Perfect your dish
delve an ingredient. This combat, conjure a copy of it at the start of your turn.
enchantment
Eternal Contract
ascend for each active codes. unique. grounded.
divine action
Final Ruling
Deal 1 damage for each Snare in the enemy deck. execute: Gain 5 Charges (1/1)
melee action
The Devil's Contract
Gain 1 Soul for each cursed card in your deck. If you are already at Maximum souls, lose all souls and gain a random Legendary card. unique.
action
Seaborn Vengeance
This turn, when your foe plays a card, change the tides.
Energy Cuffs
The foe gains 1 Sickened at the start of each turn. Add a Key to their deck, when played it ends this effect. grounded. unique.
artifact
Handcuffs
The foe gains 2 Dazed at the start of each turn. Add a Key to the foes deck, when played it ends this effect. grounded. unique.
Sacrificial Blast
bury the next Adapted card you play and deal 5* damage for each Adaptation. upgradeable.
Fluxbound Slicer
on draw: Randomize all existing Adaptations on this card. Deal 4 damage.
Etching Mend
This turn, gain for each Adaptation on any card you play. lasting.
Sigil Surge
This combat, whenever you fill a card with 5 Adaptations, gain
Purifying Rune
Remove all Adaptations from a card. It permanently loses 1 Maximum Adaptation Slot. unique. grounded.
Vantablade
Deal 5 damage. This card has an Adaptation for each , up to 5. ascended: echo.
Cursed Blade
Spend up to 5 energy. Gain an Adaptation for each energy spent. Deal 1 Damage. Repeat for each Adaptation.
melee basic attack
Workaholic
Play 0* random Contracts. Start of Combat: Increase this by 1 if you ended last combat with no broken contracts. Otherwise, reset it. unique
Well Rested
This combat, your Melee Actions deal additional damage equal to your Sated.
Complimentary Drink
This combat, every 10 Ingredients you play, conjure a random Potion. If this triggers while you have 5 or more Sated, conjure another.
Criminal Mind
Return the foes hand to their deck and add an equal number of Vile Wounds to their hand.
magic action
Oligarch
This combat, when you gain any amount of , gain 1 sinister.
corrupted enchantment
Code of Wealth
Start of Combat: Gain corrupted. codes: You have at least 100
divine code
Spider Form
Start of Turn: Inflict 2 Dazed plus 1 for every 20% Health the enemy is missing. Channelled. unique.
form
Web Gun
Activate: Inflict Dazed equal to remaining Durability. 5 Durability.
ranged equipment
Bill of Rights
Pass a law based on energy spent.
Detective Work
Your next Melee or Ranged action is a critical hit. Charges (2/2)