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card
ironclad
attack
uncommon



attack

Blood for Blood

4
D+
Costs 1 less
for each time you lose HP in combat.
Deal 18 damage.



attack

Blood for Blood+

3
D+
Costs 1 less
for each time you lose HP in combat.
Deal 22 damage.
Too slow to be reliable, and generally speaking you do not want to be taking this much damage in fights. It acts as more of a consolation prize. Intentionally tanking one damage when blocking can improve the effectiveness of this card. For obvious reasons, intangible synergises very well.



skill

Bloodletting

0
B-
Lose 3 HP.
Gain
.




power

Brutality

0
B-
At the start of your turn, lose 1 HP and draw 1 card.




power

Combust

1
C-
At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.




attack

Hemokinesis

1
C+
Lose 2 HP.
Deal 15 damage.




attack

Immolate

2
S-
Deal 21 damage to ALL enemies.
Shuffle a Burn into your discard pile.




skill

Offering

0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.




skill

Double Tap

1
B
This turn, your next Attack is played twice.




attack

Feed

1
S+
Deal 10 damage.
If Fatal, raise your Max HP by 3. Exhaust.




skill

Havoc

1
C-
Play the top card of your draw pile and Exhaust it.




attack

Reaper

2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.




skill

Bandage Up

0
S-
Heal 4 HP.
Exhaust.




attack

Bite

1
B+
Deal 7 damage.
Heal 2 HP.




skill

Madness

1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.




skill

Forethought

1
C-
Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.




power

Mayhem

2
D
At the start of your turn, play the top card of your draw pile.

Burning Blood
starter
At the end of combat, heal 6 HP.
A
Black Blood
boss
Replaces Burning Blood. At the end of combat, heal 12 HP.
C+
Blood Vial
common
At the start of each combat, heal 2 HP.
C-
Pen Nib
common
Every 10th Attack you play deals double damage.
A
Regal Pillow
common
Heal an additional 15 HP when you Rest.
A-
Singing Bowl
common
When adding cards to your deck, you may gain +2 Max HP instead.
S
Strawberry
common
Raise your Max HP by 7.
C
Darkstone Periapt
uncommon
Whenever you obtain a Curse, increase your Max HP by 6.
D+
Meat on the Bone
uncommon
If your HP is at or below 50% at the end of combat, heal 12 HP.
A-
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Pantograph
uncommon
At the start of boss combats, heal 25 HP.
B-
Pear
uncommon
Raise your Max HP by 10.
B
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
Mango
rare
Raise your Max HP by 14.
B-
Eternal Feather
uncommon
For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site.
B
Lizard Tail
rare
When you would die, heal to 50% of your Max HP instead (works once).
B
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
Tiny House
boss
Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.
C-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Bloody Idol
event
Whenever you gain Gold, heal 5 HP.
B-
Lee's Waffle
shop
Raise your Max HP by 7 and heal all of your HP.
D+
Toy Ornithopter
shop
Whenever you use a potion, heal 5 HP.
C-
Face of Cleric
event
Raise your Max HP by 1 after each combat.
B
Meal Ticket
shop
Whenever you enter a shop room, heal 15 hp.
C

Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+



skill

Armaments

1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.




power

Barricade

3
D+
Block no longer expires at the start of your turn.




skill

Entrench

2
D-
Double your current Block.




power

Feel No Pain

1
D
Whenever a card is Exhausted, gain 3 Block.




skill

Ghostly Armor

1
B
Ethereal.
Gain 10 Block.




skill

Impervious

2
B+
Gain 30 Block.
Exhaust.




attack

Iron Wave

1
C
Gain 5 Block.
Deal 5 damage.




power

Metallicize

1
C
At the end of your turn, gain 3 Block.




skill

Power Through

1
C-
Add 2 Wounds to your hand.
Gain 15 Block.




skill

Rage

0
D+
Whenever you play an Attack this turn, gain 3 Block.




skill

Second Wind

1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.




skill

Shrug It Off

1
A-
Gain 8 Block.
Draw 1 card.




skill

True Grit

1
C
Gain 7 Block.
Exhaust a random card from your hand.

Anchor
common
Start each combat with 10 Block.
B+
Orichalcum
common
If you end your turn without Block, gain 6 Block.
A+
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+

Horn Cleat
uncommon
At the start of your 2nd turn, gain 14 Block.
B+

Captain's Wheel
rare
At the start of your 3rd turn, gain 18 Block.
B+