"Go nuts" with our new playable character... 'The Peanut' Play now →
card
silent
skill
rare



skill

Nightmare

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



skill

Nightmare+

2
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.
Although nightmare might look unremarkable, this card can be completely game winning in the right scenario. For example, if you cast Nightmare on an upgraded catalyst, you can triple something’s poison 4 times (x81 poison). Well-laid Plans is a must-have if you are taking nightmare in order to retain either the card to be copied or nightmare itself. This card often requires a lot of energy because it is difficult to play this without taking damage. For this reason I would also recommend upgrading it. It tends to be more useful in boss fights when you are able to copy an important power or skill.



skill

Adrenaline

0
S+
Gain
.
Draw 2 cards.
Exhaust.




skill

Alchemize

1
A-
Obtain a random potion.
Exhaust.




attack

Backstab

0
A-
Innate.
Deal 11 damage.
Exhaust.




skill

Bullet Time

3
B+
You cannot draw any cards this turn.
Reduce the cost of cards in your hand to 0 this turn.




skill

Catalyst

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




power

Footwork

1
A
Gain 2 Dexterity.




power

Well-Laid Plans

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




power

Wraith Form

3
S
Gain 2 Intangible.
At the end of your turn, lose 1 Dexterity.




power

A Thousand Cuts

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




power

Accuracy

1
D+
Shivs deal 4 additional damage.




power

After Image

1
A+
Whenever you play a card, gain 1 Block.




power

Caltrops

1
A-
Whenever you are attacked, deal 3 damage to the attacker.




skill

Concentrate

0
E
Discard 3 cards.
Gain
.




skill

Doppelganger

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




power

Envenom

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




attack

Flying Knee

1
B-
Deal 8 damage.
Next turn gain
.




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

Heel Hook

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




power

Infinite Blades

1
B+
At the start of your turn, add a Shiv to your hand.




power

Noxious Fumes

1
A+
At the start of your turn, apply 2 Poison to ALL enemies.




skill

Outmaneuver

1
D+
Next turn gain
.




skill

Setup

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




skill

Tactician
E+
Unplayable.
If this card is discarded from your hand, gain
.




power

Tools of the Trade

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




skill

Madness

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




power

Magnetism

2
A-
At the start of each turn, add a random colorless card to your hand.




attack

Mind Blast

2
C
Innate.
Deal damage equal to the number of cards in your draw pile.




power

Panache

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




power

Sadistic Nature

0
B
Whenever you apply a Debuff to an enemy, they take 5 damage.




skill

Apparition

1
A-
Gain 1 Intangible.
Exhaust.
Ethereal.




power

Mayhem

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




skill

Miracle

0
A
Retain.
Gain
.
Exhaust.




power

Omega

3
S
At the start of your turn deal 50 damage to ALL enemies.

Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
C
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
D+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
C
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Strange Spoon
shop
Cards which Exhaust when played will instead discard 50% of the time.
C-
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B
Incense Burner
rare
Every 6 turns, gain 1 Intangible.
A+
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-

Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-