green energy

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

by samu123_88646

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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