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skill
Alpha
1
D
Shuffle a Beta into your draw pile.
Exhaust.
skill
Alpha+
1
D
Innate.
Shuffle a Beta into your draw pile.
Exhaust.
card
watcher
skill
rare
Alpha is an extremely powerful albeit slow ability. The first part of the chain is easy to play as it only costs 1 energy, but the two and three energy Beta and Omega that follow can be much more difficult to play without being punished. This is why it is recommended to only take this with energy relics or other sources of energy gain. Furthermore, it fits best into a thin deck in order to keep it consistent. Since it is quite slow, you might find that hallway fights don't require you to use this and in fact will make you take more damage if you do. The actual effect is devastating when it comes online and can finish most foes in two to three turns. It is also exceptionally powerful versus bosses with high health totals. This card is a build around card , usually requiring you to turtle with plenty of defence until it is ready to play. For this reason you often don't need any other sources of damage. It is very all or nothing, and is usually a poor addition to a large deck as it shuffles two useless cards into your deck that do nothing until all three are played. Additional draw effects and scry abilities can help you pull it off faster.
skill
Collect
X
D+
Put Miracle+ into your hand at the start of your next X turns.
Exhaust.
attack
Cut Through Fate
1
A
Deal 7 damage.
Scry 2.
Draw 1 card.
power
Deva Form
3
C
Ethereal.
At the start of your turn, gain and increase this gain by 1.
skill
Empty Mind
1
B
Draw 2 cards.
Exit your Stance.
skill
Evaluate
1
B-
Gain 6 Block.
Shuffle an Insight into your draw pile.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
skill
Inner Peace
1
B+
If you are in Calm, draw 3 cards.
Otherwise, enter Calm.
attack
Just Lucky
0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Sanctity
1
C
Gain 6 Block.
If the last card played was a Skill, draw 2 cards.
skill
Scrawl
1
A-
Draw cards until your hand is full.
Exhaust.
power
Study
2
C+
At the end of your turn, shuffle an Insight into your draw pile.
skill
Third Eye
1
B-
Gain 7 Block.
Scry 3.
attack
Wheel Kick
2
B
Deal 15 damage.
Draw 2 cards.
skill
Deep Breath
0
D
Shuffle your discard pile into your draw pile.
Draw 1 card.
skill
Finesse
0
C
Gain 2 Block.
Draw 1 card.
attack
Flash of Steel
0
C+
Deal 3 damage.
Draw 1 card.
skill
Master of Strategy
0
A+
Draw 3 cards.
Exhaust.
skill
Thinking Ahead
0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.
skill
Trip
0
C+
Apply 2 Vulnerable.
skill
Impatience
0
C
If you have no Attack cards in your hand, draw 2 cards.
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.
Pure Water
starter
At the start of each combat, add a Miracle into your hand.
B-
Holy Water
boss
Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.
A-
Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A
Melange
shop
Whenever you shuffle your draw pile, Scry 3.
C-
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+
Bag of Preparation
common
At the start of each combat, draw 2 additional cards.
B+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B
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.
B+
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
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
B-
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
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
B-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A-
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
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
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-
No watcher, colorless or curse cards antisynergies.