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attack
Conclude
1
B+
Deal 12 damage to ALL enemies.
End your turn.
attack
Conclude+
1
B+
Deal 16 damage to ALL enemies.
End your turn.
Because conclude is so energy efficient, I often find myself picking this. It is fast damage that makes light work of hallway fights. Usually, the end turn effect isn't relevant as you can simply play it as your last card of the turn. On the other hand, This makes it difficult and risky to use in conjunction with wrath , as you must end the turn in wrath as well. Note that it also has terrible synergy with other end turn cards, so beware when taking multiple copies of conclude and other cards such as vault.
attack
Conclude
1
B+
Deal 12 damage to ALL enemies.
End your turn.
skill
Meditate
1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.
skill
Wish
3
B-
Choose one: Gain 6 Plated Armor, 3 Strength, or 25 Gold.
Exhaust.
skill
Wreath of Flame
1
C-
Your next Attack deals 5 additional damage.
skill
J.A.X.
0
B+
Lose 3 HP.
Gain 2 Strength.
skill
Trip
0
C+
Apply 2 Vulnerable.
Vajra
common
At the start of each combat, gain 1 Strength.
A+
A
A
A+
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
A-
A-
A-
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
S
B
A
Sling of Courage
shop
Start each Elite combat with 2 Strength.
C-
D+
D+
C-
Girya
rare
You can now gain Strength at Rest Sites. (3 times max)
A-
Brimstone
shop
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
D+
attack
Signature Move
2
E
Can only be played if this is the only Attack in your hand.
Deal 30 damage.
power
Mayhem
2
D
At the start of your turn, play the top card of your draw pile.
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
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