{InCombat: (Hits {CalculatedHits:diff()} {CalculatedHits:plural:time|times})|}
Defect / Rare / Power / Cost 1
At the start of your turn, draw {Cards:diff()} additional {Cards:plural:card|cards}.
draw
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
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].
Silent / Rare / Skill / Cost -2
Enemy loses X{IfUpgraded:show:+1} [gold]Strength[/gold]. Apply X{IfUpgraded:show:+1} [gold]Weak[/gold].
strength
Ironclad / Rare / Attack / Cost 3
Deal {Damage:diff()} damage. Enemy loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength
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
Colorless / Rare / Skill / Cost 0
Draw {Cards:diff()} cards.
draw
Silent / Rare / Power / Cost 2
When you play a Skill, it gains [gold]Sly[/gold].
Event / Ancient / Attack / Cost 1
Deal {Damage:diff()} damage twice. Increase the damage of ALL Maul cards by {Increase:diff()} this combat.
Colorless / Rare / Power / Cost 2
At the start of your turn, play the top card of your [gold]Draw Pile[/gold].
draw
Necrobinder / Uncommon / Skill / Cost 3
Gain {Block:diff()} [gold]Block[/gold]. Reduce this card's cost by {Energy:energyIcons()} whenever ANYONE dies.
block
Silent / Uncommon / Attack / Cost 1
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card discarded this turn.
Event / Event / Skill / Cost 2
Add {Cards:diff()} random Attacks into your [gold]Draw Pile[/gold]. They're free to play this combat.
draw
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
Colorless / Rare / Skill / Cost 1
Gain [gold]Block[/gold] equal to the [gold]Block[/gold] on another player.
block
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
Token / Status / Status / Cost -1
Draw {MindRotPower:diff()} fewer {MindRotPower:plural:card|cards} each turn.
draw
Token / Token / Attack / Cost 1
Deal {Damage:diff()} damage.
Token / Token / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold].
block
Token / Token / Attack / Cost 0
Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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
Necrobinder / Rare / Attack / Cost 0
Deal {Damage:diff()} damage. Apply any debuffs on the enemy to ALL other enemies.
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
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Double the enemy's [gold]Vulnerable[/gold].
vulnerable
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Reduce this card's cost to 0 {energyPrefix:energyIcons(1)}.
Regent / Rare / Power / Cost 3
Whenever you attack an enemy, it loses {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength
Regent / Uncommon / Skill / Cost 0
Whenever you play a card this turn, gain {Power:diff()} [gold]Strength[/gold] this turn.
strength
Defect / Rare / Skill / Cost -2
[gold]Evoke[/gold] your rightmost Orb {IfUpgraded:show:X+1|X} times.
Silent / Rare / Attack / Cost 3
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card drawn this combat.
draw
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
Necrobinder / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Apply {DoomPower:diff()} [gold]Doom[/gold] to ALL enemies.
block · aoe
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].
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
Silent / Basic / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].
Regent / Rare / Power / Cost 1
Gain {PlatingPower:diff()} [gold]Plating[/gold].
Silent / Rare / Skill / Cost 3
Choose a card. Next turn, add 3 copies of that card into your [gold]Hand[/gold].
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])|}
Curse / Curse / Curse / Cost -1
You cannot play more than 3 cards this turn.{InCombat: ({CalculatedCards:plural:{} card|{} cards} left)|}
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
Silent / Uncommon / Power / Cost 1
At the start of your turn, apply {PoisonPerTurn:diff()} [gold]Poison[/gold] to ALL enemies.
poison · aoe
Defect / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].
orb
Necrobinder / Rare / Skill / Cost 0
Whenever you play a card this turn, apply {DoomPower:diff()} [gold]Doom[/gold] to the enemy.
Ironclad / Rare / Skill / Cost 0
Lose {HpLoss:diff()} HP. Gain {Energy:energyIcons()}. Draw {Cards:diff()} cards.
draw
Colorless / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. Damage ALL other enemies equal to the damage dealt.
Ironclad / Rare / Skill / Cost 1
This turn, your next {Attacks:cond:>1?{Attacks:diff()} Attacks are|Attack is} played an extra time.
Regent / Uncommon / Power / Cost 2
Every {energyPrefix:energyIcons(4)} you spend, gain {Energy:energyIcons()}.
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
Event / Event / Skill / Cost 1
Next turn, gain {Energy:energyIcons()}.
Defect / Uncommon / Skill / Cost 0
Draw {Cards:diff()} cards. Add a [gold]Burn[/gold] into your [gold]Discard Pile[/gold].
draw
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
Necrobinder / Uncommon / Power / Cost 1
Whenever you draw an [gold]Ethereal[/gold] card, draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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
Colorless / Uncommon / Power / Cost 0
Every time you play 5 cards in a single turn, deal {PanacheDamage:diff()} damage to ALL enemies.
aoe
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
Regent / Uncommon / Power / Cost 1
Whenever you play [gold]Sovereign Blade[/gold], gain {ParryPower:diff()} [gold]Block[/gold].
block
Necrobinder / Uncommon / Skill / Cost 1
Draw {Cards:diff()} cards.
draw
Regent / Uncommon / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold]. Return this card to your [gold]Hand[/gold].
block
Regent / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Gain {VigorPower:diff()} [gold]Vigor[/gold].
block
Event / Event / Attack / Cost 1
Deal {Damage:diff()} damage {Repeat:diff()} times.
Ironclad / Common / Attack / Cost 2
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for ALL your cards containing “Strike”.
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.
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
Silent / Common / Skill / Cost 1
ALL enemies lose {StrengthLoss:diff()} [gold]Strength[/gold] this turn.
strength · aoe
Ironclad / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Draw cards until you draw a non-Attack card.
draw
Regent / Uncommon / Power / Cost 1
Whenever you create a card, gain {Block:diff()} [gold]Block[/gold].
block
Silent / Uncommon / Attack / Cost 3
Deal {Damage:diff()} damage. Costs 1 less {energyPrefix:energyIcons(1)} for each Skill played this turn.
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Apply {PoisonPower:diff()} [gold]Poison[/gold].
poison
Necrobinder / Common / Attack / Cost 0
[gold]Osty[/gold] deals {OstyDamage:diff()} damage.
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
Curse / Curse / Curse / Cost -1
Silent / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. The next Skill you play costs 0 {energyPrefix:energyIcons(1)}.
Silent / Uncommon / Attack / Cost 0
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:inverseDiff()} less damage for each other card in your [gold]Hand[/gold].
Silent / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. Next turn, draw 2 cards.
draw
Colorless / Uncommon / Power / Cost 1
At the start of your turn, gain {PrepTimePower:diff()} [gold]Vigor[/gold].
Silent / Common / Skill / Cost 0
Draw {Cards:diff()} {Cards:plural:card|cards}. Discard {Cards:diff()} {Cards:plural:card|cards}.
draw
Ironclad / Rare / Skill / Cost 0
Transform all Attacks in your [gold]Hand[/gold] into [gold]{IfUpgraded:show:Giant Rock+|Giant Rock}[/gold].
Colorless / Uncommon / Skill / Cost 0
Gain {Energy:energyIcons()}.
Colorless / Uncommon / Skill / Cost 0
Next turn, gain [gold]Block[/gold] equal to your current [gold]Block[/gold].
block
Regent / Uncommon / Skill / Cost 2
Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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].
Colorless / Uncommon / Power / Cost 1
Gain {StrengthPower:diff()} [gold]Strength[/gold]. Gain {DexterityPower:diff()} [gold]Dexterity[/gold].
strength
Necrobinder / Common / Skill / Cost 2
[gold]Summon[/gold] {Summon:diff()}. Gain {Block:diff()} [gold]Block[/gold].
block
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})|}
Colorless / Uncommon / Skill / Cost 0
Exhaust up to {Cards:diff()} cards in your [gold]Hand[/gold].
Necrobinder / Uncommon / Skill / Cost 1
Apply {Power:diff()} [gold]Weak[/gold]. Apply {Power:diff()} [gold]Vulnerable[/gold].
vulnerable
Ironclad / Rare / Power / Cost 2
Gain {Energy:energyIcons()} at the start of each turn.
Defect / Ancient / Skill / Cost 1
[gold]Evoke[/gold] your rightmost Orb {Repeat:diff()} {Repeat:plural:time|times}.
Regent / Uncommon / Skill / Cost 0
Choose 1 of 3 random{IfUpgraded:show: [gold]Upgraded[/gold]|} Colorless cards to add into your [gold]Hand[/gold].
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
Ironclad / Uncommon / Skill / Cost 0
Whenever you play an Attack this turn, gain {Power:diff()} [gold]Block[/gold].
block
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
Colorless / Rare / Skill / Cost 2
ALL players gain {Block:diff()} [gold]Block[/gold].
block
Ironclad / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Increase this card's damage by {Increase:diff()} this combat.
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})|}
Necrobinder / Rare / Skill / Cost 3
[gold]Summon[/gold] {Summon:diff()}.
Necrobinder / Common / Attack / Cost 3
Deal {Damage:diff()} damage.
Necrobinder / Rare / Power / Cost 3
Whenever Attacks deal damage, they also apply that much [gold]Doom[/gold].
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Add a [gold]{IfUpgraded:show:Soul+|Soul}[/gold] into your [gold]Draw Pile[/gold].
draw
Defect / Rare / Skill / Cost 0
Shuffle ALL your cards into your [gold]Draw Pile[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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
Regent / Common / Skill / Cost 1
[gold]Forge[/gold] {Forge:diff()}. Next turn, gain {Energy:energyIcons()}.
Regent / Uncommon / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Blocked attack damage is reflected to your attacker this turn.
block
Silent / Uncommon / Skill / Cost 3
Draw {Cards:diff()} cards.
draw
Defect / Uncommon / Attack / Cost 3
Deal {Damage:diff()} damage twice. [gold]Channel[/gold] {Repeat:diff()} [gold]Glass[/gold].
orb
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].
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
Colorless / Rare / Attack / Cost 2
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each unique debuff on the enemy.
Regent / Uncommon / Skill / Cost 1
Gain {StrengthPower:diff()} [gold]Strength[/gold]. ALL enemies lose 1 [gold]Strength[/gold].
strength · aoe
Colorless / Uncommon / Skill / Cost 0
If your [gold]Hand[/gold] is empty, draw {Cards:diff()} cards and gain {Energy:energyIcons()}.
draw
Silent / Common / Attack / Cost 2
Deal {Damage:diff()} damage to a random enemy {Repeat:diff()} times.
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].
Event / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage to a random enemy twice.
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
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
Regent / Uncommon / Skill / Cost 0
Gain {Stars:diff()} {singleStarIcon}.
Regent / Rare / Power / Cost 1
At the end of combat, gain {Gold:diff()} [gold]Gold[/gold].
Ironclad / Uncommon / Power / Cost 1
Whenever you lose HP on your turn, gain {StrengthPower:diff()} [gold]Strength[/gold].
strength
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
Colorless / Rare / Attack / Cost 1
Deal {Damage:diff()} damage. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.
Defect / Uncommon / Skill / Cost 1
[gold]Exhaust[/gold] a card. Next turn, gain {Energy:energyIcons()}.
Necrobinder / Common / Skill / Cost 1
Apply {DoomPower:diff()} [gold]Doom[/gold]. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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
Colorless / Rare / Skill / Cost 1
Draw cards until your [gold]Hand[/gold] is full.
draw
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Add [gold]Ethereal[/gold] to a card in your [gold]Hand[/gold].
Necrobinder / Rare / Skill / Cost 0
Transform a card in your [gold]Draw Pile[/gold] into [gold]{IfUpgraded:show:Soul+|Soul}[/gold].
draw
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
Colorless / Rare / Skill / Cost 0
Put a Skill from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].
draw
Colorless / Rare / Skill / Cost 0
Put an Attack from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].
draw
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
Regent / Rare / Power / Cost 1
[gold]Forge[/gold] {Forge:diff()}. [gold]Sovereign Blade[/gold] now deals damage to ALL enemies.
aoe
Necrobinder / Rare / Power / Cost 2
At the start of your turn, add {SentryModePower:diff()} [gold]Sweeping Gaze[/gold] into your [gold]Hand[/gold].
Silent / Rare / Power / Cost 3
Whenever you play a card, deal {SerpentFormPower:diff()} damage to a random enemy.
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Gain {StrengthPower:diff()} [gold]Strength[/gold] this turn.
strength
Regent / Rare / Attack / Cost 2
Deal {Damage:diff()} damage to ALL enemies {Repeat:plural:{} time|{} times}.
aoe
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
Defect / Uncommon / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold]. [gold]Channel[/gold] 1 [gold]Dark[/gold].
block · orb
Silent / Rare / Skill / Cost 1
Discard your [gold]Hand[/gold]. Next turn, Attacks deal double damage.
Silent / Rare / Skill / Cost 1
Double your [gold]Block[/gold] gain this turn.
block
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].
Necrobinder / Rare / Skill / Cost 0
Lose {PlayerStrengthLoss:diff()} [gold]Strength[/gold]. Enemy loses {EnemyStrengthLoss:diff()} [gold]Strength[/gold].
strength
Defect / Rare / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies. [gold]Evoke[/gold] all of your Orbs.
aoe
Regent / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Gain {Stars:starIcons()}. Put this card on top of your [gold]Draw Pile[/gold].
draw
Token / Token / Attack / Cost 0
Deal {Damage:diff()} damage{FanOfKnivesAmount:cond:>0? to ALL enemies|}.
aoe
Colorless / Uncommon / Skill / Cost 2
Apply {Power:diff()} [gold]Weak[/gold] and [gold]Vulnerable[/gold] to ALL enemies.
vulnerable · aoe
Necrobinder / Uncommon / Power / Cost 1
Whenever you apply [gold]Doom[/gold], gain {Block:diff()} [gold]Block[/gold].
block
Ironclad / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Draw {Cards:diff()} card.
draw · block
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()}.
Defect / Rare / Skill / Cost 1
The next Power you play is played an additional time.
Silent / Uncommon / Attack / Cost -2
Deal {Damage:diff()} damage X times.
Defect / Uncommon / Skill / Cost 1
Draw {Cards:diff()} cards.
draw
Necrobinder / Uncommon / Power / Cost 2
Whenever you apply a debuff to an enemy, they take {SleightOfFleshPower:diff()} damage.
Silent / Common / Attack / Cost 0
Deal {Damage:diff()} damage.
Status / Status / Status / Cost 1
Draw 1 card.
draw
Token / Status / Status / Cost -1
You cannot play more than {SlothPower:diff()} {SlothPower:plural:card|cards} each turn.
Defect / Uncommon / Power / Cost 1
Whenever you create a Status, deal {SmokestackPower:diff()} damage to ALL enemies.
aoe
Silent / Common / Skill / Cost 2
Apply {PoisonPower:diff()} [gold]Poison[/gold].
poison
Necrobinder / Common / Attack / Cost 1
[gold]Osty[/gold] deals {OstyDamage:diff()} damage. Add [gold]Retain[/gold] to a card in your [gold]Hand[/gold].
Silent / Rare / Power / Cost 2
Whenever another player attacks an enemy, gain {SneakyPower:diff()} [gold]Block[/gold].
block
Regent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Gain {Stars:starIcons()}.
Status / Status / Status / Cost -1
Token / Token / Skill / Cost 0
Draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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].
Token / Token / Attack / Cost 2
Deal {Damage:diff()} damage{SeekingEdgeAmount:cond:>0? to ALL enemies|}{Repeat:plural:| {} times}.
aoe
Necrobinder / Common / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies.
aoe
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].
Silent / Uncommon / Power / Cost 2
Whenever you draw a card during your turn, deal {SpeedsterPower:diff()} damage to ALL enemies.
draw · aoe
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
Necrobinder / Rare / Power / Cost 1
Whenever you play an [gold]Ethereal[/gold] card, gain {BlockOnExhaust:diff()} [gold]Block[/gold].
block
Ironclad / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. If you lost HP this turn, draw {Cards:diff()} {Cards:plural:card|cards}.
draw
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.
Quest / Quest / Quest / Cost -1
Marks a site of {Gold:diff()} extra [gold]Gold[/gold] in the next Act.
Regent / Common / Skill / Cost 1
[gold]Forge[/gold] {Forge:diff()}.
Curse / Curse / Curse / Cost 1
Necrobinder / Uncommon / Skill / Cost 1
[gold]Summon[/gold] {Summon:diff()}. [gold]Osty[/gold] heals {Heal:diff()} HP.
Event / Event / Attack / Cost 1
Deal {Damage:diff()} damage. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
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.
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
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.}
Regent / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage to a random enemy X times.
Ironclad / Rare / Skill / Cost 1
[gold]Exhaust[/gold] your [gold]Hand[/gold]. Draw a card for each card [gold]Exhausted[/gold].
draw
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
Ironclad / Uncommon / Power / Cost 1
Gain {PlatingPower:diff()} [gold]Plating[/gold].
Defect / Uncommon / Power / Cost 1
Whenever you play a Power, [gold]Channel[/gold] {StormPower:diff()} [gold]Lightning[/gold].
orb
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.
Silent / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. Whenever you play a card this turn, the enemy loses {StranglePower:diff()} HP.
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
Defect / Basic / Attack / Cost 1
Deal {Damage:diff()} damage.
Ironclad / Basic / Attack / Cost 1
Deal {Damage:diff()} damage.
Necrobinder / Basic / Attack / Cost 1
Deal {Damage:diff()} damage.
Regent / Basic / Attack / Cost 1
Deal {Damage:diff()} damage.
Silent / Basic / Attack / Cost 1
Deal {Damage:diff()} damage.
Defect / Uncommon / Power / Cost 1
Whenever you play a Power, gain {energyPrefix:energyIcons(1)}.
Silent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].
Regent / Uncommon / Skill / Cost 1
[gold]Forge[/gold] {Forge:diff()}. Put [gold]Sovereign Blade[/gold] into your [gold]Hand[/gold] from anywhere.
Defect / Uncommon / Attack / Cost 3
Deal {Damage:diff()} damage. If this kills an enemy, gain {Energy:energyIcons()}.
Defect / Rare / Skill / Cost 0
Gain {Energy:energyIcons()}.
Regent / Uncommon / Attack / Cost 1
Deal {CalculatedDamage:diff()} damage. Deals {ExtraDamage:diff()} additional damage for each card you created this combat.
Silent / Ancient / Attack / Cost 0
Deal {Damage:diff()} damage. Apply {WeakPower:diff()} [gold]Weak[/gold].
Silent / Basic / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Discard 1 card.
block
Defect / Common / Attack / Cost 1
Deal {Damage:diff()} damage to ALL enemies. Draw {Cards:diff()} {Cards:plural:card|cards}.
draw · aoe
Token / Token / Attack / Cost 0
[gold]Osty[/gold] deals {OstyDamage:diff()} damage to a random enemy.
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage to a random enemy {Repeat:diff()} times.
Regent / Rare / Power / Cost 2
Increase the cost of [gold]Sovereign Blade[/gold] by 1. [gold]Sovereign Blade[/gold] now hits an additional time.
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])|}
Defect / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. The next Power you play costs 0 {energyPrefix:energyIcons(1)}.
Silent / Uncommon / Skill / Cost 3
Gain {Energy:energyIcons()}.
Colorless / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. The next Attack another player plays on the enemy is played an extra time.
Ironclad / Rare / Power / Cost 1
Take double damage from enemies. Allies take half damage from enemies.
Ironclad / Uncommon / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
block · vulnerable
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}.)|}
Defect / Uncommon / Skill / Cost -2
[gold]Channel[/gold] {IfUpgraded:show:X+1|X} [gold]Lightning[/gold].
orb
Regent / Uncommon / Skill / Cost 1
Gain {VigorPower:diff()} [gold]Vigor[/gold].
Defect / Uncommon / Attack / Cost 0
Deal {Damage:diff()} damage. Trigger all [gold]Lightning[/gold] against the enemy.
orb
Colorless / Uncommon / Skill / Cost 2
At the end of {Turns:diff()} {Turns:plural:turn|turns}, deal {BombDamage:diff()} damage to ALL enemies.
aoe
Colorless / Rare / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold]. If you take unblocked attack damage this combat, die.
block
Silent / Rare / Attack / Cost 1
Deal {Damage:diff()} damage. If [gold]Fatal[/gold], gain an additional card reward.
Necrobinder / Rare / Attack / Cost 2
Deal {Damage:diff()} damage. Permanently increase this card's damage by {Increase:diff()}.
Regent / Ancient / Power / Cost 1
Whenever you play a card, gain {singleStarIcon}.
Regent / Rare / Skill / Cost 1
[gold]Forge[/gold] {Forge:diff()}.
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
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.
Colorless / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. At the start of your next turn, return this to your [gold]Hand[/gold].
Defect / Uncommon / Power / Cost 1
Whenever you [gold]Evoke Lightning[/gold], deal {ThunderPower:diff()} damage to each enemy hit.
orb
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage and apply {VulnerablePower:diff()} [gold]Vulnerable[/gold] to ALL enemies.
vulnerable · aoe
Necrobinder / Rare / Attack / Cost 2
Deal damage equal to the enemy's [gold]Doom[/gold].{IsTargeting: (Deals {CalculatedDamage:diff()} damage)|}
Silent / Rare / Power / Cost 1
At the start of your turn, draw 1 card and discard 1 card.
draw
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
Status / Status / Status / Cost 1
At the end of your turn, if this is in your [gold]Hand[/gold], take {Damage:diff()} damage.
Silent / Rare / Power / Cost 2
[gold]Weak[/gold] enemies take double damage from Attacks.
Necrobinder / Rare / Skill / Cost 1
Add [gold]Replay[/gold] to a card in your [gold]Hand[/gold]. It costs an extra {Energy:energyIcons()}.
Defect / Rare / Power / Cost 1
Whenever you create a Status card, [gold]Channel[/gold] 1 random Orb.
orb
Ironclad / Common / Skill / Cost 1
Apply {VulnerablePower:diff()} [gold]Vulnerable[/gold].
vulnerable
Ironclad / Common / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold]. [gold]Exhaust[/gold] 1 card{IfUpgraded:show:| at random}.
block
Defect / Common / Skill / Cost 0
Gain {Energy:energyIcons()}. Add a [gold]Void[/gold] into your [gold]Discard Pile[/gold].
Ironclad / Common / Attack / Cost 1
Deal {Damage:diff()} damage twice.
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
Colorless / Uncommon / Skill / Cost 1
Gain {Block:diff()} [gold]Block[/gold].
block
Colorless / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage.
Necrobinder / Rare / Skill / Cost 0
Gain {Block:diff()} [gold]Block[/gold]. Add a copy of this card into your [gold]Discard Pile[/gold].
block
Necrobinder / Basic / Attack / Cost 1
[gold]Osty[/gold] deals {CalculatedDamage:diff()} damage. Deals additional damage equal to [gold]Osty's[/gold] current HP.
Ironclad / Rare / Power / Cost 2
The first time you gain [gold]Block[/gold] from a card each turn, double the amount gained.
block
Ironclad / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. The next Attack you play costs 0 {energyPrefix:energyIcons(1)}.
Silent / Common / Skill / Cost 2
Gain {Block:diff()} [gold]Block[/gold].
block
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.
Ironclad / Uncommon / Attack / Cost 2
Deal {Damage:diff()} damage. Apply {Power:diff()} [gold]Weak[/gold]. Apply {Power:diff()} [gold]Vulnerable[/gold].
vulnerable
Defect / Common / Attack / Cost 2
Deal {Damage:diff()} damage twice. Play a random Attack from your [gold]Draw Pile[/gold].
draw
Necrobinder / Uncommon / Attack / Cost 1
Deal {Damage:diff()} damage. The next [gold]Ethereal[/gold] card you play costs 0 {energyPrefix:energyIcons(1)}.
Regent / Basic / Skill / Cost 1
Gain {Stars:starIcons()}.
Ironclad / Uncommon / Power / Cost 1
Whenever you apply [gold]Vulnerable[/gold], draw {Cards:diff()} {Cards:plural:card|cards}.
draw · vulnerable
Status / Status / Status / Cost -1
Whenever you draw this card, lose {Energy:energyIcons()}.
draw
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.
Colorless / Uncommon / Attack / Cost -2
Deal {Damage:diff()} damage to a random enemy X times.
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
Token / Status / Status / Cost -1
Gain {WasteAwayPower:diff()} less {energyPrefix:energyIcons(1)} per turn.
Silent / Uncommon / Power / Cost 1
At the end of your turn, [gold]Retain[/gold] up to {RetainAmount:diff()} {RetainAmount:plural:card|cards}.
Ironclad / Uncommon / Attack / Cost -2
Deal {Damage:diff()} damage to ALL enemies X times.
aoe
Event / Ancient / Attack / Cost 3
Deal {Damage:diff()} damage. [gold]Stun[/gold] the enemy.
Defect / Uncommon / Skill / Cost 1
Add a random Power into your [gold]Hand[/gold]. It's free to play this turn.
Event / Ancient / Skill / Cost 0
Put a card from your [gold]Draw Pile[/gold] into your [gold]Hand[/gold].
draw
Necrobinder / Common / Skill / Cost 0
Gain {Energy:energyIcons()}.
Status / Status / Status / Cost -1
Silent / Ancient / Power / Cost 3
Gain {IntangiblePower:diff()} [gold]Intangible[/gold]. At the start of your turn, lose {WraithFormPower:diff()} [gold]Dexterity[/gold].
Curse / Curse / Curse / Cost -1
Regent / Common / Attack / Cost 1
Deal {Damage:diff()} damage. [gold]Forge[/gold] {Forge:diff()}.
Defect / Basic / Skill / Cost 1
[gold]Channel[/gold] 1 [gold]Lightning[/gold].
orb