




Code of Sorcery
Start of Turn: Inflict 5 Bleeding, 5 Poison, 5 Burning, and 1 Bane. Then double all affliction codes: Have only corruption / hex cards
corrupted code

Code Of Sorcery
Start of Turn: Inflict 5 Bleeding, 5 Poison, 5 Burning, and 1 Bane. Then double all affliction codes: Have only corruption / hex cards
- Bleeding
- When dealt damage, take 1 additional damage per stack of Bleeding, then reduce Bleeding stacks by 1.
- Poison
- After playing a card, take 1 damage, then decrease Poison by 1. When gaining
, prevent 1
per stack and reduce Poison by 1 for each
prevented.
- Burning
- At the end of the turn, take 1 damage per stack of Burning.
- Bane
- Whenever you gain an Affliction, gain an additional stack for each point of Bane.
- affliction
- A negative effect such as Poison, Bleeding or Dazed.
- codes
- Codes provide a strict rule for your deck. If it is met at the Start of Combat, a code is put directly in play. If not, it gets removed. Codes are Unique and Grounded.
- corruption
- Corruptions are cards with negative effects to their owner.
- hex
- Hexes are powerful effects that debilitate foes in different ways.
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