green energy

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 Health per stack of Ferocity.
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.
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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