Gain 15 max health and 15 health.
Upon starting a turn with 10 or more green mana, gain 3 shield.
Every 5th time you deal damage, deal an extra 3 damage.
Every 3rd time you play a green card, heal 1.
If you would take lethal damage, heal 50% of your max health. One use only.
Gain 1 red and green mana gain per turn. Lose 1 blue mana gain per turn.
Gold gain is increased by 50%.
Muster 1
Increase card draw by 1.
Start each battle with 5 shield.
Whenever you inflict poison, heal 1.
Focus effects are twice as effective
Every five damage you deal, gain one shield.
Causing yourself damage also hurts the enemy for 50% of the damage.
Every three turns, reduce poison amount by 1.
Every third turn, dealing damage causes 1 bleed.
Causing 10 damage in a turn inflicts 2 Bleed
At the beginning of the enemy's turn, if they suffer from 3 or more debuffs, they take 5 damage.
Gain 1 muster, but so does the opponent.
Each player starts poisoned.
Every 4th attack is critical.
5% chance to dodge each attack by an enemy.
Strengthen now boosts your damage by 100%, instead of 50%.
Start each battle with 3 extra mana of each colour.
Start each battle with 1 regen.
If you Exile a card, deal 4 damage to the enemy.
Playing a card which costs red, green and blue mana makes you draw a card.
Multi-effects trigger one additional time.
One-cost cards have their effect doubled.
Add one mana regen of each type. Add two Large Weeds to your deck.
Add an extra Ancient Tome encounter in this location and every future location.
You may now choose from multiple options in each Grimoire encounter.
Defeating a boss will heal you to full HP.
Permanently increase your max HP by 10. Temporarily decrease your max HP by 20 at the start of a boss fight.
Gain a random artifact.
The next three items you purchase are half off.
At the end of every turn, the enemy loses one max HP and you gain one max HP. This bonus is lost when the battle ends.
Defeating an enemy before turn 5 yields an extra 10 gold.
Each player starts with a Mini Agent in their deck.
Start with 5 Strengthen. At the end of every turn, your maximum health decreases by 3 (until the end of battle).
Each card discarded at the end of your turn deals 1 damage.
Every five turns, your opponent loses all their mana.
Increase your mana regen by two of each colour. At the end of your turn, lose half of your unspent mana (rounded up).
After spending a total of 150 blue mana, gain 3 blue focus.
After losing a total of 50 HP, gain 25 max HP.
At the start of each battle, gain a temporary Fairy Armour.
Get a temporary copy of the first card you play each turn.
If your HP is less than 50%, gain 3 muster and 3 armour.
All your gold is invested in this bond. Gain 5% multiplicative interest after each battle. Click on this artifact to retrieve your money and close the bond.
Every card in your starting hand costs nothing (effect ends once discarded).
Spending 10 mana adds a Tiny Rock to the enemy's deck.
Dealing damage with a red card will heal 1.
For every 5 blue mana spent, gain 1 red and 1 green mana.
Cards which are purely green have their effect doubled.
Discarded cards have their cost reduced by one random mana.
Enemies start battles with 1 poison, 2 weakness and 3 bleed. Debuffs you acquire persist between battles.
You may no longer have cards of the same name in your deck. All such cards are purged. Duplicate cards are no longer offered at shops/chests.
Start with a temporary Magic Chest at the beginning of each battle. Every enemy gains Haste.
Attack for 4 damage.
Gain 5 shield.
Shield: Block this much damage during the next turn.
Attack for 2 damage. Gain 3 shield.
Shield: Block this much damage during the next turn.
Heal for 3.
Attack for 12 damage.
Attack for 15 damage. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 1 damage. Draw 1 card.
Both players take 15 damage.
Attack for 8 critical damage.
Critical: Critical damage ignores shield.
Attack for 10 damage. Deal 1 critical damage to yourself.
Critical: Critical damage ignores shield.
Attack for 2 damage, 3 times.
Attack for 5 damage. Poison the enemy for 1. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Poison: At the beginning of your turn, lose this much health.
Attack for 5 damage. Gain 5 shield.
Shield: Block this much damage during the next turn.
Attack for 3 damage. Inflict 2 bleed.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Muster 1.
Muster: Deal extra damage whenever you attack.
Muster 2. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Muster: Deal extra damage whenever you attack.
Attack for 10 damage. Muster -1.
Muster: Deal extra damage whenever you attack.
Triggers Poison effects on your enemy.
Poison: At the beginning of your turn, lose this much health.
Reinforce for 2 turns.
Weaken opponent for 2 turns.
Weaken: Your opponent's attacks will do 50% damage for this many turns.
Lose half your shield. Deal it as damage.
Shield: Block this much damage during the next turn.
Gain 1 armour.
Armour: Gain extra shield whenever you gain shield.
Gain 20 shield. Muster -1. Gain -1 armour.
Muster: Deal extra damage whenever you attack.
Armour: Gain extra shield whenever you gain shield.
Shield: Block this much damage during the next turn.
Gain 4 shield. Module for Killer Robot Chassis.
Shield: Block this much damage during the next turn.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Gain 3 shield. Attack for 3 damage. Can be equipped by up to 4 modules.
Shield: Block this much damage during the next turn.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Attack for 3 damage. Module for Killer Robot Chassis.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Attack for 3 critical damage. Module for Killer Robot Chassis.
Critical: Critical damage ignores shield.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Draw 1 card. The enemy discards 1 card. Module for Killer Robot Chassis.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Heal for 2. Module for Killer Robot Chassis.
Module: If you have in your hand both a module card, and the card to equip it, both cards are merged into one joint card (with cumulative mana costs and effects).
Drains all mana. Shield for the amount of mana drained.
Shield: Block this much damage during the next turn.
Strengthen for 2 turns. Heal for 2.
Strengthen: Your attacks will do 150% damage for this many turns.
Draw 1 card. The enemy discards 1 card.
Gain 15 green mana and 15 red mana. In 2 turns, lose 15 green mana and 15 red mana.
Gain 5 red mana.
Gain 5 green mana.
Clears any Poison and Regen effects you have. Clears any Poison and Regen effects your opponent has.
Regen: Heal this much at the start of every turn.
Poison: At the beginning of your turn, lose this much health.
Increases red mana regeneration by 1.
Regen: Heal this much at the start of every turn.
Increases green mana regeneration by 1.
Regen: Heal this much at the start of every turn.
Increases blue mana regeneration by 1.
Regen: Heal this much at the start of every turn.
Clears any Poison effects you have.
Poison: At the beginning of your turn, lose this much health.
Discard 1 card. The enemy discards 1 card.
For a random card in your hand, upgrade that card.
For a random card in your deck, that card's cost decreases by 2 random mana.
For each card in your hand, that card gains "Attack for 1 damage.".
For each card in your hand, that card gains "Gain 1 shield.".
Shield: Block this much damage during the next turn.
All cards in exile are shuffled back into the deck. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 1 damage.
A chunk of void matter. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Gain 2 shield, 3 times.
Shield: Block this much damage during the next turn.
Gain 4 shield. Shield increases by 2 each time this card is played.
Shield: Block this much damage during the next turn.
Attack for 1 damage, 2 times. Draw 1 card.
Strengthen for 2 turns. Attack for 4 damage.
Strengthen: Your attacks will do 150% damage for this many turns.
Gain 5 blue mana.
Gain 3 shield.
Shield: Block this much damage during the next turn.
Attack for 20 damage.
Attack for 7 damage.
Strengthen for 1 turn. Weaken opponent for 1 turn. Gain 1 shield. Heal for 1.
Shield: Block this much damage during the next turn.
Weaken: Your opponent's attacks will do 50% damage for this many turns.
Strengthen: Your attacks will do 150% damage for this many turns.
Attack for 4 damage. Inflict 4 bleed.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Attack for 1 damage, 2 times. Inflict 1 bleed, 2 times.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Draw 2 cards. The enemy draws 1 card.
For a random card in your deck, that card gains "Draw 1 card.".
Attack for 1 damage.
Attack for 6 damage. Increase the damage by 1 and the cost by 1 random mana. Put this card in the enemy's deck.
For a random card in your deck, that card gains "Gain 1 random mana.".
Deal 2 damage for each debuff on the enemy.
Heal 1 for each buff.
Propogate debuffs on enemy, 1 time.
Inflict Burn 2.
Burn: Playing a card causes a random card from your hand to be discarded.
Clears any Bleed effects you have.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Triggers Bleed effects on your enemy, 2 times.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Attack equal to the number of cards in your deck (not including hand, discard pile or in exile). Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 5 damage. Permanently increase your maximum health by 1. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 1 critical damage, 3 times. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Critical: Critical damage ignores shield.
In 3 turns, attack for 5 critical damage. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Critical: Critical damage ignores shield.
Attack for 5 damage. If this card kills the enemy, gain 20 gold.
Attack for 5 damage. If this card kills the enemy, permanently gain 5 maximum health.
Gain 3 shield. Keep. Temporary.
Shield: Block this much damage during the next turn.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Gain between 0 and 4 temporary magic runes. Keep. Temporary.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Attack for 8 damage. Keep. Temporary.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Gain 8 shield. Reinforce for 1 turn. Keep. Temporary.
Shield: Block this much damage during the next turn.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Regen for 1. Heal for 5. Keep. Temporary.
Regen: Heal this much at the start of every turn.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Poison 1. Bleed 1. Weaken 1. Strengthen 1. Immune 1. Burn 1. Negate 1. Keep. Temporary.
Poison: At the beginning of your turn, lose this much health.
Weaken: Your opponent's attacks will do 50% damage for this many turns.
Strengthen: Your attacks will do 150% damage for this many turns.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Keep: This card is not discarded at the end of your turn.
Temporary: This card is removed from the game upon play, or upon discard.
Burn: Playing a card causes a random card from your hand to be discarded.
Immune: You are immune from most debuffs. Immunity amount reduces by 1 at the beginning of your turn.
Negate: Your opponents next card will have no effect.
Attack for 1/25th of your gold.
Attack for 3 damage. In 1 turn, attack for 3 damage. In 2 turns, attack for 3 damage.
Attack for 12 damage. This card's cost increases by 2 red mana.
Attack for 3 damage. Gain 2 thorns.
Thorn: Whenever an opponent attacks, they take this much damage.
In 2 turns, attack for 12 damage.
Gain 9 shield.
Shield: Block this much damage during the next turn.
Gain 4 shield. Keep.
Shield: Block this much damage during the next turn.
Keep: This card is not discarded at the end of your turn.
Reinforce for 6 turns. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Muster 1. Attack for 1 damage, 2 times.
Muster: Deal extra damage whenever you attack.
Increases red mana regeneration by 1. Increases blue mana regeneration by 1. Increases green mana regeneration by 1.
Regen: Heal this much at the start of every turn.
Attack for 2 damage. This card's attack increases by 2.
Muster 2. Deal 3 damage to yourself.
Muster: Deal extra damage whenever you attack.
Gain 3 shield. Heal for 2.
Shield: Block this much damage during the next turn.
Weaken opponent for 3 turns. Gain 3 shield.
Shield: Block this much damage during the next turn.
Weaken: Your opponent's attacks will do 50% damage for this many turns.
Draw 3 cards.
Gain 15 shield. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Shield: Block this much damage during the next turn.
Gain 10 shield. This card's shield permanently decreases by 1.
Shield: Block this much damage during the next turn.
Attack for 3 damage. Muster 1.
Muster: Deal extra damage whenever you attack.
Gain 1 armour. Muster 1.
Muster: Deal extra damage whenever you attack.
Armour: Gain extra shield whenever you gain shield.
Negate the next 1 card the opponent plays.
Negate: Your opponents next card will have no effect.
Double the effect of the next red card you play this turn.
Double the effect of the next green card you play this turn.
Attack for 4 damage. Heal for 2.
Gain 15 shield. Discards all cards in hand once played.
Shield: Block this much damage during the next turn.
Gain 3 shield. Draw 1 card.
Shield: Block this much damage during the next turn.
Become invulnerable to damage for 1 turn. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Exile every card in your hand. Deal 4 damage for each card exiled in this way. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 4 damage. Keep.
Keep: This card is not discarded at the end of your turn.
Reinforce for 1 turn. Keep.
Keep: This card is not discarded at the end of your turn.
Regen for 2. Deal 6 damage to yourself. Exile.
Regen: Heal this much at the start of every turn.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Adds 2 "Weed"s to the enemies deck.
A large weed. Unplayable.
Poison the enemy for 1. Inflict 1 bleed.
Poison: At the beginning of your turn, lose this much health.
Bleed: At the beginning of your turn, take damage equal to the Bleed amount, and reduce the Bleed amount by 1.
Clears any Shield effects your opponent has.
Shield: Block this much damage during the next turn.
Attack for 9 damage. Increase the damage by 2 and the cost by 1 red and 1 blue mana. Put this card in the enemy's deck.
Poison the enemy for 2. Gain 2 thorns. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Poison: At the beginning of your turn, lose this much health.
Thorn: Whenever an opponent attacks, they take this much damage.
Draw 1 card. Keep.
Keep: This card is not discarded at the end of your turn.
Heal for 15. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Attack for 12 damage. Gain 12 red mana, 12 green mana and 12 blue mana.
Attack for 8 critical damage. Keep.
Critical: Critical damage ignores shield.
Keep: This card is not discarded at the end of your turn.
Attack for 1 damage. This card's attack permanently increases by 1. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Gain 6 red mana, 6 green mana and 6 blue mana. Discards all cards in hand once played.
Deal 20 critical damage to yourself. Muster 3. In 2 turns, heal for 20. In 2 turns, muster -3.
Muster: Deal extra damage whenever you attack.
Critical: Critical damage ignores shield.
Gain 1 green mana, 1 red mana and 1 blue mana. Draw 1 card.
Attack for 10 damage. Discards all cards in hand once played.
Attack for 25 damage. Decrease the cost of this card by 2 red mana every turn.
For the next 4 turns, draw an extra card.
Redistribute your mana evenly.
The opponent loses 3 red mana, 3 blue mana and 3 green mana.
Drains 3 green mana per turn. In 5 turns, attack for 50 damage.
Deal critical damage equal to the number of artifacts you have. Exile.
Exile: Once played, this card is exiled and cannot be played again for the rest of the combat.
Critical: Critical damage ignores shield.
This frail skeleton is falling apart...
Level: 1Health: 100Card Draw: 2Gold: 20Special Effect: The Decaying Skeleton loses 20% of it's maximum health every turn.
A cute little frog! But... it's glowing?
Level: 1Health: 20Card Draw: 2Gold: 15Special Effect: Has a 15% chance of dodging damage.
An old, wizened goblin stands in your way.
Level: 1Health: 15Card Draw: 2Gold: 10Special Effect: The Goblin Hermit has no special abilities.
There's a lot of explosive ammunition littered around here...
Level: 2Health: 40Card Draw: 3Gold: 25Special Effect: Whenever you deal damage, you have a 50% chance of igniting a fuse and dealing 5 damage to both players. Careful, this could cause a chain reaction!
It moves silently - but lets out a deafening scream if approached.
Level: 2Health: 30Card Draw: 3Gold: 30Special Effect: When you exile a card, the Banshee will place it into their own deck.
Is it just me, or did that tree just blink?
Level: 2Health: 30Card Draw: 2Gold: 20Special Effect: Gains 1 Thorn at the start of every other turn.
This scout has holed up in a defensive position.
Level: 2Health: 25Card Draw: 3Gold: 20Special Effect: Gains 4 shield at the beginning of it's turn.
In the darkest part of the forest, the Goblin King has been preparing for your arrival...
Level: 3Health: 50Card Draw: 2Gold: 50Special Effect: The Goblin King inflicts Bleed with every attack.
I HATE spiders!!!
Level: 3Health: 50Card Draw: 3Gold: 30Special Effect: The Spider Hive can only take up to 4 damage at a time.
You see the destruction of the trees long before you come across the Orc itself...
Level: 3Health: 30Card Draw: 2Gold: 25Special Effect: The Orc gains 1 Muster and 1 Armour at the end of its turn.
The Goblin is annoyed you found his hideout, and is gearing up for a fight!
Level: 3Health: 35Card Draw: 4Gold: 25Special Effect: At the end of his turn, the Goblin deals damage to you for each red card he has played that turn.
I was wondering why this area was so arid...
Level: 4Health: 40Card Draw: 3Gold: 25Special Effect: If the Fire Elemental takes damage from a source without a blue mana cost, it inflicts 2 Burn.
This ghostly vision has a few tricks up her sleeve...
Level: 4Health: 40Card Draw: 3Gold: 25Special Effect: The Wight will gain mana equal to the cost of the first card you play each turn.
This young mage is working towards his doctorate in Advanced Wizardry.
Level: 4Health: 40Card Draw: 3Gold: 25Special Effect: Every card played in this battle costs 1 blue mana more.
The demon warlock is surrounded by a malevolent aura...
Level: 5Health: 50Card Draw: 3Gold: 30Special Effect: Every other turn, the Demon Warlock channels dark energy to become Invulnerable.
This vampire looks thirsty...
Level: 5Health: 50Card Draw: 3Gold: 30Special Effect: The Vampire will heal for unblocked damage dealt.
The demon bard's music is so divine, you feel compelled to listen...
Level: 5Health: 50Card Draw: 2Gold: 30Special Effect: You cannot damage the Demon Bard! But, his magical allure should fade off after 4 turns...
The Water Elemental has mastery over blue mana.
Level: 5Health: 50Card Draw: 3Gold: 30Special Effect: All cards cost zero blue mana to play.
The leader of the wizarding world would like a word with you about recent casualties in their ranks...
Level: 6Health: 100Card Draw: 4Gold: 75Special Effect: The Master Sorcerer can pay for cards using any mana.
Legend says that the highest members of the Blue Mage Order have the ability to control time itself...
Level: 6Health: 60Card Draw: 3Gold: 35Special Effect: At the beginning of their turn, the Master Manipulator will Timewalk 1.
Your journey leads you to the lair of a fearsome dragon!
Level: 6Health: 60Card Draw: 3Gold: 35Special Effect: The Dragon is immune to Critical damage.
To be able to see into the future is a powerful gift indeed...
Level: 6Health: 60Card Draw: 3Gold: 35Special Effect: The Farsight Wizard sees the first card you play each turn, and negates it.
Whenever there's a war, there are Arms Dealers, looking to make a profit.
Level: 7Health: 75Card Draw: 3Gold: 40Special Effect: At the beginning of your turn, the Arms Dealer will add a Dagger into your hand, and take 5 of your gold.
I don't what to know what this zombie died of...
Level: 7Health: 75Card Draw: 3Gold: 40Special Effect: The Plague Zombie inflicts 1 Poison whenever it attacks.
The imp strolls the battlefield, looking to scavenge from fallen heroes.
Level: 7Health: 75Card Draw: 3Gold: 40Special Effect: After the Imp plays a red card, discard a card.
Small sparks fly out of it's body as it darts around quickly.
Level: 8Health: 80Card Draw: 5Gold: 100Special Effect: Each time the Air Elemental draws a card, it deals one damage.
The assassins blades can pierce through any armour.
Level: 8Health: 100Card Draw: 3Gold: 50Special Effect: Every hit the Elf Assassin lands is critical (i.e. ignores shield).
A loyal soldier in the Perpertual War
Level: 8Health: 85Card Draw: 3Gold: 40Special Effect: The Goblin Warrior will muster 1 for each 5 health he loses.
Aren't medics supposed to be friendly?
Level: 8Health: 85Card Draw: 3Gold: 40Special Effect: The Faith Healer's healing effects are more potent. She also stops you from healing at all.
Very defensive and very stong, this earthern elemental seems to thrive in this rocky terrain...
Level: 9Health: 100Card Draw: 4Gold: 100Special Effect: The Earthen Elemental keeps his shield up at all times (he gains 2 Reinforce each turn).
An inky black demon is taking out huge sectors of the battlefield at once.
Level: 9Health: 200Card Draw: 5Gold: 200Special Effect: The Void Monster is Immune to most negative status effects. At the beginning of your turn, will add Void Matter to your deck.
The Demon Warrior seems to be summonning something huge...
Level: 9Health: 100Card Draw: 3Gold: 50Special Effect: The Demon Warrior does not pay red mana to play cards.
The Minotaur's brute strength is second to none.
Level: 9Health: 100Card Draw: 3Gold: 50Special Effect: The Minotaur will Muster 1 each time they deal damage that turn. This bonus is lost at the end of the turn.
The Dragon Knight is a master of combat - as agile as he is deadly.
Level: 9Health: 100Card Draw: 3Gold: 50Special Effect: The Dragon Knight draws a card each time he plays a red card.
Urgh, it's all sticky over here!
Level: 2Health: 20Card Draw: 1Gold: 15Special Effect: The Ooze slows you down, and you are only able to draw 1 card per turn!
Aww, a cute little rat! OUCH, it bit me!!
Level: 1Health: 20Card Draw: 2Gold: 10Special Effect: Each time the Ratling deals damage, it randomly adds between 1 and 4 to the damage amount.
She causes mayham whenever she tries to go for a haircut.
Level: 5Health: 50Card Draw: 3Gold: 25Special Effect: What's this? The Medusa has turned all your artifacts into stone!
It copies my every movement... what is the purpose of such an illusion?
Level: 3Health: 40Card Draw: 3Gold: 25Special Effect: The Doppelganger has a copy of your own deck - with a few nasty additions...
Under the surface, she's just a lonely old lady...
Level: 7Health: 75Card Draw: 4Gold: 45Special Effect: The Witch will share all buffs and debuffs with you.
What is this vile abomination?!
Level: 6Health: 60Card Draw: 4Gold: 35Special Effect: Each time the Gorgoth mutates a card, the effect is doubled.
A shining golem witha tough shell.
Level: 4Health: 40Card Draw: 3Gold: 25Special Effect: Whenever you gain shield, the Crystal Golem gains half of that shield.
This man has a big club and an even bigger glare.
Level: 8Health: 85Card Draw: 1Gold: 40Special Effect: The Giant will try to smash you with his club! If he is dealt 20+ damage in a turn, however, he will discard his next attack.
Win a game as the Knight.
Win a game having 10 or fewer cards in your deck.
Win a game without a single rare card in your deck.
Have 18 or more artifacts.
Have 1000 or more gold.
Win a battle with 1 health remaining.
Fight a Mimic
Defeat an enemy on the first turn.
Stack 20 bleed on an enemy.
Win without ever accepting a card from a chest.
Defeat a boss without taking any damage.
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Here's what you can expect coming up in future releases:
Automatic logging of errors
XP system
Compendium of artifacts, cards and monsters
Achievements
Card Rarity
Added roadmap to homepage
Code improvements for better backwards-compatibility with older save files
Ability to import/export save string
Collect Analytics for Pickrate
Mobile friendly layout
Priest starting class
Discord community
Improved UI
Improved Achievements
Improve performance
Tutorial Mode
Add different difficulties
Consumables/Active Powers
Loading/Splash Screens
More and improved animations