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Anonymous's Codex

Cards
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Wins
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Cards Keywords Achievements
neutral energy

Dagger

Deal 3 damage. ambush: critical hit. execute: upgrade this by 1.

melee basic attack

green energy

Alchemical Focus

This combat, after you drink a potion, your next action is a critical hit.

enchantment

blue energy
blue energy

Cold Blooded

Start of Turn: Gain Health equal to your Frozen. End of Turn: Gain Frozen equal to the cards you played this turn.

enchantment

.

.

magic enchantment

.

.

ranged action

orange energy
orange energy

Swing of Fate

Deal 8 damage. Whenever an Opportunity is buried, upgrade by 4. execute: Shuffle an Opportunity into the Area Deck.

melee action

neutral energy

The dice

Deal 1-20 damage. Add a keyword. If the damage was higher than 10 gain a positive keyword, if it was not gain a negative keyword unique

artifact

purple energy
purple energy

Quad blaze

This combat, inflict 2 Burning when using a melee action, at 4 melee actions played, trigger your foe's Burning.

melee fire enchantment

neutral energy
neutral energy

War Machine

Activate: upgrade Snares by your sinister. deplete: Gain horrors of war Durability: 2/2 sinister.

corrupted equipment

orange energy
orange energy
orange energy

Code of Stablility

Start of Turn effects trigger twice, including energy gain. codes: All other cards in your deck are grounded. grounded

code

orange energy
neutral energy

Stabilizing Forge

Add cursed and grounded to a card in your hand. If all cards in deck are grounded, Transform into codes of Stability. grounded.

artifact

Expansive Domain

Gain 1 Soul. deplete: Increase your souls cap by 1. Charges (5/5)

action

Simulacrum

conjure a copy of a non-unique card in your hand. scholar: Convert its cost to Neutral.

action

red energy
red energy

Drinks On Me

Convert all affliction on foe to Stagger. Repeat for Self. Draw a card for each unique affliction converted.

action

orange energy

Beast Taming

If the enemy is a Beast, inflict 10 Charm. slay: Imbue their Enchantment. unique.

action

neutral energy
neutral energy
neutral energy

Chains of Fenris

activate: Your opponent misses one turn. Lose 10%/25%/50% of your Health. deplete: Your opponent and You gain 15 Anger. Durability: 3/3

artifact

purple energy
purple energy
purple energy

Not in this life

If you have 3 or more affliction on self, tranfer all of them to your foe. reliable.

magic action

blue energy
blue energy
blood energy
blood energy

Eternal Winter

Whenever you inflict Frozen, Inflict 1 Additional Stack. corrupted: Double the Inflicted Frozen instead.

corrupted frost enchantment

blood energy
blood energy
blood energy

Bound by blood

Link two cards in your deck permanently. Play the first card to activate the second. Card cost converted to blood.

artifact

aqua energy
aqua energy
aqua energy

True Wyrm

Whenever you play a persistent card gain 1 dragon essence.

enchantment

green energy

Naughty or Nice

Deal 4 damage. conjure a lucky coin. If Holy was spent, lucky coins inflict charm equal to their damage.

action

green energy
holy energy

Nice

Gain Gold and blessing equal to the number of Divine cards in your deck. tidal: Gain Holy. persistent.

divine flow action

green energy
green energy
blood energy
blood energy

Naughty

Gain Green and a random affliction for each sinister card you played. tidal: Increase your sinister by 1. persistent. sinister.

corrupted ebb action

orange energy
orange energy
orange energy

Code of Starving

start of turn : inflict Bleeding equal to you're Darkness code : all you're cards cost at least Neutral

corrupted code

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Artwork and game data ©

Wanderlost Interactive