Deal damage equal to your Block.
Draw 3 cards.
You cannot draw additional cards this turn.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Play the top X cards of your Draw Pile.
Gain 30 Block.
Exhaust.
Lose 6 HP.
Gain 
.
Draw 3 cards.
Exhaust. Gain
at the start of each turn. Transform all Attacks in your Hand into Giant Rock.
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
The first time you gain Block from a card each turn, double the amount gained.
At the start of your turn, lose 1 HP and gain 8 Block.
Deal 20 damage.
Apply 5 Vulnerable.
Lose 2 HP.
Gain 16 Block.
Deal 9 damage.
Draw 1 card.
Gain 8 Block.
Draw 1 card.
Gain 7 Block.
Exhaust 1 card at random.
Deal 32 damage.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Exhaust 1 card.
Draw 2 cards.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Whenever a card is Exhausted, gain 3 Block.
Lose 2 HP.
Deal 15 damage.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you play an Attack this turn, gain 3 Block.
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Gain 4 Plating.
Whenever you apply Vulnerable, draw 1 card.
Gain 7 Block.
Apply 1 Vulnerable.
Block is not removed at the start of your turn.
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn.
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
Skills cost 0
.
Whenever you play a Skill, Exhaust it. Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted.
Deal 15 damage.
Enemy loses 10 Strength this turn.
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Whenever a card is Exhausted,
draw 1 card.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Apply 3 Vulnerable.
Exhaust.
Whenever you lose HP on your turn, gain 1 Strength.
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Deal 5 damage to ALL enemies X times.
Deal 12 damage.
The next Attack you play costs 0
. Vulnerable enemies take an additional 25% damage.
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.
Deal 8 damage.
Apply 2 Vulnerable.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
Deal 5 damage twice.
Deal 12 damage to ALL enemies.
Costs 1 less
for each Attack played this turn. If you Exhausted a card this turn, gain

.
Exhaust. Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
At the start of your turn, gain 2 Strength.
Heal 10 HP.
Exhaust.
Play the top card of your Draw Pile and Exhaust it.
Gain 5 Block.
Deal 5 damage.
Deal 7 damage.
Gain 2 Strength this turn.
Deal 3 damage to a random enemy 3 times.
Gain
for each Attack in your Hand.
You cannot gain
additional
this turn. Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it.
Gain 2 Strength.
Add a copy of the third Attack you play each turn into your Hand.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Whenever you gain Block, deal 5 damage to a random enemy.
This turn, your next Attack is played an extra time.
Take double damage from enemies.
Allies take half damage from enemies.
Deal 6 damage.