Dagger
Deal 3 damage. ambush: critical hit. execute: upgrade this by 1.
melee basic attack
Alchemical Focus
This combat, after you drink a potion, your next action is a critical hit.
enchantment
Cold Blooded
Start of Turn: Gain equal to your Frozen. End of Turn: Gain Frozen equal to the cards you played this turn.
.
magic enchantment
ranged action
Swing of Fate
Deal 8 damage. Whenever an Opportunity is buried, upgrade by 4. execute: Shuffle an Opportunity into the Area Deck.
melee action
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
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
War Machine
Activate: upgrade Snares by your sinister. deplete: Gain horrors of war Durability: 2/2 sinister.
corrupted equipment
Code of Stablility
Start of Turn effects trigger twice, including energy gain. codes: All other cards in your deck are grounded. grounded
code
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.
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 .
Drinks On Me
Convert all affliction on foe to Stagger. Repeat for Self. Draw a card for each unique affliction converted.
Beast Taming
If the enemy is a Beast, inflict 10 Charm. slay: Imbue their Enchantment. unique.
Chains of Fenris
activate: Your opponent misses one turn. Lose 10%/25%/50% of your . deplete: Your opponent and You gain 15 Anger. Durability: 3/3
Not in this life
If you have 3 or more affliction on self, tranfer all of them to your foe. reliable.
magic action
Eternal Winter
Whenever you inflict Frozen, Inflict 1 Additional Stack. corrupted: Double the Inflicted Frozen instead.
corrupted frost enchantment
Bound by blood
Link two cards in your deck permanently. Play the first card to activate the second. Card cost converted to blood.
True Wyrm
Whenever you play a persistent card gain 1 dragon essence.
Naughty or Nice
Deal 4 damage. conjure a lucky coin. If was spent, lucky coins inflict charm equal to their damage.
Nice
Gain and blessing equal to the number of Divine cards in your deck. tidal: Gain . persistent.
divine flow action
Naughty
Gain and a random affliction for each sinister card you played. tidal: Increase your sinister by 1. persistent. sinister.
corrupted ebb action
Code of Starving
start of turn : inflict Bleeding equal to you're Darkness code : all you're cards cost at least
corrupted code