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deadnotsleeping's Codex

Cards
161
Wins
0
Cards Keywords Achievements
red energy
neutral energy

Horn of Triumph

perform 1. deplete: Finish the current performance. Durability 4

equipment

Celestial Opener

perform 2. Return this to your hand when you finish a Hymn. heavy.

divine action

orange energy
orange energy

Living Forest

Summon 1 Totem. Permanently increase this number by 1. heavy. Charges (2/2)

action

red energy
red energy

Earthforge Hammer

Deal 6 Damage, increased by 6 for each Adaptation. on draw: Adapt this. When played, remove all Adaptations on this card.

melee action

purple energy
neutral energy
neutral energy

Anchor Slam

Deal 8 Damage. Start of Turn: Return to your hand if you have at least 2 energy.

melee action

orange energy

Totemic Impression

Retain up to 1 Totem into next combat. upgradeable. unique.

action

orange energy

Hardwood Barrier

Gain Armor equal to your total Totem count. heavy.

action

green energy

Grand Theft

Gain Gold equal to 10%* of your sinister. corrupted: Draw a card Charges (2/2) upgradeable.

action

green energy
green energy
blood energy

Luck of the Wicked

At the end of this combat, gain Luck % equal to your sinister. sinister. corrupted: Lose 1% Max Health as well. unique.

action

neutral energy
neutral energy

Acoustic Gearbox

Activate: Your next action gains echo. 3 Durability. deplete: Gain 3 Shocked.

equipment

Mind's Eye

foretell 5. Play the foretold card. Charges (2/2)

action

blue energy

Timeslip

The next non-unique action you play Echoes.

action

blue energy

Astral Slip

Draw a card for every 5 Focus. Gain 1 Impervious Charges (1/1)

action

purple energy
purple energy

Pulseblade

Deal 2 damage. Gain Chain equal to remaining energy. Chain. echo.

lightning action

neutral energy
neutral energy
neutral energy

Beam Cannon

Activate: Gain a random energy. deplete: Deal 2 damage for each unspent energy. upgradeable. 8 Durability

ranged equipment

aqua energy
aqua energy
neutral energy

Aurorum Desert

This combat, cards you foretell are free. When you remove 20 energy cost from cards, remove this.

location

neutral energy

Eternal Sheath

Activate: delve and play a Basic Attack. deplete: Return this card to your hand, increasing its cost by Neutral. 3 Durability.

equipment

neutral energy
neutral energy

Sentinel Familiar

Activate: Deal 4 damage and inflict an equal amount of Burning. deplete: Return this card to your discard pile. 3 Durability.

magic equipment

orange energy
orange energy

Lunar Guidance

This combat, your attacks gain Critical Chance equal to the Darkness you've lost this combat. When you land a critical hit, lose 2 Darkness.

enchantment

orange energy
orange energy
orange energy

Nightline Frenzy

Inflict 5 Bleeding and deal 1 damage. echo for every 10 Darkness you have. Lose all Darkness. unique.

melee action

orange energy

Selandris' Mark

Spend 10 Darkness to make all your attacks Critical Hits this turn. 4 Darkness.

action

Sailor's Tongue

Add 1 Vile Wound to the foes discard pile. upgradeable.

action

Ankle Weights

Activate: Lose a random energy. deplete: Gain 3 Haste. 2 Durability.

equipment

aqua energy
aqua energy

Serpent Form

Whenever you discard a card, change the tides. Start of Turn: conjure a tidal card. Channeled. unique.

form

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Artwork and game data ©

Wanderlost Interactive