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bonfar's Codex

Cards
158
Wins
1
Cards Keywords Achievements
aqua energy
orange energy
purple energy
blood energy

Chaos Engine

When you spend energy that does not match your attributes, gain a random energy.

artifact

red energy
blood energy
blood energy

I Would Die For You!

When you take damage, inflict 2 Charm.

enchantment

red energy
red energy
blood energy
blood energy

Concussion Protocol

Gain Anger equal to the number of times you've been Stunned this run. unique.

action

red energy

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

aqua energy
aqua energy
aqua energy

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

green energy

Etiquette Lesson

Gain Gold and inflict Charm equal to your level. Until your next turn, your foe cannot play interrupting actions. unique.

action

purple energy
purple energy

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

red energy
red energy

The Ol' One-Two

The next Ebb action you play also plays its flow action and vice versa.

action

green energy

Lucky Purse

Whenever you conjure a Lucky Coin, you have Luck % chance to conjure another one.

artifact

green energy
blood energy

Ye Sentence Be Death

Add a Black Spot to your opponent's deck. sinister.

action

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

aqua energy
aqua energy

Quick Recharge

Reactivate all Equipment. If a piece of Equipment was already active, instead give it 1 Durability. unique.

action

blood energy
blood energy
blood energy

Let Rivers Run Red

This combat when Blood is spent, all combatants gain 1 Bleeding.

corrupted action

neutral energy
blood energy
blood energy
blood energy

Blood Pact

This round when one combatant loses Health, their opponent loses and equal amount. unique.

corrupted action

blood energy
blood energy

Lehss Be Frennzs!!!

If all combatants are Delirious, they gain Pacified this turn and 10 Health. unique.

action

neutral energy
blood energy

Racketeer

This turn when you gain Delirious, your foe gains 1 Delirious, too. lasting.

action

neutral energy
neutral energy
neutral energy

Code of Cacophony

Start of Turn: perform 1 and conjure a random perform card. codes: More than 50% of your deck is Infernal Racket.

code

orange energy
blood energy

Ritual of Balance

delve and play a totem 3 times. Remove 3 random totems. Balanced: Instead retain all totems.

action

red energy
red energy
neutral energy

Hit Back...Harder

This combat, the first time your enemy damages you on their turn, gain 1 Anger and make a Basic Attack. grounded.

enchantment

green energy

Quick Reflexes

This combat, the first time you evade damage on your enemy's turn, make a Basic Attack.

enchantment

green energy
neutral energy
neutral energy

Mosh Pit

This combat, when you perform take and deal damage equal to your performance. unique.

location

green energy
neutral energy
neutral energy

Emerald Chamber

This turn, echo actions equal to your current performance, then destroy this. unique.

location

green energy
neutral energy
neutral energy

Orpheum

When you finish a performance, swap this to a different Location. unique. unplayable. persistent.

location

neutral energy

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

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Artwork and game data ©

Wanderlost Interactive