Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Every 10 cards you draw, gain
. Draw 3 cards.
You cannot draw additional cards this turn.
Deal 32 damage.
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.
Osty dies.
Apply 3 Doom to yourself.
Gain
. Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Exhaust 1 card.
Draw 2 cards.
Deal 52 damage.
Osty's attacks deal 4 additional damage.
Enemy loses 3 HP.
Add 3 Souls into your Draw Pile.
Play 2 random cards from your Draw Pile.
Summon 3.
Exhaust 1 card from your Draw Pile.
Shivs deal 4 additional damage.
Gain 
. Innate.
Deal 11 damage.
Exhaust.
Whenever you spend or gain
, deal 3 damage to ALL enemies. Gain 5 Block.
Block is not removed at the start of your next turn.
Innate.
Gain 10 Block.
Exhaust.
Apply 3 Poison to a random enemy 3 times.
If the enemy has Poison, apply 9 Poison.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 13 Block.
Forge 10.
Discard your Hand,
then draw that many cards.
Exhaust.
Gain 2 Orb Slots.
Channel 1 random Orb.
Choose 2 cards in your Draw Pile to Transform into
Minion Strikes.
Whenever you spend
, gain 2 Block for each
spent. Channel 1 Frost for each enemy.
Exhaust.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Give another player 5 Strength this turn.
At the start of your turn, apply 6 Doom to a random enemy.
Whenever you play a card that costs 
or more, gain 3 Block. Enemy loses 9 Strength this turn.
Exhaust.
Deal 8 damage.
Deals 3 additional damage for each card drawn during your turn.
Gain 6 Block.
If you applied Doom this turn, gain Block 2 additional times.
Apply 21 Doom and 1 Weak to ALL enemies.
Deal 7 damage.
Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Gain 11 Block.
Next turn,
gain
. Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Summon 3 X times.
Add X Souls into your Draw Pile.
Choose 1 of 3 random cards to add into your Hand. It costs 0
this turn.
Exhaust. Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Innate.
Deal 11 damage to ALL enemies.
Exhaust.
Put 3 cards from your Discard Pile into your Hand.
Exhaust.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Ethereal.
Enemy loses 8 Strength this turn.
Gain 13 Block.
Retain your Hand this turn.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain
for each Attack in your Hand. Gain an additional 5 Block from Defend cards.
Whenever a card is Exhausted, gain 3 Block.
Osty deals 3 damage.
If this is the first time this card has been played this turn, draw 1 card.
Deal 5 damage twice.
Gain 2 Strength.
The enemy gains 1 Strength.
Gain 4 Block.
Draw 1 card.
Deal 7 damage.
Gain Block equal to damage dealt.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Deal 5 damage.
Draw 1 card.
If you Exhausted a card this turn, gain

. Lose 2 Strength.
Gain
at the start of each turn. Deal 5 damage.
Deals 5 additional damage for each time another player has attacked the enemy this turn.
Deal 7 damage.
Whenever you gain Block this turn, deal 5 damage to the enemy.
Forge 3.
Sovereign Blade deals double damage to the enemy this turn.
Next turn,
gain
and
.
Retain your Hand this turn. Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Gain 10 Block.
Deal 10 damage.
Deal 30 damage.
Double your Energy.
Exhaust.
ALL players gain 
.
Exhaust. Draw 1 card.
If you draw a Skill, gain 3 Block.
Draw cards until you have 6 in your Hand.
Remove all Artifact and Block from the enemy.
Apply 2 Vulnerable.
Exhaust.
The first time you play a
0
Attack each turn,
return it to your Hand. Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Deal 6 damage for each Attack already played this turn.
The enemy takes double damage from other players this turn.
Deal 5 damage for each Skill in your Hand.
Deal 6 damage to ALL enemies.
If the last card you played this turn was a Skill, apply 1 Weak to ALL enemies.
Gain 2 Dexterity.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
At the start of your turn, Forge 4.
Channel 1 Plasma.
Deal 13 damage.
Apply 2 Weak.
Apply 2 Vulnerable.
Gain 6 Block.
Channel 2 Frost.
Gain 5 Block.
Channel 1 Glass.
Draw 3 cards.
Put 1 card from your Hand on top of your Draw Pile.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Gain 7 Block.
Add Sly to a Skill in your Hand this turn.