Downfall cards

Name Image Upgraded image Rarity Type Cost Description
Batch Special Skill 0 Create a Function immediately out of the cards in the Sequence. Exhaust. (not Exhaust.)
Branch: Attack Special Attack 1 Deal 9 (11) damage. bronze:Encode.
Branch: Block Special Skill 1 Gain 8 (10) Block. bronze:Encode.
Byte Shift Special Skill 0 (Retain.) Return all Encoded cards to your hand. They gain Retain. Exhaust.
Council's Justice Special Attack 1 Deal 6 (10) damage, increased by 3 (4) for each Exhausted Apparition. Exhaust.
Crystal Shiv Special Attack 0 Deal 4 (6) damage. Exhaust.
Crystal Ward Special Skill 0 Gain 3 (5) Block. Exhaust.
Darkling Duo Special Skill 1 slimeboundmod:Split into a slimeboundmod:Darkling_Slime 2 (3) times. Exhaust.
Dazing Pulse Special Attack 1 Deal 7 (9) damage. Gain 7 (9) Block bronze:Encode. bronze:Compile Error - bronze:Insert 2 Dazed.
Debug Special Skill 0 Remove all bronze:Compile Error effects from Encoded cards. Exhaust.
Decompile Special Skill 0 (Retain.) Exhaust all Encoded cards. Gain [E] and draw a card for each card Exhausted. Exhaust.
Explode Special Skill 1 Apply 15 (20) hexamod:Soulburn to ALL enemies. bronze:Encode. bronze:Compile Error - bronze:Insert 2 Burn.
Finishing Strike Special Attack 1 Retain. Deal 6 (9) damage. [fist_icon] champ:Finisher
Knowing Skull Special Skill 0 Ethereal. Spend HP to Wish for Souls, Success, or a Pick Me Up. Exhaust.
Lick Special Skill 0 Apply 4 (6) slimeboundmod:Goop. Exhaust - slimeboundmod:Buried.
Minor Beam Special Attack 0 Deal 5 (7) damage. bronze:Encode.
Orb Slam Special Attack 0 Deal 2 (3) damage 2 times. Exhaust.
Package: Ancients Special Skill 0 Gain an Overload (*Overload+), Ancient Power (*Power+), and Ancient Construct (*Construct+). Exhaust.
Package: Bronze Special Skill 0 Gain a Giga Beam (*Beam+), Orb Support (*Support+), and Resilient Plate (*Plate+). Exhaust.
Package: Defect Special Skill 0 Gain a Reroute (*Reroute+), Preprogram (*Preprogram+), and Time Capacitor (*Capacitor+). Exhaust.
Package: Orbwalker Special Skill 0 Gain an Orbwalk (*Orbwalk+), Walker Claw (*Claw+), and Incinerate (*Incinerate+). Exhaust.
Package: Sentry Special Skill 0 Gain a Sentry Blast (*Blast+) and two Sentry Waves (*Waves+). Exhaust.
Package: Shapes Special Skill 0 Gain a Time Bomb (*Bomb+), Spiker Protocol (*Protocol+), and Repulsor (*Repulsor+). Exhaust.
Package: Spheric Special Skill 0 Gain a Spheric Shield (*Shield+), Harden (*Harden+), and Floating Orbs (*Orbs+). Exhaust.
Proto-Beam Special Attack 2 Deal 5 damage 1 (2) times. bronze:Encode. bronze:Compile - Gain 1 (2) Strength.
Proto-Shield Special Skill 2 Gain 10 Block. bronze:Encode. bronze:Compile - Gain 4 (6) Plated Armor and bronze:Insert 2 Dazed.
SLIME CRUSH!!! Special Attack 4 Ethereal. Deal 35 (40) damage (to ALL enemies). Exhaust.
Sentry Wave Special Skill 0 Apply 1 Weak. (guardianmod:Brace 2.) Place a Sentry Blast (*Blast+) into guardianmod:Stasis. Exhaust.
Shadow Guise Special Skill 2 Ethereal. Gain 7 (9) Block twice. expansioncontent:Reclaim Nightmare Guise. Exhaust.
Shadow Strike Special Attack 2 Ethereal. Deal 8 (10) damage twice. expansioncontent:Reclaim Nightmare Strike. Exhaust.
Spike Special Attack 0 Deal 4 (6) damage. bronze:Encode. bronze:Compile - Gain 4 (6) Thorns.
Ward Special Skill 0 Gain 3 (5) Block. Exhaust.
Impending Doom Special Curse Unplayable. hermit:Dead_On: At the end of your turn, deal 13 damage to EVERYONE.
Memento Special Curse 0 Retain. Apply 1 Vulnerable to EVERYONE.
Aged Curse Curse Unplayable. Ethereal. At the end of your turn, add a Void to the top of your draw pile.
Bewildered Curse Curse 2 When you play another card, sneckomod:Muddle your hand, then discard this. Exhaust.
Flawed Curse Curse 1 Ethereal. At the end of your turn, transform all cards in hand into random Status cards. Exhaust.
Haunted Curse Curse Ethereal. Unplayable. When drawn, add Ethereal to all cards in your hand.
Icky Curse Curse 1 Gain a Slimed. Exhaust.
Scatterbrained Curse Curse Unplayable. When drawn, if it is your turn, fill your hand with gremlin:Echoes of this card.
Automa-Beam Uncommon Attack 2 Deal 26 (34) damage to ALL enemies. At the start of your next turn, lose [E]. Exhaust.
Awaken Uncommon Power 2 When you would die, or at the end of combat, heal 8 (12) HP instead and lose this buff.
Chrono-Boost Uncommon Power 2 Gain 1 Strength (. Gain 1 Strength) for every 12th card you play.
Guardian Whirl Uncommon Attack 2 Requires 10 Block. Deal 4 (6) damage to ALL enemies 4 times. Exhaust.
Hexaburn Uncommon Power 2 In 3 (2) turns, deal 6 damage to a random enemy 6 times. Scales with Strength.
Invincible Uncommon Power 2 (1) Gain 10 expansioncontent:Invincible. If you already had expansioncontent:Invincible, it lasts another turn instead.
Last Stand Uncommon Power 2 Remove all Debuffs. Gain 1 Strength. If you are below half HP, Gain (Heal 10 and gain) 2 Strength.
Prepare Crush Uncommon Skill 2 Gain 10 (15) Block. Next turn, gain [E] [E] [E] and SLIME CRUSH (*CRUSH+). Exhaust.
Shaper's Blessing Uncommon Power 2 Choose - Gain 2 (3) Strength or 5 (8) Plated Armor.
YOU ARE MINE! Uncommon Skill 2 Remove Block from, and apply 3 (5) Weak and Vulnerable to, ALL enemies. Exhaust.
Quick Study Rare Skill 1 Choose 1 of 3 (Upgraded) Boss cards to gain. It costs 0 until played. Exhaust.
Study the Spire Rare Power 3 Gain a random (Upgraded) Boss card (not card)at the start of your next 3 turns. They cost 0.
The Evil Within Rare Attack 1 Deal 10 (12) damage. Add a random (Upgraded) Boss card to your hand. It costs 0 until played. Exhaust.
Defend Basic Skill 1 Gain 5 (8) Block.
Float Basic Skill 0 Draw a card. (You may choose to hexamod:Retract or) hexamod:Advance.
Kindle Basic Skill 1 If (hexamod:Ignite) the current Ghostflame is not Ignited, hexamod:Ignite it (not is not Ignited, hexamod:Ignite it).
Sear Basic Skill 1 Ethereal. hexamod:Afterlife. Apply 10 (14) hexamod:Soulburn.
Strike Basic Attack 1 Deal 6 (9) damage.
Advancing Guard Common Skill 1 Gain 8 (11) Block. hexamod:Advance.
Again! Common Skill 1 (0) hexamod:Ignite the current Ghostflame, then hexamod:Extinguish it.
Backtrack Smack Common Attack 1 Deal 12 (15) damage. hexamod:Retract.
Burning Touch Common Skill 1 Apply 7 (11) hexamod:Soulburn, twice if the enemy has hexamod:Soulburn.
Firestarter Common Attack 1 Deal 6 (8) damage and apply 6 (8) hexamod:Soulburn to ALL enemies.
Ghost Lash Common Attack 1 Ethereal. hexamod:Afterlife. Deal 9 (12) damage. When Exhausted, gain 6 (8) Vigor.
Ghost Shield Common Skill 1 Ethereal. hexamod:Afterlife. Gain 7 (10) Block. When Exhausted, gain 1 bronze:Blur.
Haunting Echo Common Attack 1 Deal 8 (11) damage. If the current Ghostflame is Ignited, hexamod:Ignite it again.
Heat Metal Common Attack 1 Deal 9 (12) damage. After hexamod:Soulburn detonates on this enemy, apply 12 (16) hexamod:Soulburn.
Hexaguard Common Skill 1 Ethereal. hexamod:Afterlife. Gain 7 (10) Block. Draw 1 card.
Nightmare Guise Common Skill 1 Ethereal. Gain 9 (12) Block. When Exhausted, gain a Shadow Guise (*Guise+).
Nightmare Strike Common Attack 1 Ethereal. Deal 10 (13) damage. When Exhausted, gain a Shadow Strike (*Strike+).
Phantom Fireball Common Attack 0 Deal 4 (7) damage. If the enemy has Soulburn, detonate it.
Shield of Night Common Skill 2 If the current Ghostflame is not Ignited, gain [E] . Gain 12 (16) Block.
Specter's Wail Common Attack 1 Ethereal. hexamod:Afterlife. Deal 8 (11) damage to ALL enemies.
Stoke the Fire Common Skill 1 Gain 7 (10) Block. For each Ignited Ghostflame, Upgrade a random card in your hand.
Strike From Beyond Common Attack 1 Deal 4 (6) damage twice. expansioncontent:Reclaim a random Afterlife card.
Sword of Night Common Attack 2 If the current Ghostflame is not Ignited, gain [E] . Deal 14 (18) damage.
Thermal Transfer Common Attack 1 Deal 7 (10) damage. If the enemy has Soulburn, gain 6 (8) Block.
Bright Ritual Uncommon Skill 1 (0) Gain [E] and draw 1 card for each Ignited Ghostflame, then hexamod:Extinguish them. Exhaust.
Catch Up Uncommon Skill 1 hexamod:Ignite the previous Ghostflame 2 (3) times.
Charged Barrage Uncommon Skill 1 Apply 5 (7) hexamod:Soulburn. Repeat for each Ignited Ghostflame.
Devil's Dance Uncommon Power 2 (1) The first time you Retract each turn, gain [E] and draw 1 card. hexamod:Retract.
Divider Uncommon Attack 1 Deal 3 (5) damage. Repeat for each Ignited Ghostflame.
Eerie Expedition Uncommon Skill 1 (0) Ethereal. Gain a random Ethereal card. It costs 0 this turn. Exhaust.
Empowered Flame Uncommon Power 1 Gain 2 (3) hexamod:Intensity.
Extra Crispy Uncommon Power 1 (Innate.) Cards and Ghostflames apply 2 more hexamod:Soulburn.
Fast Forward Uncommon Skill 1 Ethereal. (not Ethereal.) hexamod:Ignite the current Ghostflame. hexamod:Advance.
First Seal Uncommon Power 1 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, heal 7 HP.
Flames from Beyond Uncommon Skill 2 Ethereal. hexamod:Afterlife. Apply 18 (24) hexamod:Soulburn to ALL enemies.
Floatwork Uncommon Power 1 Ethereal. hexamod:Afterlife. Gain 3 (4) Plated Armor.
Fourth Seal Uncommon Power 1 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, gain an additional Potion reward.
Ghostflame Wall Uncommon Skill 2 Gain 12 (16) Block. Whenever you are attacked this turn, apply 6 (9) hexamod:Soulburn to the attacker.
Haunted Hand Uncommon Skill 1 Ethereal. hexamod:Afterlife. Draw 2 (3) cards. All cards in your hand become Ethereal.
Heat Crush Uncommon Attack 3 Deal 20 (30) damage. Damage is increased by enemy's Soulburn.
Heat Shield Uncommon Skill 1 (0) Gain Block equal to Soulburn on ALL enemies, then remove Soulburn.
Incineration Uncommon Attack 2 Deal 4 damage and apply 4 hexamod:Soulburn 3 (4) times.
Incorporeal Uncommon Skill 0 hexamod:Retract. Lose 5 (3) HP. Gain 1 Intangible. Exhaust.
Living Bomb Uncommon Skill 0 Apply 4 (8) hexamod:Soulburn. When it detonates, it affects ALL enemies.
Nightmare Vision Uncommon Skill 0 expansioncontent:Exhume an (2) Ethereal card(s). Exhaust.
Power from Beyond Uncommon Skill 1 Ethereal. hexamod:Afterlife. Gain [E] and draw 1 (2) card(s) next turn.
Premonition Uncommon Skill 1 (0) Choose a card in your hand. Play the chosen card and Exhaust it. Exhaust.
Radiant Flame Uncommon Power 1 Whenever you Ignite a Ghostflame, gain 3 (4) Block.
Rain of Embers Uncommon Attack X Deal 6 damage and (,) apply 6 hexamod:Soulburn (, and apply 1 Weak) X times.
Rewind Uncommon Skill 0 hexamod:Retract. Gain [E] (and draw 1 card).
Second Seal Uncommon Power 1 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, gain 10 additional Gold.
Spectral Spark Uncommon Skill 0 If possible, hexamod:Extinguish the current Ghostflame to gain 1 (2) hexamod:Intensity.
Speedrunning Uncommon Power 1 (Innate.) Whenever you Advance, gain 2 temporary Strength.
Step Through Uncommon Attack 1 Deal 8 (11) damage. Draw 1 card for each Ignited Ghostflame.
Third Seal Uncommon Power 1 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, gain an additional card reward.
Worthy Sacrifice Uncommon Skill 0 Exhaust a card. If it was Attack or Skill, gain a random card of the opposite type. (It costs 1 less.)
Bad Omen Rare Skill 1 Ethereal (Retain). Choose a Ghostflame type to change the current one into. Exhaust.
Burning Question Rare Skill 2 Ethereal. Gain 3 (4) Strength. When Exhausted, gain 2 Dexterity.
Doomsday Rare Power 0 The next time all (at least) 6 (5) Ghostflames are Ignited, take an extra turn.
Fifth Seal Rare Power 2 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, Upgrade a random card in your deck.
Forked Flame Rare Attack 1 Deal 5 (10) damage. hexamod:Ignite the previous, then the next Ghostflames.
Gifts From Beyond Rare Power 2 (1) At the start of your turn, expansioncontent:Reclaim a random Afterlife card.
Here and Now Rare Power 1 (0) You no longer Advance at the end of turn. At the start of your turn, gain [E] .
Infernal Form Rare Power 3 At the start of your turn, gain 2 (3) hexamod:Intensity.
Instant Inferno Rare Skill 1 Retain. hexamod:Ignite the (current, then the) Inferno Ghostflame(s). Exhaust.
Poltergeist Rare Power 2 Whenever you play an Afterlife card, deal 6 (9) damage to a random enemy.
Searing Wound Rare Skill 1 ALL enemies lose HP equal to their Soulburn. Exhaust. (not Exhaust.)
Sixth Seal Rare Power 3 Ethereal (not Ethereal)hexamod:Seal. At the end of combat, gain an additional non-Sixth Seal card reward.
Time Warp Rare Attack 0 Deal 4 (6) damage. Whenever you Advance or Retract, return this from the discard pile.
Time of Need Rare Skill 1 (0) Retain. Gain a random Power card. It costs 0 until played. Exhaust.
Toasty! Rare Attack 2 Deal 14 (18) damage. Apply hexamod:Soulburn equal to unblocked damage dealt.
Turn It Up Rare Skill X Gain 6 hexamod:Intensity. Lose it in X+1 turns. (Gain [E].) Exhaust.
Unleash Spirits Rare Attack 2 Deal 6 (8) damage to a random enemy. Repeat for each Exhausted Ethereal card. Exhaust.
Unlimited Power Rare Skill 5 (4) hexamod:Ignite all Ghostflames in order. Exhaust.
Volcano Visage Rare Power 1 Whenever you Ignite a Ghostflame, apply 4 (6) hexamod:Soulburn to ALL enemies.
Defend Basic Skill 1 Gain 5 (8) Block.
Goto Basic Skill 1 Draw 1 (2) card(s). bronze:Encode. bronze:Compile - Next turn, draw 1 (2) card(s).
Replicate Basic Attack 0 Deal 5 (7) damage. bronze:Encode. π When bronze:Encoded, add a copy to your discard pile.
Strike Basic Attack 1 Deal 6 (9) damage.
function() Special Skill 1
Bit Shift Common Skill 0 (Retain.) Choose an Encoded card to return to your hand. It gains Retain. Exhaust.
Branch Common Attack 1 Deal 7 (9) damage or gain 6 (8) Block. The option not chosen is bronze:Encoded. Exhaust.
Bug Barrage Common Attack 1 Gain 1 (2) Wound(s). bronze:Cycle each Status, dealing 7 damage for each.
Buggy Mess Common Skill 1 (0) bronze:Insert random Status. Gain 1 [E] . bronze:Encode.
Cleanse Common Attack 1 Deal 9 (12) damage. Exhaust a random Status card in your draw pile.
Cut Through Common Attack 1 Deal 5 (7) damage. Scry 2 (3). bronze:Encode. bronze:Compile - Draw 1 card.
Delayed Guard Common Skill 0 Next turn, gain 7 (10) Block. bronze:Encode.
Deprecate Common Skill 0 Apply 1 (2) Weak. bronze:Encode.
Fine Tuning Common Skill 0 (Retain.) Increase all numbers on Encoded cards by 1 except cost. Exhaust.
Frontload Common Skill 2 Gain 8 (11) Block. bronze:Encode. bronze:Compile - Function gains Retain.
Invalidate Common Skill 0 Apply 1 (2) Vulnerable. bronze:Encode.
Oil Spill Common Attack 1 Deal 4 (5) damage and apply 4 (5) Poison. bronze:Encode. bronze:Compile Error - bronze:Insert 1 Slimed.
Overheat Common Attack 2 Deal 18 (24) damage. Remove the next bronze:Compile Error you would bronze:Encode.
Piercing Shot Common Attack 1 Deal 6 (8) damage to ALL enemies. bronze:Encode.
Robo-Chop Common Attack 1 Deal 9 (10) damage. Next turn, draw 1 (2) additional card(s).
Safeguard Common Skill 1 Gain 7 (9) Block. bronze:Encode.
Sticky Shield Common Skill 1 Gain 11 (14) Block. bronze:Insert 1 Slimed.
Turbo Common Skill 0 Gain [E] [E] ([E]). Add a Void into your discard pile.
Wild Strike Common Attack 1 Deal 12 (17) damage. π bronze:Insert 1 Wound.
Allocate Uncommon Skill 1 (0) Gain [E] for each Status in your draw pile.
Backtrace Uncommon Attack 0 Innate.   Deal 8 (12) damage. bronze:Encode. bronze:Compile Error - Function Exhausts.
Blockchain Uncommon Skill 1 Gain 1 bronze:Blur. bronze:Encode. (bronze:Compile - Gain 1 bronze:Blur.)
Boost Uncommon Skill 2 Gain 6 Block. bronze:Encode. bronze:Compile - Gain 2 (3) Strength.
Bronze Armor Uncommon Skill 0 Gain 1 Artifact. bronze:Encode. bronze:Compile Error - ALL enemies gain 12 (8) Block.
Bronze Orb Uncommon Attack 1 Innate. Deal 8 (12) damage. bronze:Encode a random card with bronze:Encode in your draw pile. Exhaust.
Class Default Uncommon Power 1 (Retain.) Add a copy of the first card in the current Sequence to the next 2 Sequences.
Constructor Uncommon Skill 1 Gain 5 (7) Block. π When bronze:Encoded as the first card, increase its Block by 5 (7). bronze:Encode.
Copy Paste Uncommon Skill 1 Play a copy of each Encoded card. They do not Encode. Exhaust. (not Exhaust.)
Cultist Strike Uncommon Attack 1 Deal 6 (9) damage. bronze:Encode. bronze:Compile - Increase this card's damage by 1 permanently.
Flail Uncommon Attack 2 Deal 7 (8) damage to ALL enemies 2 times. Gain 1 (2) Artifact. Exhaust.
Follow Through Uncommon Attack 1 Deal 7 (9) damage. Gain 4 (6) Block. If the last played card was a Function, play this again.
For Loop Uncommon Skill X The next card you bronze:Encode causes X (X+1) additional copies to also be bronze:Encoded. Exhaust.
Force Shield Uncommon Skill 3 Costs 1 less [E] for each Function created this combat. Gain 12 (16) Block.
Fortify Uncommon Attack 2 Deal 8 damage. bronze:Encode. bronze:Compile - Gain 2 (3) Dexterity.
Fragment Uncommon Attack 1 Deal 4 (6) damage. Gain 4 (6) Block. bronze:Encode.
Get Latest Uncommon Skill 1 (0) Gain a random card with bronze:Encode. It costs 0. Exhaust.
Infinite Beams Uncommon Power 1 At the start of each turn, gain a Minor Beam (*Beam+).
It's a Feature Uncommon Power 1 (Innate.) Whenever you draw a Curse or Status card, gain 1 Temporary Strength and Dexterity.
Iterate Uncommon Attack 1 Deal 2 damage 3 (4) times. bronze:Encode.
Max Output Uncommon Power 1 (0) Draw 3 cards. At the start of each turn, draw 1 additional card and bronze:Insert 1 Dazed.
Merge Conflict Uncommon Attack 2 Deal 14 damage. The next time you bronze:Encode a card, bronze:Encode a copy of it. Exhaust. (not Exhaust.)
Null Pointer Uncommon Attack 1 Gain 12 (15) Block. Deal 12 (15) damage. bronze:Encode. bronze:Compile Error - Function is Unplayable.
Optimize Uncommon Power 0 Upgrade the next 3 (5) cards you bronze:Encode that can be upgraded.
Philosophize Uncommon Skill 1 Gain 1 Strength. bronze:Encode. bronze:Compile Error - ALL enemies gain 2 (1) Strength.
Recursive Strike Uncommon Attack 2 Deal 6 (9) damage 2 times. bronze:Encode 2 copies of Strike (*Strike+).
Refactor Uncommon Skill 1 Scry 4. Exhaust all cards discarded. Gain 4 (6) Block for each Status card exhausted.
Repair Uncommon Skill 1 Gain 4 Block. bronze:Encode. bronze:Compile - Heal 7 (10) HP.
Repulsor Uncommon Power 2 (1) When you draw the first Status or Curse card each turn, Exhaust it and draw a card.
Return Uncommon Skill 1 Put a card from your discard pile on top of your draw pile. Next turn, gain [E] ([E]).
Separator Uncommon Attack 1 Deal 6 (8) damage. π When bronze:Encoded in the middle, increase its damage by 6 (8). bronze:Encode.
Terminator Uncommon Skill 1 (0) bronze:Encode. bronze:Compile - If this is the last card in the Sequence, Function gains 'Play this again'.
Undervolt Uncommon Skill 1 ALL enemies lose 2 (3) Strength. Gain 2 Burns. Exhaust.
Assembly Rare Skill 1 Scry 5 (8). bronze:Encode all Encodable cards discarded (in selected order). Exhaust.
Break Rare Attack 1 Deal 15 (20) damage. bronze:Encode. bronze:Compile Error - bronze:Insert 3 random Status cards.
Burn Out Rare Attack 1 Deal 6 (9) damage to a random enemy for ALL of your Status cards, then Exhaust them. Exhaust.
Clean Code Rare Power 1 (Innate.) Remove the next 3 bronze:Compile Errors you would bronze:Encode.
Dev Tools Rare Skill 0 Retain. Gain Debug, Batch, Decompile, or Byte Shift. Exhaust. (not Exhaust.)
Digital Carnage Rare Attack 2 Deal 15 (20) damage. bronze:Encode. bronze:Compile Error - Function is Ethereal.
Find and Replace Rare Skill 0 Fetch a card from your draw or discard pile. Add a Dazed where it was. (not Add a Dazed where it was.) Exhaust.
Format Rare Skill X bronze:Encode X (X+1) copies of Fragment. Gain [E]. Exhaust.
Full Release Rare Skill 2 (1) bronze:Encode. bronze:Compile - Function becomes a Power with 'At the start of your turn...'
HYPER BEAM Rare Attack 1 Deal 25 (35) damage to ALL enemies. Put 5 Void on top of your draw pile.
Infinite Loop Rare Attack 1 Deal 6 damage. bronze:Encode. bronze:Compile - Gain a copy of this and increase its damage by 2 (4).
Library Rare Power 3 (2) At the start of your turn, gain a random card with bronze:Encode. It costs 0.
Mutator Rare Power 1 (Retain.) Gain 1 Strength. Transform a Status into a copy of this.
Sentient Form Rare Power 3 Ethereal. (not Ethereal.) Whenever you draw a Function, increase all numbers on it by 1 except for cost.
Ship It Rare Attack 1 Deal 5 damage. Deals 2 (3) additional damage for ALL of your Status cards.
Spaghetti Code Rare Skill 2 (1) Until the Sequence is full, choose 1 of 3 random cards to bronze:Encode. Exhaust.
Summon Orb Rare Power 2 Whenever you create or play a Function, gain 4 (6) Block and deal 4 (6) damage to a random enemy.
Thunder Wave Rare Attack 3 Deal 18 (24) damage to ALL enemies. Gain 1 guardianmod:Buffer. Exhaust.
Virus Rare Attack 1 Retain. Deal 5 (6) damage. Transform all cards in hand into Minor Beam (*Beam+).
Corrosive Spit Basic Skill 1 (0) Apply 6 slimeboundmod:Goop.
Defend Basic Skill 1 Gain 5 (8) Block.
Split Basic Skill 1 slimeboundmod:Split into (Choose) 2 random (of 4) Slimes (to slimeboundmod:Split into). Exhaust.
Strike Basic Attack 1 Deal 6 (9) damage.
Tackle Basic Attack 1 Deal 12 (16) damage. Take 3 damage.
Combo Tackle Common Attack 2 Deal 12 (15) damage. Take 3 damage. Gain a random (Upgraded) slimeboundmod:Tackle. It costs 0 this turn.
Goop Spray Common Skill 1 Gain 5 Block. Apply 5 slimeboundmod:Goop and 1 (2) Weak to ALL enemies.
Haunting Lick Common Skill 0 Apply 1 Vulnerable and 4 slimeboundmod:Goop. (Draw a card.) Exhaust.
It Looks Tasty Common Attack 1 Deal 8 (10) damage. slimeboundmod:Consume - Gain a Lick (*Lick+).
Leech Energy Common Attack 1 Deal 5 (8) damage. slimeboundmod:Consume - Gain [E] and draw 1 card.
Leeching Strike Common Attack 1 Deal 5 (8) damage. slimeboundmod:Consume - Gain Block equal to the enemy's slimeboundmod:Goop.
Living Wall Common Skill 2 Gain 12 (15) Block. Apply 4 (6) slimeboundmod:Goop to attackers this turn.
Opening Tackle Common Attack 1 Deal 11 (14) damage. Take 3 damage. slimeboundmod:Consume - Apply 2 (3) Vulnerable.
Prepare Common Skill 2 Gain 10 (15) Block. Next turn, gain [E] [E] and draw 2 cards. Exhaust.
Press the Attack Common Attack 1 Deal 9 damage. slimeboundmod:Consume - slimeboundmod:Command (twice).
Roll Through Common Attack 1 Deal 5 (7) damage to ALL enemies. You do not take damage from the next 2 (3) slimeboundmod:Tackles.
Sampling Lick Common Skill 0 Apply 4 slimeboundmod:Goop. Gain 4 Block. (Draw a card.) Exhaust.
Schlurp Common Skill 1 Gain 6 Block. Gain 2 (3) Licks.
Slime Spikes Common Skill 1 Gain 7 (9) Block and 3 (4) temporary Thorns.
Spear Tackle Common Attack 1 Deal 11 (13) damage. Take 3 damage. Draw 2 (3) cards.
Split: Bruiser Common Skill 1 slimeboundmod:Split into a slimeboundmod:Bruiser_Slime. slimeboundmod:Command 2 (3) times. Exhaust.
Split: Guerilla Common Skill 1 slimeboundmod:Split into a slimeboundmod:Guerilla_Slime. slimeboundmod:Command 2 (3) times. Exhaust.
Split: Leeching Common Skill 1 slimeboundmod:Split into a slimeboundmod:Leeching_Slime. slimeboundmod:Command 2 (3) times. Exhaust.
Split: Mire Common Skill 1 slimeboundmod:Split into a slimeboundmod:Mire_Slime. slimeboundmod:Command 2 (3) times. Exhaust.
Chomp Uncommon Attack 1 Deal 8 (10) damage. Reduce the cost of a random slimeboundmod:Tackle in your hand to 0 this turn (combat).
Divide & Conquer Uncommon Attack 1 Deal 10 (15) damage to a random enemy for each Slime. slimeboundmod:Absorb all Slimes. Exhaust.
Double Lick Uncommon Skill 0 Apply 4 slimeboundmod:Goop 2 times. (Draw a card.) Exhaust.
Equalize Uncommon Attack 2 Deal 8 (12) damage. Heal 4 (6) HP. slimeboundmod:Consume - Play this twice. Exhaust.
Flame Tackle Uncommon Attack 2 Deal 16 (19) damage. Take 3 damage. slimeboundmod:Tackles deal 3 (4) more damage this combat.
Forward Tackle Uncommon Attack 2 Deal 15 (17) damage. Take 3 damage. slimeboundmod:Command twice (three times).
Gluttony Uncommon Power 1 (Innate.) The first time you slimeboundmod:Consume each turn, gain a Lick.
Goop Armor Uncommon Power 1 Gain 3 (4) Block whenever you slimeboundmod:Consume.
Grow Uncommon Power 2 (1) Lose 1 Slime slot in exchange for 2 Strength and 2 Dexterity.
Growth Punch Uncommon Attack 1 Deal 4 (5) damage. Gain 4 (5) Block. slimeboundmod:Consume - Increase this card's effects by 4 (5) this combat.
Hungry Tackle Uncommon Attack 1 Deal 10 (14) damage. Take 3 damage. expansioncontent:Exhume a random Lick.
Just Desserts Uncommon Attack 1 Deal 6 (8) damage to ALL enemies. expansioncontent:Exhume 2 (3) random Lick cards.
Lead By Example Uncommon Power 1 The first (2) card(s) you play each turn that targets enemies also slimeboundmod:Commands.
Level Up Uncommon Power 1 Gain 1 (2) slimeboundmod:Potency.
Mega-Lick Uncommon Skill 0 Apply 1 Weak and 4 slimeboundmod:Goop to ALL enemies. (Draw a card.) Exhaust.
Nibble and Lick Uncommon Attack 0 Deal 1 damage. Gain a Lick. (Draw a card.) Exhaust.
Pile On! Uncommon Attack 2 Deal 8 damage. slimeboundmod:Command ALL slimes (twice).
Protect the Boss Uncommon Power 1 (0) Prevent the next time you would be damaged by an enemy attack, slimeboundmod:Absorbing your leading Slime instead.
Quick Snack Uncommon Skill 0 Draw 2 (3) cards. Exhaust a card. Gain Licks equal to its cost. Exhaust.
Rain of Goop Uncommon Skill 1 Apply 3 slimeboundmod:Goop to a random enemy 4 (6) times.
Recklessness Uncommon Power 1 slimeboundmod:Tackles deal 6 (9) more damage to enemies, and 1 more damage to you.
Recollect Uncommon Skill 1 Gain 8 (11) Block. expansioncontent:Exhume a random Lick card.
Replication Uncommon Skill 1 Choose a card in hand. Gain a copy on top (not on top)of your draw pile (it). Exhaust.
Repurpose Uncommon Skill 0 slimeboundmod:Absorb - Split into a random slimeboundmod:Specialist. (slimeboundmod:Command.) Exhaust.
Serve & Protect Uncommon Skill 1 Gain 10 (15) Block and 1 bronze:Blur for each Slime. slimeboundmod:Absorb all Slimes. Exhaust.
Shape of Puddle Uncommon Skill 3 (2) Gain 1 Intangible. Exhaust.
Slime Brawl Uncommon Skill 3 (2) Play the top card of your draw pile. Repeat for each of your spawned Slimes. Exhaust.
Slime Tap Uncommon Skill 0 slimeboundmod:Absorb - Gain [E] ([E]) and draw 2 cards. Exhaust.
Split: Specialist Uncommon Skill 1 Choose 1 of 3 slimeboundmod:Specialist to slimeboundmod:Split into. (slimeboundmod:Command.) Exhaust.
Spreading Slime Uncommon Power 2 Effects that apply slimeboundmod:Goop apply 2 (3) more.
Tongue Lash Uncommon Attack 1 Deal 6 damage. Deals 2 (3) additional damage for each Exhausted card containing "Lick".
Vicious Tackle Uncommon Attack 2 Deal 16 (20) damage. Take 3 damage. This gains twice the damage bonus from slimeboundmod:Goop.
Consult Playbook Rare Skill 2 (1) Gain 4 random slimeboundmod:Tackles. They cost 1 less this combat. Exhaust.
Douse in Slime Rare Skill 3 (2) Apply 14 slimeboundmod:Goop. The next Attack used on this enemy does not remove slimeboundmod:Goop.
Duplicated Form Rare Power 3 (Gain [E] each turn.) The first card each turn that targets enemies is played twice.
Leech Life Rare Attack 2 Deal 12 (18) damage. slimeboundmod:Consume - Heal HP equal to the enemy's slimeboundmod:Goop, up to 18 (24). Exhaust.
Liquidate Rare Skill 0 Unplayable if you have negative Strength. Lose 2 Strength. Gain 2 (3) slimeboundmod:Potency.
Mass Feed Rare Attack 2 Deal 10 (12) damage to ALL enemies. If Fatal, raise your Max HP by 3 (4). Exhaust.
Mass Repurpose Rare Skill 1 slimeboundmod:Absorb ALL Slimes. Split into a random slimeboundmod:Specialist for each. (slimeboundmod:Command them.) Exhaust.
Minion Master Rare Power 2 (Innate.) Whenever you play a card with slimeboundmod:Command, slimeboundmod:Command again.
One-Two Combo Rare Attack 0 Deal 3 damage. (slimeboundmod:Command.) When you slimeboundmod:Split, return this from the discard pile to your hand.
Ooze Bath Rare Skill 1 Apply 6 (9) slimeboundmod:Goop to target enemy at the start of each of its turns. Exhaust.
Overexert Rare Power 1 Gain 4 slimeboundmod:Potency. (slimeboundmod:Command twice.) 2 turns from now, slimeboundmod:Absorb all Slimes.
Prepare: Crush Rare Skill 2 Next turn, gain [E] [E] [E] ([E]) and 3 Strength, and gain SLIME CRUSH (*CRUSH+). Exhaust.
Rally the Troops Rare Attack 1 Deal 7 (9) damage. The next 2 (3) cards played this turn trigger a slimeboundmod:Command.
Recycling Rare Power 1 (Innate.) At the start of your turn, expansioncontent:Exhume a random Lick card.
Reformation Rare Power 1 Whenever you slimeboundmod:Absorb a Slime, gain 1 Strength (and 1 Dexterity).
Slime Slap Rare Attack 2 (1) Deal 8 damage. slimeboundmod:Consume - Does not remove slimeboundmod:Goop.
Tag Team Rare Attack 2 Deal 12 damage. slimeboundmod:Split into a random Slime (slimeboundmod:Specialist). slimeboundmod:Command 2 (3) times.
Teamwork Rare Skill X slimeboundmod:Command X (X+1) times. Gain 5 Block X (X+1) times.
Waste Not Rare Skill 2 expansioncontent:Exhume all Lick cards. Exhaust. (not Exhaust.)
Defend Basic Skill 1 Gain 5 (8) Block.
Gremlin Dance Basic Attack 1 Deal 6 (9) damage. Has a bonus effect based on which Gremlin you are.
Strike Basic Attack 1 Deal 6 (9) damage.
Tag Team Basic Skill 0 (Retain.) gremlin:Swap to a living Gremlin of your choice.
Bubble Barrier Common Skill 1 (0) Whenever you play a card this turn, gain 2 Block.
Bulk Up Common Skill 1 Gain 5 (7) Temporary_HP. gremlin:Swap to gremlin:Fat_Gremlin.
Cat Scratch Common Attack 1 Deal 2 damage 3 (4) times.
Change-o! Common Skill 1 Gain 8 (10) Block and 1 (2) gremlin:Wiz.
Dagger Dance Common Attack 1 Deal 3 damage to ALL enemies 2 (3) times.
Flex Common Skill 0 Gain 2 (4) Temporary Strength.
Glimmer Common Attack 1 Deal 1 (2) damage. Gain 2 (Upgraded) Wards.
Glitter Guard Common Skill 1 Gain 2 (Upgraded) Wards. gremlin:Swap to gremlin:Shield_Gremlin.
Gremlin Arms Common Skill 1 Gain a random assortment of 2 (3) Shivs and Wards.
Irritability Common Skill 1 Gain 6 (8) Block. Gain 3 (5) Temporary Thorns. gremlin:Swap to gremlin:Mad_Gremlin.
Jeer Common Attack 1 Deal 7 (11) damage. If the enemy has a debuff, gain 2 (4) Temporary_HP.
Patsy Common Skill 0 Gain 4 (6) Block. gremlin:Swap to the next Gremlin.
Pinprick Common Attack 0 (Whenever you draw this card, gain an gremlin:Echo of it.) Deal 1 damage. Draw a card. Exhaust.
Pour Salt Common Attack 1 Deal 4 damage. If the enemy is Weak, remove a stack to gain 2 (3) Shivs.
Presto! Common Attack 1 Deal 7 (11) damage. Gain 1 (2) gremlin:Wiz.
Pretaliation Common Attack 2 Deal 20 (27) damage if the enemy intends to attack. Deal 5 damage otherwise.
Tadah! Common Skill 0 Gain an gremlin:Echo of a random Skill. (It costs 1 less.) gremlin:Swap to gremlin:Gremlin_Wizard.
Toe Stub Common Attack 1 Deal 5 (8) damage. If the enemy is Weak, apply 2 (3) Vulnerable.
Tricksy Common Skill 1 Draw 4 (6) cards, then discard any that are not Attacks. gremlin:Swap to gremlin:Sneaky_Gremlin.
Twist The Knife Common Attack 1 Deal 6 (7) damage. Gain 1 (Upgraded) Shiv.
Aggressive Defense Uncommon Attack 1 Deal 6 (8) damage. Whenever you gain Block this turn, the enemy loses 3 (4) HP.
Arms Theft Uncommon Skill 2 gremlin:Steal 1 (2) Strength. Exhaust.
Astound Uncommon Skill 0 Gain 3 (5) Block. If you have 3 or more gremlin:Wiz, gain 2 (Upgraded) Wards.
Burly Blow Uncommon Attack 2 Deal 4 (5) damage. Repeat for each stack of Weak.
Counter Strike Uncommon Attack 1 Deal 8 (10) damage. If the enemy intends to attack, gain 2 (Upgraded) Wards.
Dazzle Uncommon Attack 1 Deal 9 (13) damage. If you have 3 or more gremlin:Wiz, gremlin:Steal 2 Strength. Exhaust.
Edible Armor Uncommon Skill 1 (0) Convert your Block into Temporary_HP.
Enthusiasm Uncommon Power 2 (1) Whenever you gremlin:Swap, draw a card.
Feel The Audience Uncommon Attack 1 Deal 8 (11) damage to ALL enemies. Gain 1 gremlin:Wiz for each one that intends to attack.
Flurry Uncommon Attack 1 (0) Deal 3 damage for each card played this turn. Exhaust.
For The Leader! Uncommon Attack 1 Deal 8 (11) damage. Gain 1 (2) Temporary Strength.
Gremlin Offensive Uncommon Attack 1 Deal 6 (9) damage. Gain a (an Upgraded) Gremlin Offensive. Exhaust.
Gremlin Toss Uncommon Attack 1 (Gain 3 Temporary_HP.) Deal damage equal to your current Block and Temporary_HP.
Heckle Uncommon Power 3 (2) Whenever you apply a debuff to an enemy, gain 2 Temporary_HP.
Infinite Blocks Uncommon Power 1 (Innate.) At the start of your turn, gain a Ward.
Irksome Blow Uncommon Attack 0 Deal 1 damage. Strength affects this card 4 (6) times.
Kablamo! Uncommon Attack 2 Deal 13 (17) damage to ALL enemies. This attack does not consume gremlin:Wiz.
Makeshift Armor Uncommon Power 1 (Gain 1 Artifact.) Every time you play 7 attacks, gain 1 Artifact.
Mockery Uncommon Skill 1 Apply 1 (2) Weak. If the enemy has 3 or more Weak, gain 10 (13) Block.
Party Stick Uncommon Skill Ethereal. (not Ethereal.)Unplayable. Whenever you gremlin:Swap, gain [E]
Pickpocket Uncommon Attack 1 gremlin:Steal all Artifact. Deal 9 (13) damage. Exhaust.
Pin Needle Uncommon Attack 1 Deal 8 (10) damage. bronze:Insert 2 (Upgraded) Pinpricks. Exhaust.
Polish Uncommon Power 1 Shivs deal 2 (3) additional damage. Wards grant 2 (3) additional Block.
Proper Tools Uncommon Attack 2 Deal 5 (8) damage. If the enemy intends to attack, gain 3 Wards. Otherwise, gain 3 Shivs.
Rage Break Uncommon Skill 2 (Gain 5 Block.) Double your Strength. Exhaust.
Raid Uncommon Skill 1 Draw a card for each living Gremlin. Discard 3 (2) cards.
Revel Uncommon Skill 3 (2) Gain [E] for each living Gremlin.
Rhythm Uncommon Skill 1 (0) gremlin:Swap to the next Gremlin. Fetch a Basic card from your draw pile. It costs 0 this turn.
Scatter! Uncommon Skill 2 (1) The next time you would lose HP, instead gremlin:Swap to a random Gremlin. Exhaust.
Shank Stone Uncommon Skill Unplayable. Whenever you draw this card, gain 2 (3) Shivs.
Sharpen Blades Uncommon Skill 2 (Draw a card.) Reduce the cost of all Attacks in your hand to 0 this turn.
Show of Hands Uncommon Skill 1 (Draw a card.) Gain 2 Block for every card in your hand.
Sleeve Of Aces Uncommon Attack 1 Deal 4 (5) damage. Gain 1 (Upgraded) Shiv for each stack of gremlin:Wiz you have.
Stupend Uncommon Attack 1 Gain 6 (8) Block. Deal 6 (8) damage. Block is affected by gremlin:Wiz.
Whiz Uncommon Skill 1 Gain 1 (2) gremlin:Wiz. Next turn, gain a (an Upgraded) Bang. Exhaust.
Wizardry Uncommon Power 1 (Innate.) At the start of your turn, gain 1 gremlin:Wiz.
Broken Shin Rare Skill 0 Apply gremlin:Agony for every 4 (3) stacks of Weak the target has. Exhaust.
Conga Line Rare Power 2 (Innate.) At the start of your turn, gain [E] and gremlin:Swap to the next Gremlin.
Duplicate Rare Skill 2 Gain 2 gremlin:Echoes of an Attack in your hand. They cost 1 less. Exhaust. (not Exhaust.)
Encore Rare Power 1 Gain 3 gremlin:Wiz. Whenever you consume gremlin:Wiz, deal 5 (7) damage to ALL enemies.
Erupt Rare Skill 1 Gain 5 (7) Temporary Strength. Exhaust.
Exacerbate Rare Attack 2 Deal 8 (12) damage. gremlin:Cripple the enemy. Exhaust.
Fairy Dust Rare Skill 1 (0) Gain 2 Wards and draw 2 cards. Exhaust.
Flip Out Rare Attack 1 Deal 11 (15) damage. Whenever you would gain Block this turn, instead deal that much damage to ALL enemies.
Fury Rare Attack 3 Costs 1 less [E] for every 2 Strength you have. Deal 5 (7) damage 3 times.
NOB Rare Power 4 Gain 20 (30) Temporary_HP. Mutate into Gremlin Nob until you run out of Temporary_HP.
Necromancy Rare Skill 1 Requires 3 gremlin:Wiz. Consume all gremlin:Wiz to resurrect a random Gremlin with 10 (13) HP. Exhaust.
Second Volley Rare Attack 2 Deal 6 damage. Gain a (an Upgraded) Shiv for each card played this turn.
Shadow Shiv Rare Power 3 (2) Whenever you play an Attack that doesn't Exhaust, gain a Shiv.
Show Stopper Rare Attack 0 Can only be played if you have exactly 7 gremlin:Wiz. Deal 0 (2) damage to ALL enemies 5 times.
Target Wounds Rare Power 1 Deal 3 (5) additional damage to Weakened enemies.
Unforgiving Rare Power 3 (2) You cannot lose Strength.
??? Basic Basic Skill *Unidentified (Upgraded) Basic Card.
Defend Basic Skill 1 Gain 5 (8) Block.
Snek Bite Basic Attack 1 Deal 7 (9) damage. sneckomod:Muddle the (2) highest-cost card(s) in your hand.
Strike Basic Attack 1 Deal 6 (9) damage.
Tail Whip Basic Attack 2 Deal 10 (13) damage. Apply 0 (1) - 2 Weak. Apply 0 (1) - 2 Vulnerable.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? Common Skill *Unidentified (Upgraded) Character Card.
??? 1-Cost Common Skill *Unidentified (Upgraded) 1 Cost Card.
??? Block Common Skill *Unidentified (Upgraded) Block Card.
??? C Attack Common Attack *Unidentified (Upgraded) Common Attack Card.
??? C Skill Common Skill *Unidentified (Upgraded) Common Skill Card.
??? Draw Common Skill *Unidentified (Upgraded) Draw Card.
Dice Block Common Skill 2 Gain 8 (12) - 12 (16) Block.
Dice Crush Common Attack 2 Deal 10 (14) - 16 (20) damage.
Iron Fang Common Attack 1 Deal 3 (5) - 8 (10) damage. Gain 3 (5) - 8 (10) Block.
Nope Common Skill 0 sneckomod:Snekproof. Exhaust a card. Gain a random card of the same class. (It costs 1 less.)
Quick Move Common Skill 1 Gain 8 (10) Block. sneckomod:Muddle the (2) highest-cost card(s) in your hand.
Snake Rake Common Attack 1 Deal 9 (12) damage. Draw 0 (1) - 2 cards. sneckomod:Muddle the highest-cost card in your hand.
Soul Draw Common Skill 0 sneckomod:Snekproof. Gain 2 (3) random sneckomod:Offclass cards. Exhaust.
Soul Roll Common Skill 0 sneckomod:Snekproof. sneckomod:Muddle your hand. (Draw 1 card.)
Wide Sting Common Attack 2 (1) Deal 7 - 12 damage to ALL enemies. Upgrade all sneckomod:Offclass cards in your hand.
??? 0-Cost Uncommon Skill *Unidentified (Upgraded) 0 Cost Card.
??? 2-Cost Uncommon Skill *Unidentified (Upgraded) 2 Cost Card.
??? Colorless Uncommon Skill *Unidentified (Upgraded) Colorless Card.
??? Dexterity Uncommon Skill *Unidentified (Upgraded) Dexterity Card.
??? Exhaust Uncommon Skill *Unidentified (Upgraded) Exhaust Card.
??? Strength Uncommon Skill *Unidentified (Upgraded) Strength Card.
??? Strike Uncommon Attack *Unidentified (Upgraded) Strike Card.
??? U Attack Uncommon Attack *Unidentified (Upgraded) Uncommon Attack Card.
??? U Power Uncommon Power *Unidentified (Upgraded) Uncommon Power Card.
??? U Skill Uncommon Skill *Unidentified (Upgraded) Uncommon Skill Card.
??? Vulnerable Uncommon Skill *Unidentified (Upgraded) Vulnerable Card.
??? Weak Uncommon Skill *Unidentified (Upgraded) Weak Card.
??? X-Cost Uncommon Skill *Unidentified (Upgraded) X Cost Card.
Cheap Stock Uncommon Power 2 (1) At the start of your turn, reduce the cost of the highest cost sneckomod:Offclass card in your hand by 1.
Defensive Flair Uncommon Skill 1 Gain 8 (10) Block, increased by 1 (2) for each sneckomod:Offclass card in your hand.
Dice Boulder Uncommon Attack 2 Deal 1 (8) - 31 (34) damage. Can be Upgraded any number of times.
Improvised Attack Uncommon Attack 1 Deal 9 (12) damage. Gain a random sneckomod:Offclass Attack and sneckomod:Muddle it.
Improvised Guard Uncommon Skill 1 Gain 8 (11) Block. Gain a random sneckomod:Offclass Skill and sneckomod:Muddle it.
Master Eye Uncommon Power 1 Become Confused. Draw 1 (2) additional card(s) each turn.
Memorize Uncommon Skill 0 sneckomod:Snekproof. Fleeting. (Retain.) Choose a card in hand which started Unidentified. sneckomod:Identify it.
Mix It Up! Uncommon Attack 1 *Transform your Potions. Deal 5 damage 2 (3) times. Exhaust.
Rain of Dice Uncommon Attack 1 Deal 6 (9) - 12 (15) damage to a random enemy. sneckomod:Muddle this, then return this to your hand.
Rotation Uncommon Skill 0 sneckomod:Snekproof. Discard all sneckomod:Offclass cards. Draw that many cards (plus 1).
Serpent Idol Uncommon Skill 1 (0) sneckomod:Snekproof. Choose 1 of 3 random sneckomod:Offclass cards to gain. It costs 0 this turn. Exhaust.
Shift Uncommon Skill 0 sneckomod:Snekproof. Transform all sneckomod:Offclass cards in your hand. (They cost 1 less.)
Slither Strike Uncommon Attack 1 Deal 9 (12) damage. Reduce the cost of sneckomod:Offclass cards in your hand by 1 this turn.
Snake Sap Uncommon Attack 1 sneckomod:Snekproof. Deal 1 - 3 (4) damage. Gain 1 - 3 (4) [E] . Exhaust.
Snek Beam Uncommon Attack 1 Deal damage to ALL enemies equal to the number of Unidentified cards in your deck. Exhaust. (not Exhaust.)
Soul Cleanse Uncommon Skill 0 sneckomod:Snekproof. sneckomod:Muddle your hand. Cards sneckomod:Muddled this way cannot cost 3. Exhaust. (not Exhaust.)
Trash to Treasure Uncommon Skill 0 sneckomod:Snekproof. Exhaust a card. Gain [E] equal to its cost. Exhaust. (not Exhaust.)
??? 3-Cost Rare Skill *Unidentified (Upgraded) 3 Cost Card.
??? Boss Rare Skill *Unidentified (Upgraded) Colorless Boss card.
??? R Attack Rare Attack *Unidentified (Upgraded) Rare Attack Card.
??? R Power Rare Power *Unidentified (Upgraded) Rare Power Card.
??? R Skill Rare Skill *Unidentified (Upgraded) Rare Skill Card.
Danger Noodle Rare Attack 2 Deal 9 (12) damage. Repeat this for each sneckomod:Offclass card in your hand, then Exhaust those cards.
Exotic Form Rare Power 3 (2) Whenever you play an sneckomod:Offclass card, draw 1 card.
Glittering Gambit Rare Skill 0 sneckomod:Snekproof. Gain -10 (0) - 30 Gold. Exhaust.
More Power! Rare Power 1 (0) Obtain an additional Upgraded Unidentified card reward at the end of combat.
Mud Shield Rare Power 2 (Innate.) Whenever you sneckomod:Muddle a card, gain 2 Block.
Pure Luck Rare Skill 0 sneckomod:Snekproof. Gain sneckomod:Lucky until the end of turn. Exhaust. (not Exhaust.)
Restock Rare Skill 1 (0) sneckomod:Snekproof. Discard your hand. Draw 5-10 cards. Exhaust.
Soul Exchange Rare Skill 0 sneckomod:Snekproof. Draw 1 (2) card(s), Choose a card, then Transform your hand to that card's class.
Transmogrify Rare Skill 1 (0) Choose 1 of 2 Relics to lose. Obtain a random Relic of the same rarity. Exhaust.
Unending Supply Rare Power 1 (0) At the start of each turn, gain a random sneckomod:Offclass card.
Unlimited Rolls Rare Power 1 (Innate.) At the start of your turn, gain an gremlin:Echo of Soul Roll.
Berserker's Shout Basic Skill 0 Gain 3 (6) Vigor. Enter champ:Berserker.
Defend Basic Skill 1 Gain 5 (8) Block.
Defensive Shout Basic Skill 0 Gain 4 (8) champ:Counter. Enter champ:Defensive.
Execute Basic Attack 2 Deal 6 (9) damage 2 times. [fist_icon] champ:Finisher
Strike Basic Attack 1 Deal 6 (9) damage.
Adrenal Armor Common Skill 1 Gain 7 (9) Block. Gain 2 (4) Temporary Strength.
Backstep Common Skill 1 Enter champ:Defensive. Gain 6 (9) Block, increased by Vigor.
Bob and Weave Common Skill 1 Enter champ:Berserker. Gain 4 (6) Block. Gain 4 (6) Vigor.
Bring It On Common Skill 1 Gain 9 (12) Block. Gain 9 (12) champ:Counter. [fist_icon] champ:Finisher
Chain Lash Common Attack 0 Deal 3 (5) damage. This turn, your Skill Bonus effects are increased by 2 (3).
Circumvent Common Skill 1 Gain 6 (9) Block. Any Stance champ:Combo: Draw 2 cards.
Crownarang Common Attack 1 Deal 8 (10) damage. Berserker champ:Combo: Draw 2 (3) Attacks.
En Garde Common Skill 1 Gain 7 (10) Block. If your Block is broken this turn, gain 7 (10) Block next turn.
Encircle Common Attack 1 Deal 7 (10) damage to ALL enemies. Trigger Skill Bonus for each enemy hit.
Fan of Knives Common Attack 1 Deal 5 (8) damage to ALL enemies. Berserker champ:Combo: Deals damage twice.
Flash Strike Common Attack 1 Deal 6 (8) damage. Defensive champ:Combo: Gain 4 (6) champ:Counter and 4 (6) Block.
Flurry of Strikes Common Attack 1 Deal 6 (9) damage. The next Strike you play this turn is played twice.
Headbutt Common Attack 1 Deal 9 (12) damage. Put a card from your discard pile on top of your draw pile.
Perfecter Strike Common Attack 2 Deal 8 damage. Deals 3 (4) additional damage for ALL your cards containing "Strike".
Piledriver Common Attack 2 Deal 10 (14) damage. Apply 2 Vulnerable. Apply 2 Weak. [fist_icon] champ:Finisher
Precise Thrust Common Attack 1 Deal 7 (9) damage. Berserker champ:Combo: Deal 7 (9) damage. Defensive champ:Combo: Gain 7 (9) Block.
Stance Dance Common Skill 0 Choose a Stance to Enter. If you were already in that Stance, gain (Gain) a champ:Combo of that Stance.
Taunt Common Skill 0 Apply 1 (1) Weak and 1 Vulnerable (to ALL enemies).
Tornado Punch Common Attack 2 Deal 12 (14) damage to ALL enemies. Defensive champ:Combo: Gain 7 (9) Block for each enemy hit.
All Out Uncommon Skill 1 Exhaust. Trigger 2 (3) times without exiting your Stance: [fist_icon] champ:Finisher
Arena Preparation Uncommon Skill 0 Gain 2 (3) random Skills. They gain Retain. Exhaust.
Battle Plan Uncommon Skill 0 Gain 2 (4) Block. Scry 3 (5).
Berserker Style Uncommon Power 1 (Innate.) Enter champ:Berserker. champ:Berserker Skill Bonus grants 1 more Vigor.
Challenge Uncommon Attack 2 Gain 8 (11) Block. Deal 8 (11) damage. If the target has Strength, repeat these effects once.
Crooked Strike Uncommon Attack 1 Deal 6 (9) damage. Does not consume Vigor. [fist_icon] champ:Finisher
Death Blow Uncommon Attack 2 Deal 15 (20) damage to ALL enemies. Gain 10 (15) Vigor. Exhaust.
Defensive Style Uncommon Power 1 (Innate.) Enter champ:Defensive. champ:Defensive Skill Bonus grants 1 more champ:Counter.
Endure Uncommon Skill 1 Gain 7 (10) Block. This card's Block is increased by Strength instead of Dexterity (not instead of Dexterity).
Enraged Bash Uncommon Attack 1 Deal 7 (10) damage. Berserker champ:Combo: This card hits an additional time this combat.
Face Slap Uncommon Attack 1 Deal 9 (11) damage, twice if enemy is Vulnerable. Berserker champ:Combo: Apply 2 (3) Vulnerable.
Fancy Footwork Uncommon Skill 0 Enter a Stance you aren't in. The next champ:Finisher this turn deals 10 (15) damage to ALL enemies.
Good Clean Fight Uncommon Power 0 Gain 2 (3) Strength. ALL enemies gain 1 Strength.
Gut Punch Uncommon Attack 1 Deal 10 (15) damage. Any Stance champ:Combo: Enter champ:Ultimate Stance for 1 turn. Exhaust.
Iron Fortress Uncommon Power 2 Gain 2 Dexterity. At the end of each turn, gain 3 (6) Block.
Moment of Truth Uncommon Skill 0 Retain. Draw 1 (2) card(s). [fist_icon] champ:Finisher
Parry Uncommon Skill 2 Gain 6 Block. Gain 10 (16) champ:Counter. If your champ:Counter is used this turn, Gain Riposte.
Preemptive Strike Uncommon Attack 1 (0) Deal damage equal to your champ:Counter to ALL enemies. Lose half of your champ:Counter.
Rapid Strikes Uncommon Attack 1 Deal 4 (6) damage 2 times. A Strike in your hand costs 0 this turn.
Reckless Strike Uncommon Attack 2 Deal 18 damage. Gain 2 Strength. Lose 1 Dexterity. Exhaust. (not Exhaust.)
Refreshment Uncommon Skill 1 *Berserker champ:Combo: Gain [E] [E] ([E]), then Exhaust this. Defensive champ:Combo: Draw 3 (4) cards.
Reinforced Body Uncommon Skill X Gain 7 (9) Block X times.
Rising Strike Uncommon Attack 1 Deal 9 (12) damage. If the last played card this combat was a champ:Finisher, deal 9 (12) damage again.
Rope-a-dope Uncommon Skill 2 Gain 12 Block. Next turn, gain [E] ([E]) and draw 3 cards. [fist_icon] champ:Finisher
Set A Trap Uncommon Skill 1 Gain 6 (8) Block, twice if any enemy is Weak. Defensive champ:Combo: Apply 2 (3) Weak to ALL enemies.
Shatter Uncommon Attack 1 Remove the enemy's Block (and Artifact). Deal 10 (12) damage.
Sigil of Victory Uncommon Skill 0 Trigger your current Stance's Skill Bonus 4 (6) times. Exhaust.
Skillful Dodge Uncommon Skill 1 Gain 4 (5) Block. Gain 4 (5) champ:Counter. Defensive champ:Combo: Increase these effects by 3 (4) this combat.
Technical Jig Uncommon Power 1 (Innate.) Whenever you enter a Stance, trigger its (not its)*Skill Bonus twice.
Vicious Mockery Uncommon Skill 1 Target enemy gains 1 Strength. Gain 12 (16) Vigor.
Wind Up Uncommon Skill 0 Choose a Stance to Enter. Fetch a champ:Finisher from your draw pile. Exhaust. (not Exhaust.)
Cheap Shot Rare Attack 2 (1) Deal 5 damage. If the enemy is a Boss, deal damage two more times. If not, hermit:Stun it. Exhaust.
Clobber Rare Attack 1 Deal 6 (9) damage. Gain Block equal to unblocked damage dealt.
Dancing Master Rare Power 2 (1) The first time you use a champ:Finisher each turn, gain [E] and draw 1 card.
Devastate Rare Attack 5 Deal 6 (9) damage 3 times. Costs 1 less [E] for each Finisher played this combat. [fist_icon] champ:Finisher
Enchant Crown Rare Skill 1 (0) Choose a card in hand. It costs 0 this combat. Exhaust.
Enchant Shield Rare Skill 1 (0) Choose a card in hand. Increase its Block by 8 for this combat. Exhaust.
Enchant Sword Rare Skill 1 (0) Choose a card in hand. Increase its damage by 8 for this combat. Exhaust.
Gladiator Form Rare Power 3 At the start of each turn, gain 1 (2) Vigor for every 3 Vigor spent last turn. Then do the same for champ:Counter.
Hold Firm Rare Skill 2 Gain 12 (17) Block. Gain 12 (16) champ:Counter. Gain 1 bronze:Blur.
Ignore Pain Rare Skill 2 (1) Your HP cannot be reduced until your next turn. Exhaust.
Improvising Rare Power 2 (1) The first time you play a champ:Combo each turn, return it to your hand. It costs 0 until played.
Last Stand Rare Power 1 (0) Once you get below 50% HP, remove all debuffs and gain 6 Strength.
Masterful Slash Rare Attack 2 Deal 10 (13) damage. Gain a random (Upgraded) Skill. It costs 0.
Murder Strike Rare Attack 2 Retain. Deal 8 damage. When you use a Skill, this deals 2 (3) more damage this combat.
Shield Throw Rare Attack 1 (0) Deal damage equal to your Block, twice. Gain 2 Frail. Defensive champ:Combo: Don't gain Frail.
Steel Edge Rare Attack X *Berserker champ:Combo: Deal 8 (11) damage X times. Defensive champ:Combo: Gain 8 (11) Block X times.
Strike of Genius Rare Power 2 At the start of your turn, gain a random (Upgraded) "Strike". It costs 0 until played and gains Exhaust.
Sword Throw Rare Attack 1 Deal 8 (11) damage 2 times. Gain 2 Weak. Berserker champ:Combo: Don't gain Weak.
Triple Strike Rare Attack 2 Deal 6 (9) damage. Gain 2 (Upgraded) Strikes. They cost 0 and trigger Skill Bonuses. Exhaust.
Ultimate Stance Rare Skill 1 Requires Defensive or Berserker. Enter champ:Ultimate Stance for 2 (3) turns. Exhaust.
Curl Up Basic Skill 1 Place a random (not random)card from (in) your hand into guardianmod:Stasis. guardianmod:Brace 10 (12).
Defend Basic Skill 1 Gain 5 (8) Block.
Strike Basic Attack 1 Deal 6 (9) damage.
Twin Slam Basic Attack 1 Deal 5 (7) damage. Gain a Second Slam (*Slam+). [ guardianmod:Socket ] ([ guardianmod:Socket ])
Aquamarine Common Skill 0 guardianmod:Gem. Gain a Crystal Ward.
Charge Core Common Attack 1 Deal 10 (15) damage. Place this into guardianmod:Stasis. guardianmod:Tick - Draw a card. guardianmod:Volatile.
Crystal Ray Common Attack 2 Deal 10 (14) damage. Deals 2 additional damage for each guardianmod:Gem in ALL of your guardianmod:Socketed cards.
Emerald Common Skill 0 guardianmod:Gem. Gain 2 temporary Dexterity.
Incinerate Common Attack 1 Deal 7 (10) damage. guardianmod:Accelerate. [ guardianmod:Socket ]
Piercing Hide Common Skill 1 Gain 7 (9) Block and 2 (3) temporary Thorns. guardianmod:Brace 3. [ guardianmod:Socket ]
Planning Common Skill 0 Place the top 2 cards of your draw pile into guardianmod:Stasis. [ guardianmod:Socket ] ([ guardianmod:Socket ])
Priming Shot Common Attack 1 Deal 8 (11) damage. guardianmod:Brace 3 (4). [ guardianmod:Socket ]
Recover Common Skill 1 Gain 5 (8) Block. guardianmod:Brace 3 (4). Place a card from your discard pile into guardianmod:Stasis.
Reroute Common Attack 1 Deal 9 (12) damage. Place the next card you play this turn into guardianmod:Stasis. [ guardianmod:Socket ]
Roll Attack Common Attack 2 Deal 16 (20) damage. If in Defensive Mode, affects ALL enemies. Otherwise, guardianmod:Brace 8. [ guardianmod:Socket ]
Ruby Common Skill 0 guardianmod:Gem. Gain 2 temporary Strength.
Shield Charger Common Skill 2 Place this into guardianmod:Stasis. guardianmod:Tick - guardianmod:Brace 4 (6) and gain 10 (12) Block. guardianmod:Volatile.
Suspension Common Skill 0 (Draw a card.) Place a card in your hand into guardianmod:Stasis. [ guardianmod:Socket ]
Temporal Shield Common Skill 1 Gain 8 (10) Block. Draw 1 (2) card(s) if you have a card in guardianmod:Stasis.
Temporal Strike Common Attack 1 Deal 7 (10) damage. Gain [E] if you have a card in guardianmod:Stasis. [ guardianmod:Socket ]
Tourmaline Common Skill 0 guardianmod:Gem. Gain 4 temporary Thorns.
Vent Steam Common Skill 1 Apply 2 (3) Vulnerable. [ guardianmod:Socket ] [ guardianmod:Socket ]
Walker Claw Common Attack 2 Deal 5 damage 3 (4) times.
Amber Uncommon Skill 0 guardianmod:Gem. guardianmod:Accelerate.
Amethyst Uncommon Skill 0 guardianmod:Gem. ALL enemies lose 2 Strength this turn.
Ancient Power Uncommon Skill 1 Gain 4 Temporary Strength and Dexterity. (Reduce each of your debuffs by 1.) Exhaust.
Armored Protocol Uncommon Power 1 Gain 5 (8) Block at the end of each turn while in Defensive Mode. At the start of your turn, guardianmod:Brace 3.
Body Slam Uncommon Attack 1 (0) Deal damage equal to your Block.
Charge Up Uncommon Skill 0 (1) Place this into guardianmod:Stasis. guardianmod:Tick - Gain 8 Block and 1 Strength. guardianmod:Volatile.
Clone Uncommon Skill 1 Choose a card. Place a copy of that card into guardianmod:Stasis. (guardianmod:Accelerate.) Exhaust.
Emergency Uncommon Skill 0 guardianmod:Accelerate until a card in guardianmod:Stasis returns (to your hand). Exhaust. (not Exhaust.)
Evasive Protocol Uncommon Power 1 While in Defensive Mode, raise your Dexterity by 3 (5). At the start of your turn, guardianmod:Brace 3.
Floating Orbs Uncommon Power 1 (0) At the start of your turn, gain an Orb Slam.
Fragmented Gem Uncommon Skill 0 guardianmod:Gem. Gain a Crystal Shiv.
Future Plans Uncommon Power 1 (Innate.) At the end of your turn, place up to 1 card in your hand in guardianmod:Stasis.
Garnet Uncommon Skill 0 guardianmod:Gem. Apply 1 Vulnerable to ALL enemies.
Guardian Whirl Uncommon Attack 1 Requires 20 or more Block. Deal 4 damage to ALL enemies 4 (5) times.
Harden Uncommon Skill 1 Requires 20 or more Block. guardianmod:Brace 10 (14) and gain 2 (3) Thorns.
Multi-Beam Uncommon Attack X Deal 5 (7) damage to ALL enemies X times. guardianmod:Tick - Increase this card's damage by 1 (2).
Orb Support Uncommon Attack 0 Innate. Deal 8 (12) damage. Put a random card from your draw pile into guardianmod:Stasis. Exhaust.
Orbwalk Uncommon Power 2 Gain 2 Strength. guardianmod:Tick - Gain 1 Strength. guardianmod:Volatile. (not guardianmod:Volatile.)
Overload Uncommon Skill 1 Draw 4 Cards. Next turn, draw 2 less cards. (Reduce each of your debuffs by 1.)
Poly Beam Uncommon Attack 1 Deal 2 damage to a random enemy 4 (5) times.
Preprogram Uncommon Skill 0 Look at the top 4 (7) cards of your draw pile. You may choose one to place into guardianmod:Stasis. [ guardianmod:Socket ]
Prismatic Barrier Uncommon Skill 1 Gain 2 (4) Block for each guardianmod:Gem in this card. [ guardianmod:Socket ] [ guardianmod:Socket ] [ guardianmod:Socket ]
Prismatic Spray Uncommon Attack 1 Deal 2 (4) damage for each guardianmod:Gem in this card. [ guardianmod:Socket ] [ guardianmod:Socket ] [ guardianmod:Socket ]
Quartz Uncommon Skill 0 guardianmod:Gem. Draw a card.
Refracted Beam Uncommon Attack 2 Deal 3 damage 4 (5) times. Can be upgraded any number of times.
Repulsor Uncommon Power 2 (1) When you draw the first Status or Curse card each turn, Exhaust it and draw a card.
Resilient Plate Uncommon Skill 1 Reduce each of your debuffs by 2. guardianmod:Brace 8. Exhaust. (not Exhaust.)
Sapphire Uncommon Skill 0 guardianmod:Gem. guardianmod:Brace 3.
Sentry Blast Uncommon Attack 0 Deal 5 (7) damage. Place a Sentry Wave (*Wave+) into guardianmod:Stasis. Exhaust.
Shield Spikes Uncommon Skill 2 Gain 12 (15) Block. Gain 4 (6) temporary Thorns if in Defensive Mode. Otherwise, guardianmod:Brace 8.
Spiker Protocol Uncommon Power 1 Gain 4 (6) Thorns while in Defensive Mode. At the start of your turn, guardianmod:Brace 3.
Time Bomb Uncommon Skill 2 Place this into guardianmod:Stasis. When this leaves guardianmod:Stasis, deal 22 (30) damage to ALL enemies. guardianmod:Volatile.
Time Capacitor Uncommon Power 1 Gain 2 (3) Stasis slots.
Ancient Construct Rare Power 3 (Gain 1 Artifact.) At the start of your turn, if you have no Artifact, gain 1 Artifact.
Bauble Burst Rare Attack 2 Deal 10 damage. Perform 3 times: [ guardianmod:Socket ] ([ guardianmod:Socket ])
Citrine Rare Skill 0 guardianmod:Gem. Gain [E].
Compile Package Rare Skill 0 Choose one of three (Upgraded) guardianmod:Packages to gain. Exhaust.
Construction Form Rare Power 3 Ethereal. (not Ethereal.) Gain 2 guardianmod:Buffer. At the start of each turn, if you have guardianmod:Buffer, gain 1 Strength.
Exploit Gems Rare Skill 0 Draw a card. [ guardianmod:Socket ] [ guardianmod:Socket ] ([ guardianmod:Socket ])
Fierce Bash Rare Attack 3 Deal 18 (24) damage. Place this into guardianmod:Stasis. guardianmod:Tick - Increase this card's damage by 2.
Gem Cannon Rare Attack 2 (1) Exhaust ALL Gems, including Socketed ones. Deal 10 damage to a random enemy for each. Exhaust.
Gem Finder Rare Power 1 (0) At the end of combat, you may choose a Common guardianmod:Gem to add to your deck.
Giga Beam Rare Attack 3 Deal 36 (40) damage to ALL enemies. Strength affects this card 2 (4) times. Skip your next turn.
Laser Turret Rare Attack 1 Deal 8 (10) damage. Place this into guardianmod:Stasis. guardianmod:Stasis lasts 4 (5) turns. guardianmod:Tick - Deal 8 (10) damage to a random enemy.
Onyx Rare Skill 0 guardianmod:Gem. Reduce each of your debuffs by 1.
Revenge Protocol Rare Power 1 While in Defensive Mode, raise your Strength by 2 (3). At the start of your turn, guardianmod:Brace 5.
Speed Boost Rare Skill 1 (Retain.) guardianmod:Accelerate 3 times.
Spheric Shield Rare Skill 2 Gain 15 (20) Block. guardianmod:Brace 20 (30). Exhaust.
Stasis Engine Rare Power 2 (Innate.) When you play the 3rd 0-cost card in a single turn, gain [E] and draw a card.
Stasis Field Rare Skill 1 Gain 7 (10) Block. Place this into Stasis When this leaves Stasis, gain 7 (10) Block.
Stasis Strike Rare Attack 1 Deal 9 (13) damage. Gain 1 Stasis Slot.
Time Sifter Rare Power 1 (Innate.) At the start of your turn, guardianmod:Accelerate.
Covet Basic Skill 0 Discard 1 card. Draw 1 (2) card(s). Discarded Curses are Exhausted.
Defend Basic Skill 1 Gain 5 (8) Block.
Snapshot Basic Attack 1 Deal 5 (7) damage. hermit:Dead_On: Gain 8 (10) Block.
Strike Basic Attack 1 Deal 6 (9) damage.
Body Armor Common Skill 1 Gain 10 (16) Block. Add a Defend (*Defend+) to your discard pile. Exhaust.
Coalescence Common Skill 1 Gain 5 (8) Block. Retain up to 2 (3) cards this turn.
Desperado Common Attack 1 Deal 14 (18) damage. Gain 2 Frail.
Dive Common Skill 1 Gain 7 (10) Block. hermit:Dead_On: Gain 1 (2) Plated Armor.
Feint Common Skill 0 Gain 4 (6) Block. Apply 2 (3) hermit:Bruise to ALL enemies.
Glare Common Skill 0 Apply 1 (2) Weak and (1) Vulnerable.
Headshot Common Attack 1 Deal 8 (10) damage. hermit:Dead_On: Deal double damage.
High-Caliber Common Attack 1 Deal 12 (18) damage. Add a Strike (*Strike+) to your discard pile. Exhaust.
Hole Up Common Skill 1 Gain 12 (16) Block. Gain 2 Weak.
Itchy Trigger Common Attack 2 Deal 15 (20) damage. hermit:Dead_On: Reduce the cost of a random card in your hand to 0 this turn.
Low Profile Common Skill 1 Gain 7 (9) Block. Gains 4 (5) additional Block for each of your debuffs.
Manifest Common Skill 2 Gain 13 (17) Block. Draw 2 (3) Curses.
Misfire Common Attack 1 Deal 13 (17) damage to a random enemy. Shuffle a Clumsy into your draw pile.
Pistol Whip Common Attack 1 Deal 6 (8) damage. Apply 5 (6) hermit:Bruise.
Quickdraw Common Attack 1 Deal 9 (11) damage. Draw 2 (3) cards. Next turn, draw 1 less card.
Roulette Common Attack 2 Deal 18 (22) damage to a random enemy. Discard your hand. Draw that many cards.
Spray n' Pray Common Attack 1 Deal 3 (4) damage to a random enemy 4 times. Shuffle a Doubt into your draw pile.
Tracking Shot Common Attack 1 hermit:Concentrate. Deal 9 (12) damage.
Vantage Common Skill 1 Gain 7 (10) Block. hermit:Dead_On: Upgrade 2 (3) random cards in your hand for the rest of combat.
Wide Open Common Attack 1 Deal 6 (8) damage. Apply 1 (2) Vulnerable.
Brawl Uncommon Power 2 At the start of your turn, apply 5 (6) hermit:Bruise to ALL enemies.
Called Shot Uncommon Attack 0 Deal damage equal to your hand size. hermit:Dead_On: Draw 1 (2) card(s).
Cheat Uncommon Skill 1 Play one of the top 4 (6) cards in your draw pile. hermit:Dead_On: Also trigger its hermit:Dead_On effect.
Combo Uncommon Power 2 (1) Whenever you trigger a hermit:Dead_On effect, add a random card with hermit:Dead_On to your hand.
Cursed Weapon Uncommon Attack 0 Lose 4 (3) HP. Deal 4 damage. This card permanently gains 3 damage. Exhaust.
Dead Man's Hand Uncommon Skill 1 (0) Discard your hand. Add the 3 rarest cards from your draw pile to your hand.
Deadeye Uncommon Attack 1 Deal 5 (6) damage. hermit:Dead_On: Gain 2 (3) Strength.
Determination Uncommon Power 1 (Innate.) Whenever a debuff is applied to you, gain 1 Strength.
Enervate Uncommon Attack 1 Deal 7 (10) damage. hermit:Dead_On: Gain [E] and draw a card.
Eye Of The Storm Uncommon Skill 0 (Draw a card.) hermit:Dead_On: Gain Energy up to your maximum. Exhaust.
Flash Powder Uncommon Skill 1 Gain 5 Block. ALL enemies lose 1 (2) Strength. Exhaust.
Fully Loaded Uncommon Skill 0 (Retain.) Draw ALL your Strikes and Defends. Exhaust.
Gestalt Uncommon Skill 2 Gain 2 hermit:Rugged. Gain 2 (1) Vulnerable. Exhaust.
Ghostly Presence Uncommon Skill 1 Gain 8 (11) Block. hermit:Dead_On: Apply 1 Weak to ALL enemies.
Golden Bullet Uncommon Attack 3 Deal 18 (24) damage. If Fatal, permanently reduce this card's cost by 1. Exhaust.
Grudge Uncommon Attack 1 Deal 9 damage to ALL enemies. Deals 2 (3) more for ALL your Curse cards.
Horror Uncommon Skill 1 Apply 4 (6) hermit:Bruise to ALL enemies. hermit:Bruise does not wear off this turn.
Lone Wolf Uncommon Skill 1 (0) Choose a card. It costs 0 this combat. Discard the rest of your hand. Exhaust.
Luck of the Draw Uncommon Skill 1 Draw until you draw 3 (4) total [E] worth of cards.
Maintenance Uncommon Skill 2 (1) Upgrade all Strikes and Defends this combat. This can upgrade them any number of times.
Malice Uncommon Attack 2 Exhaust a card. Deal 16 (20) damage. If you Exhaust a Curse, deal 16 (20) damage to ALL enemies instead.
Midnight Uncommon Skill 1 Ethereal. (not Ethereal.) Gain 12 (13) Block. Add an Impending Doom to your hand.
No Holds Barred Uncommon Attack 2 Deal 18 (22) damage and apply 4 (5) hermit:Bruise to ALL enemies. Gain 1 less [E] next turn.
Ricochet Uncommon Attack 1 Deal 7 (9) damage. Repeat on a random enemy for each hermit:Dead_On effect this turn.
Scavenge Uncommon Skill 1 Gain 4 (5) Plated Armor. hermit:Dead_On: Gain 5 (10) Gold. Exhaust.
Shadow Cloak Uncommon Power 1 Whenever you draw a Curse, gain 6 (9) Block.
Short Fuse Uncommon Attack 3 Deal 18 (22) damage. Costs 1 less [E] per Strike or Defend played this turn.
Showdown Uncommon Attack 2 (1) Retain. Deal 9 damage. Play all Strikes in your hand on random targets.
Smoking Barrel Uncommon Power 1 Whenever you trigger a hermit:Dead_On effect, your next attack deals 4 (5) more damage.
Snipe Uncommon Skill 0 (hermit:Concentrate.) Your next hermit:Dead_On effect this turn triggers twice.
Spite Uncommon Attack 1 Draw 2 (3) Curses. Deal 5 (6) damage twice.
Take Aim Uncommon Power 1 (hermit:Concentrate.) At the start of your turn, hermit:Concentrate.
Take Cover Uncommon Skill X Add X Defends (*Defends+) to your hand. They cost 0 this combat. Exhaust.
Virtue Uncommon Skill 0 Retain. Reduce each of your debuffs by 1 (2).
Adapt Rare Power 3 (2) At the end of your turn, you can Exhaust up to 2 cards. Gain 4 Block for each.
Black Wind Rare Attack 2 (1) Ethereal. Deal damage equal to your missing health. Exhaust.
Dead Or Alive Rare Attack X Deal 8 (11) damage X times. If Fatal, get a hermit:Bounty. Exhaust.
Dissolve Rare Skill 1 Next turn, gain 20 (30) Block. Exhaust.
Eternal Form Rare Power 3 Your first 4 (5) cards each turn cost 0. Gain no [E] at start of turn.
Fatal Desire Rare Power 1 (Innate.) At the start of your turn, draw 2 cards and add an Injury to your hand.
Final Canter Rare Attack 0 Retain. Deal 13 (16) damage for each Curse in hand. Exhaust.
From Beyond Rare Skill 1 For each card in your exhaust pile, a random enemy loses 5 (7) HP.
Gambit Rare Skill 0 Put 3 (4) random Attacks from your discard pile into your hand. Exhaust.
Heroic Bravado Rare Skill 1 Ethereal. Gain 1 hermit:Rugged. Increase the cost of this card by 2 (1) this combat.
High Noon Rare Power 2 (1) Whenever you play a Strike or Defend, draw a card.
Magnum Rare Attack 1 Discard 6 cards. For each card, deal 6 (9) damage.
Overwhelming Power Rare Power 1 Gain [E] [E] [E]. Draw 3 cards. Whenever you end your turn with 0 Energy, lose 4 (2) HP.
Purgatory Rare Attack 3 Ethereal. (not Ethereal.) Deal 30 damage to ALL enemies.
Reprieve Rare Skill 1 (0) Exhaust ALL Curses. If you exhaust at least 13 (10) Curses, take an extra turn after this one.
Roughhouse Rare Attack 3 Deal 24 (30) damage. hermit:Dead_On: Gain 16 (20) Block.
Roundhouse Kick Rare Attack 2 Deal 13 (18) damage to ALL enemies. hermit:Stun any that don't intend to attack. Exhaust.

Downfall relics

Name Image Tier Pool Description Flavor
Bronze Core Starter The_bronze_automaton The first time you Compile a Function each combat, gain [E] . Replace once every 50,000 years.
Bronze Gear Starter Guardian The first time you enter guardianmod:Defensive_Mode each combat, gain an additional 10 Block. Guardian starts the run with a random common Gem. Protection where you need it most.
Champion's Crown Starter The_champ_gray At the start of combat, enter Defensive or Berserker Stance. A WINNER IS YOU!
Heart of Goo Starter Slimebound Whenever you slimeboundmod:Consume, heal 2 HP, up to 8 each combat. I feel so funky.
Mob Leader's Staff Starter Gremlin At the start of each combat, gain [E] , draw 1 card, and Swap to the next Gremlin. Among gremlin mobs, the one with the best horn maintains complete command over the troupe, until another one manages to steal it.
Old Locket Starter Hermit_yellow At the start of each combat, gain a Memento. There's a faded picture inside.
Snecko Soul Starter Snecko_cyan First time you play an sneckomod:Offclass in a combat, gain [E] and draw a card. 0...3...2...2...1
Spirit Brand Starter Hexa_ghost_purple The first time you Ignite a Ghostflame each turn, gain 4 Block. A bound protector.
Arumba's Pocket Sentry Common At the start of each turn, alternates between: Deal 7 damage to a random enemy. Apply 1 Weak to ALL enemies. Sentry Mode active. Target acquired. No hard feelings.
Baalor's Lordly Plate Common Guardian Whenever you guardianmod:Brace, Brace 1 more. One can never have enough armor.
Blank Card Common At the start of each combat, play a copy of a random card from your deck. Card Mimic.
Brass Tacks Common Start each combat with 2 Metallicize. The luster on these tacks never seems to fade.
Bronze Idol Common Status cards may now be played for useful effects. An ancient, weaponised antivirus - who knows who made it, and why?
Defensive Thesis Common The_champ_gray Defensive Stance's Finisher Bonus grants 5 more Block. Pro tip: Don't get hit.
Dolphin's Style Guide Common The_champ_gray If you end your turn while in no Stance, draw 1 additional card next turn. Author: Renowned explorer and pugilist Dolphin K. Mist.
Fragmentation Grenade Common Gremlin Damage dealt to random enemies is increased by 3. Nobody dares to ask where the Gremlin got it from.
Goop Dweller Common Slimebound At the start of combat, slimeboundmod:Split into a slimeboundmod:Bruiser Slime. He followed me home. Can I keep it?
Loaded Die Common Snecko_cyan Cards that choose random numbers have +1 minimum. Cheese-stuffed.
Pick of Rhapsody Common Guardian You can now Mine for 2 guardianmod:Gems at Rest Sites (up to 3 times). With as many gemstones that litter the Spire, it is hard to imagine anyone so unlucky to have needed this Pick to aid them.
Protective Goggles Common The_bronze_automaton If you end your turn with no cards in the Sequence, gain 4 Block. Look closely.
Rod of Bolstering Flame Common The first time you play a Power card each combat, gain 6 Block and 1 Strength. Fire shields! Fire strengthens.
Rye Stalk Common Hermit_yellow hermit:Bruise is no longer reduced on hit. Still in mint condition, despite being chewed on for so long.
Seal of Approval Common Snecko_cyan Upon pickup, choose 1 of 3 Unidentified Character cards to add to your deck. All future Unidentified Character cards found will be of this character. I'm The Ironclad and this is my favorite Relic in the Spire. -Merchant Advertising Pamphlet
Silver Bullet Common The_bronze_automaton Start each combat with a Piercing Shot in the Sequence. Spirewolves are long gone.
Sneaky Teakwood Match Common Hexa_ghost_purple At the start of each combat, hexamod:Ignite the current Ghostflame and hexamod:Advance. Lights on any surface!
Supply Scroll Common At the start of your 3rd turn, gain a Supply Scroll. A surprisingly detailed inventory of the mob's various bits and bobbles.
Wizard Hat Common Gremlin Whenever you consume Wiz, remove a debuff at random. The accompanying robes have long since been stolen.
Broken Tooth Uncommon Whenever you beat an Elite encounter, gain 1 Strength at the start of each combat for the rest of the Act. Appears too large to have come from a human jaw...
Cable Spool Uncommon The_bronze_automaton Add a copy of the first card you play with Encode each combat to the Sequence. Tangled...
Deca's Washers Uncommon At the start of each combat, draw 3 additional cards and add a Dazed into your draw pile. It is unclear why Deca collects these.
Gelatinous Cube Uncommon Whenever you draw a Status card, draw 1 card. Hey, it stuck to your body.
Impeccable Pecs Uncommon Whenever you gain Strength, gain an equal amount of Temporary_HP. Start each combat with 1 Strength. Glorious.
Jar of TOBSCo Uncommon Hexa_ghost_purple Start each combat with 1 hexamod:Intensity. A little extra heat makes everything better.
Jeremiah's Banner Uncommon Slimebound At the start of combat, slimeboundmod:Split into a slimeboundmod:Leeching Slime and gain 1 Slime slot. You and ooze army.
Magic Mallet Uncommon Gremlin Whenever you apply Weak, gain 1 Wiz, up to 3 times per turn. Stubs toes twice as hard.
Pilot's Codex Uncommon Guardian If you end your turn with no cards in guardianmod:Stasis, choose 1 of 3 cards to place into guardianmod:Stasis. Designs and diagrams of the Spire's earliest manually-driven prototypes, by Master Pilot David.
Red Candle Uncommon Whenever an Attack deals unblocked damage, apply 2 hexamod:Soulburn. Fire BURNS...
Ring of the Snek Uncommon Snecko_cyan At the start of combat, apply 0-2 Weak and Vulnerable to ALL enemies. Illegible, unreadable, due by Thursday.
Slime Soup Uncommon When you enter a Rest Site, begin the next combat with a Prepare card that costs 0. Tastes awful, but incredibly healthy.
Spectre's Hand Uncommon The_champ_gray Whenever you Enter a Stance, gain a basic Strike or Defend. It costs 0 and has Exhaust. Some victories stay with you.
Spyglass Uncommon Hermit_yellow If you end your turn hermit:Concentrated, gain an additional [E] next turn . Property of Kestin Highfin.
Straight Razor Uncommon Hermit_yellow Whenever you remove a card from your deck, heal 15 HP. For a cleaner shave...
Super Snecko Eye Uncommon Replaces Snecko Eye. At the start of your turn, draw 2 additional cards. Start each combat Confused. The first time you draw a card that costs 3 each combat, reduce its cost to 0. 0121012
Wizard Staff Uncommon Gremlin Wiz deals 7 additional damage. The pride and joy of every Gremlin Wizard, this staff is a frequent target of theft by rival mobs.
Wound Poker Uncommon Gremlin At the end of each turn, deal 6 damage to each Weakened enemy. Does it hurt when I do this?.
Black Powder Rare Hermit_yellow At the end of your turn, deal 2 damage to ALL enemies for each hermit:Dead_On effect triggered. Handle with care.
Charred Glove Rare Hermit_yellow Whenever you draw a Curse, your next attack deals 4 more damage. Parts of the glove still glow with otherworldly cinders.
Deflecting Bracers Rare At the start of your turn, gain champ:Counter equal to half the amount of expired Block. If you thought blocking was good then...
Dueling Glove Rare After using a single-target Attack, if the target has no Vulnerable, apply 1 Vulnerable. Count from ten...
Gemstone Gun Rare Upon pickup, choose 3 guardianmod:Gems. At the start of each combat, gain a card with Retain, Exhaust, and each chosen Gem socketed. Bang! Bang! Bang! Hey, I matched three!
Gladiators Manual Rare The_champ_gray Whenever you play a Combo, a Finisher, and enter a Stance in the same turn, gain 1 Strength and Dexterity. Try everything - something will stick.
Gremlin Bomb Rare Gremlin Whenever a Gremlin dies, deal 30 damage to ALL enemies. Gremlins have an uncanny knack for finding dangerous things. Sometimes, they even survive looting them.
Gremlin Gravestone Rare Gremlin Dead Gremlins can be Resurrected at Rest Sites as a Free Action. Where do gremlins go when they die? Not bloody far enough.
Horseshoe Rare Whenever you gain Weak, Frail or Vulnerable, gain 1 less. Lucky charm. Somebody is gonna be missing this.
Mallet Rare The_bronze_automaton At the start of each combat, add 2 copies of Fine Tuning+ to your hand. That's it! I'm gettin me mallet!
Prickly Shields Rare Whenever you gain Block, deal 2 damage to a random enemy. Gremlins use whatever scraps they can find as weapons or armor. Some serve as both.
Red Scarf Rare Hermit_yellow Whenever you apply a debuff to an enemy, gain 2 Block. It's warm and fuzzy.
Sack of Gems Rare Guardian Upon pickup, add 5 random guardianmod:Gems to your deck. Ooh... shiny!
Signature Finisher Rare The_champ_gray Upon pickup, choose a Finisher. This Finisher costs 0, can be used without a Stance, and never causes your Stance to be exited. And now, it's time for my ULTIMATE MOVE!
Six-Point Brand Rare Whenever you play 6 cards, deal 6 damage to a random enemy. Fire, fire, fire, fire, fire, FIRE!
Slimed Tail Rare Slimebound When you fall below 50% of your Maximum HP, slimeboundmod:Split into a slimeboundmod:Guerilla Slime, and the next time you take damage, your leading slime is slimeboundmod:Absorbed instead. (works once per combat). A fake tail to trick enemies during combat, completely covered in slime.
Slimy Skull Rare Slimebound Whenever you apply slimeboundmod:Goop, apply an additional 1 slimeboundmod:Goop. A Snecko skull in absolutely awful condition. Unclean and slimy, dirt and grime stick to it like glue.
Snake-Charmer's Flute Rare Snecko_cyan sneckomod:Muddled cards can't cost 3. Sssssss...
Soul of Chaos Rare Hexa_ghost_purple The fourth Ghostflame becomes a Mayhem Ghostflame. Mayhem Ghostflame activates when you end your turn on it. Ignition: Play the top card of your draw pile. Mayhem, made manifest.
Stone of Nomakk Rare Slimebound At the start of combat, Split into a slimeboundmod:Mire Slime and gain 1 slimeboundmod:Potency. When presented to one of your Goop Gang, it seems to make the blob dance.
Thermal Stone Rare Hexa_ghost_purple If hexamod:Soulburn detonates, heal 4 HP at the end of combat. A fire would liven this thing up!
Timepiece Rare The_bronze_automaton All Functions you Compile gain Retain. From his collection of identical clocks.
Unidentified Egg Rare Snecko_cyan Identifying becomes a free action. Unidentified cards in card rewards are Upgraded. What will hatch? Pay $1000 to see.
Bandit Contract Special At the start of the 3rd boss combat, Red Mask Bandits will assist you. An agreement from the Bandit trio - partially in exchange for a trinket, but mostly in exchange for their lives.
Bandit Contract+ Special At the start of the 3rd boss combat, Red Mask Bandits will assist you. An agreement from the Bandit trio - partially in exchange for a trinket, but mostly in exchange for their lives.
Black Knight's Helm Special The_champ_gray The first time you enter each Stance each combat: Defensive: Gain 2 Dexterity and lose 1 Strength. Berserker: Gain 2 Strength and lose 1 Dexterity. Only a flesh wound.
Bottled Code Special The_bronze_automaton Upon pickup, choose a card with Encode. Start each combat with this card in the Sequence. Actually, I have code for that exact thing...
Broken Wing Statue Special The cultists that worship the Awakened One will be interested in this. A broken hunk of a once-magnificent statue.
Coat of Many Faces Special Upon pickup, gain Cultist Headpiece, Face Of Cleric, N'loth's Hungry Face, Gremlin Visage, and Ssserpent Head. It was Steve, and Bill, and Ian, and Fred, and John...
Emerald Heart Blessing Special Start each combat with 1 Dexterity. The heart is everything.
Extra Cursed Bell Special Upon pickup, obtain 2 of a unique Curse and 3 relics. You think you hear it echoing, but can never confirm it.
Extra Cursed Key Special Gain [E] at the start of your turn. Whenever you open a non-Boss chest, obtain 2 Curses. Locked away for good reason.
Greed Ooze Special Slimebound At the start of combat, spawn Greed Ooze (can be revived if Absorbed). At Rest Sites, Greed Ooze will take 50 of your souls, increasing its damage by 1. A friend found in the Spire who devours souls.
Gremlin Sack Special Upon pickup, add 6 cards to your deck from the Match Game. The Gremlin and his bodyguard were no match for you.
Inner Strength Special The_champ_gray Start each combat with 1 Strength. It's about the gigantic sword in your heart.
Knowing Skull Special At the start of each combat, you may wish for Souls, Success, or a Pick me Up. Put me down!
Mystical Octahedron Special Snecko_cyan Upon pickup, choose a card that selects a random number for its effects. This card always selects its maximum possible number. It appears weighted toward one side.
Neow's Blessing Special Upon pickup, increase your Maximum HP by 100. Increase your Maximum HP by 100 at the start of each Act. Lose all your Potion slots. Draw 1 less card and lose [E] at the start of your turn. Ease your rage. Be as tough and unyielding as the Spire itself.
New Challenger Special Start each combat in a random Champ Stance. Can you take the crown?
Paradox Artifact Special At the start of each turn, add a random card with Encode to your hand and give it Ethereal. You've never seen a coding frenzy like this before.
Quantum Chamber Special Guardian Upon pickup, choose a card. Start each combat with this card removed from your deck. At the start of your 4th turn, return it and 2 copies of it to your hand. You get the chicken by hatching the egg, not by smashing it.
Ruby Heart Blessing Special Start each combat with 1 Strength. The heart is strong.
Sapphire Heart Blessing Special Upon pickup, raise your Max HP by 10. The heart is pleased.
Scrap Ooze Special Slimebound At the start of combat, spawn Scrap Ooze (can be revived if Absorbed). At Rest Sites, you can donate a card to the Scrap Ooze, modifying its damage: +1 damage for Uncommons +2 damage for Rares -1 damage for Commons -2 damage for Curses
Sharpened Fragment Special At the start of each turn, gain a Crystal Shiv. Once a broken statue - now a makeshift weapon.
Teleport Stone Special You may skip any number of rooms the next time you move, but cannot move into a Boss Room. Never leave home without it.
The Broken Seal Special Hexa_ghost_purple Upon pickup, raise your Max HP by 10, then heal all of your HP. Start each combat with 2 Strength, 2 Dexterity, and 2 hexamod:Intensity. You can not receive The Broken Seal again. Unlimited, unrestrained, unquenchable power.
The Heart's Malice Special Enemies in your first 3 combats will flee in terror. The malice of corruption bestowed by the Heart.
Wheel of Change Special At each Rest Site, you may spin the wheel once. Choosing to collect its reward uses up this relic. No one gets two spins, he says.
Young Snecko Special Deals 5 damage to a random enemy at the start of your turn. Bewilderingly adorable.
Black Heart of Goo Boss Slimebound Replaces Heart of Goo. Whenever you slimeboundmod:Consume, heal 3 HP, up to 15 each combat. The Secret of the Ooze.
Clasped Locket Boss Hermit_yellow Replaces Old Locket. At the start of each combat, gain [E] for each Curse in your deck. Upon pickup, obtain 2 Injuries. It won't open anymore.
Dented Plate Boss Hermit_yellow While your HP is at or below 50%, gain [E] and draw 1 card at the start of your turn. Several bullets are still lodged inside.
Electromagnetic Coil Boss The_bronze_automaton Functions are now made up of 4 cards. An inefficient but entertaining power source.
Gremlin Leader's Voucher Boss Gremlin Gain [E] at the start of your turn. Upon pickup, permanently lose a Gremlin.Gain [E] at the start of your turn. Upon pickup, permanently lose a Gremlin. IOU 1 Gremlin
Guardian Gear Boss Guardian Replaces Bronze Gear. Begin each combat in guardianmod:Defensive_Mode, which persists for 3 turns. Replace every 3,000 floors.
Idol of Retromation Boss At the start of your turn, reduce the cost of the most expensive card in your hand by 1 for this turn. Often called the Idol of Reto for short.
Lucky Horseshoe Boss Snecko_cyan Upon pickup, choose 1 of 3 Unidentified Character cards. Add 5 copies of it to your deck. All combats drop an additional card reward of the chosen character's cards. Make your own luck.
Makeshift Battery Boss Gain [E] and add a random Status card into your discard pile at the start of your turn. It's an 8.9 volt.
Mark of the Ether Boss Hexa_ghost_purple Replaces Spirit Brand. The first time you Ignite a Ghostflame each turn, gain [E] . Let’s see if we can do... better.
Mob Leader's Crown Boss Gremlin Replaces Mob Leader's Staff. The first time you shuffle your draw pile each turn, gain [E] , draw 1 card, and Swap to the next Gremlin. The fancier the symbol of office, the more likely it is to be stolen.
Platinum Core Boss The_bronze_automaton Replaces Bronze Core. The first 3 Functions you create each combat cost 0 until played. Changelog: Improved user experience.
Power Armor Boss The_champ_gray Gain [E] at the start of your turn. Your maximum Vigor and champ:Counter is 10. Bought used.
Short Stature Boss Gremlin The first time a Gremlin would die each combat, heal it to 75% of your Max HP instead. It is easy to get away with mischief if you are literally beneath their notice.
Shotglass Boss Hermit_yellow First 2 times you use a potion each combat, gain a random potion. You can only use 2 potions each combat. Any liquid placed inside changes into something else.
Super Snecko Soul Boss Snecko_cyan Replaces Snecko Soul. First time you play an sneckomod:Offclass in a turn, gain [E] . 3120231321230320
Tarr Blob Boss Slimebound Gain [E] at the start of your turn. At the start of combat, lose 1 Slime slot. The bad kind of Slime.
Tiny Bowler Hat Boss At the start of combat, add a Study the Spire card to your hand. It costs 0. Whosoever controls the hat, controls the Spire.
Victorious Crown Boss The_champ_gray Replaces Champion's Crown. Start each combat in champ:Ultimate Stance, which lasts for 2 turns. Conglaturation!! You are the greatest winner.
Wander Bots Boss Guardian On pickup, lose 2 Stasis slots. Gain [E] at the start of your turn. These drones find the most wonderful salvage, but require processing power to maintain.
Xanatos' Icy Charm Boss Hexa_ghost_purple Gain [E] at the start of your turn. hexamod:Soulburn takes 4 turns to activate. I feel... cold.
Barbell Shop Whenever you enter a Rest Site, if you have at least 10 non-Upgraded cards in your deck, Upgrade one at random. 1000 reps? Psh. I can do 1001.
Berserker's Guide Shop The_champ_gray At the start of your turn, gain 3 Vigor. The text is illegible.
Bottled Anomaly Shop Upon pickup, choose a card. At the start of each combat, remove it from your draw pile. At the start of turn 3, add it into your hand. It costs 0. Swirling and swirling and finally breaking.
Bottled Black Hole Shop Guardian Upon pickup, choose a card. Start each combat with this card in guardianmod:Stasis. Somewhere, something incredible is waiting to be known.
Cryo Chamber Shop Guardian Gain 1 Stasis slot. Whenever a card enters guardianmod:Stasis, Upgrade it. Things always seem better coming out than they did going in.
Donu's Washers Shop At the start of combat, gain [E] [E] and add 1 Void into your draw pile. It is rather clear why Donu collects these.
Olexa's Shield Shop Hexa_ghost_purple Swap the positions of the Bolstering Ghostflame and the first Searing Ghostflame. Protection on-demand.
Pet Ghost Shop Hermit_yellow First time you would die each combat, survive with 1 HP instead. Poor guy.
Protective Gear Shop Slimebound Reduce the damage you take from slimeboundmod:Tackles by 3. The best defense is a good offense.
Rare Booster Box Shop Snecko_cyan Upon pickup, obtain a Unidentified Rare card of each card type. Mint condition.
Recycler Shop Hexa_ghost_purple The first time an non-Status and non-Curse Ethereal card is Exhausted each combat, add a copy to your hand that costs 0 until played. One day, it shall be recycled too.
Sleeved Ace Shop Snecko_cyan At the start of each combat, gain a Pure Luck with Retain. We're all aces.
Stolen Merchandise Shop Gremlin Whenever you Swap, gain an Echo of a random Colorless card. At the start of combat, the Merchant gains 2 Strength. "Blasted, thieving Gremlins!".
Tag Teamwork Shop Gremlin Whenever you draw Tag Team, draw another card. Upon pickup, add two copies of Tag Team to your deck. Teamwork makes the dream work.

Downfall potions

Name Image Rarity Description
Bottled Dupe Common Swap to a random Gremlin.
Brew of Sharpness Common Gain 25 Counter.
Ecto-Cooler Common Choose 1 of 3 random Ethereal cards from any class to gain. It costs 0 this turn.
Jar of Slime Common Apply 15 Goop.
Machine Oil Common Increase all numbers on cards in the Sequence by 1.
Molotov Common Apply 30 Soulburn.
Pizazz Potion Common Gain 10 Vigor.
Potentially Potent Potion Common Deal 1-40 damage.
Spiked Energy Drink Common Muddle the 2 highest-cost cards in your hand. Cards Muddled this way cannot cost 3.
Strategy Potion Common Choose 1 of 2 cards which Enter a Stance to gain (one for each Stance). It costs 0 this turn.
Temporal Potion Common Accelerate all cards in Stasis 2 times.
Tonic Common Gain 1 Rugged.
Alchyrical Elixir Uncommon Remove all Compile Error effects from the next Function you create. Reduce its cost to 0 until played.
Armorer's Tincture Uncommon Gain 4 Block each time you play a card this turn.
Black Bile Uncommon Apply 6 Bruise.
Bottled Technique Uncommon Trigger your current Stance's Skill Bonus 5 times.
Combustive Fluid Uncommon Ignite the current Ghostflame 3 times.
Eau de Grem Uncommon Use all 5 Gremlin Abilities 2 times.
Exotic Beverage Uncommon Reduce the cost of Offclass cards in your hand by 1.
Polishing Oil Uncommon Enter Defensive Mode for 1 round.
Slimy Elixir Uncommon Whenever an effect applies Goop this combat, apply 2 more.
Vexing Draught Uncommon Gain 2 Strength and 2 Dexterity. Add two Burn+ cards to your draw pile.
Army in a Bottle Rare Spawn 3 random Slimes (Normal or Specialist).
Gremlin In A Jar Rare Resurrect a random Gremlin at 50% of your Max HP.
Inferno Potion Rare Ignite the Inferno Ghostflame.
Kio's Clever Concoction Rare Until the Sequence is full, choose 1 of 3 random cards to Encode.
Liquid Luck Rare Gain Lucky for 1 turn.
Liquid Void Rare Put 1 card from your exhaust pile into your hand. It costs 0 this turn.
Ooze-Infused Drink Rare Add 4 random 0-cost cards to your hand.
Quantum Elixir Rare Gain Stasis slots until you have 3. Repeat 3 times: choose 1 of 3 cards to place into Stasis.
Stimpack Rare Enter Ultimate Stance for 1 turns.

Downfall keywords

Name Description
Blur Do not lose Block at the end of the turn.
Compile An additional effect that triggers when this card, while Encoded, is combined into a Function. Can be a negative effect, which is referred to as an 'Error'.
Cycle Discard a card, drawing a new card to replace it.
Encode Add the card to the Sequence. When 3 cards are in the Sequence, their effects (other than Encode) are merged into a Function that costs 1.
Insert Shuffle a card into your draw pile.
Technique If you are in a Stance, trigger its Skill Bonus.
Finisher Requires being in a Stance. After playing a Finisher, exit your Stance and trigger its Finisher bonus.
Berserker Stance. Skill Bonus: Gain 2 Vigor. Finisher Effect: Gain 1 Strength.
Combo Extra effect when played in the listed Stance.
Counter The next time you take Attack damage, deal damage back.
Defensive Stance. Skill Bonus: Gain 3 Counter. Finisher Effect: Gain 10 Block.
Fatigue Lose HP. Restore Fatigued HP at the end of combat. You won't die from Fatigue .
Gladiator Stance. Skill Bonus: Draw a card. Finisher Bonus: Next turn, draw 1 card and gain [E] . End your turn.
Ultimate Stance Stance. Counts as both Defensive and Berserker Stances. If you leave this Stance before it expires, immediately re-enter it.
Boss You may only play 1 Boss card in a turn.
Exhume Put a card from your exhaust pile into your hand.
Invincible You cannot lose more than a given amount of HP in a single turn. At the end of any round in which Invincible prevented HP loss, remove it.
Reclaim Put a card from your exhaust pile into your discard pile.
Shackled Shackled creatures lose Strength for a turn.
Agony Creatures in Agony deal 80% less damage with Attacks.
Cripple Crippled enemies can no longer lose Weak. At the end of their turn, they lose HP equal to their Weak.
Echo Echoes are copies of cards with Ethereal and Exhaust.
Fat Gremlin After you play an attack, apply 1 Weak to all targets.
Gremlin Wizard After you play a skill, gain 1 Wiz.
Mad Gremlin Gain 2 Temporary Strength when attacked.
Shield Gremlin After you play a skill, gain 2 Block.
Sneaky Gremlin After you play an attack, deal 3 damage to a random enemy.
Steal Target loses specified amount of resource. You gain the amount that was lost.
Swap Switch places with another character. Does nothing if there is no valid target.
Wiz When you have at least three stacks of Wiz, Attacks will consume all stacks to deal 10 additional damage.
Accelerate Reduce the turn counter of the right-most card in Stasis by 1.
Brace X Reduce the HP loss required to trigger Mode Shift by X.
Buffer Prevent the next time you would lose HP.
Defensive Mode Stance. Gain 10 Block when entering Defensive Mode. While in Defensive Mode, you have 3 Thorns, gain 10 Block at the start of your turn, and your Block does not expire.
Downgrade Remove an upgrade from a card.
Gem Gems can be placed into Sockets in cards at a Rest Site. Cannot be Upgraded.
Package 0-cost Exhausting Skill that generates three cards inspired by a chosen Construct of the Spire, and reduces their cost by 1 for this combat.
Socket Gems can be placed into this Socket at a Rest Site.
Stasis A card in Stasis stays there for amount of turns equal to its cost plus 1. When exits, it is returned to your hand and costs 0 until played.
Tick When this card's Stasis turn counter is reduced...
Volatile When this card leaves Stasis, it Exhausts.
Concentration The next Dead On card played while Concentrated triggers its effect regardless of position. Wears off on turn end.
Dead On Dead On cards have a bonus effect when in the middle of your hand.
Stun Stunned enemies skip their turn.
Bounty Normal Enemy: 15 gold. Elite Enemy: 40 gold. Boss: 100 gold.
Bruise Bruised targets take more attack damage. Each hit, Bruise is reduced by 1. Wears off on turn end.
Rugged Reduces next instance of attack damage taken to 3.
Active The Active Ghostflame can be Ignited by meeting its listed Ignition requirements.
Advance Move to the next Ghostflame. Moving onto a Ghostflame Extinguishes it.
Afterlife If this card is Exhausted, its effects activate.
Bolstering Ghostflame. Ignites when a Power is played while Active. Ignition: When Ignited, gain 4 Block and 1 Strength.
Crushing Ghostflame. Ignites when 2 Skills are played while Active. Ignition: When Ignited, deal 3 damage to a random enemy twice.
Extinguish Allows Ghostflame to become Ignited again, resetting its Ignition requirements.
Ignite Triggers the Ignition effect described on a Ghostflame.
Intensity Intensity increases the amount of damage, Soulburn, and Block applied by Ghostflames when Ignited.
Retract Move to the previous Ghostflame. Moving onto a Ghostflame Extinguishes it.
Seal If all 6 Seals have been played this combat, obtain The Broken Seal and remove the Seals from your deck.
Searing Ghostflame. Ignites when 2 Attacks are played while Active. Ignition: When Ignited, apply 4 Soulburn to a random enemy.
Soulburn After 3 turns, a Soulburned enemy loses HP, removing the Soulburn effect.
Absorb Manually recombine with your leading Slime, granting you 1 Strength.
Ancient Slime Attacks for 3 and causes you to draw 1 card each turn.
Bronze Slime Attacks for 10 to ALL enemies each turn, but skips every other attack.
Bruiser Slime Attacks for 5 each turn.
Buried Buried cards will always be chosen last for random Exhume effects.
Command Your leading Slime attacks.
Consume Bonus effect which activates when an Attack is used on an enemy who has Goop.
Cultist Slime Attacks for 6 each turn, then increases its damage by 1.
Darkling Slime Attacks for 3 each turn. When Commanded, other Darkling Slimes also attack.
Ghostflame Slime Attacks for 3 and applies 5 Soulburn each turn.
Goop The next attack deals 1 more damage per Goop, removing all Goop and triggering any Consume effects.
Guerilla Slime Attacks for 3 to ALL enemies each turn.
Insulting Slime Attacks for 4 and applies 1 Vulnerable each turn.
Leeching Slime Attacks for 1 and grants you 3 Block each turn.
Lick 0-cost cards that apply Goop with a variety of secondary effects.
Mire Slime Attacks for 2 and applies 2 Goop each turn.
Morph Replace with a random new card of your class, regardless of type. It costs 1 less.
Potency Increases the damage of ALL of your Spawned Slimes. Secondary effects increase by 1 for every 2 Potency.
Spiky Slime Attacks for 4 and grants you 4 Temporary Thorns each turn.
Slow Receives 10% more damage per card played in a turn.
Specialist A unique slime with a more powerful effect than normal slimes.
Spire Boss Powerful 0-cost cards, inspired by the bosses of the Spire.
Split Spawn a Slime minion, who attacks at the start of each turn. If you have no empty slots, your oldest Slime is automatically Absorbed to make room, granting you 1 Strength.
Tackle High-damage Attacks that also deal a small amount of damage to you.
Time Slime Attacks for 4 and applies 1 Weak each turn.
Torch Head Slime Attacks for 6 each turn. Gains damage from your Strength.
Identify Replace an Unidentified card with its current random card permanently.
Lucky Cards that choose a random number as part of their card text choose the maximum possible number. (Does not affect Muddle)
Muddle Muddling a card changes its cost this turn to between 0 and 3.
Offclass An Offclass card is any obtainable card from a class other than your own (including Colorless cards, Curses, and Statuses).
Snekproof Snekproof cards aren't affected by Confusion and cannot be Muddled.

Downfall creatures

Name Image Type HP
The Gremlins Player 16
The Guardian Player 80
The Slime Boss Player 65
the Automaton Player 70
the Champ Player 80
the Hermit Player 75
the Hexaghost Player 66
the Snecko Player 85
Augmenter Elite 200
Black Knight Elite 240
Face Trader Elite 100
Forgetful Head Elite 50
Head of Change Elite 50
Head of Growth Elite 50
Looter Normal 47
Looter Normal 45
Merchant Normal 400
Merchant Elite 300
Neow Boss 600
Neow Boss 750
The Defect Elite 150
The Defect Boss 75
The Hermit Elite 144
The Hermit Boss 72
The Ironclad Elite 160
The Ironclad Boss 80
The Silent Elite 140
The Silent Boss 70
The Watcher Elite 144
The Watcher Boss 72
The Woman in Blue Elite 120