- Alchemy Powder
- One Use: Inflict 1 Bane. If there's an Affliction, inflict negative Enchantment instead.
- Antlion Familiar
- Activate: Delve a Bury card, then return a card from Exile pile to hand.
- Apostle
- You now can pass a card to your future self (if they gain this Aura as well).
- Arena Showmanship
- Advance Performance exclusive to Strength stats.
- Arsenal
- Deal 2 Damage. On Hit: Upgrade this by 1 for each Afflictions your foe has. Untempered.
- Aura
- Passive Enchantment that interact with Event Cards.
- Bonesmen
- Rebound 3 random cards, then make a basic attack.
- Boon
- Whenever you gain a Blessing, gain an additional stack for each point of Boon.
- Bounty
- Execute your foe this turn to increase your combat reward.
- Breach
- A one-timed use Cards with Peek abilities and random effects.
- Champion
- NPCs are now prone to ask you to fight them for honor, you can decline though in exchange NPCs mocked you as a coward.
- Combat Start
- Effect that triggered at the start of combat.
- Combo
- Play the same type of this card in sequence to trigger this effect.
- Command
- Military Strategy and Tactics, ranging from Performing Maneuvers to Executing Blitz.
- Construct
- Requires an equivalent amount of Tinker stacks to play. Tinker stacks will be removed according to requirement of construct.
- Curse Of Walpurgis
- Gain (1) Bane per Ingredient you foe have played this turn. Start of Turn: Gain a random Hex.
- Deep
- An advanced Heavy, can't be affected by anything, permanently stay in Discard pile until the end of Combat.
- Destroy
- Trigger when you destroy a card.
- Destroyed
- This card is permanently removed from the deck.
- Dice
- One Use: Roll a number. Gain a random boost with stacks of that number.
- Discarded
- The ability triggered when the card is discarded.
- Disorient
- Your damage have 10% chance to miss this turn. Stackable.
- Downdraft
- Start of Turn: Gain a random blessing by (Downdraft).
- Draft
- Draft effects are triggered whenever the Draft changes. The Draft always change when Momentum is reset.
- Easter Egg
- On-Draw: Gain a stack of Renew. Upon dying, you'll revive with 20% HP for each stack.
- Ego Trance
- Start of Turn: Gain 1 Charmed per Ego Trance. If I have 5 or more Ego Trance, Slay myself. Unique.
- End Of Turn
- Abilities happen at the end of the turn.
- Entangled
- This card always stay in your deck and can't be drawn normally. Foretold: Gain 3 HP and 1 Ward.
- Exploration
- Triggered during the Exploration Phase, if this card is in the deck.
- Fading
- Discarded itself at the end of the turn.
- Fiesta Flavor
- Create (1) Ingredients. This turn, shuffle a Present per used Ingredients to both combatants then increase this by 1.
- Flight
- You can only received damage from Range actions.
- Forge
- Actions that execute your foe this combat gain this stack as Upgrades.
- Form Of The Abyssal
- Discard a card to inflict (3) Doom. Start of Turn: Inflict (1) Bane then increase this by 1 for each round passed.
- Formation
- Military Standard Formation, ranging from Boxing, Pincer, Ambush, etc.
- Formless Punch
- Deal 3 Damage per total buried card this combat. Discard: Bury a card. On Hit: Upgrade this card by 1 (Wherever it is).
- Formless Stance
- Whenever you bury a card, conjure a Formless Punch. Immune to Blessings and Afflictions.
- Frost Footwork
- On-Hit: Inflict Frozen. If there's one already, inflict Frostbite. Evasion and Swiftness will not Fade at the end of the turn.
- Frostbite
- Take damage by third of the damage dealt.
- Gale
- Whenever Momentum is triggered, repeat it by (Gale) times.
- Gaze
- Look at the destroy pile. Put one back into the deck if they're Corrupted cards.
- Glory
- Overkill your foe to upgrade your reward this combat by total stacks.
- Golden Purse
- You have 50 GL, reduce this first if your foe steal GL. If you have none, you'll take damage equal to GL taken.
- Golem
- A Valuable "Soldier" card with different rarities depends on your energy spent to create this.
- Heat
- Burning damage deals additional damage per Heat stack. If you have Burning, you will also heal 2 per Heat stack each time you trigger burning.
- Hellforge Stance
- When you upgrade a card, upgrade a random card within the deck with similar value. Immune to Defiled.
- Hexswift
- A card with Hexswift is played and moved into the discard pile whenever it gets Discarded.
- Husk
- On Draw: Spend 3 Souls and destroy this card to create new card with the same color type and rarity.
- Improve
- Upgrade this card everywhere permanently.
- Initiate
- Ability triggered if your opponent was Interrupted, Jinxed, Slowed or Skip a turn.
- Initiative
- Ability that happen at the start of combat.
- Lodestone
- Start of Turn: Your foe gain 1 Chain per cards in your hand. Destroy this if your foe inflict Critical Hit. Persistent. Heavy.
- Marked
- Marked targets can't gain Armor or Evasion. Unique.
- Melee
- Next turn will be Range, then Magic, before change back to Melee.
- Mimicry
- Wherever it is, this card will share the same upgrade and keyword (only the card that share the same name).
- Monster
- You have access to Monster cards.
- Moonstone
- Gain 1 Impervious whenever you play a Surge card. Swap to *Sunstone* when you change the tide. Upgradeable. Unique. Heavy.
- Novalty
- Repeat for each other type of Nova card you played this combat.
- On Hand
- Ability only happens when this cards is in your hand.
- Partisan
- Deal 5 damage. If this your first action this turn, Piercing. Swap to *Pavise*. Upgradeable.
- Passive
- Abilities that is active permanently, only triggered while in the deck.
- Pavise
- Gain 5 Armor. If this is your first action this turn, Fortified. Swap to *Partisan*. Upgradeable.
- Peek
- You can look at your foe's hand.
- Permaheat
- Whenever you play a card, gain (1) Burning. Increase this by 1 for each round passed.
- Plague
- Your cards cost is now converted to Blood. Draw a card, whenever you play a card with Blood cost.
- Play Last
- If this card is not played, this will be automatically played at the end of the turn.
- Precision
- Cards with Precision gain double the damage bonus from Focus.
- Present
- One Use: Delve an Artifact. If it's Divine, Memorized it.
- Pride
- When drawn, get 1 Jinxed. Unplayable.
- Principles
- Principles provide a simple guideline for your deck. It acts similar to Codes, but doesn't strictly adhered to it that you can even met it's condition during combat. Unique and Grounded.
- Psionic
- You can play this card with Focus as cost replacement.
- Quickdraw
- Play or Discard this card the same time it was drawn. Discard at the end of turn is excluded.
- Rampage Strike
- Deal 10 damage. Discard: Bury a card. Piercing. Rampage. Firecast.
- Range
- This card is now a Range Basic Attack. Will also receive benefits from Range buff and enchantments.
- Reaction
- Play the bomb with additional damage from previous bomb played or discarded.
- Reload
- Effect that triggers whenever you reload your Ammo.
- Rune Of Chaos
- One Use: Add a random keyword. Upgrade that card if possible.
- Sacrifice
- One Use: Remove 30% max HP to gain a Talent. Use this to escape Spine of Night.
- Sacrificed
- Your foe play Sacrifice.
- Sigil
- Start of Combat ability that interacts with Stats.
- Silent Stance
- Whenever you perform, increase your next damage by total Tranquil played.
- Skydive
- Next attack can't be dodged.
- Soul Blooming
- Spend a Souls to get *Tempered Soul* Talent. (Rebound 0/25): Convert this to *Soul of Undying*.
- Soul Of Undying
- Start of Turn: Your attack gains additional damage to current Souls you have. Imbue this if you have 150 Souls.
- Soulcast
- Spend Souls by an X amount.
- Soulfire
- Start of Turn: Bury this card, then conjure a free copy of it on hand.
- Spellcast
- Gain 1 Focus then conjure a magic card. End of Turn: Gain 1 Ward per unused conjured cards.
- Spike
- Take 1 damage/card on hand for each card you played this turn. Interrupted if you played a Melee Action.
- Spine Of Night
- Final Boss of Aethos.
- Springtime
- Start of Turn: Heal by the stack, then draw a card. The card gain bonus damage by the stack. Channel.
- Srankos, The Heaven Piercer
- Deal damage equal to 10% of your foe's Maximum Health. Ambush: Inflict Stun. Piercing. Reaping.
- Start In Play
- The combat will start with this card in play.
- Start Of Combat
- This ability happened at the start of the combat.
- Storage
- Stored Created cards here. Usable for 4 Battles before expired.
- Street Attraction
- Perform 1. Completing a Performance with this card increase Lucky Coin damage permanently by 1 (wherever it is).
- Summer Performance
- Summer exclusive Performance.
- Summertime
- Choose one: Heal 10 HP per Zeal or gain max HP per Zeal. Gain both if you've access to holy cards.
- Sun
- While the Sun is up and you bask under it, destroy all corruption cards. Start of Turn: Conjure a divine card and gain Zeal equal to its cost. Channel.
- Sunstone
- Gain 1 Ward whenever you play a Surge card. Swap to *Moonstone* when you change the tide. Upgradeable. Unique. Heavy.
- Survive
- Your HP is below 15% that it is possible for you to die next combat if not careful..
- Swift Stance
- Whenever you shuffle a card, gain 1 Evasion and 1 Swiftness. Immune to Slow.
- Tagged
- Your combat rewards gain an additional +1% per Tagged. Reduce by 1 at the end of opponent's turn.
- Tempered Soul
- Start of Turn: Gain [[Talent_Upgrade]] Anger, Barrier and Rally.
- Tinker
- Required for the use of Construct cards.
- Tranquil
- One Use: Remove all Blessings and Afflictions by 1 stack. Perform 1.
- Trick Egg
- One Use: Gain 1 Evasion and 1 Swiftness, then reset ambush.
- Trickster
- NPCs should prone to believe you a little bit than previous, unless exposed.
- Undead
- Undead companion can be stacked, to form an Undead army. Companion card will triggered multiple times based on total Undead stacks.
- Updraft
- Start of Turn: Add Updraft stack as additional damage.
- Vainglory
- Your basic attack damage increase by 3 per Pride. Play: Shuffle a Pride to both combatants. Grounded.
- Vampiric Sword
- Deal 10% Max HP damage. Increase by 2% for each Bleeding. Lifedrain.
- Vindicate
- This effect will triggers when a card is permanently removed from the deck.
- War Magic
- Start of Turn: Gain (1) Anger and (1) Rally. Increase this for each Magic cards that was converted.
- Wisdom Egg
- One Use: Foretell 3, then gain Focus per card's cost.
- Wonder Egg
- One Use: Delve a Hymn, then repeat all Start of Turn effects.
- Wrath Egg
- One Use: Take 3 damage, then gain Anger for each damage taken this turn.
- Wrath Stance
- Whenever you bury a card, shuffle a Rampage Strike. Immune to Doom.