Sinbad's Voyages 3
Gain 1 Pinned and 1 Dominated. You are immune to Sickened. Shuffle your deck 7 times to gain immeasurable wealth
path
Sinbad's Voyages 2
Gain 1 Delirious and 7 Poison. When you lose clones conjure a Strange Meat. After you lose all Clones 5 times, advance.
Sinbad's Voyages 1
This combat, at Start of Turn: conjure a free Washed Ashore. After you lose all Clones 2 times, advance.
Gordian Knots
This combat when your enemy plays a Snares, inflict Doom equal to the snare's damage.
enchantment
Indulgences
This combat, when a sin is permanently added to your deck, pay 40 to make it untempered.
corrupted action
Scapegoat
Select a number of sins in your deck. Pay 40 each and permanently transfer them into your foe's deck.
Migraine Aura
When any combatant would gain Focus, they instead lose 1 and gain 1 Anger.
corrupted enchantment
Protection Scheme
Your foe gains protection for (difficulty level) turns. unique.
Protection
Start of Turn: Pay your foe 10 . Gain Impervious.
Tab Out
This combat when you deplete a card's Charges, gain equal to its maximum Charges.
Smoke Bomb
Deal 2 damage. If this doesn't hit, gain 2 Evasion. Charges (2/2).
ranged action
Crime Spree
Steal a random blessing. Spend 10 gold to give your actions rampage this turn. channel. unique.
Perverse Mantra
Deal 0 Damage. Repeat for each time you've lost this turn.
Profane Sacrifice
Sacrifice your follower. You are healed to full . That follower cannot be recruited for the remainder of this run.
Hymn of Duty
In 1, 2, or 3 Turns, your Companion acts 1, 2, or 4 times
divine hymn
Fester
Increase Malignance's Anger and Damage by 1 for this combat. Draw a Card.
Kenophobia
When you gain , inflict Fear equal to your . defiled
Peer into the Void
foretell equal to your . defiled
action
Malignance
on draw: Gain 1 Anger. Start of Turn: Take 2 Damage. persistent
Rise Above
When you draw a Malignance, it gains heavy for this combat.
Elixir of Evolution
one use: transmute any card you own. unique. grounded.
item
Breaching Bomb
Remove your foe's Armor and Barrier. Ready after 2 turns or 2 uses of Charge cards. persistent.
Shaped Charge
Deal 3 damage and Burning equal to damage. piercing. critical hit against targets with Armor. Charges (2/2).
ranged fire action
Spell Shock
Damage you deal inflicts that much Fear. channel.