Card Database
Browse all cards. Hover to see upgraded version.
Strike
Deal 6 damage.
Defend
Gain 5 Block.
Bash
Deal 8 damage. Apply 2 Vulnerable.
Anger
Deal 6 damage. Add a copy of this card to your discard pile.
Armaments
Gain 5 Block. Upgrade a card in your hand for the rest of combat.
Body Slam
Deal damage equal to your current Block.
Clash
Can only be played if every card in your hand is an Attack. Deal 14 damage.
Cleave
Deal 8 damage to ALL enemies.
Flex
Gain 2 Strength. At the end of this turn, lose 2 Strength.
Headbutt
Deal 9 damage. Put a card from your discard pile on top of your draw pile.
Heavy Blade
Deal 14 damage. Strength affects this card 3 times.
Iron Wave
Gain 5 Block. Deal 5 damage.
Perfected Strike
Deal 6 damage. Deals 2 additional damage for ALL your cards containing "Strike".
Pommel Strike
Deal 9 damage. Draw 1 card.
Shrug It Off
Gain 8 Block. Draw 1 card.
Sword Boomerang
Deal 3 damage to a random enemy 3 times.
Thunderclap
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
True Grit
Gain 7 Block. Exhaust a random card from your hand.
Twin Strike
Deal 5 damage twice.
Warcry
Draw 1 card. Put a card from your hand on top of your draw pile. Exhaust.
Wild Strike
Deal 12 damage. Shuffle a Wound into your draw pile.
Battle Trance
Draw 3 cards. You cannot draw additional cards this turn.
Blood for Blood
Costs 1 less Energy for each time you lose HP this combat. Deal 18 damage.
Bloodletting
Lose 3 HP. Gain 2 Energy.
Burning Pact
Exhaust 1 card. Draw 2 cards.
Carnage
Ethereal. Deal 20 damage.
Combust
At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.
Dark Embrace
Whenever a card is Exhausted, draw 1 card.
Disarm
Enemy loses 2 Strength. Exhaust.
Dropkick
Deal 5 damage. If the enemy is Vulnerable, gain 1 Energy and draw 1 card.
Dual Wield
Create a copy of an Attack or Power card in your hand.
Entrench
Double your current Block.
Evolve
Whenever you draw a Status card, draw 1 card.
Feel No Pain
Whenever a card is Exhausted, gain 3 Block.
Fire Breathing
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.
Flame Barrier
Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.
Ghostly Armor
Ethereal. Gain 10 Block.
Hemokinesis
Lose 2 HP. Deal 15 damage.
Infernal Blade
Add a random Attack into your hand. It costs 0 this turn. Exhaust.
Inflame
Gain 2 Strength.
Intimidate
Apply 1 Weak to ALL enemies. Exhaust.
Metallicize
At the end of your turn, gain 3 Block.
Power Through
Add 2 Wounds to your hand. Gain 15 Block.
Pummel
Deal 2 damage 4 times. Exhaust.
Rage
Whenever you play an Attack this turn, gain 3 Block.
Rampage
Deal 8 damage. Increase this card's damage by 5 for this combat.
Reckless Charge
Deal 7 damage. Shuffle a Dazed into your draw pile.
Rupture
Whenever you lose HP from a card, gain 1 Strength.
Searing Blow
Deal 12 damage. Can be upgraded any number of times.
Second Wind
Exhaust all non-Attack cards in your hand. Gain 5 Block for each card Exhausted.
Seeing Red
Gain 2 Energy. Exhaust.
Sentinel
Gain 5 Block. If this card is Exhausted, gain 2 Energy.
Sever Soul
Exhaust all non-Attack cards in your hand. Deal 16 damage.
Shockwave
Apply 3 Weak and 3 Vulnerable to ALL enemies. Exhaust.
Spot Weakness
If the enemy intends to attack, gain 3 Strength.
Uppercut
Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.
Whirlwind
Deal 5 damage to ALL enemies X times.
Barricade
Block is not removed at the start of your turn.
Berserk
Gain 2 Vulnerable. At the start of your turn, gain 1 Energy.
Bludgeon
Deal 32 damage.
Brutality
At the start of your turn, lose 1 HP and draw 1 card.
Corruption
Skills cost 0. Whenever you play a Skill, Exhaust it.
Demon Form
At the start of each turn, gain 2 Strength.
Double Tap
This turn, your next Attack is played twice.
Exhume
Put a card from your Exhaust pile into your hand. Exhaust.
Feed
Deal 10 damage. If this kills a non-minion enemy, gain 3 Max HP. Exhaust.
Fiend Fire
Exhaust your hand. Deal 7 damage for each card Exhausted. Exhaust.
Immolate
Deal 21 damage to ALL enemies. Add a Burn to your discard pile.
Impervious
Gain 30 Block. Exhaust.
Juggernaut
Whenever you gain Block, deal 5 damage to a random enemy.
Limit Break
Double your Strength. Exhaust.
Offering
Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.
Reaper
Deal 4 damage to ALL enemies. Heal HP equal to unblocked damage. Exhaust.
Strike
Deal 6 damage.
Defend
Gain 5 Block.
Survivor
Gain 8 Block. Discard 1 card.
Neutralize
Deal 3 damage. Apply 1 Weak.
Deadly Poison
Apply 5 Poison.
Blade Dance
Add 3 Shivs to your hand.
Footwork
Gain 2 Dexterity.
Noxious Fumes
At the start of your turn, apply 2 Poison to ALL enemies.
Adrenaline
Gain 1 Energy. Draw 2 cards. Exhaust.
Wraith Form
Gain 2 Intangible. At the start of each turn, lose 1 Dexterity.
Strike
Deal 6 damage.
Defend
Gain 5 Block.
Zap
Channel 1 Lightning.
Dualcast
Evoke your next Orb twice.
Ball Lightning
Deal 7 damage. Channel 1 Lightning.
Defragment
Gain 1 Focus.
Glacier
Gain 7 Block. Channel 2 Frost.
Echo Form
Ethereal. The first card you play each turn is played twice.
Strike
Deal 6 damage.
Defend
Gain 5 Block.
Eruption
Deal 9 damage. Enter Wrath.
Vigilance
Gain 8 Block. Enter Calm.
Empty Fist
Deal 9 damage. Exit your Stance.
Tantrum
Deal 3 damage 3 times. Enter Wrath. Shuffle this card into your draw pile.
Mental Fortress
Whenever you change Stance, gain 4 Block.
Blasphemy
Enter Divinity. Die next turn. Exhaust.