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deadnotsleeping's Codex

Cards
161
Wins
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Cards Keywords Achievements
red energy

Perfect your dish

delve an ingredient. This combat, conjure a copy of it at the start of your turn.

enchantment

holy energy
holy energy
holy energy
holy energy

Eternal Contract

ascend for each active codes. unique. grounded.

divine action

green energy
green energy

Final Ruling

Deal 1 damage for each Snare in the enemy deck. execute: Gain 5 Gold Charges (1/1)

melee action

blue energy
blood energy

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

aqua energy
aqua energy

Seaborn Vengeance

This turn, when your foe plays a card, change the tides.

action

green energy
purple energy

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

green energy
purple energy

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.

artifact

red energy

Sacrificial Blast

bury the next Adapted card you play and deal 5* damage for each Adaptation. upgradeable.

action

red energy

Fluxbound Slicer

on draw: Randomize all existing Adaptations on this card. Deal 4 damage.

melee action

red energy
red energy

Etching Mend

This turn, gain Health for each Adaptation on any card you play. lasting.

action

red energy
red energy

Sigil Surge

This combat, whenever you fill a card with 5 Adaptations, gain Red Red

enchantment

red energy
red energy
blood energy

Purifying Rune

Remove all Adaptations from a card. It permanently loses 1 Maximum Adaptation Slot. unique. grounded.

action

blood energy
blood energy

Vantablade

Deal 5 damage. This card has an Adaptation for each Void, up to 5. ascended: echo.

melee action

neutral energy

Cursed Blade

Spend up to 5 energy. Gain an Adaptation for each energy spent. Deal 1 Damage. Repeat for each Adaptation.

melee basic attack

green energy
green energy
green energy

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

action

red energy

Well Rested

This combat, your Melee Actions deal additional damage equal to your Sated.

enchantment

red energy
red energy

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.

enchantment

blue energy
blue energy
blood energy

Criminal Mind

Return the foes hand to their deck and add an equal number of Vile Wounds to their hand.

magic action

green energy
green energy

Oligarch

This combat, when you gain any amount of Gold, gain 1 sinister.

corrupted enchantment

green energy
green energy

Code of Wealth

Start of Combat: Gain corrupted. codes: You have at least 100 Gold

divine code

blue energy
blue energy
blood energy

Spider Form

Start of Turn: Inflict 2 Dazed plus 1 for every 20% Health the enemy is missing. Channelled. unique.

form

neutral energy
neutral energy

Web Gun

Activate: Inflict Dazed equal to remaining Durability. 5 Durability.

ranged equipment

neutral energy

Bill of Rights

Pass a law based on energy spent.

divine action

Detective Work

Your next Melee or Ranged action is a critical hit. Charges (2/2)

action

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Artwork and game data ©

Wanderlost Interactive