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power

Fire Breathing

1

C+

Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.

power

Fire Breathing+

1

C+

Whenever you draw a Status or Curse card, deal 10 damage to ALL enemies.

Fire Breathing

What we think of Fire Breathing

Running one copy of fire breathing is usually enough to hard counter certain fights without posing too much of a disadvantage in fights where it is useless. This power is also a build-around card and can be picked with cards that pollute your deck, such as second wind, wild strike, and reckless charge to make it powerful in any encounter. It also makes curses less of a drawback.

Card Super Synergies

  • power

    Evolve

    1

    C

    Whenever you draw a Status, draw 1 card.

  • attack

    Immolate

    2

    S-

    Deal 21 damage to ALL enemies.
    Shuffle a Burn into your discard pile.

  • skill

    Power Through

    1

    C-

    Add 2 Wounds to your hand.
    Gain 15 Block.

  • attack

    Reckless Charge

    0

    B-

    Deal 7 damage.
    Shuffle a Dazed into your draw pile.

  • attack

    Wild Strike

    1

    C+

    Deal 12 damage.
    Shuffle a Wound into your draw pile.

  • curse

    Ascender's Bane

    Unplayable.
    Ethereal.
    Cannot be removed from your deck.

  • curse

    Clumsy

    Unplayable.
    Ethereal.

  • curse

    Curse of the Bell

    Unplayable.
    Cannot be removed from your deck.

  • curse

    Decay

    Unplayable.
    At the end of your turn, take 2 damage.

  • curse

    Doubt

    Unplayable.
    At the end of your turn, gain 1 Weak.

  • curse

    Injury

    Unplayable.

  • curse

    Necronomicurse

    Unplayable.
    There is no escape from this Curse.

  • curse

    Normality

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

  • curse

    Pain

    Unplayable.
    While in hand, lose 1 HP when other cards are played.

  • curse

    Parasite

    Unplayable.
    If transformed or removed from your deck, lose 3 Max HP.

  • curse

    Pride

    Innate.
    At the end of your turn, place a copy of this card on top of your draw pile.

  • curse

    Regret

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

  • curse

    Shame

    Unplayable.
    At the end of your turn, gain 1 Frail.

  • curse

    Writhe

    Unplayable.
    Innate.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Mark of Pain

    boss

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

    A+

Card Synergies

  • skill

    Battle Trance

    0

    A

    Draw 3 cards.
    You cannot draw additional cards this turn.

  • power

    Brutality

    0

    B-

    At the start of your turn, lose 1 HP and draw 1 card.

  • skill

    Burning Pact

    1

    D

    Exhaust 1 card.
    Draw 2 cards.

  • power

    Dark Embrace

    2

    D+

    Whenever a card is Exhausted, draw 1 card.

  • skill

    Dual Wield

    1

    D+

    Create a copy of an Attack or Power card in your hand.

  • skill

    Havoc

    1

    C-

    Play the top card of your draw pile and Exhaust it.

  • skill

    Offering

    0

    A+

    Lose 6 HP.
    Gain .
    Draw 3 cards.
    Exhaust.

  • attack

    Pommel Strike

    1

    C-

    Deal 9 damage.
    Draw 1 card.

  • skill

    Shrug It Off

    1

    A-

    Gain 8 Block.
    Draw 1 card.

  • skill

    Warcry

    0

    B-

    Draw a card.
    Place a card from your hand on top of your draw pile.
    Exhaust.

  • 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

    Impatience

    0

    C

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

  • skill

    Insight

    0

    S-

    Retain.
    Draw 2 cards.
    Exhaust.

  • 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

    Violence

    0

    B-

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

Relic Synergies

  • Bag of Preparation

    common

    At the start of each combat, draw 2 additional cards.

    B

    B-

    B+

    B+

  • Centennial Puzzle

    uncommon

    The first time you lose HP each combat, draw 3 cards.

    B

    B-

    B-

    B-

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Gremlin Horn

    uncommon

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

    B+

    D+

    D+

    B+

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Gambling Chip

    rare

    At the start of each combat, discard any number of cards then draw that many.

    A-

    A

    A-

    A

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

  • Runic Pyramid

    boss

    At the end of your turn, you no longer discard your hand.

    A-

    B

    B-

    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+

    C-

    C-

    C-

  • Runic Cube

    uncommon

    Whenever you lose HP, draw 1 card.

    B+

  • 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

  • Ink Bottle

    uncommon

    Whenever you play 10 cards, draw 1 card.

    D

    D+

    D

    D

Relic Antisynergies

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

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