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skill

Conjure Blade

X

D+

Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X times.)

skill

Conjure Blade+

X

D+

Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X+1 times.)

Conjure Blade

What we think of Conjure Blade

Generally, this card is much more hassle than its worth, since you can spend all your turn's energy on a card that you might not even manage to draw. Even with a lot of damage on it, there are more reliable, fast-acting damage sources. Best in thin decks to get maximum uses. The more energy you can dump into it the better. Works well with miracles and energy relics.

Card Synergies

  • skill

    Collect

    X

    D+

    Put Miracle+ into your hand at the start of your next X turns.
    Exhaust.

  • power

    Deva Form

    3

    C

    Ethereal.
    At the start of your turn, gain and increase this gain by 1.

  • attack

    Follow-Up

    1

    C-

    Deal 7 damage.
    If the last card played this combat was an Attack, gain .

  • power

    Master Reality

    1

    B-

    Whenever a card is created during combat, Upgrade it.

  • skill

    Pray

    1

    D+

    Gain 3 Mantra.
    Shuffle an Insight into your draw pile.

  • skill

    Forethought

    1

    C-

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

  • skill

    Madness

    1

    C

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

  • power

    Mayhem

    2

    D

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

  • attack

    Mind Blast

    2

    C

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

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • power

    Panache

    0

    D+

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

Relic Synergies

  • Ancient Tea Set

    common

    Whenever you enter a Rest Site, start the next combat with 2 Energy.

    C

    C-

    C-

    C-

  • Art of War

    common

    If you do not play any Attacks during your turn, gain an extra Energy next turn.

    D

    C

    C+

    C+

  • Happy Flower

    common

    Every 3 turns, gain 1 Energy.

    C

    C

    C

    C

  • Lantern

    common

    Gain 1 Energy on the first turn of each combat.

    B+

    B+

    B+

    B

  • Gremlin Horn

    uncommon

    Whenever an enemy dies, gain 1 Energy and draw 1 card.

    B+

    D+

    D+

    B+

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • Toxic Egg

    uncommon

    Whenever you add a Skill card to your deck, it is Upgraded.

    A-

    A

    A

    A

  • Dead Branch

    rare

    Whenever you Exhaust a card, add a random card to your hand.

    S+

    S

    B-

    S

  • Sundial

    rare

    Every 3 times you shuffle your deck, gain 2 Energy.

    D+

    C

    C-

    C

  • Ectoplasm

    boss

    Gain 1 Energy at the start of each turn. You can no longer gain Gold.

    A-

    A-

    A-

    A-

  • Philosopher's Stone

    boss

    Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.

    B

    B

    B

    B

  • Sozu

    boss

    Gain 1 Energy at the start of each turn. You can no longer use potions.

    A

    A

    A

    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+

    A+

    A+

    A+

  • Fusion Hammer

    boss

    Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.

    A

    A

    A

    A

  • Coffee Dripper

    boss

    Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

    B+

    B

    B

    B

  • Nunchaku

    rare

    Every time you play 10 Attacks, gain 1 Energy.

    B-

    B+

    B-

    B

  • Chemical X

    shop

    The effects of your cost X cards are increased by 2.

    B+

    B+

    B+

    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+

    C-

    C-

    C-

  • Charon's Ashes

    rare

    Whenever you Exhaust a card, deal 3 damage to ALL enemies.

    B+

  • Mark of Pain

    boss

    Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

    A+

  • Hovering Kite

    boss

    The first time you discard a card each turn, gain [energy].

    B+

  • 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

  • Slaver's Collar

    boss

    During Boss and Elite combats, gain [energy] at the start of your turn.

    B-

    B-

    B-

    B-

Card Antisynergies

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

  • curse

    Regret

    Unplayable.
    At the end of your turn, lose 1 HP for each card in your hand.

Relic Antisynergies

  • Letter Opener

    uncommon

    Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

    D

    A

    B

    B

  • Unceasing Top

    rare

    Whenever you have no cards in hand during your turn, draw a card.

    D-

    B-

    C-

    B-

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

  • Velvet Choker

    boss

    Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

    A

    A-

    A

    A-

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