The first time you gain Block from a card each turn, double the amount gained.
Deal 20 damage.
Apply 5 Vulnerable.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Whenever a card is Exhausted,
draw 1 card.
Whenever you apply Vulnerable, draw 1 card.
Lose 3 HP.
Gain 
. Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted.
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Vulnerable enemies take an additional 25% damage.
Deal 9 damage.
Draw 1 card.
Gain 30 Block.
Exhaust.
Whenever you play an Attack this turn, gain 3 Block.
Deal 5 damage.
Draw 1 card.
Gain 4 Block.
Draw 1 card.
Deal 7 damage.
Gain Block equal to damage dealt.
Next turn, gain Block equal to your current Block.
Exhaust.
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust.
Whenever you play an Attack, add a random Attack into your Hand.
At the start of your turn, lose 1 HP and gain 8 Block.
Skills cost 0
.
Whenever you play a Skill, Exhaust it. Whenever you gain Block, deal 5 damage to a random enemy.
Heal 10 HP.
Exhaust.
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.
Gain
at the start of each turn. Draw 3 cards.
You cannot draw additional cards this turn.
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
This turn, your next Attack is played an extra time.
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Deal 12 damage to ALL enemies.
Costs 1 less
for each Attack played this turn. Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Play the top X cards of your Draw Pile.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Gain 7 Block.
Apply 1 Vulnerable.
Gain 8 Block.
Draw 1 card.
Whenever a card is Exhausted, gain 3 Block.
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 32 damage.
Gain
for each Attack in your Hand.
You cannot gain
additional
this turn. Exhaust 1 card.
Draw 2 cards.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Deal damage equal to your Block.
Lose 2 HP.
Deal 15 damage.
Deal 5 damage to ALL enemies X times.
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Deal 11 damage.
At the start of your next turn, return this to your Hand.
Choose 1 of 3 random cards to add into your Hand. It's free to play this turn.
Exhaust.
Deal 20 damage.
If Fatal, gain 20 Gold.
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Transform all Attacks in your Hand into Giant Rock.
If you Exhausted a card this turn, gain

.
Exhaust. Deal 5 damage.
If you lost HP this turn,
hits 2 times.
Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Whenever you lose HP on your turn, gain 1 Strength.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Gain 5 Block.
Upgrade a card in your Hand.
Lose 2 HP.
Gain 16 Block.
Gain 7 Block.
Exhaust 1 card at random.
Gain 4 Plating.
Block is not removed at the start of your turn.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
Gain 5 Block.
Deal 5 damage.
Deal 12 damage.
The next Attack you play costs 0
. Apply 3 Vulnerable.
Exhaust.
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Gain 50 Block.
If you take unblocked attack damage this combat, die.
Choose an Attack or Power card. Add a copy of that card into your Hand.
Double your Block.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Gain 2 Strength.
Deal 18 damage.
Exhaust 1 card at random.
Deal 5 damage twice.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Deal 7 damage.
Gain 2 Strength this turn.
Deal 3 damage to a random enemy 3 times.
Deal 15 damage.
Enemy loses 10 Strength this turn.
Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Deal 6 damage.
Gain 5 Block.
Deal 8 damage.
Apply 2 Vulnerable.
Can only be played if every card in your Hand is an Attack.
Deal 14 damage.
Take double damage from enemies.
Allies take half damage from enemies.
At the start of your turn, gain 2 Strength.