Chaos Engine
When you spend energy that does not match your attributes, gain a random energy.
artifact
I Would Die For You!
When you take damage, inflict 2 Charm.
enchantment
Concussion Protocol
Gain Anger equal to the number of times you've been Stunned this run. unique.
action
Wind Up
Gain 1 Slow and draw a card. If the next card you play costs 3 or more energy, it critical hits.
melee action
Multiple Redundancy
When you play a card, gain Momentum equal to the number of copies of it in your deck. codes: Have no fewer than 2 of each other card.
code
Etiquette Lesson
Gain and inflict Charm equal to your level. Until your next turn, your foe cannot play interrupting actions. unique.
Arcane Battery
At the end of your turn, retain Chain equal to this card's Durability. Activate to gain Chain equal to Durability. Durability (4/4).
lightning equipment
The Ol' One-Two
The next Ebb action you play also plays its flow action and vice versa.
Lucky Purse
Whenever you conjure a Lucky Coin, you have Luck % chance to conjure another one.
Ye Sentence Be Death
Add a Black Spot to your opponent's deck. sinister.
The Black Spot
on draw: You are marked! When you would gain Evasion or Armor, instead gain that much Doom improved by stacks of Black Spot.
corrupted action
Quick Recharge
Reactivate all Equipment. If a piece of Equipment was already active, instead give it 1 Durability. unique.
Let Rivers Run Red
This combat when is spent, all combatants gain 1 Bleeding.
Blood Pact
This round when one combatant loses , their opponent loses and equal amount. unique.
Lehss Be Frennzs!!!
If all combatants are Delirious, they gain Pacified this turn and 10 . unique.
Racketeer
This turn when you gain Delirious, your foe gains 1 Delirious, too. lasting.
Code of Cacophony
Start of Turn: perform 1 and conjure a random perform card. codes: More than 50% of your deck is Infernal Racket.
Ritual of Balance
delve and play a totem 3 times. Remove 3 random totems. Balanced: Instead retain all totems.
Hit Back...Harder
This combat, the first time your enemy damages you on their turn, gain 1 Anger and make a Basic Attack. grounded.
Quick Reflexes
This combat, the first time you evade damage on your enemy's turn, make a Basic Attack.
Mosh Pit
This combat, when you perform take and deal damage equal to your performance. unique.
location
Emerald Chamber
This turn, echo actions equal to your current performance, then destroy this. unique.
Orpheum
When you finish a performance, swap this to a different Location. unique. unplayable. persistent.
Springloaded Holster
This combat, the first time you empty your hand each turn, draw a card. Activate: Play a free clarity. Durability (1/1). unique.
equipment