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palxin's Codex

Cards
98
Wins
1
Cards Keywords Achievements
blue energy
blue energy

Rooftop Experiments

Draw a lightning action and gain 3 Chain the first time you Transform, Destroy, bury, and Return a card each turn.

magic enchantment

red energy
blood energy

Spite

Your next melee attack has lifedrain. If you have died this combat, draw a card and cleanse an affliction.

action

purple energy
purple energy

Barricade the Door

Gain Fortified. Gain Resilience for each damage you took since your last turn.

action

red energy

Commissioned Hunt

Gain a random Contract, then bury this card. memorized.

action

orange energy
orange energy
orange energy
blood energy

Seance

Whenever you spend energy, gain that many souls. Whenever you spend souls, gain Ritualist. channel. grounded.

action

green energy
neutral energy

Harpoon

Deal 5 damage. Inflict Bleeding equal to damage dealt. Inflict a critical hit if the foe has 5 or more Drowning.

ranged action

green energy

Flickering Candle

When played, or Activated, dispel a blessing. deplete: Gain Darkness equal to your sinister. 2 Durability.

fire equipment

purple energy
purple energy
blood energy
blood energy

Dread Army

This combat, whenever you gain Rally, add a Risen Ghoul to the foe’s deck. Start of Turn: Gain 1 Rally.

frost enchantment

orange energy
holy energy
holy energy

Weapons of Myth

Your Basic Attacks gain the Divine type this combat. Gain 10 Zeal when playing a Legendary Basic Attack.

divine enchantment

neutral energy

Volatile Concoction

one use: Inflict 2 Bane. Gain 1 Potency.

item

green energy

Frigid Alchemy

This combat, inflict 1 Frozen when you play an Item or Potion.

frost enchantment

holy energy

Endeavor

Gain Health for each card played this turn. If you have no cards in hand, gain 5 Armor.

divine action

orange energy
blood energy

Prowl

ambush: Gain 5 Ferocity. continuity: Gain 2 Anger. finale: Deal 5 damage. Darkness 5.

melee action

Feint

Make a Basic Attack. discard: Gain 1 Evasion.

action

purple energy
purple energy

Thunder Crossbow

Activate to deal 2 damage and conjure a Storm Arrow. deplete: Reload all your Ammo. Durability 5.

ranged lightning equipment

neutral energy

Enchanter’s Ammo

Your next 3 Ranged Actions have on hit: conjure a Magic Action and reduce its cost to 0.

action

Visions of Ash

foretell 3, then put the top card of your deck into your discard pile.

action

aqua energy

Cosmic Lance

Your next Stardart this turn inflicts Burning and Doom equal to the damage dealt.

magic action

aqua energy

Season of Change

Draw a card, then discard a card. The next time you shift this turn, change the tides.

action

orange energy
blood energy

Corner Prey.

Deal 3 damage. Your next melee attack this turn has Ranpage. bloodlust: piercing.

melee action

aqua energy

Wind Wall

Gain Evasion. Reduce incoming ranged damage by 3 until the start of your next turn.

magic action

blue energy
blue energy
blue energy

Hurricane

Start of Turn: Deal 2 damage twice. Increase damage for every three lightning cards you play. Can’t be upgraded. channel.

lightning action

neutral energy
neutral energy

Bagpipes

Activate: perform 1, then add a Terror to the Foe’s deck. 4 Durability.

equipment

orange energy

Throwing Spear

ancestral: Start with 2 additional Durability Activate to deal 4 damage. piercing. Durability 2.

ranged equipment

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Artwork and game data ©

Wanderlost Interactive