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palxin's Codex

Cards
98
Wins
1
Cards Keywords Achievements
red energy
red energy
blood energy

Caravan Raid

Draw three Equipment from your deck. Reduce their cost by Neutral. Charges 1/1.

melee action

blue energy
blue energy
blue energy

“Open Sesame!”

Steal all of the foe’s blessing. Draw two cards. grounded. unique.

magic action

blood energy
blood energy
blood energy

Scheherazade’s Tome

Activate to delve a perform action and play it. deplete: Gain Show Must Go On. 3 Durability.

equipment

purple energy
purple energy

Heaven’s Ballista

Whenever you deplete a card, conjure a Burning Arrow or Storm Arrow for each of your Holy energy. Ready after 2 turns. persistent.

divine artifact

aqua energy

Ranged Mastery

delve a Soulbolt, Skylars Arrow, or Stardart. unscathed & balance & frenzy: conjure one of each instead.

ranged action

green energy
green energy

Adoration

one use: Inflict Charm equal to the number of cards in your deck. If you slay the foe, Subjugate them. grounded.

magic action

holy energy
neutral energy

Sacred Prey

Deal 7 damage. If the foe is Marked, inflict Bleeding equal to the damage.

divine lightning action

green energy

Gunpoint Diplomacy

The foe discards a card. Inflict Weakness for each ranged action in your hand. unique.

action

neutral energy

Challenger’s Surge

agile: Gain Green. frenzy: Gain Red. persistent.

action

Clemency

The foe’s Health cannot drop below 1 this turn. Deal 8 damage. piercing. (this is a Virtue)

divine action

orange energy
blood energy

Electric Soul

This turn, gain 1 Health, and 1 Haste for each lightning action you play. lasting.

lightning action

aqua energy

Tell No Tales

Inflict 10 Frozen. If the foe has 10 or more Drowning, Inflict 1 Silenced. Charges 2/2. grounded.

frost action

blue energy
blue energy

Icicle

Activate: Deal 1 damage. Inflict 2 Frozen and 2 Bleeding. piercing . 4 Durability.

melee frost equipment

red energy

Battle Trance

Gain 1 Focus. foretell for each damage you’ve taken this turn. Charges (3/3).

action

neutral energy

Hymn of Selandris

Gain 5 Barrier. Inflict 20 Doom in 2 turns.

magic action

red energy
red energy
red energy

Pariah

Gain 5 Focus. Add a random Sin and a random revelation to you and your foe’s deck.

action

red energy

Robotic

Gain Red whenever your foe plays a plays an Card. Take double damage from Fire and Lightning actions.

enchantment

red energy
red energy

Weigh Down

Start of Turn: Add 2 Temporary Gift of the Sea to your foe’s deck, convert their cost to Neutral. Inflict Drowning equal to foe’s Equipment.

frost enchantment

red energy
orange energy

Brood

Draw an Equipment from your deck. Gain Darkness equal to the Anger granted by Fury cards. Darkness 5.

action

green energy

Silenced Ammo

Your next 3 ranged actions have piercing and ambush: Gain 2 Haste.

action

blue energy

Voidfall

Take damage and gain Darkness for each of your Corruptions. When this is destroyed, add a copy to your deck and swap it. defiled.

corrupted action

red energy

Temptation

Gain 10 Armor and 2 Rally. Add a Malignance to your deck. corrupted: swap.

action

red energy
holy energy

Persistent Return

Start of Turn: Gain 1 Anger and 1 Zeal. Increase these numbers each time you die this combat.

divine enchantment

neutral energy

Flush

ambush: Grant the Advantage. Your Companion Acts. Your next Ranged attack Critical Hits.

action

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Artwork and game data ©

Wanderlost Interactive