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Powers

Powers are persistent effects (buffs and debuffs) applied to characters or monsters during combat.

Name Effect
Accelerant Poison is triggered an additional time.
Accuracy Shivs deal additional damage.
Adaptable When this creature would be defeated, it instead revives even stronger.
Afterimage Whenever you play a card, gain 1 Block.
Aggression At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.
Ambergris Take an extra turn after this one.
Arsenal Whenever you create a card, gain 1 Strength.
Artifact Negates debuffs.
Asleep TODO
Automation Every 10 cards you draw, gain Energy.
Back Attack Deals 50% more damage when it is attacking you from behind.
Back Attack Deals 50% more damage when it is attacking you from behind.
Barricade Block is not removed at the start of this creature's turn.
Beacon of Hope Whenever you gain Block on your turn, other players gain half that much Block.
Biased Cognition At the start of your turn, lose 1 Focus.
Black Hole Whenever you spend or gain , deal 3 damage to ALL enemies.
Block Next Turn At the start of your next turn, gain 4 Block.
Blur Block is not removed at the start of your next turn.
Borrowed Time Cards cost an additional Energy this turn.
Buffer Prevent the next time you would lose HP.
Burrowed Block is not removed at the start of this creature's turn. Stunned if all Block is removed.
Burst This turn, your next Skill is played an extra time.
Cacophony Every 33 cards drawn by ALL players, deal damage to a random enemy.
Calamity Whenever you play an Attack, add a random Attack into your Hand.
Calcify Osty's attacks deal additional damage.
Call of the Void At the start of your turn, add 1 random card into your Hand and apply Ethereal to it.
Chains of Binding The first 3 cards drawn each turn are Afflicted with Bound.
Child of the Stars Gain 2 Block for each spent.
Clarity At the start of your next turn, draw 1 additional card.
Colossus You receive 50% less damage from Vulnerable enemies this turn.
Concoct Whenever you deal unblocked attack damage this turn, apply 3 Poison.
Confused The costs of your cards are randomized on draw, from 0 to 3.
Conqueror Sovereign Blade deals double damage to the enemy this turn.
Constrict While the Slithering Strangler is alive, at the end of your turn, take 1 damage.
Consuming Shadow At the end of your turn, Evoke your leftmost Orb.
Coolant At the start of your turn, gain 3 Block for each unique Orb you have.
Corrosive Wave Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corruption Skills cost 0. Whenever you play a Skill, Exhaust it.
Countdown At the start of your turn, apply 6 Doom to a random enemy.
Covered An ally is covering you. All attacks that would be directed to you are redirected to them instead.
Crab Rage When an ally dies, this creature gains 5 Strength and 99 Block.
Creative AI At the start of your turn, add a random Power into your Hand.
Crimson Mantle At the start of your turn, lose HP and gain Block.
Cruelty Vulnerable enemies take additional damage.
Curious Powers cost 1 less.
Curl Up When damaged, rolls up and gains block. (Once per combat)
Dampen While Magi Knight is alive, ALL your cards are Downgraded.
Danse Macabre Whenever you play a card that costs 2 Energy or more, gain 7 Block.
Dark Embrace Whenever a card is Exhausted, draw 1 card.
Debilitate Vulnerable and Weak are twice as effective for the next 2 turns.
Demesne At the start of your turn, gain 1 Energy and draw 1 additional card.
Demise At the end of its turn, this creature X loses HP.
Demon Form At the start of your turn, gain 3 Strength.
Devour Life Whenever you play a Soul, Summon 1.
Dexterity Dexterity improves Block gained from cards.
Dexterity Down At the end of this turn, lose Dexterity.
Die for You Osty absorbs all unblocked attack damage.
Disintegration At the end of your turn, take 5 damage.
Doom At the end of the enemy turn, if it has at least as much Doom as HP, it dies.
Double Damage This turn, Attacks deal double damage.
Draw Cards Next Turn At the start of your next turn, draw 1 additional card.
Duplication Your next card is played an extra time.
Echo Form The first card you play each turn is played an extra time.
Energy Next Turn Gain additional Energy next turn.
Enrage Whenever you play a Skill, gains 2 Strength.
Entropy At the start of your turn, Transform 1 card in your Hand.
Envenom Whenever you deal unblocked attack damage, apply 1 Poison.
Escape Artist Exits the combat after 4 turns.
Fan of Knives Shivs hit ALL enemies.
Fasten Gain an additional 4 Block from Defend cards.
Feel No Pain Whenever a card is Exhausted, gain 3 Block.
Feral The first time you play a 0 Attack each turn, return it to your Hand.
Flame Barrier Whenever you are attacked this turn, deal 4 damage back.
Flanking Other allies deal 2x the attack damage to this enemy this turn.
Flutter Receives 50% less damage from Attacks.
Focus Increases the effectiveness of Orbs.
Forbidden Grimoire At the end of combat, remove a card from your Deck.
Foregone Conclusion Next turn, put 3 cards from your Draw Pile into your Hand.
Frail While Frail, gain 25% less Block from cards.
Free Attack Your next Attack costs 0 .
Free Power The next Power you play costs 0 .
Free Skill The next Skill you play costs 0 .
Friendship Gain 1 Energy at the start of each turn.
Furnace At the start of your turn, Forge 5.
Galvanic Powers are afflicted with Galvanized.
Genesis At the start of your turn, gain .
Gigantification The next Attack you play deals triple damage.
Gravity Whenever you play a card this turn, deal 2 damage to ALL enemies.
Guarded Take 50% less damage from enemies.
Hailstorm At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Hammer Time Whenever you Forge, all allies Forge as well.
Hang All Hangs deal 2 times more damage to this enemy.
Hard to Kill Reduce all damage taken and HP lost by Exoskeleton to 9.
Hardened Shell This creature cannot lose more than 20 HP each turn.
Hatch Hatches after X turns.
Haunt Whenever you play a Soul, a random enemy loses 3 HP.
Heist When killed, returns all the stolen Gold.
Hello World At the start of your turn, add 1 random Common card into your Hand.
Hellraiser Whenever you draw a card containing "Strike", it is played against a random enemy.
Hex While Spectral Knight is alive, ALL your cards are Ethereal.
Hibernate This turn, your Frost grants ALL allies Block.
High Voltage At the end of this creature's turn, it gains 2 Strength.
Illusion When this dies, it revives next turn at full HP.
Imbalanced If this creature's attacks are fully blocked by any player, it becomes Stunned.
Imitation Learning When another player plays a Power, you play a copy of it.
Improvement At the end of combat, Upgrade a random card.
Inferno At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
Infested Upon dying, summons... something.
Infinite Blades At the start of your turn, add a Shiv into your Hand.
Intangible Reduce all damage taken and HP loss to 1 this turn.
Intercept You are covering another player. All attacks that would be directed towards them are redirected towards you.
Iteration The first time you draw a Status each turn, draw more cards.
Juggernaut Whenever you gain Block, deal 6 damage to a random enemy.
Juggling Add a copy of the third Attack you play each turn into your Hand.
Knockdown This creature takes times the damage from other players this turn.
Leadership All other allies deal 1 additional damage.
Lethality The first Attack each turn deals 50% additional damage.
Lightning Rod At the start of the next 2 turns, Channel 1 Lightning.
Loop At the start of your turn, trigger the passive ability of your next Orb.
Machine Learning At the start of your turn, draw 1 additional card.
Magic Bomb Take 20 damage at the end of your turn. Is cleared if the Magi Knight dies.
Master Planner When you play a Skill, it gains Sly.
Mayhem At the start of your turn, play the top card of your Draw Pile.
Mind Rot Draw 1 fewer card each turn.
Minion Minions abandon combat without their leader.
Monarch's Gaze Whenever you attack an enemy, it loses 1 Strength this turn.
Monologue Whenever you play a card this turn, gain 1 Strength this turn.
Necro Mastery Whenever Osty loses HP, ALL enemies lose that much HP as well.
Nemesis At the end of every other turn, gains Intangible 1.
Neurosurge At the start of your turn, apply 3 Doom to yourself.
Nightmare Add 3 of a chosen card into your Hand next turn.
No Block You cannot gain Block from cards.
No Draw You may not draw any more cards this turn.
No Energy Gain You cannot gain additional this turn.
Nostalgia The first Attack or Skill you play each turn is placed on top of your Draw Pile.
Noxious Fumes At the start of your turn, apply 2 Poison to ALL enemies.
Oblivion Whenever you play a card, this enemy gains 1 Doom.
One for All Your 0 Attacks deal more damage.
One-Two Punch Your next Attack is played an extra time this turn.
Orbit Every 4 Energy you spend, gain an Energy.
Pagestorm Whenever you draw an Ethereal card, draw 1 card.
Painful Stabs Shuffle 1 Wound into your Discard Pile each time you receive unblocked attack damage.
Pale Blue Dot If you play enough cards in a turn, draw additional cards at the start of your next turn.
Panache If you play 5 cards this turn, deal damage to ALL enemies.
Paper Cuts Whenever this creature deals unblocked attack damage to you, you lose 1 Max HP.
Parry Sovereign Blade now gains Block.
Personal Hive Whenever this enemy is hit by an Attack, add Dazed into your Draw Pile.
Phantom Blades Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Pillar of Creation Whenever you create a card, gain Block.
Plating At the end of your turn, gain Block. Plating is reduced by 1 at the start of your turn.
Plow The first time this creature's HP reaches 150 or below, it becomes Stunned.
Poison Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.
Possess Speed When killed, return all stolen Dexterity to the player.
Possess Strength When killed, return all stolen Strength to the player.
Prep Time At the start of your turn, gain 4 Vigor.
Pyre Gain 1 Energy at the start of each turn.
Radiance Gain an additional Energy next turn.
Rage Whenever you play an Attack this turn, gain 3 Block.
Rampart At the start of the player's turn, Turret Operator gains 25 Block.
Ravenous When an enemy dies, Corpse Slug immediately eats it, becoming Stunned and gaining 1 Strength.
Reaper Form Whenever Attacks deal damage, apply that much Doom.
Reattach If other segments are still alive, revives in 2 turns with 25 HP.
Rebound The next card you play this turn is placed on the top of your Draw Pile.
Reflect Blocked damage is reflected to your attacker.
Regen Regen heals HP at the end of your turn. Each turn, Regen is reduced by 1.
Retain Hand Retain your Hand for the next 2 turns.
Ringing You can only play 1 card this turn.
Ritual Gain Strength at the end of your turn.
Rolling Boulder At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
Royalties At the end of combat, gain 25 Gold.
Rupture Whenever you lose HP on your turn, gain 1 Strength.
Sandpit A power used by The Insatiable.
Seeking Edge Sovereign Blade now hits ALL enemies.
Self-Forming Clay Gain 3 Block next turn.
Sentry Mode At the start of your turn, add 1 Sweeping Gaze into your Hand.
Serpent Form Whenever you play a card, deal 4 damage to a random enemy.
Shadow Step Next turn, Attacks deal double damage.
Shadowmeld Double your Block gain this turn.
Shriek The first time this creature's HP reaches 50% or below, it becomes Stunned.
Shrink This creature's Attacks deal 30% less damage for the next 3 turns.
Shroud Whenever you apply Doom, gain 3 Block.
Sic 'Em Whenever Osty hits this enemy this turn, Summon 3.
Signal Boost Your next Power is played an extra time.
Skittish The first time this creature is hit each turn, it gains 1 Block.
Sleight of Flesh Whenever you apply a debuff to an enemy, they take 13 damage.
Slippery The next time this creature loses HP, it only loses 1 HP instead.
Sloth You cannot play more than 3 cards each turn.
Slow Whenever you play a card, this enemy receives 10% more damage from Attacks this turn.
Slumber Awakens upon taking turns or losing HP 3 times.
Smoggy You can only play 1 Skill per turn.
Smokestack Whenever you create a Status, deal damage to ALL enemies.
Sneaky Whenever another player attacks an enemy, gain Block.
Soar Receives 50% less attack damage until it lands.
Soulbound Whenever creates a Soul, add a Soul to your Draw Pile.
Spectrum Shift At the start of your turn, add 1 random Colorless card into your Hand.
Speedster Whenever you draw a card during your turn, deal 1 damage to ALL enemies.
Spinner At the start of your turn, Channel 1 Glass.
Spirit of Ash Whenever you play an Ethereal card, gain 4 Block.
Stampede At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Star Next Turn Gain 1 next turn.
Steam Eruption When killed, deals damage at the end of your next turn.
Stock When killed, a new Axebot is summoned in its place.
Storm Whenever you play a Power, Channel 1 Lightning.
Strangle Whenever you play a card this turn, this enemy loses 2 HP.
Stratagem Whenever you shuffle your Draw Pile, choose 1 card from it to put into your Hand.
Strength Strength adds additional damage to Attacks.
Subroutine Whenever you play a Power, gain .
Suck Whenever this creature deals unblocked attack damage, it gains 1 Strength.
Summon Next Turn At the start of your next turn, Summon 2.
Surprise Something is off about this creature...
Surrounded Receive 50% more damage if attacked from behind. Use targeting cards or potions to change your orientation.
Swipe Upon killing this enemy, the stolen card is returned.
Sword Sage Sovereign Blade gains Replay 1.
Tag Team The next Attack another player plays on the enemy is played [/blue] extra times}.
Tainted Take additional damage from Attacks this turn.
Tangled Attacks cost 1 additional Energy this turn.
Tank Take 50% more damage from enemies. Allies take 50% less damage from enemies.
Tender Whenever you play a card, lose 1 Strength and 1 Dexterity this turn.
Territorial At the end of this creature's turn, it gains 1 Strength.
The Bomb At the end of 3 turns, deal 40 damage to ALL enemies.
The Gambit If you take unblocked attack damage this combat, die.
The Hunt Gain 1 additional card reward at the end of combat.
The Sealed Throne Whenever you play a card, gain .
Thievery Steals Gold when Attacking.
Thorns When hit by an attack, deal damage back.
Thunder Whenever you Evoke Lightning, deal 8 damage to each enemy hit.
Time Limit You have 3 more turns to defeat the Battleworn Dummy.
Tools of the Trade At the start of your turn, draw 1 card and discard 1 card.
Toric Toughness Gain 5 Block at the start of the next 2 turns.
Tracking Weak enemies take 50% more damage from Attacks.
Trash to Treasure Whenever you create a Status, Channel 1 random Orb.
Tyranny At the start of your turn, draw a card and Exhaust a card from your Hand.
Underworld Whenever other players deal attack damage this turn, apply that much Doom.
Unmovable The first time you gain Block from a card each turn, double the amount gained.
Veilpiercer The next Ethereal card you play costs 0.
Vicious Whenever you apply Vulnerable, draw 1 card.
Vigor Your next Attack deals additional damage.
Vital Spark ALL Skills are Tainted 2.
Void Form The first 2 cards you play each turn are free to play.
Vulnerable Vulnerable creatures take 50% more damage from Attacks.
Waste Away Gain 1 less Energy per turn.
Weak Weakened creatures deal 25% less damage with Attacks.
Well-Laid Plans At the end of your turn, you no longer discard your Hand.
Withering Presence Every 6 cards you play, add a Wither to your Hand.
Wraith Form At the start of your turn, lose 1 Dexterity.