Colorless
Common
Colorless
Ancient
Enemies drop 10 additional Gold.
Start each combat with 10 Block.
At the start of each combat, draw 2 additional cards.
At the start of each combat, heal 2 HP.
Every 5 cards you add to your Deck, heal 15 HP.
At the start of each combat, gain 8 Vigor.
At the start of each combat, apply 1 Vulnerable to ALL enemies.
The first Hand you draw each combat is Upgraded.
Gain 20% additional Gold.
At the start of your 2nd turn, gain 
. If you do not play any Attacks during your turn, gain an additional
next turn. You cannot lose more than 20 HP in a single turn.
At the start of your 3rd turn, gain 18 Block.
At the start of your 3rd turn, gain 

. At the end of your turn, gain 1 Block for each card in your Hand.
While you have no potions, you have 2 additional Dexterity.
At the start of your first turn, lose 
. At the start of all other turns, gain
. The first time each combat you Exhaust a Skill, add a copy of it into your Hand.
Upon pickup, brews 5 random potions.
The effects of your cost X cards are increased by 2.
Start each combat with 4 Block.
Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.
Whenever you add a card to your Deck, add one additional copy.
At the start of each combat, heal 1 HP.
At the start of the next combat, Upgrade your starting hand.
Upon pickup, gain 4 potion slots filled with random potions.
Upon pickup, obtain a random Rare Card to add to your Deck.
Upon pickup, Transform a starter card with an ancient version.
Upon pickup, Transform 3 cards, then Upgrade them.
Upon pickup, choose 3 cards in your Deck. Enchant them with Swift 3.
Start each combat with 3 Thorns.
The first time you lose HP each combat, draw 3 cards.
At the start of each combat, deal 9 damage to ALL enemies.
At the start of each combat, gain 4 Plating.
Every 3 turns, gain
. Regular enemy combats are no longer encountered in ? rooms.
Start each combat with an additional
. Whenever you enter a shop room, heal 15 HP.
Start each combat with 1 Dexterity.
Whenever you shuffle your Draw Pile, draw a card.
The first time you play a Power each combat, gain 6 Block.
Upon pickup, gain 2 potion slots.
Whenever you Rest, heal an additional 15 HP.
Upon pickup, raise your Max HP by 7.
Cards containing “Strike” deal 3 additional damage.
Whenever you Rest, procure a random potion.
Start each combat with 1 Strength.
Whenever you enter a Rest Site, start the next combat with an additional 
. Upon pickup, Upgrade 2 random Skills.
Upon pickup, Upgrade 2 random Attacks.
For every 5 cards in your Deck, heal 3 HP whenever you enter a Rest Site.
Whenever an enemy dies, gain
and draw 1 card. At the start of your 2nd turn, gain 14 Block.
Every 5 times you Exhaust a card, draw 1 card.
Every time you play 3 Attacks in a single turn, deal 6 damage to a random enemy.
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Whenever you add a card to your Deck, gain 15 Gold.
At the start of your turn, deal 3 damage to ALL enemies.
Upgraded Attacks deal 3 additional damage.
Every time you play 10 Attacks, gain
. If you end your turn without Block, gain 6 Block.
Every time you play 3 Attacks in a single turn, gain 4 Block.
At the start of each Boss combat, heal 25 HP.
If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Upon pickup, raise your Max HP by 10.
Every 10th Attack you play deals double damage.
At the start of each combat, procure a Potion-Shaped Rock.
Whenever you enter a ? room, heal 4 HP.
At the start of each combat, apply 1 Weak to ALL enemies.
Whenever you use a potion, gain 3 Strength this turn.
If you did not play any Attacks during your turn, gain 4 Block.
At the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
At the start of Boss combats, Upgrade 3 random cards in your Draw Pile for the rest of combat.
Every time you play 10 Skills, gain 7 Block.
The first time you gain Block from a card each combat, double the amount gained.
Whenever you add a Power into your Deck, Upgrade it.
At the start of each combat, discard any number of cards then draw that many.
Whenever you play a Power, draw 1 card.
You can now gain Strength at Rest Sites. (3 times max)
Energy is now conserved between turns.
Whenever you play a card that costs 
or more, gain 4 Block. Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
Every other combat, your card rewards gain an additional Power.
When you would die, heal to 50% of your Max HP instead (works once).
Upon pickup, raise your Max HP by 14.
If your HP is at or below 50% at the end of combat, heal 12 HP.
Whenever you add an Attack card to your Deck, Upgrade it.
Whenever you play a Power, a random card in your Hand is free to play that turn.
Upon pickup, gain 300 Gold.
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.
Normal enemies drop an additional card reward.
The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Every time you play an Attack or Skill, Upgrade it for the remainder of combat.
You can now dig at Rest Sites to obtain a random Relic.
Every time you play 3 Attacks in a single turn, gain 1 Strength.
At the end of turn 7, deal 52 damage to ALL enemies.
Up to 10 Block persists across turns.
The merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%.
Whenever you add a Skill into your Deck, Upgrade it.
Whenever you would lose HP, lose 1 less.
Whenever you have no cards in Hand during your turn, draw a card.
Each combat, the first time you play a card that Debuffs an enemy, double its effect.
At the start of each combat, add a random card into your Hand. It costs 0
. Potions always appear in combat rewards.
Elites drop an additional Rare card reward.
Card rewards can now contain Colorless cards.
Upon pickup, obtain an additional copy of a card in your Deck.
Whenever you gain Gold, raise your Max HP by 1.
Strikes and Defends gain Ethereal.
Upon pickup, Enchant up to 3 Attacks with Sharp 3.
Upon pickup, Enchant up to 3 cards with Adroit.
At the end of combat, Upgrade all card rewards if you took no damage.
Upon pickup, raise your Max HP by 7 and heal all of your HP.
50% discount on all products!
You may choose any number of options at Rest Sites.
Enchanted Attacks deal 9 additional damage.
Upon pickup, gain 5 card rewards.
Upon pickup, Enchant an Attack with Momentum 5.
Retain your Hand on the first turn of combat.
Upon pickup, choose an Attack or Skill in your Deck to Enchant with Royally Approved.
If you end your turn with no cards in your Hand, deal 20 damage to ALL enemies.
Start each Elite combat with 2 Strength.
Whenever you shuffle your Draw Pile, gain 6 Block.
At the start of each combat, choose 1 of 3 random Colorless cards and add the chosen card into your Hand.
A random card in each card reward is Enchanted with Swift 1.
Upon pickup, gain the card Byrd Swoop. A Byrdpip will accompany you in battles.
Whenever you obtain a Curse, raise your Max HP by 6.
Whenever you play an Attack, gain 1 Block.
Whenever you Rest, you may add a card to your Deck.
At the start of the next 5 combats, gain 2 Strength.
Whenever you Exhaust a card, deal 1 damage to a random enemy.
Upon pickup, lose 15 HP and Upgrade 3 random cards.
Whenever you add a card that gains Block to your Deck, Enchant it with Nimble 2.
Whenever you break an enemy's Block, apply 2 Vulnerable.
Every 5 turns, gain
. At the start of your turn, play a copy of your last played Attack or Skill.
Upon pickup, heal 10% of your HP.
Whenever you play a Power, deal 8 damage to ALL enemies.
Upon pickup, raise your Max HP by 3.
Whenever you climb a floor, gain 12 Gold. No longer works when you spend any Gold at the shop.
At the start of your turn, deal damage equal to the turn number to ALL enemies.
If you end your turn without Block, gain 3 Block.
Every 4 turns, draw 2 additional cards.
At the start of each combat, lose 4 HP.
Start each combat Confused.
Cards containing “Strike” deal 1 additional damage.
Start each combat with 3 Strength.
Transforms into a powerful Relic after defeating 5 Elites.
At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
Whenever you would deal 4 or less unblocked attack damage, increase it to 5.
At the end of combat, gain 1 Max HP.
Poor imitation. Does nothing.
Whenever you enter a Rest Site, start the next combat with an additional
. Does nothing.
Receive 3 random Relics after 5 combats.
Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.
Elites drop an additional Relic when defeated.
Gain
at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile. Upon pickup, add 1 Enthralled to your Deck. Gain
at the start of each turn. At the start of Elite combats, draw 2 additional cards.
The 5th card you play each turn is free.
Upon pickup, obtain a unique Curse and 3 Relics.
At the start of each combat, add 1 of 5 random cards into your Hand. Add Retain to the chosen card.
Upon pickup, Transform up to 6 cards into Maul.
At the start of your turn, add a random Attack into your Hand. It costs 0
this turn. Upon pickup, receive Greed. Gain 333 Gold.
At the start of each combat, fill all empty potion slots with random potions.
Whenever you play 2 or fewer cards in a turn, take half damage from enemies.
Upon pickup, lose 9 Max HP. Add 3 Apparitions to your Deck.
You may reroll each card reward once.
Upon pickup, obtain an Ancient Card.
You can no longer gain Gold. Gain
at the start of each turn. Upon pickup, Enchant a Skill with Imbued.
Upon pickup, remove 2 cards from your Deck.
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Upon pickup, mark 7 random combats. Enemies in those rooms have 1 HP.
Upon pickup, obtain 2 Common cards, 2 Uncommon cards, and 1 Rare card.
Enchant all card rewards with Glam.
Upon pickup, replace the Act 2 Map with a single special path.
Upon pickup, gain 150 Gold.
Every 4 cards you play, draw 1 card.
At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.
Upon pickup, add 1 Apotheosis to your Deck.
Upon pickup, obtain 2 random Relics. Add an additional Strike and Defend to your Deck.
The Act 1 Boss drops 2 Relics.
Upon pickup, choose 1 of 2 Colorless cards to add to your Deck.
Upon pickup, Transform 1 of your Strikes and 1 of your Defends and lose 10 Max HP.
Upon pickup, raise your Max HP by 31.
When you encounter the Merchant, immediately obtain EVERYTHING he sells.
Upon pickup, gain 1 card reward and procure 1 random potion.
Upon pickup, choose 1 of 3 Multiplayer Colorless Cards to add to your Deck.
You may Cook at Rest Sites.
Create an Ethereal copy of the first Attack you play each turn.
Upon pickup, add 1 Neow's Fury to your Deck.
Upon pickup, Transform 1 card.
Upon pickup, raise your Max HP by 11.
Upon pickup, Enchant all Strikes in your Deck with Tezcatara's Ember.
At the start of your turn, draw 1 additional card.
Upon pickup, Enchant all Defends with Goopy.
The first time each combat you end your turn without playing cards, Exhaust your Hand, and take an extra turn.
Gain an additional
at the start of your 3rd turn, and every turn after that. Upon pickup, Enchant a card with Clone.
Upon pickup, add 2 Relax to your Deck.
Doubles Block gained from a card, then goes to sleep for 2 turns.
If you end your turn with unspent
, gain an additional 
next turn. Upon pickup, remove 5 cards from your Deck. After each combat, randomly add 1 back Upgraded.
You may sacrifice card rewards to Pael. Every 2 sacrifices, obtain a Relic.
Transform ALL Strikes and Defends.
Gain
at the start of each turn. ALL enemies start combat with 1 Strength. Upon pickup, Upgrade a card.
Upon pickup, remove 2 cards from your Deck and take 13 damage.
Upon pickup, remove 1 card from your Deck.
Upon pickup, remove 5 cards from your Deck. Add Folly to your Deck.
Gain
at the start of each turn. Card rewards now contain cards from other colors. Gain
at the start of each turn. Extinguishes at the start of Act 3. At the start of each combat, add 1 Luminesce into your Hand.
At the end of your turn, you no longer discard your Hand.
At the start of your turn, gain 7 Block.
Upon pickup, Upgrade 6 random cards.
Upon pickup, lose all Gold and choose 1 of 2 packs of cards to add to your Deck.
See 15 cards from another character. Choose any number of them to add to your Deck.
At the start of your turn, spend 5 Gold to gain
. Upon pickup, add 2 random Curses and 3 Wishes to your Deck.
Upon pickup, gain 999 Gold.
The first 3 card rewards you see are Upgraded. The first Treasure Chest you open is empty.
Upon pickup, obtain a random Relic.
At the start of your turn, draw 2 additional cards. Start each combat Confused.
Gain
at the start of each turn. You can no longer obtain potions. Gain
at the start of each turn. Powers cost 1 more
. Whenever you Rest at a Rest Site, raise your Max HP by 5.
Upon pickup, add 1 Brightest Flame to your Deck.
Upon pickup, add 1 Whistle to your Deck.
The first card you play each combat is played an extra time.
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Upon pickup, replace your starter Relic with an Ancient version.
Upon pickup, obtain 4 Wax Relics. Every 3 combats, your left-most Wax Relic will melt away.
Choose 3 Attacks in your Deck. Enchant them with Instinct.
Gain
at the start of each turn. You cannot play more than 6 cards per turn. Start each combat with an additional 4
. Whenever you kill an Elite, Upgrade 4 random cards.
Gain
at the start of each turn. Vakuu plays your first turn for you. Upon pickup, Upgrade 4 cards.