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bonfar's Codex

Cards
158
Wins
1
Cards Keywords Achievements
blue energy
blue energy

Acid Bath

Start of Turn: Inflict 2 Vulnerable. channel. When Acid Bath is removed, remove all Vulnerable and gain 2 Armor for each Vulnerable removed.

magic action

aqua energy
aqua energy

Did I say today?

Remove your foe's Doom. At the start of your next turn, apply Doom equal to what you removed plus your Focus.

action

red energy
red energy

Sugar Rush

This turn 10 Sated will not stun you. Instead gain your start of turn energy and add a sugar crash to the top of your draw pile.

action

red energy
red energy

Immune Response

When your foe adds a card to your deck, instead destroy it and gain 1 plus its energy cost Burning and Stagger.

enchantment

neutral energy
neutral energy

Proton Pack

Activate to give your next action reaping. Durability (3/3). deplete: Gain Green Green Green.

ranged equipment

neutral energy
neutral energy
blood energy
blood energy

Putrid Blood

Whenever you gain Bleeding, halve your Bleeding and apply that much Poison to your foe.

corrupted enchantment

green energy
neutral energy

Rebate

When you reduce a card's energy cost, gain 1 Gold per energy. unique. channel.

action

red energy
red energy
blood energy
blood energy

Divide And Conquer

Suffer 1 Scar. Gain 2 Clones and draw a card for each of your Scar.

action

blue energy
blue energy
blue energy
blood energy

Hexterminate

Deal 6 damage 6 times. If your foe is fully Hexed, critical hit.

magic action

blue energy
blue energy
blood energy

Rolling Boil

Inflict 1 Burning 6 times. cursed: Trigger Start of Turn effects. corrupted: Trigger End of Turn effects.

action

Sorbet

one use: Inflict 2 Frozen. garnish: Prevent the next damage you take, and gain Stagger equal to the damage prevented.

frost ingredient

green energy
green energy

Mockery

This combat whenever you prevent damage, add a Prank to the top of your foe's deck.

enchantment

purple energy
purple energy
purple energy
blood energy

The Pit

The first divine action played each turn is Jinxed, then interrupt. When you ascend, inflict 2 Vulnerable. defiled. persistent.

location

blue energy
blue energy

Black Hole

Start of Turn: Apply 1 Slow. crushing Hits apply 1 Slow. channel. grounded.

magic action

blue energy
blue energy
blue energy

Gravity well

Deal 9 damage improved by foe's Slow. critical hit against foes with Evasion. grounded.

magic action

aqua energy

Get on with it!

Trigger End of Turn effects.

action

orange energy
orange energy
blood energy
blood energy

Shed

Permanently decrease your max Health by 10% and gain that many souls. Stun your foe. ancestral: On your next turn, interrupt your foe. unique.

action

orange energy

Surge of Instinct

Gain Green Red. Draw a card. ambush: interrupt.

action

purple energy

Surge of Honor

Gain Red Blue. hallowed: Gain 1 Bolster. corrupted: Inflict 1 Bane.

action

blood energy

Vile Surge

conjure a Malignance. The next card with Blood cost, spends enemy Health instead.

corrupted action

green energy
green energy

Sapping Web

This turn, Snares gain reaping. channel. unique. sinister.

magic action

blue energy
blue energy
blue energy

Too Slow!

This combat, while your foe has Slow, they gain half as much Armor or Barrier.

magic enchantment

blue energy
blue energy

Chronos Shard

This combat, gain 1 Haste when you spend Blue. unique.

magic artifact

blue energy
blue energy
blue energy

Snap Back

Remove all Slow and Haste and deal damage equal to their total. If 30 damage is done this way, stun your foe.

magic action

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Artwork and game data ©

Wanderlost Interactive