Flurry of Blows
This combat, conjure a Quick Jab or Sudden Strike at the start of your turn.
enchantment
Alter Memory
Choose a card in your deck. If it has memorized, destroy it. If it does not, add memorized. Charges (1/1).
action
Vault
Draw 3 cards. Gain 1 Dazed.
Symbol of Unity
Draw a card for each type of energy you have. unique.
Revivify
Draw a card. When this is discarded before the end of turn, gain 4 and conjure a copy.
Cloak and Dagger
conjure 2 Daggers. Gain 1 Evasion if this is in hand at the start of the turn. persistent.
Taurus' Rage
After you make 3 or more Basic Attacks in a turn, gain and advance.
path
Assassin's Mark
This turn, your Ranged and Melee actions will critical hit. Charges (1/1).
Quick Jab
Make a Basic Attack. ambush: Draw a card.
Mindstrike
discard a card, then make 2 Basic Attacks. Gain 1 Focus.
magic action
Fire Nova
Inflict 1 Burning. Repeat for each other type of Nova card you played this combat. firecast
magic fire action
Poison Nova
Inflict 1 Poison and gain 1 Potency. Repeat for each other type of Nova card you played this combat.
Stone Nova
Gain 2 Armor. Repeat for each other type of Nova card you played this combat.
Frost Nova
Inflict 1 Frozen. Repeat for each other type of Nova card you played this combat.
magic frost action
Chaos Nova
Inflict a random affliction. Repeat for each other type of Nova card you played this combat.
corrupted action
Battle Mending
At the end of turn, gain Health equal to twice the damage taken this turn. You can not gain this effect more than once per turn.
Advance
Gain 1 Haste. ambush: Your next Melee action this turn inflicts a critical hit.
Heavy Armor
This combat, gain 5 Armor at the start of the turn.
Precision
This combat, Melee Actions have a 20% chance to inflict a critical hit for each of your foe's Deep Wounds.
Duel Mastery
This combat, inflict a deep wound for every 5 Basic Attacks you make.
Battle Vigor
This combat, at the start of your turn take 1 damage and draw a card.
Sanguine Surge
Take 3 damage. Gain
Battle Sense
foretell 3. Draw a card and take 3 damage. This damage is reduced by your Armor.
Reapers Mark
Deal 3 damage. After you lose all Darkness, inflict a deep wound for each time this attack Hit. Darkness 5.
melee action