Alchemize
1

Alchemize
Procure a random potion. Exhaust.
Alchemize+
Cost changes from 1 to 0
565 von 565 Karten erfasst


Procure a random potion. Exhaust.
Cost changes from 1 to 0


Put every Rare card from your Draw Pile into your Hand. Exhaust.
Retain. Put every Rare card from your Draw Pile into your Hand. Exhaust.


Innate. Upgrade ALL your cards. Exhaust.
Cost changes from 2 to 1


Ethereal. Gain 1 Intangible. Exhaust.
Gain 1 Intangible. Exhaust.


Unplayable. Ethereal. Eternal.
Unplayable. Ethereal. Eternal.


Every 10 cards you draw, gain 1 Energy.
Cost changes from 1 to 0


Unplayable. At the end of your turn, if this is in your Hand, lose 13 HP. Eternal.
Unplayable. At the end of your turn, if this is in your Hand, lose 13 HP. Eternal.
Whenever you gain Block on your turn, other players gain half that much Block.
Innate. Whenever you gain Block on your turn, other players gain half that much Block.


Play 3 random Attacks from your Discard Pile.
Play 4 random Attacks from your Discard Pile.


At the end of your turn, if this is in your Hand, lose 6 HP.
At the end of your turn, if this is in your Hand, lose 6 HP.


Another player gains 3 Energy.
Another player gains 4 Energy.


Deal 3 damage. At the start of your next turn, return this to your Hand.
Deal 4 damage. At the start of your next turn, return this to your Hand.


Gain 2 Energy. Draw 2 cards. Lose 1 Max HP.
Gain 3 Energy. Draw 3 cards. Lose 1 Max HP.


Unplayable. At the end of your turn, if this is in your Hand, take 2 damage.
Unplayable. At the end of your turn, if this is in your Hand, take 2 damage.


Deal 14 damage.
Deal 18 damage.


Unplayable. Can be hatched at a Rest Site.
Unplayable. Can be hatched at a Rest Site.


Whenever you play an Attack, add a random Attack into your Hand.
Cost changes from 3 to 2


Play 2 random cards from your Draw Pile.
Play 3 random cards from your Draw Pile.


Unplayable. Ethereal.
Unplayable. Ethereal.


Give another player 5 Strength this turn.
Give another player 8 Strength this turn.


Unplayable. Eternal.
Unplayable. Eternal.


Enemy loses 9 Strength this turn. Exhaust.
Enemy loses 15 Strength this turn. Exhaust.


Unplayable. Ethereal.
Unplayable. Ethereal.


Exhaust.
Exhaust.


Unplayable. At the end of your turn, if this is in your Hand, lose 10 Gold.
Unplayable. At the end of your turn, if this is in your Hand, lose 10 Gold.


Unplayable. At the end of your turn, if this is in your Hand, take 2 damage.
Unplayable. At the end of your turn, if this is in your Hand, take 2 damage.


Choose 1 of 3 random cards to add into your Hand. It costs 0 Energy this turn. Exhaust.
Choose 1 of 3 random cards to add into your Hand. It costs 0 Energy this turn.


At the end of your turn, take 6 damage.
At the end of your turn, take 6 damage.


Unplayable. At the end of your turn, if this is in your Hand, gain 1 Weak.
Unplayable. At the end of your turn, if this is in your Hand, gain 1 Weak.


Innate. Deal 11 damage to ALL enemies. Exhaust.
Innate. Deal 15 damage to ALL enemies. Exhaust.


Reduce the cost of ALL cards in your Hand to 1 this turn. Exhaust.
Reduce the cost of ALL cards in your Hand to 1 this combat. Exhaust.


If this is in your Hand, it must be played before other cards. Eternal.
If this is in your Hand, it must be played before other cards. Eternal.


At the start of your turn, Transform 1 card in your Hand.
Innate. At the start of your turn, Transform 1 card in your Hand.


Gain 13 Block. Retain your Hand this turn.
Gain 16 Block. Retain your Hand this turn.


Gain 7 Plating.
Gain 9 Plating.


Deal 3 damage 4 times to ALL enemies.
Deal 4 damage 4 times to ALL enemies.


Gain an additional 5 Block from Defend cards.
Gain an additional 7 Block from Defend cards.


Gain 5 Strength this turn.
Gain 7 Strength this turn.


Gain 4 Block. Draw 1 card.
Gain 7 Block. Draw 1 card.


Deal 7 damage. Gain Block equal to damage dealt.
Deal 9 damage. Gain Block equal to damage dealt.


Deal 5 damage. Draw 1 card.
Deal 8 damage. Draw 1 card.


Unplayable. Innate. Eternal.
Unplayable. Innate. Eternal.


Get farther away. Increase Sandpit by 1. Increase the cost of this card by 1.
Get farther away. Increase Sandpit by 1. Increase the cost of this card by 1.


Gain 1 Energy. Draw 1 card. Exhaust.
Gain 1 Energy. Draw 2 cards. Exhaust.


Deal 5 damage. Deals 5 additional damage for each time another player has attacked the enemy this turn.
Deal 5 damage. Deals 7 additional damage for each time another player has attacked the enemy this turn.


Deal 16 damage.
Deal 20 damage.


Deal damage equal to the number of cards played this combat.
Retain. Deal damage equal to the number of cards played this combat.


Unplayable. Eternal.
Unplayable. Eternal.


Unplayable. Removed from your Deck after 5 combats.
Unplayable. Removed from your Deck after 5 combats.


Deal 20 damage. If Fatal, gain 20 Gold.
Deal 25 damage. If Fatal, gain 25 Gold.


A random card in your Draw Pile gains Replay 2.
A random card in your Draw Pile gains Replay 3.


ALL allies draw 2 cards.
ALL allies draw 3 cards.


If you have no Attacks in your Hand, draw 2 cards.
If you have no Attacks in your Hand, draw 3 cards.


Unplayable. At the end of your turn, if this is in your Hand, take 3 damage.
Unplayable. At the end of your turn, if this is in your Hand, take 3 damage.


Unplayable.
Unplayable.


Gain 9 Block. Redirect all incoming attacks that would be dealt to another player this turn to you.
Gain 13 Block. Redirect all incoming attacks that would be dealt to another player this turn to you.


Add 1 random Colorless card into your Hand. Exhaust.
Add 2 random Colorless cards into your Hand. Exhaust.


Deal 25 damage. Add 3 random 0 Energy cards into your Hand.
Deal 30 damage. Add 3 random Upgraded 0 Energy cards into your Hand.


Deal 10 damage. The enemy takes double damage from other players this turn.
Deal 14 damage. The enemy takes triple damage from other players this turn.


Unplayable. Unlocks a special event in the next Act.
Unplayable. Unlocks a special event in the next Act.


Give another player 11 Block.
Give another player 16 Block.


Retain. Gain 2 Energy. Exhaust.
Retain. Gain 3 Energy. Exhaust.


Draw 3 cards. Exhaust.
Draw 4 cards. Exhaust.


Deal 5 damage twice. Increase the damage of ALL Maul cards by 1 this combat.
Deal 6 damage twice. Increase the damage of ALL Maul cards by 2 this combat.


At the start of your turn, play the top card of your Draw Pile.
Cost changes from 2 to 1


Add 3 random Attacks into your Draw Pile. They're free to play this combat. Exhaust.
Add 5 random Attacks into your Draw Pile. They're free to play this combat. Exhaust.


Gain Block equal to the Block on another player. Exhaust.
Gain Block equal to the Block on another player.


Innate. Deal damage equal to the number of cards in your Draw Pile.
Cost changes from 1 to 0


Draw 1 fewer card each turn.
Draw 1 fewer card each turn.


Deal 13 damage. Exhaust.
Deal 16 damage. Exhaust.


Gain 9 Block. Exhaust.
Gain 12 Block. Exhaust.


Deal 7 damage. Draw 1 card. Exhaust.
Deal 10 damage. Draw 1 card. Exhaust.


Deal 10 damage. Put 2 random cards from your Discard Pile into your Hand. Exhaust.
Deal 14 damage. Put 2 random cards from your Discard Pile into your Hand. Exhaust.


Unplayable. You cannot play more than 3 cards this turn.
Unplayable. You cannot play more than 3 cards this turn.


The first Attack or Skill you play each turn is placed on top of your Draw Pile.
Cost changes from 1 to 0


Deal 8 damage. Damage ALL other enemies equal to the damage dealt.
Deal 11 damage. Damage ALL other enemies equal to the damage dealt.


Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Every time you play 5 cards in a single turn, deal 14 damage to ALL enemies.


Gain 30 Block. You cannot gain Block from cards for 2 turns. Exhaust.
Gain 40 Block. You cannot gain Block from cards for 2 turns. Exhaust.


Deal 2 damage 3 times.
Deal 2 damage 4 times.


Unplayable. Retain.
Unplayable. Retain.


At the start of your turn, gain 4 Vigor.
At the start of your turn, gain 6 Vigor.


Gain 2 Energy. Exhaust.
Gain 2 Energy.


Next turn, gain Block equal to your current Block. Exhaust.
Next turn, gain Block equal to your current Block.


Gain 1 Strength. Gain 1 Dexterity.
Gain 2 Strength. Gain 2 Dexterity.


Retain. Exhaust up to 3 cards in your Hand. Exhaust.
Retain. Exhaust up to 5 cards in your Hand. Exhaust.


ALL players gain 12 Block.
ALL players gain 17 Block.


Unplayable. At the end of your turn, if this is in your Hand, lose 1 HP for each card in your Hand.
Unplayable. At the end of your turn, if this is in your Hand, lose 1 HP for each card in your Hand.


Gain 15 Block. Next turn, draw 2 cards and gain 2 Energy. Exhaust.
Gain 17 Block. Next turn, draw 3 cards and gain 3 Energy. Exhaust.


Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.
Deal 18 damage. Deals 8 additional damage for each unique debuff on the enemy.


Retain. If your Hand is empty, draw 2 cards and gain 2 Energy.
Retain. If your Hand is empty, draw 3 cards and gain 3 Energy.


At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
At the start of your turn, deal 10 damage to ALL enemies and increase this damage by 5.


Deal 12 damage. Retain your Hand this turn.
Deal 16 damage. Retain your Hand this turn.


Draw cards until your Hand is full. Exhaust.
Retain. Draw cards until your Hand is full. Exhaust.


Put a Skill from your Draw Pile into your Hand. Exhaust.
Put a Skill from your Draw Pile into your Hand.


Put an Attack from your Draw Pile into your Hand. Exhaust.
Put an Attack from your Draw Pile into your Hand.


Deal 6 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.
Deal 9 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.


Unplayable. At the end of your turn, if this is in your Hand, gain 1 Frail.
Unplayable. At the end of your turn, if this is in your Hand, gain 1 Frail.


Deal 4 damage. Exhaust.
Deal 6 damage. Exhaust.


Apply 3 Weak and Vulnerable to ALL enemies. Exhaust.
Apply 5 Weak and Vulnerable to ALL enemies. Exhaust.


Draw 1 card. Exhaust.
Draw 1 card. Exhaust.


You cannot play more than 3 cards each turn.
You cannot play more than 3 cards each turn.


Unplayable.
Unplayable.


Draw 2 cards. Exhaust.
Draw 3 cards. Exhaust.


Retain. Deal 10 damage.
Cost changes from 2 to 1


Choose 1 of 3 random Attacks from another character to add into your Hand. It's free to play this turn.
Choose 1 of 3 random Upgraded Attacks from another character to add into your Hand. It's free to play this turn.


Unplayable. Marks a site of 600 extra Gold in the next Act.
Unplayable. Marks a site of 600 extra Gold in the next Act.


Exhaust.
Exhaust.


Deal 10 damage. Apply 2 Vulnerable.
Deal 12 damage. Apply 3 Vulnerable.


Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Cost changes from 1 to 0


Ethereal. Osty deals 10 damage to a random enemy. Exhaust.
Ethereal. Osty deals 15 damage to a random enemy. Exhaust.


Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.
Deal 15 damage. The next Attack another player plays on the enemy is played an extra time.


At the end of 3 turns, deal 40 damage to ALL enemies.
At the end of 3 turns, deal 50 damage to ALL enemies.


Gain 50 Block. If you take unblocked attack damage this combat, die.
Gain 75 Block. If you take unblocked attack damage this combat, die.


Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile. Exhaust.
Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.


Deal 11 damage. At the start of your next turn, return this to your Hand.
Deal 14 damage. At the start of your next turn, return this to your Hand.


Gain 5 Block. Gain 5 Block at the start of the next 2 turns.
Gain 7 Block. Gain 7 Block at the start of the next 2 turns.


At the end of your turn, if this is in your Hand, take 5 damage. Exhaust.
At the end of your turn, if this is in your Hand, take 5 damage. Exhaust.


Gain 11 Block.
Gain 15 Block.


Deal 14 damage.
Deal 20 damage.


Unplayable. Ethereal. Whenever you draw this card, lose 1 Energy.
Unplayable. Ethereal. Whenever you draw this card, lose 1 Energy.


Deal 10 damage to a random enemy X times.
Deal 14 damage to a random enemy X times.


Gain 1 less 1 Energy per turn.
Gain 1 less 1 Energy per turn.


Deal 33 damage. Stun the enemy. Exhaust.
Deal 44 damage. Stun the enemy. Exhaust.


Put a card from your Draw Pile into your Hand. Exhaust.
Retain. Put a card from your Draw Pile into your Hand. Exhaust.


Unplayable.
Unplayable.


Unplayable. Innate.
Unplayable. Innate.


Deal 18 damage. Add a 0 Energy copy of this card into your Discard Pile.
Deal 23 damage. Add a 0 Energy copy of this card into your Discard Pile.


Deal 10 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.
Deal 14 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.


Deal 7 damage. Channel 1 Lightning.
Deal 10 damage. Channel 1 Lightning.


Deal 5 damage for each Channeled Orb.
Deal 7 damage for each Channeled Orb.


Deal 3 damage. Apply 1 Vulnerable.
Deal 4 damage. Apply 2 Vulnerable.


Gain 4 Focus. At the start of your turn, lose 1 Focus.
Gain 5 Focus. At the start of your turn, lose 1 Focus.


Gain 6 Block. Add a Dazed into your Discard Pile.
Gain 9 Block. Add a Dazed into your Discard Pile.


Innate. Gain 10 Block. Exhaust.
Innate. Gain 13 Block. Exhaust.


Prevent the next time you would lose HP.
Prevent the next 2 times you would lose HP.


Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
Lose 1 Orb Slot. Gain 3 Strength. Gain 3 Dexterity.


Gain 2 Orb Slots.
Gain 3 Orb Slots.


Channel 1 random Orb.
Channel 2 random Orbs.


Gain 7 Block. Next turn, gain 1 Energy.
Gain 10 Block. Next turn, gain 1 Energy.


Channel 1 Frost for each enemy. Exhaust.
Channel 1 Frost for each enemy.


Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
Deal 4 damage. Increase the damage of ALL Claw cards by 3 this combat.


Deal 6 damage. Channel 1 Frost.
Deal 9 damage. Channel 1 Frost.


Gain 6 Block. Transform all Status cards in your Hand into Fuel.
Gain 7 Block. Transform all Status cards in your Hand into Fuel+.


Deal 7 damage. Draw 1 card for each unique Orb you have.
Deal 10 damage. Draw 1 card for each unique Orb you have.


Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
Channel 3 Dark. At the end of your turn, Evoke your leftmost Orb.


At the start of your turn, gain 2 Block for each unique Orb you have.
At the start of your turn, gain 3 Block for each unique Orb you have.


Channel 1 Frost. Draw 1 card.
Channel 1 Frost. Draw 2 cards.


At the start of your turn, add a random Power into your Hand.
Cost changes from 3 to 2


Channel 1 Dark. Trigger the passive ability of all Dark Orbs.
Channel 1 Dark. Trigger the passive ability of all Dark twice.


Gain 5 Block.
Gain 8 Block.


Gain 1 Focus.
Gain 2 Focus.


Double your Energy. Exhaust.
Cost changes from 1 to 0


Evoke your rightmost Orb twice.
Cost changes from 1 to 0


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


ALL players gain 2 Energy. Exhaust.
ALL players gain 3 Energy. Exhaust.


The first time you play a 0 Energy Attack each turn, return it to your Hand.
Cost changes from 2 to 1


Gain 13 Block. Add 2 Wounds into your Discard Pile.
Gain 17 Block. Add 2 Wounds into your Discard Pile.


Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.
Exhaust ALL your Status cards. Deal 11 damage to a random enemy for each card Exhausted.


Deal 9 damage. Gain 1 Focus this turn.
Deal 11 damage. Gain 2 Focus this turn.


Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
Deal 6 damage. If you have played fewer than 4 cards this turn, draw 1 card.


Channel 1 Plasma.
Cost changes from 2 to 1


Gain 1 Block. Permanently increase this card's Block by 3. Exhaust.
Gain 1 Block. Permanently increase this card's Block by 4. Exhaust.


Gain 6 Block. Channel 2 Frost.
Gain 9 Block. Channel 2 Frost.


Gain 5 Block. Channel 1 Glass.
Gain 8 Block. Channel 1 Glass.


Deal 3 damage. If the enemy intends to attack, apply 1 Weak.
Deal 4 damage. If the enemy intends to attack, apply 2 Weak.


Deal 4 damage 3 times. Add a Slimed into your Discard Pile.
Deal 5 damage 3 times. Add a Slimed into your Discard Pile.


At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
At the end of your turn, if you have Frost, deal 8 damage to ALL enemies.


Deal 3 damage for each 1 Energy previously spent this turn.
Deal 5 damage for each 1 Energy previously spent this turn.


Gain 3 Block. Put a card from your Discard Pile into your Hand. Exhaust.
Gain 5 Block. Put a card from your Discard Pile into your Hand.


Gain 2 Focus this turn.
Gain 3 Focus this turn.


Deal 26 damage to ALL enemies. Lose 3 Focus.
Deal 34 damage to ALL enemies. Lose 3 Focus.


Deal 19 damage. Channel 3 Frost.
Deal 24 damage. Channel 3 Frost.


Another player Channels Plasma. Exhaust.
Another player Channels Plasma.


The first time you draw a Status card each turn, draw 2 cards.
The first time you draw a Status card each turn, draw 3 cards.


Gain 9 Block.
Gain 12 Block.


Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.
Gain 7 Block. At the start of the next 2 turns, Channel 1 Lightning.


At the start of your turn, trigger the passive ability of your rightmost Orb.
At the start of your turn, trigger the passive ability of your rightmost 2 times.


At the start of your turn, draw 1 additional card.
Innate. At the start of your turn, draw 1 additional card.


Deal 24 damage. Channel 3 Plasma.
Deal 30 damage. Channel 3 Plasma.


Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
Gain 1 Orb Slot. Draw 2 cards. Increase this card's cost by 1.


Deal 10 damage. Reduce this card's cost to 0 Energy.
Deal 13 damage. Reduce this card's cost to 0 Energy.


Evoke your rightmost Orb X times.
Evoke your rightmost Orb X+1 times.


Deal 10 damage. Apply 2 Weak. Channel 1 Dark.
Deal 13 damage. Apply 3 Weak. Channel 1 Dark.


Draw 2 cards. Add a Burn into your Discard Pile.
Draw 3 cards. Add a Burn into your Discard Pile.


Evoke your rightmost Orb 4 times.
Cost changes from 1 to 0


Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust.
Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.


Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.
Shuffle ALL your cards into your Draw Pile. Draw 6 cards. Exhaust.


Deal 9 damage twice. Channel 2 Glass.
Deal 12 damage twice. Channel 2 Glass.


Deal 7 damage to a random enemy twice.
Deal 9 damage to a random enemy twice.


Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 Energy this turn.
Deal 14 damage. Draw 2 cards. When a Status card is created, reduce this card's cost to 0 Energy this turn.


Exhaust a card. Next turn, gain 2 Energy.
Exhaust a card. Next turn, gain 3 Energy.


Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.
Deal 10 damage. Draw 5 cards. Discard all cards drawn this way that do not cost 0 Energy.


Gain 11 Block. Channel 1 Dark.
Gain 15 Block. Channel 1 Dark.


Deal 11 damage to ALL enemies. Evoke all of your Orbs.
Deal 15 damage to ALL enemies. Evoke all of your Orbs.


The next Power you play is played an additional time. Exhaust.
Cost changes from 1 to 0


Draw 3 cards.
Draw 4 cards.


Whenever you create a Status, deal 5 damage to ALL enemies.
Whenever you create a Status, deal 7 damage to ALL enemies.


At the start of your turn, Channel 1 Glass.
Channel 1 Glass. At the start of your turn, Channel 1 Glass.


Whenever you play a Power, Channel 1 Lightning.
Whenever you play a Power, Channel 2 Lightning.


Deal 6 damage.
Deal 9 damage.


Whenever you play a Power, gain 1 Energy.
Cost changes from 1 to 0


Deal 24 damage. If this kills an enemy, gain 3 Energy.
Deal 32 damage. If this kills an enemy, gain 3 Energy.


Gain 4 Energy. Exhaust.
Gain 6 Energy. Exhaust.


Deal 6 damage to ALL enemies. Draw 1 card.
Deal 9 damage to ALL enemies. Draw 1 card.


Gain 2 Focus this turn for each unique Orb you have. Exhaust.
Gain 2 Focus this turn for each unique Orb you have.


Deal 12 damage. The next Power you play costs 0 Energy.
Deal 18 damage. The next Power you play costs 0 Energy.


Channel X Lightning.
Channel X+1 Lightning.


Deal 3 damage. Trigger all Lightning against the enemy.
Deal 6 damage. Trigger all Lightning against the enemy.


Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Whenever you Evoke Lightning, deal 8 damage to each enemy hit.


Whenever you create a Status card, Channel 1 random Orb.
Innate. Whenever you create a Status card, Channel 1 random Orb.


Gain 2 Energy. Add a Void into your Discard Pile.
Gain 3 Energy. Add a Void into your Discard Pile.


Deal 5 damage twice. Play a random Attack from your Draw Pile.
Deal 7 damage twice. Play a random Attack from your Draw Pile.


Channel Lightning equal to the Lightning already Channeled this combat. Exhaust.
Channel Lightning equal to the Lightning already Channeled this combat.


Add a random Power into your Hand. It's free to play this turn. Exhaust.
Cost changes from 1 to 0


Channel 1 Lightning.
Cost changes from 1 to 0


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


Deal 6 damage. Add a copy of this card into your Discard Pile.
Deal 8 damage. Add a copy of this card into your Discard Pile.


Gain 5 Block. Upgrade a card in your Hand.
Gain 5 Block. Upgrade ALL cards in your Hand.


Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.
Deal 6 damage. Deals 4 additional damage for each card in your Exhaust Pile.


Block is not removed at the start of your turn.
Cost changes from 3 to 2


Deal 8 damage. Apply 2 Vulnerable.
Deal 10 damage. Apply 3 Vulnerable.


Draw 3 cards. You cannot draw additional cards this turn.
Draw 4 cards. You cannot draw additional cards this turn.


Lose 2 HP. Gain 16 Block.
Lose 2 HP. Gain 20 Block.


Lose 3 HP. Gain 2 Energy.
Lose 3 HP. Gain 3 Energy.


Deal 32 damage.
Deal 42 damage.


Deal damage equal to your Block.
Cost changes from 1 to 0


Lose 1 HP. Exhaust 1 card. Gain 1 Strength.
Lose 1 HP. Exhaust 1 card. Gain 2 Strength.


Deal 20 damage. Apply 5 Vulnerable.
Deal 25 damage. Apply 7 Vulnerable.


Lose 1 HP. Deal 9 damage to ALL enemies.
Lose 1 HP. Deal 13 damage to ALL enemies.


Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy.
Deal 4 damage. Deals 3 additional damage for each Vulnerable on the enemy.


Exhaust 1 card. Draw 2 cards.
Exhaust 1 card. Draw 3 cards.


Play the top X cards of your Draw Pile.
Play the top X+1 cards of your Draw Pile.


Deal 17 damage. Exhaust the top card of your Draw Pile.
Deal 22 damage. Exhaust the top card of your Draw Pile.


Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.
Gain 8 Block. You receive 50% less damage from Vulnerable enemies this turn.


Deal 8 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.
Deal 9 damage to ALL enemies. Deals 3 additional damage for each other Attack you've played this turn.


Skills cost 0 Energy. Whenever you play a Skill, Exhaust it.
Cost changes from 3 to 2


At the start of your turn, lose 1 HP and gain 8 Block.
At the start of your turn, lose 1 HP and gain 10 Block.


Vulnerable enemies take an additional 25% damage.
Vulnerable enemies take an additional 50% damage.


Whenever a card is Exhausted, draw 1 card.
Cost changes from 2 to 1


Gain 5 Block.
Gain 8 Block.


At the start of your turn, gain 2 Strength.
At the start of your turn, gain 3 Strength.


Lose 1 HP. Give another player Block equal to your Block. Exhaust.
Lose 1 HP. Give another player Block equal to your Block.


Deal 8 damage. If the enemy is Vulnerable, hits twice.
Deal 10 damage. If the enemy is Vulnerable, hits twice.


Gain 1 Strength for each Vulnerable on the enemy. Exhaust.
Gain 1 Strength for each Vulnerable on the enemy.


Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.
Draw 3 cards. At the start of your turn, Exhaust the top card of your Draw Pile.


Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.
Gain 11 Block. Gain another 11 Block if you have Exhausted a card this turn.


Gain 1 Energy for each Attack in your Hand.
Cost changes from 2 to 1


Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.
Deal 12 damage. If Fatal, raise your Max HP by 4. Exhaust.


Whenever a card is Exhausted, gain 3 Block.
Whenever a card is Exhausted, gain 4 Block.


Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust.
Exhaust your Hand. Deal 10 damage for each card Exhausted. Exhaust.


Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.
Deal 6 damage twice. Gain 3 Strength. The enemy gains 1 Strength.


Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.
Gain 16 Block. Whenever you are attacked this turn, deal 6 damage back.


If you Exhausted a card this turn, gain 3 Energy.
If you Exhausted a card this turn, gain 4 Energy.


Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.
Deal 9 damage. Whenever you gain Block this turn, deal 7 damage to the enemy.


Play the top card of your Draw Pile and Exhaust it.
Cost changes from 1 to 0


Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.
Deal 12 damage. Put a card from your Discard Pile on top of your Draw Pile.


Whenever you draw a card containing “Strike”, it is played against a random enemy.
Cost changes from 2 to 1


Lose 2 HP. Deal 14 damage.
Lose 2 HP. Deal 19 damage.


Deal 16 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.
Deal 21 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.


Gain 30 Block. Exhaust.
Gain 40 Block. Exhaust.


Add a random Attack into your Hand. It's free to play this turn. Exhaust.
Cost changes from 1 to 0


At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 9 damage to ALL enemies.


Gain 2 Strength.
Gain 3 Strength.


Gain 5 Block. Deal 5 damage.
Gain 7 Block. Deal 7 damage.


Whenever you gain Block, deal 5 damage to a random enemy.
Whenever you gain Block, deal 7 damage to a random enemy.


Add a copy of the third Attack you play each turn into your Hand.
Innate. Add a copy of the third Attack you play each turn into your Hand.


Deal 15 damage. Enemy loses 10 Strength this turn.
Deal 20 damage. Enemy loses 15 Strength this turn.


Deal 10 damage. Double the enemy's Vulnerable. Exhaust.
Deal 14 damage. Double the enemy's Vulnerable. Exhaust.


Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.
Lose 6 HP. Gain 2 Energy. Draw 5 cards. Exhaust.


This turn, your next Attack is played an extra time.
This turn, your next 2 Attacks are played an extra time.


Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 17 damage to ALL enemies.
Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 23 damage to ALL enemies.


Deal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”.
Deal 6 damage. Deals 3 additional damage for ALL your cards containing “Strike”.


Deal 6 damage. Draw cards until you draw a non-Attack card.
Deal 9 damage. Draw cards until you draw a non-Attack card.


Deal 9 damage. Draw 1 card.
Deal 10 damage. Draw 2 cards.


Transform all Attacks in your Hand into Giant Rock.
Transform all Attacks in your Hand into Giant Rock+.


Gain 1 Energy at the start of each turn.
Gain 2 Energy at the start of each turn.


Whenever you play an Attack this turn, gain 3 Block.
Whenever you play an Attack this turn, gain 5 Block.


Deal 9 damage. Increase this card's damage by 5 this combat.
Deal 9 damage. Increase this card's damage by 9 this combat.


Whenever you lose HP on your turn, gain 1 Strength.
Whenever you lose HP on your turn, gain 2 Strength.


Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Exhaust all non-Attack cards in your Hand. Gain 7 Block for each card Exhausted.


Deal 7 damage. Gain 2 Strength this turn.
Deal 9 damage. Gain 3 Strength this turn.


Gain 8 Block. Draw 1 card.
Gain 11 Block. Draw 1 card.


Deal 6 damage. If you lost HP this turn, draw 1 card.
Deal 9 damage. If you lost HP this turn, draw 1 card.


At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Cost changes from 2 to 1


Exhaust your Hand. Draw a card for each card Exhausted. Exhaust.
Cost changes from 1 to 0


Deal 12 damage to ALL enemies. Costs 1 less 1 Energy for each Attack played this turn.
Deal 15 damage to ALL enemies. Costs 1 less 1 Energy for each Attack played this turn.


Gain 4 Plating.
Gain 6 Plating.


Deal 6 damage.
Deal 9 damage.


Deal 3 damage to a random enemy 3 times.
Deal 3 damage to a random enemy 4 times.


Take double damage from enemies. Allies take half damage from enemies.
Cost changes from 1 to 0


Gain 7 Block. Apply 1 Vulnerable.
Gain 8 Block. Apply 2 Vulnerable.


Deal 5 damage. Hits an additional time for each time you lost HP this combat.
Deal 7 damage. Hits an additional time for each time you lost HP this combat.


Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.
Deal 6 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.


Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Deal 7 damage and apply 1 Vulnerable to ALL enemies.


Apply 2 Vulnerable.
Apply 3 Vulnerable.


Gain 7 Block. Exhaust 1 card at random.
Gain 9 Block. Exhaust 1 card.


Deal 5 damage twice.
Deal 7 damage twice.


The first time you gain Block from a card each turn, double the amount gained.
Cost changes from 2 to 1


Deal 12 damage. The next Attack you play costs 0 Energy.
Deal 18 damage. The next Attack you play costs 0 Energy.


Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.
Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.


Whenever you apply Vulnerable, draw 1 card.
Whenever you apply Vulnerable, draw 2 cards.


Deal 5 damage to ALL enemies X times.
Deal 8 damage to ALL enemies X times.


Summon 6. Exhaust.
Summon 9. Exhaust.


Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.


Deal 8 damage. Apply Doom equal to damage dealt.
Deal 10 damage. Apply Doom equal to damage dealt.


Summon 5.
Summon 7.


If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block. Osty dies.
If Osty is alive, he deals 12 damage to ALL enemies and you gain 12 Block. Osty dies.


Apply 3 Doom to yourself. Gain 1 Energy.
Apply 3 Doom to yourself. Gain 2 Energy.


Deal 52 damage.
Deal 63 damage.


Osty's attacks deal 4 additional damage.
Osty's attacks deal 6 additional damage.


At the start of your turn, add 1 random card into your Hand. It gains Ethereal.
Innate. At the start of your turn, add 1 random card into your Hand. It gains Ethereal.


Enemy loses 3 HP. Add 3 Souls into your Draw Pile.
Enemy loses 4 HP. Add 4 Souls into your Draw Pile.


Summon 3. Exhaust 1 card from your Draw Pile.
Summon 5. Exhaust 1 card from your Draw Pile.


At the start of your turn, apply 6 Doom to a random enemy.
At the start of your turn, apply 9 Doom to a random enemy.


Whenever you play a card that costs 2 Energy or more, gain 3 Block.
Whenever you play a card that costs 2 Energy or more, gain 4 Block.


Deal 8 damage. Deals 3 additional damage for each card drawn during your turn.
Deal 9 damage. Deals 4 additional damage for each card drawn during your turn.


Gain 6 Block. If you applied Doom this turn, gain Block 2 additional times.
Gain 7 Block. If you applied Doom this turn, gain Block 2 additional times.


Apply 21 Doom and 1 Weak to ALL enemies.
Apply 26 Doom and 1 Weak to ALL enemies.


Deal 7 damage. Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Deal 9 damage. Vulnerable and Weak are twice as effective against the enemy for the next 4 turns.


Gain 5 Block.
Gain 8 Block.


Ethereal. Deal 13 damage.
Ethereal. Deal 17 damage.


Ethereal. Gain 6 Block. Apply 1 Weak.
Ethereal. Gain 7 Block. Apply 2 Weak.


Gain 11 Block. Next turn, gain 1 Energy.
Gain 13 Block. Next turn, gain 2 Energy.


Ethereal. At the start of your turn, gain 1 Energy and draw 1 additional card.
Cost changes from 3 to 2


Whenever you play a Soul, Summon 1.
Whenever you play a Soul, Summon 2.


Summon 3 X times. Add X Souls into your Draw Pile.
Summon 4 X times. Add X Souls+ into your Draw Pile.


Deal 10 damage. Upgrade 2 random cards in your Discard Pile.
Deal 12 damage. Upgrade 3 random cards in your Discard Pile.


Put 3 cards from your Discard Pile into your Hand. Exhaust.
Retain. Put 3 cards from your Discard Pile into your Hand. Exhaust.


Exhaust your Hand. If 9 cards were Exhausted this way, gain 1 Intangible.
Cost changes from 2 to 1


Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.
Apply 37 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.


Ethereal. Enemy loses 8 Strength this turn.
Ethereal. Enemy loses 11 Strength this turn.


Retain. Deal 11 damage X times.
Retain. Deal 14 damage X times.


Ethereal. Deal 7 damage. Apply 1 Vulnerable.
Ethereal. Deal 8 damage. Apply 2 Vulnerable.


Osty deals 3 damage. If this is the first time this card has been played this turn, draw 1 card.
Osty deals 6 damage. If this is the first time this card has been played this turn, draw 1 card.


Osty deals 12 damage. This card costs 0 Energy if Osty has attacked this turn.
Osty deals 16 damage. This card costs 0 Energy if Osty has attacked this turn.


At the end of combat, you may remove a card from your Deck. Eternal.
Cost changes from 2 to 1


Lose 2 Strength. Gain 1 Energy at the start of each turn.
Lose 1 Strength. Gain 1 Energy at the start of each turn.


ALL players add 3 Souls into their Draw Pile. Exhaust.
ALL players add 4 Souls into their Draw Pile. Exhaust.


Gain 8 Block. Add a Soul into your Draw Pile.
Gain 10 Block. Add a Soul+ into your Draw Pile.


Deal 4 damage. Put a card from your Discard Pile into your Hand. Exhaust.
Deal 6 damage. Put a card from your Discard Pile into your Hand.


Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.
Deal 13 damage. Double the damage ALL Hang cards deal to this enemy.


Whenever you play a Soul, a random enemy loses 6 HP.
Whenever you play a Soul, a random enemy loses 8 HP.


Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.
Osty deals 13 damage and applies 3 Vulnerable to ALL enemies.


Next turn, Summon 2 and gain 2 Energy.
Next turn, Summon 3 and gain 3 Energy.


ALL players Summon 6. Exhaust.
ALL players Summon 8. Exhaust.


Ethereal. The first Attack each turn deals 50% additional damage.
Ethereal. The first Attack each turn deals 75% additional damage.


Gain 13 Block. Reduce this card's cost by 1 Energy whenever ANYONE dies.
Gain 17 Block. Reduce this card's cost by 1 Energy whenever ANYONE dies.


Deal 7 damage. Apply any debuffs on the enemy to ALL other enemies.
Retain. Deal 9 damage. Apply any debuffs on the enemy to ALL other enemies.


Summon 5. Whenever Osty loses HP, ALL enemies lose that much HP as well.
Summon 8. Whenever Osty loses HP, ALL enemies lose that much HP as well.


Gain 5 Block. Apply 7 Doom to ALL enemies.
Gain 6 Block. Apply 11 Doom to ALL enemies.


Gain 3 Energy. Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.
Gain 4 Energy. Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.


Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
Apply 15 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.


Whenever you play a card this turn, apply 3 Doom to the enemy.
Whenever you play a card this turn, apply 4 Doom to the enemy.


Whenever you draw an Ethereal card, draw 1 card.
Cost changes from 1 to 0


Ethereal. Draw 3 cards.
Ethereal. Draw 4 cards.


Osty deals 6 damage.
Osty deals 9 damage.


Osty deals 10 damage. Deals additional damage equal to Osty's Max HP.
Cost changes from 1 to 0Osty deals 15 damage. Deals additional damage equal to Osty's Max HP.


Summon 4. Gain 7 Block.
Summon 5. Gain 9 Block.


Deal 5 damage for each Ethereal card played this combat.
Deal 7 damage for each Ethereal card played this combat.


Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Apply 3 Weak. Apply 3 Vulnerable. Exhaust.


Osty deals 7 damage. Hits an additional time for each other time he has attacked this turn.
Osty deals 9 damage. Hits an additional time for each other time he has attacked this turn.


Summon 20. Exhaust.
Summon 25. Exhaust.


Retain. Deal 27 damage.
Retain. Deal 33 damage.


Whenever Attacks deal damage, they also apply that much Doom.
Retain. Whenever Attacks deal damage, they also apply that much Doom.


Deal 9 damage. Add a Soul into your Draw Pile.
Deal 11 damage. Add a Soul+ into your Draw Pile.


Osty deals 4 damage. Whenever you play a card that costs 2 Energy or more, return this to your Hand from the Discard Pile.
Osty deals 6 damage. Whenever you play a card that costs 2 Energy or more, return this to your Hand from the Discard Pile.


Retain. If Osty is alive, he dies and you gain Block equal to double his Max HP.
Cost changes from 1 to 0


Apply 13 Doom. Draw 1 card.
Apply 16 Doom. Draw 2 cards.


Deal 8 damage. Add Ethereal to a card in your Hand.
Deal 11 damage. Add Ethereal to a card in your Hand.


Ethereal. Transform a card in your Draw Pile into Soul.
Ethereal. Transform a card in your Draw Pile into Soul+.


At the start of your turn, add 1 Sweeping Gaze into your Hand.
Cost changes from 2 to 1


Deal 13 damage. Add a Soul into your Draw Pile, Hand, and Discard Pile.
Deal 18 damage. Add a Soul into your Draw Pile, Hand, and Discard Pile.


Lose 2 Strength. Enemy loses 2 Strength. Exhaust.
Lose 2 Strength. Enemy loses 3 Strength. Exhaust.


Whenever you apply Doom, gain 2 Block.
Whenever you apply Doom, gain 3 Block.


Osty deals 5 damage. Whenever Osty hits this enemy this turn, Summon 2.
Osty deals 6 damage. Whenever Osty hits this enemy this turn, Summon 3.


Whenever you apply a debuff to an enemy, they take 9 damage.
Whenever you apply a debuff to an enemy, they take 13 damage.


Osty deals 7 damage. Add Retain to a card in your Hand.
Osty deals 10 damage. Add Retain to a card in your Hand.


Deal 9 damage. Deals 2 additional damage for each Soul in your Exhaust Pile.
Deal 9 damage. Deals 3 additional damage for each Soul in your Exhaust Pile.


Retain. Deal 8 damage to ALL enemies.
Retain. Deal 11 damage to ALL enemies.


Whenever you play an Ethereal card, gain 4 Block.
Whenever you play an Ethereal card, gain 5 Block.


Retain. Summon 3. Osty heals 5 HP.
Retain. Summon 5. Osty heals 7 HP.


Osty deals 25 damage. Deals 5 additional damage for ALL your other Osty Attacks.
Osty deals 30 damage. Deals 6 additional damage for ALL your other Osty Attacks.


Deal 6 damage.
Deal 9 damage.


Deal 13 damage. Permanently increase this card's damage by 3. Exhaust.
Deal 13 damage. Permanently increase this card's damage by 4. Exhaust.


Deal damage equal to the enemy's Doom. Exhaust.
Retain. Deal damage equal to the enemy's Doom. Exhaust.


Add Replay to a card in your Hand. It costs an extra 1 Energy. Exhaust.
Add Replay to a card in your Hand. It costs an extra 1 Energy.


Gain 7 Block. Add a copy of this card into your Discard Pile.
Gain 9 Block. Add a copy of this card into your Discard Pile.


Osty deals 6 damage. Deals additional damage equal to Osty's current HP.
Osty deals 9 damage. Deals additional damage equal to Osty's current HP.


Deal 10 damage. The next Ethereal card you play costs 0 Energy.
Deal 13 damage. The next Ethereal card you play costs 0 Energy.


Gain 1 Energy. Exhaust.
Retain. Gain 1 Energy. Exhaust.


Gain 2 Energy.
Gain 3 Energy.


Whenever you play a Colorless card, gain 1 Strength.
Whenever you play a Colorless card, gain 2 Strength.


Deal 14 damage to ALL enemies.
Deal 18 damage to ALL enemies.


Deal 5 damage. Forge 5. Forges an additional 5 for every other time you've hit the enemy this turn.
Deal 7 damage. Forge 7. Forges an additional 7 for every other time you've hit the enemy this turn.


Deal 4 damage. Choose a card in your Hand to Transform into Minion Dive Bomb.
Deal 5 damage. Choose a card in your Hand to Transform into Minion Dive Bomb+.


Draw 1 card. Gain 1 Energy. Gain 1 Stars. Forge 5. Exhaust.
Innate. Draw 1 card. Gain 1 Energy. Gain 1 Stars. Forge 5. Exhaust.


Whenever you spend or gain 1 Stars, deal 3 damage to ALL enemies.
Whenever you spend or gain 1 Stars, deal 4 damage to ALL enemies.


Deal 18 damage. At the start of your turn, plays from the Exhaust Pile. Exhaust.
Deal 24 damage. At the start of your turn, plays from the Exhaust Pile. Exhaust.


Gain 13 Block. Forge 10.
Gain 16 Block. Forge 13.


Add 3 random Colorless cards into your Hand. Exhaust.
Add 4 random Colorless cards into your Hand. Exhaust.


Deal 6 damage 3 times.
Deal 8 damage 3 times.


Choose 2 cards in your Draw Pile to Transform into Minion Strikes.
Choose 2 cards in your Draw Pile to Transform into Minion Strikes+.


Whenever you spend 1 Stars, gain 2 Block for each 1 Stars spent.
Whenever you spend 1 Stars, gain 3 Block for each 1 Stars spent.


Gain 7 Block.
Gain 10 Block.


Deal 9 damage. Add a Debris into your Hand.
Deal 12 damage. Add a Debris into your Hand.


Deal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.
Deal 44 damage. Apply 3 Weak. Apply 3 Vulnerable.


Forge 3. Sovereign Blade deals double damage to the enemy this turn.
Forge 5. Sovereign Blade deals double damage to the enemy this turn.


Next turn, gain 1 Energy and 1 Stars. Retain your Hand this turn.
Next turn, gain 1 Energy and 2 Stars. Retain your Hand this turn.


Gain 6 Block. Put a card from your Discard Pile on top of your Draw Pile.
Gain 9 Block. Put a card from your Discard Pile on top of your Draw Pile.


Deal 21 damage to ALL enemies. Fill your Hand with Debris.
Deal 26 damage to ALL enemies. Fill your Hand with Debris.


Deal 6 damage. Deals 2 additional damage for ALL your cards that have a 1 Stars cost.
Deal 6 damage. Deals 3 additional damage for ALL your cards that have a 1 Stars cost.


Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.
Deal 8 damage to ALL enemies. All enemies lose 2 Strength this turn.


Draw 3 cards. Choose a Skill in your Hand and play it 3 times. Exhaust.
Draw 5 cards. Choose a Skill in your Hand and play it 3 times. Exhaust.


Gain 5 Block.
Gain 8 Block.


Deal 30 damage.
Deal 40 damage.


Ethereal. Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.
Ethereal. Deal 11 damage to ALL enemies. ALL enemies lose 11 Strength this turn.


Deal 7 damage. Apply 1 Weak. Apply 1 Vulnerable.
Deal 11 damage. Apply 1 Weak. Apply 1 Vulnerable.


Next turn, put 2 cards from your Draw Pile into your Hand.
Next turn, put 3 cards from your Draw Pile into your Hand.


At the start of your turn, Forge 4.
At the start of your turn, Forge 6.


Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.
Deal 18 damage. Apply 2 Weak. Apply 2 Vulnerable.


Gain 7 Block. Gain 1 Stars.
Gain 10 Block. Gain 1 Stars.


At the start of your turn, gain 2 Stars.
At the start of your turn, gain 3 Stars.


Draw 3 cards. Put 1 card from your Hand on top of your Draw Pile.
Draw 4 cards. Put 1 card from your Hand on top of your Draw Pile.


Gain 11 Block. Next turn, gain 4 Block.
Gain 13 Block. Next turn, gain 6 Block.


Gain 1 Stars. Draw 2 cards.
Gain 2 Stars. Draw 2 cards.


Transform any number of cards in your Hand into Minion Sacrifice. Exhaust.
Transform any number of cards in your Hand into Minion Sacrifice+. Exhaust.


Deal 12 damage. Next turn, draw 2 cards.
Deal 13 damage. Next turn, draw 3 cards.


Whenever you Forge, all allies Forge as well.
Cost changes from 2 to 1


Deal 8 damage X times. Double X if it's 4 or more.
Deal 10 damage X times. Double X if it's 4 or more.


Deal 15 damage. Next turn, gain 2 Energy.
Deal 18 damage. Next turn, gain 3 Energy.


Deal 17 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.
Deal 22 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.


Gain 1 Stars. Next turn, gain 3 Stars.
Gain 1 Stars. Next turn, gain 4 Stars.


Gain 9 Block. At the end of your turn, if this is on top of your Draw Pile, play it.
Gain 12 Block. At the end of your turn, if this is on top of your Draw Pile, play it.


Deal 24 damage. Whenever you draw this card, reduce its cost by 1.
Deal 30 damage. Whenever you draw this card, reduce its cost by 1.


Deal 8 damage. Whenever you draw this card, increase its damage by 3 this combat.
Deal 8 damage. Whenever you draw this card, increase its damage by 5 this combat.


Deal 30 damage. If this kills an enemy, gain 5 Stars.
Deal 38 damage. If this kills an enemy, gain 5 Stars.


Apply 1 Weak. Apply 1 Vulnerable. Exhaust.
Apply 1 Weak. Apply 1 Vulnerable.


Another player adds 1 random Colorless card to their Hand.
Another player adds 1 random Upgraded Colorless card to their Hand.


Deal 4 damage for each Skill already played this turn.
Deal 5 damage for each Skill already played this turn.


Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.
Deal 9 damage. Every 3 Skills you play in a turn, put this into your Hand.


Gain 7 Block. Add 1 random Colorless card into your Hand.
Gain 8 Block. Add 1 random Upgraded Colorless card into your Hand.


Deal 14 damage to ALL enemies. Apply 2 Weak and Vulnerable to ALL enemies.
Deal 21 damage to ALL enemies. Apply 2 Weak and Vulnerable to ALL enemies.


Whenever you play a card this turn, gain 1 Strength this turn.
Retain. Whenever you play a card this turn, gain 1 Strength this turn.


Gain 8 Plating.
Gain 11 Plating.


Every 4 Energy you spend, gain 1 Energy.
Cost changes from 2 to 1


If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
If you play 5 or more cards in a turn, draw 2 cards at the start of your next turn.


Whenever you play Sovereign Blade, gain 6 Block.
Whenever you play Sovereign Blade, gain 9 Block.


Gain 9 Block. Return this card to your Hand.
Gain 12 Block. Return this card to your Hand.


Gain 8 Block. Gain 2 Vigor.
Gain 10 Block. Gain 3 Vigor.


Deal 10 damage. Draw 1 card. Put 1 card from your Hand on top of your Draw Pile.
Deal 13 damage. Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.


Whenever you create a card, gain 3 Block.
Whenever you create a card, gain 4 Block.


Draw 6 cards.
Draw 9 cards.


Choose 1 of 3 random Colorless cards to add into your Hand.
Choose 1 of 3 random Upgraded Colorless cards to add into your Hand.


Deal 3 damage to ALL enemies for each 1 Stars gained this turn.
Deal 4 damage to ALL enemies for each 1 Stars gained this turn.


Forge 6. Next turn, gain 1 Energy.
Forge 10. Next turn, gain 1 Energy.


Gain 17 Block. Blocked attack damage is reflected to your attacker this turn.
Gain 21 Block. Blocked attack damage is reflected to your attacker this turn.


Gain 1 Strength. ALL enemies lose 1 Strength.
Gain 2 Strength. ALL enemies lose 1 Strength.


Gain 9 Stars. Exhaust.
Retain. Gain 9 Stars. Exhaust.


At the end of combat, gain 30 Gold.
At the end of combat, gain 35 Gold.


Forge 7. Sovereign Blade now deals damage to ALL enemies.
Forge 11. Sovereign Blade now deals damage to ALL enemies.


Deal 7 damage to ALL enemies 7 times.
Cost changes from 2 to 1


Deal 8 damage. Gain 2 Stars. Put this card on top of your Draw Pile.
Deal 11 damage. Gain 2 Stars. Put this card on top of your Draw Pile.


Deal 8 damage. Gain 1 Stars.
Deal 9 damage. Gain 2 Stars.


At the start of your turn, add 1 random Colorless card into your Hand.
Cost changes from 2 to 1


Forge 10.
Forge 15.


Deal 5 damage to a random enemy X times.
Deal 7 damage to a random enemy X times.


Deal 6 damage.
Deal 9 damage.


Forge 8. Put Sovereign Blade into your Hand from anywhere.
Forge 11. Put Sovereign Blade into your Hand from anywhere.


Deal 5 damage. Deals 3 additional damage for each card you created this combat.
Deal 5 damage. Deals 4 additional damage for each card you created this combat.


Increase the cost of Sovereign Blade by 1. Sovereign Blade now hits an additional time.
Cost changes from 2 to 1


Gain 6 Vigor.
Gain 8 Vigor.


Whenever you play a card, gain 1 Stars.
Innate. Whenever you play a card, gain 1 Stars.


Forge 30.
Forge 40.


At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Innate. At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.


Gain 2 Stars.
Gain 3 Stars.


End your turn. The first 2 cards you play each turn are free to play.
End your turn. The first 3 cards you play each turn are free to play.


Deal 7 damage. Forge 5.
Deal 9 damage. Forge 7.


Sly. Gain 1 Dexterity. Gain 4 Thorns.
Sly. Gain 1 Dexterity. Gain 6 Thorns.


Poison is triggered 1 additional time.
Poison is triggered 2 additional times.


Shivs deal 4 additional damage.
Shivs deal 6 additional damage.


Draw 3 cards. Discard 1 card.
Draw 4 cards. Discard 1 card.


Gain 1 Energy. Draw 2 cards. Exhaust.
Gain 2 Energy. Draw 2 cards. Exhaust.


Whenever you play a card, gain 1 Block.
Innate. Whenever you play a card, gain 1 Block.


Gain 3 Dexterity this turn.
Gain 5 Dexterity this turn.


Innate. Deal 10 damage. Apply 1 Vulnerable. Exhaust.
Innate. Deal 13 damage. Apply 2 Vulnerable. Exhaust.


Gain 5 Block. Draw 2 cards.
Gain 8 Block. Draw 2 cards.


Innate. Deal 11 damage. Exhaust.
Innate. Deal 15 damage. Exhaust.


Add 3 Shivs into your Hand. Exhaust.
Add 4 Shivs into your Hand. Exhaust.


This turn, whenever you play an Attack, gain 2 Strength this turn.
This turn, whenever you play an Attack, gain 3 Strength this turn.


Gain 5 Block. Block is not removed at the start of your next turn.
Gain 8 Block. Block is not removed at the start of your next turn.


Apply 3 Poison to a random enemy 3 times.
Apply 3 Poison to a random enemy 4 times.


If the enemy has Poison, apply 9 Poison.
If the enemy has Poison, apply 12 Poison.


You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Cost changes from 3 to 2


This turn, your next Skill is played an extra time.
This turn, your next 2 Skills are played an extra time.


Discard your Hand, then draw that many cards. Exhaust.
Retain. Discard your Hand, then draw that many cards. Exhaust.


Gain 6 Block. Add 1 Shiv into your Hand.
Gain 6 Block. Add 2 Shivs into your Hand.


Whenever you draw a card this turn, apply 3 Poison to ALL enemies.
Whenever you draw a card this turn, apply 4 Poison to ALL enemies.


Deal 4 damage to ALL enemies twice.
Deal 6 damage to ALL enemies twice.


Deal 9 damage. Draw 1 card. Discard 1 card.
Deal 12 damage. Draw 1 card. Discard 1 card.


Gain 10 Block. Deal 10 damage.
Gain 13 Block. Deal 13 damage.


Apply 5 Poison.
Apply 7 Poison.


Gain 5 Block.
Gain 8 Block.


Gain 4 Block.
Gain 7 Block.


Gain 4 Block. Next turn, gain 4 Block.
Gain 6 Block. Next turn, gain 6 Block.


Deal 10 damage to ALL enemies. Repeat this effect for each enemy killed.
Deal 13 damage to ALL enemies. Repeat this effect for each enemy killed.


Whenever an Attack deals unblocked damage, apply 1 Poison.
Whenever an Attack deals unblocked damage, apply 2 Poison.


Draw 1 card. If you draw a Skill, gain 3 Block.
Draw 1 card. If you draw a Skill, gain 5 Block.


Draw cards until you have 6 in your Hand.
Draw cards until you have 7 in your Hand.


Remove all Artifact and Block from the enemy. Apply 2 Vulnerable. Exhaust.
Remove all Artifact and Block from the enemy. Apply 3 Vulnerable. Exhaust.


Shivs now hit ALL enemies. Add 4 Shivs into your Hand.
Shivs now hit ALL enemies. Add 5 Shivs into your Hand.


Deal 6 damage for each Attack already played this turn.
Deal 8 damage for each Attack already played this turn.


The enemy takes double damage from other players this turn.
Cost changes from 2 to 1


Deal 5 damage for each Skill in your Hand.
Deal 7 damage for each Skill in your Hand.


Sly. Deal 7 damage to ALL enemies.
Sly. Deal 9 damage to ALL enemies.


Deal 6 damage to ALL enemies. If the last card you played this turn was a Skill, apply 1 Weak to ALL enemies.
Deal 8 damage to ALL enemies. If the last card you played this turn was a Skill, apply 2 Weak to ALL enemies.


Gain 2 Dexterity.
Gain 3 Dexterity.


Can only be played if there are no cards in your Draw Pile. Deal 50 damage to ALL enemies.
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.


Gain 7 Block. Add Sly to a Skill in your Hand this turn.
Gain 10 Block. Add Sly to a Skill in your Hand this turn.


Sly. Apply 4 Poison to ALL enemies.
Sly. Apply 6 Poison to ALL enemies.


Discard 2 cards. Add 2 Shivs into your Hand.
Discard 2 cards. Add 2 Shivs+ into your Hand.


At the start of your turn, add 1 Shiv into your Hand.
Innate. At the start of your turn, add 1 Shiv into your Hand.


Play every Shiv in your Exhaust Pile on the enemy.
Upgrade and play every Shiv in your Exhaust Pile on the enemy.


Deal 7 damage. Add 1 Shiv into your Hand.
Deal 10 damage. Add 1 Shiv into your Hand.


Apply 2 Weak. Gain 11 Block.
Apply 3 Weak. Gain 14 Block.


Enemy loses X Strength. Apply X Weak. Exhaust.
Enemy loses X+1 Strength. Apply X+1 Weak. Exhaust.


When you play a Skill, it gains Sly.
Cost changes from 2 to 1


Deal 8 damage. Deals 4 additional damage for each card discarded this turn.
Deal 10 damage. Deals 5 additional damage for each card discarded this turn.


Gain Block equal to Poison on ALL enemies. Exhaust.
Cost changes from 1 to 0


Deal 1 damage. Deals 1 additional damage for each card drawn this combat.
Cost changes from 3 to 2


Deal 3 damage. Apply 1 Weak.
Deal 4 damage. Apply 2 Weak.


Choose a card. Next turn, add 3 copies of that card into your Hand. Exhaust.
Cost changes from 3 to 2


At the start of your turn, apply 2 Poison to ALL enemies.
At the start of your turn, apply 3 Poison to ALL enemies.


Every 3 times you apply Poison, deal 11 damage to ALL enemies.
Every 3 times you apply Poison, deal 15 damage to ALL enemies.


Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Shivs gain Retain. The first Shiv you play each turn deals 12 additional damage.


ALL enemies lose 6 Strength this turn. Exhaust.
ALL enemies lose 8 Strength this turn. Exhaust.


Deal 17 damage. Costs 1 less 1 Energy for each Skill played this turn.
Deal 22 damage. Costs 1 less 1 Energy for each Skill played this turn.


Deal 6 damage. Apply 3 Poison.
Deal 8 damage. Apply 4 Poison.


Deal 12 damage. The next Skill you play costs 0 Energy.
Deal 18 damage. The next Skill you play costs 0 Energy.


Deal 13 damage. Deals 2 less damage for each other card in your Hand.
Deal 16 damage. Deals 2 less damage for each other card in your Hand.


Deal 15 damage. Next turn, draw 2 cards.
Deal 20 damage. Next turn, draw 2 cards.


Draw 1 card. Discard 1 card.
Draw 2 cards. Discard 2 cards.


Sly. Draw 2 cards.
Sly. Draw 3 cards.


Sly. Deal 3 damage to a random enemy 4 times.
Sly. Deal 3 damage to a random enemy 5 times.


Whenever you play a card, deal 4 damage to a random enemy.
Whenever you play a card, deal 5 damage to a random enemy.


Discard your Hand. Next turn, Attacks deal double damage.
Cost changes from 1 to 0


Double your Block gain this turn.
Cost changes from 1 to 0


Deal 7 damage X times.
Deal 10 damage X times.


Deal 6 damage.
Deal 9 damage.


Retain. Apply 7 Poison.
Retain. Apply 10 Poison.


Sly. Whenever another player attacks an enemy, gain 1 Block.
Sly. Whenever another player attacks an enemy, gain 2 Block.


Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Whenever you draw a card during your turn, deal 3 damage to ALL enemies.


Discard your Hand. Add 1 Shiv into your Hand for each card discarded.
Discard your Hand. Add 1 Shiv+ into your Hand for each card discarded.


Deal 8 damage. Whenever you play a card this turn, the enemy loses 2 HP.
Deal 10 damage. Whenever you play a card this turn, the enemy loses 3 HP.


Deal 6 damage.
Deal 9 damage.


Deal 8 damage. Apply 1 Weak.
Deal 10 damage. Apply 2 Weak.


Innate. Deal 11 damage. Apply 3 Weak.
Innate. Deal 17 damage. Apply 5 Weak.


Gain 8 Block. Discard 1 card.
Gain 11 Block. Discard 1 card.


Sly. Gain 1 Energy.
Sly. Gain 2 Energy.


Deal 10 damage. If Fatal, gain an additional card reward. Exhaust.
Deal 15 damage. If Fatal, gain an additional card reward. Exhaust.


At the start of your turn, draw 1 card and discard 1 card.
Cost changes from 1 to 0
Weak enemies take double damage from Attacks.
Cost changes from 2 to 1


Sly. Gain 9 Block.
Sly. Gain 12 Block.


Add 3 Shivs into your Hand. Reduce this card's cost by 1.
Add 4 Shivs into your Hand. Reduce this card's cost by 1.


At the end of your turn, Retain up to 1 card.
At the end of your turn, Retain up to 2 cards.


Gain 2 Intangible. At the start of your turn, lose 1 Dexterity.
Gain 3 Intangible. At the start of your turn, lose 1 Dexterity.