AccelerantPoison is triggered an additional time.
AccuracyShivs deal additional damage.
AdaptableWhen this creature would be defeated, it instead revives even stronger.
AfterimageWhenever you play a card, gain 1 Block.
AggressionAt the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.
AnticipateGain Dexterity until the end of this turn.
ArsenalWhenever you create a card, gain 1 Strength.
ArtifactNegates debuffs.
AsleepTODO
AutomationEvery 10 cards you draw, gain Energy.
Back AttackDeals 50% more damage when it is attacking you from behind.
Back AttackDeals 50% more damage when it is attacking you from behind.
BarricadeBlock is not removed at the start of this creature's turn.
Time LimitYou have 3 more turns to defeat the Battleworn Dummy.
Beacon of HopeWhenever you gain Block on your turn, other players gain half that much Block.
Biased CognitionAt the start of your turn, lose 1 Focus.
Black HoleWhenever you spend or gain
, deal 3 damage to ALL enemies.
Block Next TurnAt the start of your next turn, gain 4 Block.
BlurBlock is not removed at the start of your next turn.
Borrowed TimeCards cost an additional Energy this turn.
BufferPrevent the next time you would lose HP.
BurrowedBlock is not removed at the start of this creature's turn. Stunned if all Block is removed.
BurstThis turn, your next Skill is played an extra time.
CalamityWhenever you play an Attack, add a random Attack into your Hand.
CalcifyOsty's attacks deal additional damage.
Call of the VoidAt the start of your turn, add 1 random card into your Hand and apply Ethereal to it.
Chains of BindingThe first 3 cards drawn each turn are Afflicted with Bound.
Child of the StarsGain 1 Block for each
spent.
ClarityAt the start of your next turn, draw 1 additional card.
ColossusYou receive 50% less damage from Vulnerable enemies this turn.
ConfusedThe costs of your cards are randomized on draw, from 0 to 3.
ConquerorSovereign Blade deals double damage to the enemy this turn.
ConstrictWhile the Slithering Strangler is alive, at the end of your turn, take 1 damage.
Consuming ShadowAt the end of your turn, Evoke your leftmost Orb.
CoolantAt the start of your turn, gain 3 Block for each unique Orb you have.
CoordinateGain Strength until the end of this turn.
Corrosive WaveWhenever you draw a card this turn, apply 2 Poison to ALL enemies.
CorruptionSkills cost 0. Whenever you play a Skill, Exhaust it.
CountdownAt the start of your turn, apply 6 Doom to a random enemy.
CoveredAn ally is covering you. All attacks that would be directed to you are redirected to them instead.
Crab RageWhen an ally dies, this creature gains 5 Strength and 99 Block.
Creative AIAt the start of your turn, add a random Power into your Hand.
Crimson MantleAt the start of your turn, lose HP and gain Block.
CrueltyVulnerable enemies take additional damage.
Crush UnderLose Strength until the end of this turn.
CuriousPowers cost 1
less.
Curl UpWhen damaged, rolls up and gains block. (Once per combat)
DampenWhile Magi Knight is alive, ALL your cards are Downgraded.
Danse MacabreWhenever you play a card that costs 2 Energy or more, gain 7 Block.
Dark EmbraceWhenever a card is Exhausted, draw 1 card.
Dark ShacklesLose Strength until the end of this turn.
DebilitateVulnerable and Weak are twice as effective for the next 2 turns.
DemesneAt the start of your turn, gain 1 Energy and draw 1 additional card.
DemiseAt the end of its turn, this creature X loses HP.
Demon FormAt the start of your turn, gain 2 Strength.
Devour LifeWhenever you play a Soul, Summon 1.
DexterityDexterity improves Block gained from cards.
Diamond DiademEnemies deal 50% less damage this turn.
Die for YouOsty absorbs all unblocked attack damage.
DisintegrationAt the end of your turn, take 5 damage.
DoomAt the end of the enemy turn, if it has at least as much Doom as HP, it dies.
Double DamageThis turn, Attacks deal double damage.
Draw Cards Next TurnAt the start of your next turn, draw 1 additional card.
DuplicationYour next card is played an extra time.
Dying StarLose Strength until the end of this turn.
Echo FormThe first card you play each turn is played an extra time.
Energy Next TurnGain additional Energy next turn.
Enfeebling TouchLose Strength until the end of this turn.
EnrageWhenever you play a Skill, gains 2 Strength.
EntropyAt the start of your turn, Transform 1 card in your Hand.
EnvenomWhenever you deal unblocked attack damage, apply 1 Poison.
Escape ArtistExits the combat after 4 turns.
Fan of KnivesShivs hit ALL enemies.
FastenGain an additional 4 Block from Defend cards.
Feeding FrenzyGain Strength until the end of this turn.
Feel No PainWhenever a card is Exhausted, gain 3 Block.
FeralThe first time you play a 0
Attack each turn, return it to your Hand.
Flame BarrierWhenever you are attacked this turn, deal 4 damage back.
FlankingOther allies deal 2x the attack damage to this enemy this turn.
Flex PotionGain Strength until the end of this turn.
FlutterReceives 50% less damage from Attacks.
FocusIncreases the effectiveness of Orbs.
Focused StrikeGain Focus until the end of this turn.
Forbidden GrimoireAt the end of combat, remove a card from your Deck.
Foregone ConclusionNext turn, put 3 cards from your Draw Pile into your Hand.
FrailWhile Frail, gain 25% less Block from cards.
Free AttackYour next Attack costs 0
.
Free PowerThe next Power you play costs 0
.
Free SkillThe next Skill you play costs 0
.
FriendshipGain 1 Energy at the start of each turn.
FurnaceAt the start of your turn, Forge 5.
GalvanicPowers are afflicted with Galvanized.
GenesisAt the start of your turn, gain
.
GigantificationThe next Attack you play deals triple damage.
GravityWhenever you play a card this turn, deal 2 damage to ALL enemies.
GuardedTake half damage from enemies.
HailstormAt the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Hammer TimeWhenever you Forge, all allies Forge as well.
HangAll Hangs deal 2 times more damage to this enemy.
Hard to KillReduce all damage taken and HP lost by Exoskeleton to 9.
Hardened ShellThis creature cannot lose more than 20 HP each turn.
HatchHatches after X turns.
HauntWhenever you play a Soul, a random enemy loses 3 HP.
HeistWhen killed, returns all the stolen Gold.
Helical DartGain Dexterity until the end of this turn.
Hello WorldAt the start of your turn, add 1 random Common card into your Hand.
HellraiserWhenever you draw a card containing "Strike", it is played against a random enemy.
HexWhile Spectral Knight is alive, ALL your cards are Ethereal.
High VoltageAt the end of this creature's turn, it gains 2 Strength.
HotfixGain Focus until the end of this turn.
IllusionWhen this dies, it revives next turn at full HP.
ImbalancedIf this creature's attacks are fully blocked by any player, it becomes Stunned.
ImprovementAt the end of combat, Upgrade a random card.
InfernoAt the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
InfestedUpon dying, summons... something.
Infinite BladesAt the start of your turn, add a Shiv into your Hand.
IntangibleReduce all damage taken and HP loss to 1 this turn.
InterceptYou are covering another player. All attacks that would be directed towards them are redirected towards you.
IterationThe first time you draw a Status each turn, draw more cards.
JuggernautWhenever you gain Block, deal 6 damage to a random enemy.
JugglingAdd a copy of the third Attack you play each turn into your Hand.
KnockdownThis creature takes x times the damage from other players this turn.
LeadershipAll other allies deal 1 additional damage.
LethalityThe first Attack each turn deals 50% additional damage.
Lightning RodAt the start of the next 2 turns, Channel 1 Lightning.
LoopAt the start of your turn, trigger the passive ability of your next Orb.
Machine LearningAt the start of your turn, draw 1 additional card.
Magic BombTake 20 damage at the end of your turn. Is cleared if the Magi Knight dies.
MangleLose Strength until the end of this turn.
Master PlannerWhen you play a Skill, it gains Sly.
MayhemAt the start of your turn, play the top card of your Draw Pile.
Mind RotDraw 1 fewer card each turn.
MinionMinions abandon combat without their leader.
Monarch's GazeWhenever you attack an enemy, it loses 1 Strength this turn.
Monarch's GazeLose Strength until the end of this turn.
MonologueWhenever you play a card this turn, gain 1 Strength this turn.
Necro MasteryWhenever Osty loses HP, ALL enemies lose that much HP as well.
NemesisAt the end of every other turn, gains Intangible 1.
NeurosurgeAt the start of your turn, apply 3 Doom to yourself.
NightmareAdd 3 of a chosen card into your Hand next turn.
No BlockYou cannot gain Block from cards.
No DrawYou may not draw any more cards this turn.
No Energy GainYou cannot gain additional
this turn.
NostalgiaThe first Attack or Skill you play each turn is placed on top of your Draw Pile.
Noxious FumesAt the start of your turn, apply 2 Poison to ALL enemies.
OblivionWhenever you play a card, this enemy gains 1 Doom.
One-Two PunchYour next Attack is played an extra time this turn.
OrbitEvery 4 Energy you spend, gain an Energy.
OutbreakEvery 10 times you apply Poison, deal damage to ALL enemies.
PagestormWhenever you draw an Ethereal card, draw 1 card.
Painful StabsShuffle 1 Wound into your Discard Pile each time you receive unblocked attack damage.
Pale Blue DotIf you play enough cards in a turn, draw additional cards at the start of your next turn.
PanacheIf you play 5 cards this turn, deal damage to ALL enemies.
Paper CutsWhenever this creature deals unblocked attack damage to you, you lose 1 Max HP.
ParrySovereign Blade now gains Block.
Personal HiveWhenever this enemy is hit by an Attack, add Dazed into your Draw Pile.
Phantom BladesShivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Piercing WailLose Strength until the end of this turn.
Pillar of CreationWhenever you create a card, gain 5 Block.
PlatingAt the end of your turn, gain Block. Plating is reduced by 1 at the start of your turn.
PlowThe first time this creature's HP reaches 150 or below, it becomes Stunned.
PoisonPoisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.
Possess SpeedWhen killed, return all stolen Dexterity to the player.
Possess StrengthWhen killed, return all stolen Strength to the player.
Prep TimeAt the start of your turn, gain 4 Vigor.
PyreGain 1 Energy at the start of each turn.
RadianceGain an additional Energy next turn.
RageWhenever you play an Attack this turn, gain 3 Block.
RampartAt the start of the player's turn, Turret Operator gains 25 Block.
RavenousWhen an enemy dies, Corpse Slug immediately eats it, becoming Stunned and gaining 1 Strength.
Reaper FormWhenever Attacks deal damage, apply that much Doom.
ReattachIf other segments are still alive, revives in 2 turns with 25 HP.
ReboundThe next card you play this turn is placed on the top of your Draw Pile.
ReflectBlocked damage is reflected to your attacker.
RegenRegen heals HP at the end of your turn. Each turn, Regen is reduced by 1.
Reptile TrinketGain Strength until the end of this turn.
Retain HandRetain your Hand for the next 2 turns.
RingingYou can only play 1 card this turn.
RitualGain Strength at the end of your turn.
Rolling BoulderAt the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
RoyaltiesAt the end of combat, gain 25 Gold.
RuptureWhenever you lose HP on your turn, gain 1 Strength.
SandpitA power used by The Insatiable.
Seeking EdgeSovereign Blade now hits ALL enemies.
Self-Forming ClayGain 3 Block next turn.
Sentry ModeAt the start of your turn, add 1 Sweeping Gaze into your Hand.
Serpent FormWhenever you play a card, deal 4 damage to a random enemy.
Setup StrikeGain Strength until the end of this turn.
Shackling PotionLose Strength until the end of this turn.
Shadow StepNext turn, Attacks deal double damage.
ShadowmeldDouble your Block gain this turn.
ShriekThe first time this creature's HP reaches 50% or below, it becomes Stunned.
ShrinkThis creature's Attacks deal 30% less damage for the next 3 turns.
ShroudWhenever you apply Doom, gain 3 Block.
Sic 'EmWhenever Osty hits this enemy this turn, Summon 3.
Signal BoostYour next Power is played an extra time.
SkittishThe first time this creature is hit each turn, it gains 1 Block.
Sleight of FleshWhenever you apply a debuff to an enemy, they take 13 damage.
SlipperyThe next time this creature loses HP, it only loses 1 HP instead.
SlothYou cannot play more than 3 cards each turn.
SlowWhenever you play a card, this enemy receives 10% more damage from Attacks this turn.
SlumberAwakens upon taking turns or losing HP 3 times.
SmoggyYou can only play 1 Skill per turn.
SmokestackWhenever you create a Status, deal damage to ALL enemies.
SneakyWhenever another player attacks an enemy, gain Block.
SoarReceives 50% less attack damage until it lands.
Spectrum ShiftAt the start of your turn, add 1 random Colorless card into your Hand.
Speed PotionGain Dexterity until the end of this turn.
SpeedsterWhenever you draw a card during your turn, deal 1 damage to ALL enemies.
SpinnerAt the start of your turn, Channel 1 Glass.
Spirit of AshWhenever you play an Ethereal card, gain 4 Block.
StampedeAt the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Star Next TurnGain 1
next turn.
Steam EruptionWhen killed, deals damage at the end of your next turn.
StockWhen killed, a new Axebot is summoned in its place.
StormWhenever you play a Power, Channel 1 Lightning.
StrangleWhenever you play a card this turn, this enemy loses 2 HP.
StratagemWhenever you shuffle your Draw Pile, choose 1 card from it to put into your Hand.
StrengthStrength adds additional damage to Attacks.
SubroutineWhenever you play a Power, gain 1
.
SuckWhenever this creature deals unblocked attack damage, it gains 1 Strength.
Summon Next TurnAt the start of your next turn, Summon 2.
SurpriseSomething is off about this creature...
SurroundedReceive 50% more damage if attacked from behind. Use targeting cards or potions to change your orientation.
SwipeUpon killing this enemy, the stolen card is returned.
Sword SageSovereign Blade gains Replay 1.
SynchronizeGain Focus until the end of this turn.
Tag TeamThe next Attack another player plays on the enemy is played x extra times.
TaintedTake additional damage from Attacks this turn.
TangledAttacks cost 1 additional Energy this turn.
TankTake double damage from enemies. Allies take half damage from enemies.
TenderWhenever you play a card, lose 1 Strength and 1 Dexterity this turn.
TerritorialAt the end of this creature's turn, it gains 1 Strength.
The BombAt the end of 3 turns, deal 40 damage to ALL enemies.
The GambitIf you take unblocked attack damage this combat, die.
The HuntGain 1 additional card reward at the end of combat.
The Sealed ThroneWhenever you play a card, gain
.
ThieverySteals Gold when Attacking.
ThornsWhen hit by an attack, deal damage back.
ThunderWhenever you Evoke Lightning, deal 8 damage to each enemy hit.
Tools of the TradeAt the start of your turn, draw 1 card and discard 1 card.
Toric ToughnessGain 5 Block at the start of the next 2 turns.
TrackingWeak enemies take 2 times more damage from Attacks.
Trash to TreasureWhenever you create a Status, Channel 1 random Orb.
TyrannyAt the start of your turn, draw a card and Exhaust a card from your Hand.
UnmovableThe first time you gain Block from a card each turn, double the amount gained.
VeilpiercerThe next Ethereal card you play costs 0.
ViciousWhenever you apply Vulnerable, draw 1 card.
VigorYour next Attack deals additional damage.
Vital SparkALL Skills are Tainted 2.
Void FormThe first 2 cards you play each turn are free to play.
VulnerableVulnerable creatures take 50% more damage from Attacks.
Waste AwayGain 1 less Energy per turn.
WeakWeakened creatures deal 25% less damage with Attacks.
Well-Laid PlansAt the end of your turn, Retain up to 1 card.
Withering PresenceEvery 6 cards you play, add a Wither to your Hand.
Wraith FormAt the start of your turn, lose 1 Dexterity.