253 results

Deal 6 damage.

Gain 5 Block.

Deal 3 damage. Apply 1 Weak.

Gain 8 Block. Discard a card.
1 relationship

Deal 7 damage. If the enemy is Poisoned, deal 7 damage again.
2 relationships

Deal 4 damage to ALL enemies twice.

Deal 9 damage. Draw 1 card. Discard 1 card.

Deal 8 damage. Next turn, gain 1 Energy.

Deal 6 damage. Apply 3 Poison.
1 relationship

Deal 8 damage. Draw 1 card.

Deal 6 damage.

Deal 12 damage. If you have discarded a card this turn, gain 2 Energy.

Deal 7 damage. Apply 1 Weak.
1 relationship

Draw 3 cards. Discard 1 card.

Gain 5 Block. Draw 2 cards.

Add 3 Shivs to your hand.
9 relationships

Gain 6 Block. Add 1 Shiv to your hand.
3 relationships

Apply 5 Poison.
3 relationships

Gain 4 Block.

Gain 4 Block. Next turn, gain 4 Block.

Next turn, gain 2 Energy.

ALL enemies lose 6 Strength. Exhaust.

Draw 1 card. Discard 1 card.

Deal 10 damage to ALL enemies. Discard 1 card at random.

Innate. Deal 11 damage. Exhaust.

Deal 12 damage. Whenever you play a card this turn, the enemy loses 3 HP.

Gain 10 Block. Deal 10 damage.

Whenever you draw this card, add a copy of it into your hand. Deal 4 damage. Exhaust.

Costs 1 less Energy for each card discarded this turn. Deal 7 damage 3 times.
2 relationships

Deal 6 damage for each Attack played this turn.
2 relationships

Deal 4 damage for each Skill in your hand.

Deal 5 damage. If the enemy is Weak, gain 1 Energy and draw 1 card.
2 relationships

Deal 12 damage. Costs 1 additional Energy for each time you lose HP this combat.

Deal 15 damage. Next turn, draw 2 additional cards.

Deal 3 damage 5 times.

Deal 7 damage X times.

Gain 5 Block. Block is not removed at the start of your next turn.

Apply 3 Poison to a random enemy 3 times.
1 relationship

Discard your hand, then draw that many cards. Exhaust.

Double an enemy's Poison. Exhaust.
5 relationships

Discard 3 cards. Gain 2 Energy.

Apply 4 Poison and 2 Weak to ALL enemies. Exhaust.
1 relationship

Add a random Skill into your hand. It costs 0 this turn. Exhaust.

Draw 1 card. If it is a Skill, gain 3 Block.

Draw cards until you have 6 in hand.

Apply 2 Weak. Gain 11 Block.
1 relationship

Unplayable. If this card is discarded from your hand, draw 2 cards.
3 relationships

Place a card from your hand on top of your draw pile. It costs 0 until played.

Unplayable. If this card is discarded from your hand, gain 1 Energy.
2 relationships

Apply 99 Vulnerable. Exhaust.

Shivs deal 4 additional damage.

Whenever you are attacked, deal 3 damage back.
2 relationships

Gain 2 Dexterity.
1 relationship

At the start of your turn, add a Shiv to your hand.
4 relationships

At the start of each turn, apply 2 Poison to ALL enemies.
4 relationships

At the end of your turn, Retain up to 1 card.

Deal 13 damage to ALL enemies. Exhaust.

Deal 8 damage twice. Decrease the damage of Glass Knife by 2 this combat.

Can only be played if there are no cards in your draw pile. Deal 50 damage to ALL enemies.
1 relationship

Deal 14 damage. Discard all non-Attack cards in your hand.

Gain 1 Energy. Draw 2 cards. Exhaust.
1 relationship

Obtain a random Potion. Exhaust.

You cannot draw cards this turn. Reduce the cost of all cards in your hand to 0 this turn.

This turn, your next Skill is played twice.
1 relationship

Apply 6 Poison. When the enemy dies, deal damage equal to its max HP to ALL enemies.
1 relationship

Next turn, draw X cards and gain X Energy. Exhaust.

Enemy loses X Strength. Apply X Weak. Exhaust.

Choose a card in your hand. Add 3 copies to your hand. Exhaust.
1 relationship

Next turn, your Attacks deal double damage.

Discard your hand. Add a Shiv for each card discarded.

Whenever you play a card, gain 1 Block.
2 relationships

Whenever you deal unblocked Attack damage, apply 1 Poison.

Whenever you play a card, deal 1 damage to ALL enemies.
2 relationships

At the start of your turn, draw 1 card and discard 1 card.
4 relationships

Gain 2 Intangible. At the start of each turn, lose 1 Dexterity.
1 relationship

At the end of combat, heal 6 HP.

At the start of each combat, draw 2 additional cards.
1 relationship

At the start of each combat, Channel 1 Lightning.

At the start of each combat, add 1 Miracle to your hand.

Your first Attack each combat deals 8 additional damage.

Start each combat with 10 Block.

Whenever you rest at a Rest Site, start the next combat with 2 additional Energy.

Every turn you do not play an Attack, gain 1 Energy next turn.
1 relationship

At the start of each combat, apply 1 Vulnerable to ALL enemies.

At the start of each combat, draw 2 additional cards.

At the start of each combat, heal 2 HP.

Whenever you take damage, deal 3 damage back.

The first time you lose HP each combat, draw 3 cards.

Whenever you add a card to your deck, gain 9 Gold.

Whenever you rest, you may add a card to your deck.

Every 3 turns, gain 1 Energy.

Common Attacks are Ethereal.

Gain 1 Energy on the first turn of each combat.

Whenever you climb a floor, gain 12 Gold. No longer works when you have 999 Gold.

Whenever you enter a Shop, heal 15 HP.

Every time you play 10 Attacks, gain 1 Energy.

At the start of each combat, gain 1 Dexterity.

Negate the next 2 Curses you obtain.

If you end your turn without Block, gain 6 Block.

Every 10th Attack you play deals double damage.

You may carry 2 additional Potions.

Enemies in Elite combats start with 25% less HP.

Heal 15 HP when you rest instead of 30% of your Max HP.

The Merchant's card removal service always costs 50 Gold.

Raise your Max HP by 7.

Whenever you would deal 4 or less unblocked Attack damage, deal 5 instead.

Every 4th Chest you open contains a Relic.

Whenever you use a Potion, heal 5 HP.

At the start of each combat, gain 1 Strength.

Upgrade 2 random Skills in your deck.

Upgrade 2 random Attacks in your deck.

While your HP is at or below 50%, gain 3 Strength at the start of each turn.

Whenever you apply Poison, apply 1 additional Poison.
5 relationships

At the start of each combat, gain 1 Focus.

At the start of each turn, gain 1 Mantra.

Curse cards can be played. Playing a Curse Exhausts it and you lose 1 HP.

Upon pickup, choose an Attack. At the start of each combat, that card is in your opening hand.

Upon pickup, choose a Skill. At the start of each combat, that card is in your opening hand.

Upon pickup, choose a Power. At the start of each combat, that card is in your opening hand.

Whenever you obtain a Curse, increase your Max HP by 6.

For every 5 cards in your deck, heal 3 HP when you rest.

Whenever you add a Power card to your deck, it is automatically upgraded.

Whenever you kill an enemy, gain 1 Energy and draw 1 card.

At the start of your 2nd turn, gain 14 Block.

Whenever you play 10 cards, draw 1 card.

Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
1 relationship

Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
1 relationship

The next 2 non-boss Chests you open each contain 2 Relics.

If your HP is at or below 50% at the end of combat, heal 12 HP.

At the start of each turn, deal 3 damage to ALL enemies.

Whenever you add an Attack card to your deck, it is automatically upgraded.

Whenever you play a Power card, a random card in your hand costs 0 this turn.

Every time you play 3 Attacks in a single turn, gain 4 Block.
1 relationship

At the start of Boss combats, heal 25 HP.

Raise your Max HP by 10.

All card prices in the Shop are reduced by 20%.

Every time you play 3 Attacks in a single turn, gain 1 Strength.
4 relationships

When taking a card reward, you may gain 2 Max HP instead.

Cards containing "Strike" deal 3 additional damage.

Every 3 times you shuffle your draw pile, gain 2 Energy.

The Merchant never runs out of cards and the card removal cost is reduced by 20%.

Whenever you add a Skill to your deck, it is automatically upgraded.

Whenever you would receive a Potion, always receive it.

Whenever you apply Vulnerable, it applies 1 additional stack.

Whenever you lose Block during your turn, gain 3 Block at the end of your turn.

Start each combat with 3 Shivs in hand.
2 relationships

Whenever you play a Skill card, reduce the cost of a random card in your hand by 1.

The top Orb triggers its passive ability an additional time.

At the start of each combat, Channel 1 Dark Orb.

Whenever you play an Attack, gain 1 temporary Dexterity.

At the start of each combat, enter Calm.

Whenever you play a Power card, heal 2 HP.

At the start of your turn, lose 15 Block rather than all of your Block.

At the start of your 3rd turn, gain 18 Block.

Whenever you Exhaust a card, add a random card to your hand.
2 relationships

For each Curse in your deck, gain 1 Strength at the start of each combat.

Prevent the first time you would lose HP in combat.

At the start of each combat, discard your hand then draw the same number of cards.

You can no longer become Weakened.

Can be used at Rest Sites to gain 1 Strength. Can be used up to 3 times.

Energy is now conserved between turns.

Every 6 turns, gain 1 Intangible.

When you would die, heal to 50% of your Max HP instead. Used up after.

Raise your Max HP by 14.

Gain 300 Gold.

Can be used at Rest Sites to remove a card from your deck.

Whenever you play 3 or fewer cards on your turn, draw 3 additional cards at the start of your next turn.

Card rewards now offer an additional card.

Can be used at Rest Sites to dig up a Relic.

At the end of your 7th turn, deal 52 damage to ALL enemies.

At the start of each combat, gain 4 Plated Armor.

Whenever you would receive 5 or less unblocked damage, reduce it to 1.

Whenever you would lose HP, reduce that loss by 1.

You can no longer become Frailed.

Whenever your hand is empty during your turn, draw 1 card.

Ignore Path restrictions for the next 3 Rooms you choose.

Whenever you apply Vulnerable, also apply 1 Weak.

Whenever you Exhaust a card, deal 3 damage to ALL enemies.

Healing during combat is 50% more effective.

Whenever an enemy dies, transfer their Poison to a random enemy.

Whenever you discard a card, deal 3 damage to ALL enemies.
1 relationship

Whenever you discard a card, gain 3 Block.
1 relationship

Whenever you lose HP in combat, trigger the passive ability of all your Orbs.

At the end of your turn, gain 1 Block for each card in your hand.

Whenever you Scry, Scry 2 additional cards.

Upon pickup, choose 3 cards in your deck to upgrade permanently.

Whenever an Elite enemy dies, it drops an additional Relic.

Gain 1 Energy at the start of each turn. Card rewards only offer 2 cards.

Upon pickup, gain 3 Curses and 1 Relic of each rarity.

Gain 1 Energy at the start of each turn. You can no longer Rest.

Gain 1 Energy at the start of each turn. Whenever you open a Chest, gain a Curse.

Gain 1 Energy at the start of each turn. You can no longer gain Gold.

Upon pickup, remove 2 cards from your deck.

Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.

Upon pickup, all Strike and Defend cards in your deck are transformed into random cards.

Gain 1 Energy at the start of each turn. At the start of each combat, all enemies gain 1 Strength.

Gain 1 Energy at the start of each turn. Enemy Intents are no longer shown.

At the end of your turn, you no longer discard your hand.

Double the effectiveness of all Potions.

During Boss and Elite combats, gain 1 Energy at the start of your turn.

Draw 2 additional cards each turn. At the start of each combat, randomize the costs of all cards in your deck.

Gain 1 Energy at the start of each turn. You can no longer obtain Potions.

Gain 1 Max HP, 50 Gold, 1 Potion, upgrade a random card, and gain 1 Energy.

Gain 1 Energy at the start of each turn. You may play no more than 6 cards per turn.

Replaces Burning Blood. At the end of combat, heal 12 HP.

Gain 1 Energy at the start of each turn. At the start of each turn, draw 1 fewer card.

Whenever you lose HP, draw 1 card.

The first time you discard a card each turn, gain 1 Energy.

Replaces Ring of the Snake. Draw 1 additional card each turn. Your starting hand size is 6.

Attacks that cost 0 deal 4 additional damage.
4 relationships

Gain 1 Energy at the start of each turn. At the end of your turn, if your Orb slots are full, Channel 1 Frost.

Every 2 turns, gain 1 Orb slot.

Gain 1 Energy at the start of each turn. At the start of each combat, Channel 1 Plasma.

At the start of each combat, add 3 Miracles to your hand.

Whenever you exit Calm, gain 1 Energy.

Upon pickup, brew 5 random Potions.

Whenever you play a card that costs X, its X is increased by 2.

At the start of each combat, gain 1 Artifact.

Upon pickup, obtain a copy of a card in your deck.

When viewing your Draw Pile, the cards are shown in order.

Whenever you break an enemy's Block, apply 2 Vulnerable.

Raise your Max HP by 7. Heal to full HP.

Status cards can be played. Playing a Status Exhausts it.

All prices in the Shop are reduced by 50%.

Whenever you play a Power, Skill, and Attack in the same turn, remove all of your Debuffs.

Upon pickup, add 5 random Colorless cards to your deck.

Card rewards now contain cards from any color.

At the start of Elite combats, gain 2 Strength.

Cards that would Exhaust when played now have a 50% chance to not Exhaust.

Gain 6 Block whenever you shuffle your draw pile.

At the start of each combat, choose 1 of 3 Colorless cards to add to your hand.

At the start of each turn, you and ALL enemies gain 1 Strength.

Upon pickup, apply 4 Poison to ALL enemies.

Gain 3 additional Orb slots.

Whenever you shuffle your draw pile, Scry 3.

Whenever you gain Gold, heal 5 HP.

At the start of each combat, gain 1 Mantra.

At the start of each combat, add a random Power card to your hand. It costs 0 this combat.

At the start of each combat, gain 1 Max HP.

Gain 250 Gold.

At the start of each combat, gain 1 Weak.

You can no longer heal.

At the start of each combat, gain 3 Strength. At the end of your first turn, lose 3 Strength.

The next 2 Chests you open duplicate a random Relic you own.

Whenever you obtain a Relic, a random Relic in your possession vanishes.
The first time you play a card that costs 2 or more each turn, it is played again.

The first 3 Elite enemies you encounter have 1 HP.

At the end of each turn, choose 1 of 3 Colorless cards to shuffle into your draw pile.

When entering a Rest Site, gain 5 Max HP but you can no longer Rest.

At the start of each combat, apply 1 Weak to ALL enemies.

It's bad.

Whenever you enter a new Room, if you have 0 Gold, gain 50 Gold.

At the start of each turn, upgrade a random card in your hand for the rest of combat.