


Going Hot
Start of Turn: Gain Ferocity by the same amount of Darkness. Your next attack inflict critical hit. persistent. swap. sinister.
corrupted action

Going Hot
by 0men98
Start of Turn: Gain Ferocity by the same amount of Darkness. Your next attack inflict critical hit. persistent. swap. sinister.
- Ferocity
- Your next Critical Hit deals 1 additional damage and heals you for 1
per stack of Ferocity.
- Darkness
- When dealt damage, take 1 less damage per stack of Darkness. When Darkness runs out, gain Stunned. Your Maximum
is lowered by your total Darkness.
- critical hit
- Critical Hits deal double damage.
- persistent
- Cards with Persistent don't get discarded at the end of the turn and cannot be Buried.
- swap
- This card changes into a different card when played.
- sinister
- Sinister cards get more powerful for each other Sinister card you played during the entire combat.
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