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maladradestroyeroffastfood's Codex

Cards
166
Wins
1
Cards Keywords Achievements
green energy
green energy

Massive Bribe

Lose gold equal to the opponent's Health. They gain that much plus one Charmed. You are not rewarded gold for this combat. unique

action

neutral energy

Wax Wings

Activate to gain 1 Evasion and 1 agile. Lose all Evasion if you take Burning damage. 5 Durability

equipment

neutral energy
neutral energy
neutral energy

Recursion Nova

Play a copy of every other Nova in your deck. Repeat for each other type of Nova you've played this combat.

action

neutral energy
neutral energy

Sack of Endless Ammo

At the start of your turn, delve and play an Ammo. Ammo no longer runs out, and you can have the same ammo multiple times.

artifact

blood energy
blood energy
blood energy

Sanguine Cage

Neither combatant can gain blessing, and all damage is instead inflicted as Bleeding. slay a combatant with Bleeding higher than Max Health.

corrupted artifact

green energy
blue energy
red energy
holy energy

Super Nova

At the start of your turn, conjure a free base copy of every Nova you played last turn. All Nova cards have "empower: echo" channel.

action

green energy
green energy
green energy

Dark Reputation

At the end of your turn, gain Darkness equal to your sinister. Your sinister is considered to be double it's actual value this combat.

enchantment

holy energy

Penance Rewarded

Take damage equal to your highest stack of blessing, then double all blessing. If the damage would be fatal, gain a Scar instead. grounded

divine action

blood energy
blood energy
blood energy

Sinful Cycling

This combat, whenever you draw a sin, discard it and draw a new card. Cannot be Imbued.

corrupted enchantment

Path of Curses III

After you draw 20 sins, Gain the talent original sin, lose 5 max Health, then delve and imbue one of 5 enchantments from any source.

path

Path of Curses II

After you draw 10 sins, gain Sinful Cycling then advance.

path

blood energy
blood energy
blood energy

Path of Curses I

After you draw 3 sins, gain 1 Anger and 1 Health for each sin in your deck and advance. This card starts in play. cursed

path

green energy
blood energy

Dark Charisma

Choose one: Subguate a foe with current Health up to twice your sinister. Your Companion acts once for every 3 sinister.

action

blue energy

Overflowing Power

This combat, anytime you would draw a card when your hand is full, take damage equal to it's cost and play it instead.

enchantment

neutral energy
neutral energy

Fairy ring

5 Durability Activate to delve a Prank and add it to your foe's deck. deplete: Add a random prank to all future foe's decks

equipment

orange energy

Devastating Combo

conjure a free Basic Attack, then return this card to your hand. Charges 2/2 upgradeable

action

red energy

Fan the Hammer

Make a Basic Attack, then reload all ammo flanking: conjure a copy of this card that costs Red

ranged action

blue energy
neutral energy

Capacitor

3 Durability Activate: gain Chain equal to remaining Durability. Gain 1 Durability each time you play a lightning card.

lightning equipment

green energy
green energy
blood energy

Overdose

Potions cost an additional Blood and gain scaling based on sinister

corrupted enchantment

orange energy
blood energy

Infected Cut

Deal 1 damage Inflict 1 Bleeding flanking: Apply a random infliction with stacks equal to the opponent's Bleeding. Upgradable

melee action

blue energy
blue energy
blue energy

Elemental familiar

10 Durability Activate: attune to an element of your choice. deplete: A card in your hand permanently gains an element of your choice.note

equipment

neutral energy

Hot Potato

Activate: Equip this card to your opponent and upgrade Upgradable deplete: Deal 1 damage to yourself. 1 Durability

equipment

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Artwork and game data ©

Wanderlost Interactive