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
Spite
Your next melee attack has lifedrain. If you have died this combat, draw a card and cleanse an affliction.
action
Barricade the Door
Gain Fortified. Gain Resilience for each damage you took since your last turn.
Commissioned Hunt
Gain a random Contract, then bury this card. memorized.
Seance
Whenever you spend energy, gain that many souls. Whenever you spend souls, gain Ritualist. channel. grounded.
Harpoon
Deal 5 damage. Inflict Bleeding equal to damage dealt. Inflict a critical hit if the foe has 5 or more Drowning.
ranged action
Flickering Candle
When played, or Activated, dispel a blessing. deplete: Gain Darkness equal to your sinister. 2 Durability.
fire equipment
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
Weapons of Myth
Your Basic Attacks gain the Divine type this combat. Gain 10 Zeal when playing a Legendary Basic Attack.
divine enchantment
Volatile Concoction
one use: Inflict 2 Bane. Gain 1 Potency.
item
Frigid Alchemy
This combat, inflict 1 Frozen when you play an Item or Potion.
Endeavor
Gain for each card played this turn. If you have no cards in hand, gain 5 Armor.
divine action
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.
Thunder Crossbow
Activate to deal 2 damage and conjure a Storm Arrow. deplete: Reload all your Ammo. Durability 5.
ranged lightning equipment
Enchanter’s Ammo
Your next 3 Ranged Actions have on hit: conjure a Magic Action and reduce its cost to 0.
Visions of Ash
foretell 3, then put the top card of your deck into your discard pile.
Cosmic Lance
Your next Stardart this turn inflicts Burning and Doom equal to the damage dealt.
magic action
Season of Change
Draw a card, then discard a card. The next time you shift this turn, change the tides.
Corner Prey.
Deal 3 damage. Your next melee attack this turn has Ranpage. bloodlust: piercing.
Wind Wall
Gain Evasion. Reduce incoming ranged damage by 3 until the start of your next turn.
Hurricane
Start of Turn: Deal 2 damage twice. Increase damage for every three lightning cards you play. Can’t be upgraded. channel.
lightning action
Bagpipes
Activate: perform 1, then add a Terror to the Foe’s deck. 4 Durability.
equipment
Throwing Spear
ancestral: Start with 2 additional Durability Activate to deal 4 damage. piercing. Durability 2.
ranged equipment