


Fearmonger
Start of Turn: Transform your foes Charmed to fear. Whenever your foe gains Charmed it also gains fear equal to your sinister. channel.
corrupted action

Fearmonger
Start of Turn: Transform your foes Charmed to fear. Whenever your foe gains Charmed it also gains fear equal to your sinister. channel.
- Charmed
- Lose the battle if your Health is less than your Charmed. When dealt (non-piercing) damage, remove an equal amount of Charmed.
- sinister
- Sinister cards get more powerful for each other Sinister card you played during the entire combat.
- channel
- A channeling effect can be extended by 1 round by having at least 1 energy at the end of your turn. Channeled cards end when you get Interrupted.
- fear
- When Fear reaches 100, you are Stunned and skip your discard phase. Reduce your Fear whenever you gain HEALTH.
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