Jester’s Head
double all blessing for every 23 times you discard a card; grounded
artifact
highway tradery
gain fifty Gold; give your foe a free copy of a random card in your hand; grounded
action
gain 50 <:icn_sungold:965922691049750569> ; give your foe a free copy of a random card in your hand; grounded
Spudnik’s Shard
inflict 1 Drowning whenever Burning triggers; Drowning inflicts Burning instead of Frozen
selfish familiar
activate to inflict Drowning equal to half of Durability; tidal: gain one Durability; Durability 1
ebb equipment
activate to gain Resilience equal to half of Durability; tidal: gain one Durability; Durability 1
speedy familiar
activate to inflict Bleeding equal to Durability; gain 1 Durability when garnish is activated; Durability 6
equipment
cheap shot
one use: permanently convert all ranged actions and basic attacks in your deck into magic actions and basic attacks
Pure Pirate Water
basic attacks give Health equal to 25% of damage done if a corruption is in hand
false familiar
activate to redirect the first attack to the illusion; empower: gain one Durability at the end of your turn; Durability (1/?)
activate to redirect the first attack to the illusion; empower: gain one Durability at
cheater’s cardback
delve and gain 3 stacks of a blessing; while in your deck, you can see what order your deck is in
D.E.M.
activate to replay the last card played; you can take 3 damage to increase Durability by 1; Durability 10/10
Abyssal Flow
inflict Drowning equal to flow; flow (N/ENDLESS)
Shed Disguise
remove all affliction and blessing, then gain (GE) for every ten stacks of both removed; charge:1
remove all affliction and blessing, then gain <:e_dex:983338448536608769> for every ten stacks of both removed; charge:1
Necro-Cranium
whenever you inflict an affliction, gain an equal amount of blessing; lose all blessing when interrupted; channel
Code Of Currents
every even tidal card drawn is set to Ebb, and every odd tidal card is set to flow
code
Hydra’s Spare
at the start of your turn, heal half of all damage taken since your last turn; channel
The F R E E D
Activate to deal damage equal to 50% your maximum Health; lifedrain; Durability 2; deplete: RESTRAIN HIM
The RESTRAINED
when you take damage on your turn 13 times, remove this card from your deck and replace it….
path
The RestrAINED
when you take damage on your turn 4 times in the same turn, gain 15 Health and advance
The Restrained
when you take damage on your turn 2 times in the same turn, gain 10 Armor and advance
MORTAR COMBAT
start of turn: gain 1 Rally and deal damage equal to Rally; increase Rally gain by one whenever a Basic Attack is made; channel