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
Living Forest
Summon 1 Totem. Permanently increase this number by 1. heavy. Charges (2/2)
action
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
Anchor Slam
Deal 8 Damage. Start of Turn: Return to your hand if you have at least 2 energy.
Totemic Impression
Retain up to 1 Totem into next combat. upgradeable. unique.
Hardwood Barrier
Gain Armor equal to your total Totem count. heavy.
Grand Theft
Gain equal to 10%* of your sinister. corrupted: Draw a card Charges (2/2) upgradeable.
Luck of the Wicked
At the end of this combat, gain Luck % equal to your sinister. sinister. corrupted: Lose 1% Max as well. unique.
Acoustic Gearbox
Activate: Your next action gains echo. 3 Durability. deplete: Gain 3 Shocked.
Mind's Eye
foretell 5. Play the foretold card. Charges (2/2)
Timeslip
The next non-unique action you play Echoes.
Astral Slip
Draw a card for every 5 Focus. Gain 1 Impervious Charges (1/1)
Pulseblade
Deal 2 damage. Gain Chain equal to remaining energy. Chain. echo.
lightning action
Beam Cannon
Activate: Gain a random energy. deplete: Deal 2 damage for each unspent energy. upgradeable. 8 Durability
ranged equipment
Aurorum Desert
This combat, cards you foretell are free. When you remove 20 energy cost from cards, remove this.
location
Eternal Sheath
Activate: delve and play a Basic Attack. deplete: Return this card to your hand, increasing its cost by . 3 Durability.
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
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
Nightline Frenzy
Inflict 5 Bleeding and deal 1 damage. echo for every 10 Darkness you have. Lose all Darkness. unique.
Selandris' Mark
Spend 10 Darkness to make all your attacks Critical Hits this turn. 4 Darkness.
Sailor's Tongue
Add 1 Vile Wound to the foes discard pile. upgradeable.
Ankle Weights
Activate: Lose a random energy. deplete: Gain 3 Haste. 2 Durability.
Serpent Form
Whenever you discard a card, change the tides. Start of Turn: conjure a tidal card. Channeled. unique.
form