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card
silent
attack
rare



attack

Grand Finale

0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.



attack

Grand Finale+

0
E-
Can only be played if there are no cards in your draw pile.
Deal 60 damage to ALL enemies.
Grand finale is an extremely difficult card to pull off. I would only ever consider using this in a real deck if I were offered it within the first 3 fights of the game. It requires an extremely small deck to make sure that this card can be consistently played over multiple turns. Even if you are able to play grand finale every time you shuffle your deck, in a 20 card deck that might still be every three or four turns which is not fast enough. To make this card work, it is important to consider your draw amounts - for example, Backflip draws 2 cards whereas Quick Slash draws 1. By having a variety of draw amounts in your deck if you can ensure that you can always empty your draw pile without overdrawing. It is possible to run this card as your only source of damage and I would recommend that. Once you get to a very slim deck, it is easy to play this card two or three times in a single turn which is enough to dispatch most foes. Do not take this card unless you intend to build your deck around it. Another honorable mention is Well laid plans which ensures that this card stays in your hand until it is playable, which is useful in 12-20 card decks. However, for this strategy to work your deck should already be small enough to play it multiple times over without the need for retaining.



power

A Thousand Cuts

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




skill

Acrobatics

1
B-
Draw 3 cards.
Discard 1 card.




skill

Adrenaline

0
S+
Gain
.
Draw 2 cards.
Exhaust.




skill

Alchemize

1
A-
Obtain a random potion.
Exhaust.




skill

Backflip

1
A
Gain 5 Block.
Draw 2 cards.




attack

Backstab

0
A-
Innate.
Deal 11 damage.
Exhaust.




skill

Calculated Gamble

0
B-
Discard your hand, then draw that many cards.
Exhaust.




skill

Catalyst

1
A-
Double an enemy's Poison.
Exhaust.




skill

Crippling Cloud

2
B
Apply 4 Poison and 2 Weak to ALL enemies.
Exhaust.




attack

Dagger Throw

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




attack

Die Die Die

1
A-
Deal 13 damage to ALL enemies.
Exhaust.




skill

Distraction

1
C-
Add a random Skill to your hand.
It costs 0 this turn.
Exhaust.




skill

Doppelganger

X
D+
Next turn, draw X cards and gain X Energy.




attack

Endless Agony

0
C+
Whenever you draw this card, add a copy of it to your hand.
Deal 4 damage.
Exhaust.




power

Envenom

2
A
Whenever an attack deals unblocked damage, apply 1 Poison.




skill

Escape Plan

0
C
Draw 1 card.
If the card is a Skill, gain 3 Block.




skill

Expertise

1
C
Draw cards until you have 6 in hand.




attack

Finisher

1
C
Deal 6 damage for each Attack played this turn.




attack

Heel Hook

1
D
Deal 5 damage.
If the enemy has Weak, Gain
and draw 1 card.




skill

Malaise

X
A
Enemy loses X Strength. Apply X Weak.
Exhaust.




skill

Nightmare

3
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.




skill

Piercing Wail

1
A
ALL enemies lose 6 Strength for 1 turn.
Exhaust.




skill

Prepared

0
C
Draw 1 card.
Discard 1 card.




attack

Quick Slash

1
B
Deal 8 damage.
Draw 1 card.




skill

Reflex
E+
Unplayable.
If this card is discarded from your hand, draw 2 cards.




skill

Setup

1
D
Place a card in your hand on top of your draw pile.
It cost 0 until it is played.




skill

Terror

1
A
Apply 99 Vulnerable.
Exhaust.




power

Tools of the Trade

1
B+
At the start of your turn, draw 1 card and discard 1 card.




power

Well-Laid Plans

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




skill

Bandage Up

0
S-
Heal 4 HP.
Exhaust.




skill

Dark Shackles

0
A-
Enemy loses 9 Strength for the rest of this turn.
Exhaust.




skill

Deep Breath

0
D
Shuffle your discard pile into your draw pile.
Draw 1 card.




attack

Dramatic Entrance

0
A+
Innate.
Deal 8 damage to ALL enemies.
Exhaust.




skill

Finesse

0
C
Gain 2 Block.
Draw 1 card.




attack

Flash of Steel

0
C+
Deal 3 damage.
Draw 1 card.




skill

J.A.X.

0
B+
Lose 3 HP.
Gain 2 Strength.




skill

Jack Of All Trades

0
C
Add 1 random Colorless card to your hand.
Exhaust.




skill

Madness

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




skill

Master of Strategy

0
A+
Draw 3 cards.
Exhaust.




skill

Panacea

0
B-
Gain 1 Artifact.
Exhaust.




power

Panache

0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.




skill

Purity

0
D-
Choose and exhaust 3 cards in your hand.
Exhaust.




skill

Secret Technique

0
A
Choose a Skill from your draw pile and place it into your hand.
Exhaust.




skill

Secret Weapon

0
A
Choose an Attack from your draw pile and place it into your hand.
Exhaust.




attack

Shiv

0
B
Deal 4 damage.
Exhaust.




skill

Thinking Ahead

0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.




skill

Transmutation

X
C+
Add X random Colorless cards into your hand.
They cost 0 this turn.
Exhaust.




skill

Trip

0
C+
Apply 2 Vulnerable.




attack

Ritual Dagger

1
C+
Deal 15 Damage.
If this kills an enemy, permanently increase this card's damage by 3.
Exhaust.




skill

Discovery

1
B+
Choose 1 of 3 random cards to add to your hand.
It costs 0 this turn.
Exhaust.




skill

Impatience

0
C
If you have no Attack cards in your hand, draw 2 cards.




skill

Panic Button

0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.




skill

Chrysalis

2
B-
Add 3 random Skills into your Draw Pile.
They cost 0 this combat.
Exhaust.




skill

Metamorphosis

2
B
Add 3 random Attacks into your Draw Pile.
They cost 0 this combat.
Exhaust.




skill

Violence

0
B-
Place 3 random Attack cards from your draw pile into your hand.
Exhaust.




skill

Insight

0
S-
Retain.
Draw 2 cards.
Exhaust.




skill

Miracle

0
A
Retain.
Gain
.
Exhaust.




skill

Safety

1
A
Retain.
Gain 12 Block.
Exhaust.




attack

Smite

1
A-
Retain.
Deal 12 damage.
Exhaust.




attack

Through Violence

0
S+
Retain.
Deal 20 damage.
Exhaust.

Ring of the Snake
starter
At the start of each combat, draw 2 additional cards.
B
Ring of the Serpent
boss
At the start of your turn, draw 1 additional card.
B
Wrist Blade
boss
Attacks that cost 0 deal 4 additional damage.
C
Bag of Preparation
common
At the start of each combat, draw 2 additional cards.
B-
Vajra
common
At the start of each combat, gain 1 Strength.
A
Blue Candle
uncommon
Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card.
D+
Centennial Puzzle
uncommon
The first time you lose HP each combat, draw 3 cards.
B-
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
D+
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
S-
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C+
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
S
Peace Pipe
rare
You can now remove cards from your deck at Rest Sites.
C+
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
B-
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
B
Medical Kit
shop
Status cards can now be played. Playing a Status will Exhaust the card.
B-
Sling of Courage
shop
Start each Elite combat with 2 Strength.
D+
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B+

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

Ink Bottle
uncommon
Whenever you play 10 cards, draw 1 card.
D+