Showing 90 cards
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Aggression
1
power
Deal 6 damage.Add a copy of this card into your Discard Pile.
Anger
0
attack
Gain 5 Block.Upgrade a card in your Hand.
Armaments
skill
Deal 6 damage.Deals 3 additional damage for each card in your Exhaust Pile.
Ashen Strike
Block is not removed at the start of your turn.
Barricade
3
Deal 8 damage.Apply 2 Vulnerable.
Bash
2
Draw 3 cards.You cannot draw additional cards this turn.
Battle Trance
Lose 2 HP.Gain 16 Block.
Blood Wall
Lose 3 HP.Gain .
Bloodletting
Deal 32 damage.
Bludgeon
Deal damage equal to your Block.
Body Slam
Lose 1 HP.Exhaust 1 card.Gain 1 Strength.
Brand
Deal 20 damage.Apply 5 Vulnerable.
Break
Lose 1 HP.Deal 9 damage to ALL enemies.
Breakthrough
Deal 4 damage.Deals 2 additional damage for each Vulnerable on the enemy.
Bully
Exhaust 1 card.Draw 2 cards.
Burning Pact
Play the top X cards of your Draw Pile.
Cascade
X
Deal 17 damage.Exhaust the top card of your Draw Pile.
Cinder
Can only be played if every card in your Hand is an Attack.Deal 14 damage.
Clash
Gain 5 Block.You receive 50% less damage from Vulnerable enemies this turn.
Colossus
Deal 8 damage to ALL enemies.Deals 2 additional damage for each other Attack you've played this turn.
Conflagration
Skills cost 0 .Whenever you play a Skill, Exhaust it.
Corruption
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson Mantle
Vulnerable enemies take an additional 25% damage.
Cruelty
Whenever a card is Exhausted, draw 1 card.
Dark Embrace
Gain 5 Block.
Defend
At the start of your turn, gain 2 Strength.
Demon Form
Lose 1 HP.Give another player Block equal to your Block.Exhaust.
Demonic Shield
Deal 8 damage.If the enemy is Vulnerable, hits twice.
Dismantle
Apply 1 Vulnerable.Gain 1 Strength for each Vulnerable on the enemy.Exhaust.
Dominate
Draw 2 cards.At the start of your turn, Exhaust the top card of your Draw Pile.
Drum of Battle
Choose an Attack or Power card.Add a copy of that card into your Hand.
Dual Wield
Double your Block.
Entrench
Gain 8 Block.Gain another 8 Block if you have Exhausted a card this turn.
Evil Eye
Gain for each Attack in your Hand.You cannot gain additional this turn.
Expect a Fight
Deal 10 damage.If Fatal, raise your Max HP by 3.Exhaust.
Feed
Whenever a card is Exhausted, gain 3 Block.
Feel No Pain
Exhaust your Hand.Deal 7 damage for each card Exhausted.Exhaust.
Fiend Fire
Deal 5 damage twice.Gain 2 Strength.The enemy gains 1 Strength.
Fight Me!
Gain 12 Block.Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier
If you Exhausted a card this turn, gain .
Forgotten Ritual
Deal 7 damage.Whenever you gain Block this turn, deal 5 damage to the enemy.
Grapple
Play the top card of your Draw Pile and Exhaust it.
Havoc
Deal 9 damage.Put a card from your Discard Pile on top of your Draw Pile.
Headbutt
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Hellraiser
Lose 2 HP.Deal 14 damage.
Hemokinesis
Deal 16 damage to ALL enemies.At the start of your turn, plays from the Exhaust Pile.
Howl from Beyond
Gain 30 Block.Exhaust.
Impervious
Add a random Attack into your Hand.It's free to play this turn.Exhaust.
Infernal Blade
At the start of your turn, lose 1 HP.Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno
Gain 2 Strength.
Inflame
Gain 5 Block.Deal 5 damage.
Iron Wave
Whenever you gain Block, deal 5 damage to a random enemy.
Juggernaut
Add a copy of the third Attack you play each turn into your Hand.
Juggling
Deal 15 damage.Enemy loses 10 Strength this turn.
Mangle
Deal 10 damage.Double the enemy's Vulnerable.Exhaust.
Molten Fist
Lose 6 HP.Gain .Draw 3 cards.Exhaust.
Offering
This turn, your next Attack is played an extra time.
One-Two Punch
Can only be played if you have 3 or more cards in your Exhaust Pile.Deal 17 damage to ALL enemies.
Pact's End
Deal 6 damage.Deals 2 additional damage for ALL your cards containing “Strike”.
Perfected Strike
Deal 6 damage.Draw cards until you draw a non-Attack card.
Pillage
Deal 9 damage.Draw 1 card.
Pommel Strike
Transform all Attacks in your Hand into Giant Rock.
Primal Force
Gain at the start of each turn.
Pyre
Whenever you play an Attack this turn, gain 3 Block.
Rage
Deal 9 damage.Increase this card's damage by 5 this combat.
Rampage
Whenever you lose HP on your turn, gain 1 Strength.
Rupture
Exhaust all non-Attack cards in your Hand.Gain 5 Block for each card Exhausted.
Second Wind
Deal 7 damage.Gain 2 Strength this turn.
Setup Strike
Gain 8 Block.Draw 1 card.
Shrug It Off
Deal 5 damage.If you lost HP this turn, hits 2 times.
Spite
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Stampede
Exhaust your Hand.Add 1 random card into your hand for each card Exhausted.
Stoke
Deal 12 damage to ALL enemies.Costs 1 less for each Attack played this turn.
Stomp
Gain 4 Plating.
Stone Armor
Deal 6 damage.
Strike
Deal 3 damage to a random enemy 3 times.
Sword Boomerang
Take double damage from enemies.Allies take half damage from enemies.
Tank
Gain 7 Block.Apply 1 Vulnerable.
Taunt
Deal 5 damage.Hits an additional time for each time you lost HP this combat.
Tear Asunder
Deal 4 damage twice.Exhaust a random Attack in your Hand and add its damage to this card.
Thrash
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Thunderclap
Apply 2 Vulnerable.
Tremble
Gain 7 Block.Exhaust 1 card at random.
True Grit
Deal 5 damage twice.
Twin Strike
The first time you gain Block from a card each turn, double the amount gained.
Unmovable
Deal 12 damage.The next Attack you play costs 0 .
Unrelenting
Deal 13 damage.Apply 1 Weak.Apply 1 Vulnerable.
Uppercut
Whenever you apply Vulnerable, draw 1 card.
Vicious
Deal 5 damage to ALL enemies X times.
Whirlwind