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thewarden6606's Codex

Cards
412
Wins
3
Cards Keywords Achievements
blood energy
blood energy
blood energy

Pact of envy

When your foe gains Anger you gain an equal amount. codes: you have 5 Envy in your deck. Broken: Add an envy to your deck. cursed.

corrupted code

red energy
red energy
red energy

Code of conquest

upgrade all actions when you leave thd canto. codes: you did not skip any enemies yhis canto.

divine code

neutral energy

Midas Touch

Inflict charm equal to 1% of your gold. The next card you play becomes Midas Touch, then gain 10 gold. valuable.

corrupted action

aqua energy

Flow state

This combat gain 1 Momentum and 1 Focus when you trigger a flow condition. Then increase both values by 1.

enchantment

Forbidden Knowledge

on draw take damage equal to your Focus. When this appears in a fortell, gain 3 Focus. bury this card when this is the foretold card.

corrupted action

aqua energy

Length contraction

Fortell 3. Gain Focus equal to the foretold cards cost.

action

Uncertain futures

Fortell 3 conjure a copy of the foretold card. If you gain an affliction this round bury a card.

action

Quantum surge

Gain Blue Blue if you are hit by an attack during the enemies turn gain 1 Sickened.

action

neutral energy
neutral energy

Mania

This combat when you cascade, gain 1 Anger. If you have Delirious gain 3 Anger instead.

enchantment

aqua energy

Shifting power

Gain the effect of the first Enchantment you draw each turn for free that turn. channel.

action

purple energy
blood energy
blood energy

War of attrition

This combat when you deplete a card increase your foe's affliction by 1, then increase this by 1.

enchantment

green energy
green energy
green energy
green energy

Infusion of haste

one use: For each card in your deck change: All Blue to Aqua; All Red to Orange; All Purple to Neutral. grounded.

action

blue energy
blue energy
blue energy
blue energy

Infusion of wisdom

one use: For each card in your deck change: All Green to Aqua; All Red to Purple; All Orange to Neutral. grounded.

action

red energy
red energy
red energy
red energy

Infusion of might

one use: For each card in your deck change: All Green to Orange; All Blue to Purple; All Aqua to Neutral. grounded.

action

neutral energy
blood energy
blood energy

Mask of sin

Activate to conjure a random sin into your deck. deplete: delve a corruption replace a sin with the chosen card. Durabillity

corrupted equipment

holy energy
blood energy
blood energy

Penitence

Remove a random corruption from your deck. corrupted: Take 1 damage for each corruption in your deck.

action

Pet treat

Restore 1 durabillity to a familiar. garnish: refresh the familiar.

ingredient

neutral energy
neutral energy

Chromatic radiance

This combat increase all your blessing by 1 for each different colour card you play on your turn.

enchantment

neutral energy
neutral energy
neutral energy
neutral energy

Escape Route

Exit the current non-boss Battle, shuffle it into the event deck. Ready after 4 turns, reduce by 1 when you evade. persistent.

action

green energy
green energy

Jolly Roger

Start of turn: Gain Green and 1 Ferocity. When you critical hit inflict Doom equal to your Ferocity. unique.

artifact

Illusions made real

Pick any conjured card, it becomes a permenant untempered card. Charges (3/3).

action

green energy
blood energy
blood energy
blood energy

Deadman's chest

one use: gain 5 gold, increase permanantly by 5 each time a combatant dies. grounded.

corrupted action

green energy
green energy
green energy

Raise the Anchor

Return a tidal card from your discard pile then change the tides.

flow action

Drop the Anchor

discard a tidal card, skip your discard phase this turn.

ebb action

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Artwork and game data ©

Wanderlost Interactive