Uncanny Luck
This combat, ranged actions and Coins have a X% chance to critical hit. Improved by your Luck.
enchantment
Quick Chemistry
This combat, conjure a free copy of the first Potion you play each turn.
Lovestruck
This combat, your attacks inflict Critical Hits while your foe is Charmed.
Crowd Goes WIld
After finishing a performance, conjure a random item.
Vanish
Draw a card. Reset your ambush. Charges (3/3).
action
Burning Resolve
This combat, inflict Burning equal to the you gain.
divine enchantment
Shredder Axe
Deal 8 damage. If you are Performing, interrupt and critical hit.
melee basic attack
Skylars Arrow
Deal 2 damage. Inflict 3 Charmed. piercing.
ranged action
Skylars Quiver
Whenever you perform, conjure a Skylars Arrow. memorized
artifact
Elegance
This combat, while Performing and when you would gain Evasion gain Impervious instead.
Show Must Go On
This combat, perform 1 at the beginning of the round. Whenever you perform, gain equal to your performance.
Scalding
This combat, Scalding gains a stack when you perform. When you finish a performance, deal damage equal to the stacks on Scalding. piercing.
Diamond Potion
one use: Gain 1 Impervious Draw a card.
item
Healing Potion
one use: Gain 10 If you are below 50% Health, gain 15 instead.
Dash
Gain 1 Evasion. ambush: Gain
Brew Concoction
delve a Potion. Charges (1/1).
Surge of Dexterity
Gain and conjure a Basic Attack.
Sleight of Hand
conjure a copy of one of three non-unique cards in your deck, then reduce its cost by 1.
Crescendo
If you are currently Performing, perform 6 and start a new performance. Charges (2/2).
Chorus
perform 1. cascade: Draw 2 cards.
Abracardabra
Draw a card. It costs no energy. perform 1.
Grand Entrance
ambush: perform 2. Reset your ambush.
Adrenaline Rush
Gain equal to your current Perfomance. finale: Draw cards equal your . Charges (1/1).
Daring Dash
Gain 1 Evasion. finale: Gain and perform for every card you played this turn. Charges (2/2).