orange energy
blood energy

Prowl

ambush: Gain 5 Ferocity. continuity: Gain 2 Anger. finale: Deal 5 damage. Darkness 5.

melee action

Prowl

by palxin

ambush: Gain 5 Ferocity. continuity: Gain 2 Anger. finale: Deal 5 damage. Darkness 5.

ambush
Ambush triggers whenever it is the first card played of the round.
Ferocity
Your next Critical Hit deals 1 additional damage and heals you for 1 Health per stack of Ferocity.
continuity
Triggers when played after a card of the same type (types are melee, magic, ranged, divine).
Anger
Increases the damage dealt by Actions by 1 per stack of Anger.
finale
Triggers when played with two or fewer cards remaining in hand.
Darkness
When dealt damage, take 1 less damage per stack of Darkness. When Darkness runs out, gain Stunned. Your Maximum Health is lowered by your total Darkness.

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