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Energy is the resource used to play cards. The energy cost of a card is at the top left and typically ranges from 0-3, though there are some exceptions. The Ironclad, the Silent, and the Defect all start the game with 3 base energy, which can be increased with relics. There are also cards that generate temporary energy.

Some cards can have X Energy cost. These cards consume all of your remaining Energy upon use, and their effect varies with how much Energy was consumed.

Notable Cards Edit

Ironclad (Red) Edit

Silent (Green) Edit

  • Adrenaline- Gain 1(2) energy, draw 2 cards. Exhaust.
  • Bullet Time- Costs 3. All cards in your hand cost 0 this turn, but you can no longer draw cards this turn.
  • Concentrate- Discard 3(2) cards. Gain 2 energy.
  • Distraction- Add a random Skill to your hand. It costs 0 this turn. Exhaust.
  • Doppelganger- Costs X. Next turn, Draw X(+1) more cards and gain X(+1) more energy.
  • Eviscerate- Costs 1 less energy for each card discarded this turn. Deals 6(8) damage 3 times. Costs 4 initially.
  • Flying Knee- Deals 8(11) damage. Gain 1 energy next turn.
  • Heel Hook- Deals 5(7) damage. If the enemy is Weak, draw 1 card and gain 1 energy.
  • Malaise- Costs X. Enemy loses X(+1) Strength and gains X(+1) Weak. Exhaust.
  • Outmaneuver- Next turn, gain 2(3) energy.
  • Setup- Costs 1(0). Place a card from your hand on top of your draw pile, it costs 0 until played.
  • Skewer- Costs X. Deals 7(10) damage X times.
  • Tactician- Unplayable. If discarded from your hand, gain 1(2) energy.

Defect (Blue) Edit

  • Aggregate- Gain 1 energy for every 6(5) cards in your draw pile.
  • All For One- Deal 10(14) damage. Put all cards in your discard pile that cost 0 into your hand.
  • Chaos- Channel 1(2) random Orbs. (has a chance to channel a Plasma orb, which generates energy.)
  • Double Energy- Costs 1(0). Double your energy. Exhaust.
  • Fission- Remove(Evoke) all of your Orbs, gain 1 energy and draw 1 card for each orb removed(evoked). Exhaust.
  • Force Field- Costs 1 less energy for each Power played this combat. Gain 12(16) Block. Costs 4 initially.
  • Fusion- Costs 2(1). Channel 1 Plasma. (Plasma generates energy)
  • Meteor Strike- Costs 5. Deals 24(30) damage, channels 3 Plasma. (Plasma generates energy)
  • Recycle- Exhaust a card. Gain energy equal to its cost. (Exhausting an X card doubles your energy)
  • Reinforced Body- Costs X. Gain 7(9) Block X times.
  • Scrape- Deals 7(9) damage, draws 3(4) cards. Discards all cards drawn this way that do not cost 0.
  • Sunder- Deal 24(32) damage. If this kills an enemy, gain 3 energy.
  • TURBO- Gain 2(3) energy. Add a Void to your discard pile.
  • Tempest- Costs X. Channel X(+1) Lightning. Exhaust.
  • White Noise- Adds a random Power card to your hand. It costs 0 this turn.

All Characters (Colorless, Statuses, and Curses) Edit

Colorless Cards

  • Chrysalis- Add 3(5) random Skills to your draw pile. They cost 0 this combat. Exhaust.
  • Discovery- Add 1 of 3 random cards to your hand. It costs 0 this turn. Exhaust. (no longer exhausts)
  • Enlightenment- Reduce the cost of all cards in your hand to 1 this turn(this combat).
  • Forethought- Place a card(any number of cards) from your hand to the bottom of your draw pile. It costs (they cost) 0 until played.
  • Madness- Costs 1(0). A random card in your hand costs 0 for the rest of combat. Exhaust.
  • Metamorphosis- Add 3(5) random Attacks to your draw pile. They cost 0 this combat. Exhaust.
  • Transmutation- Costs X. Add X random (upgraded) colorless cards to your hand. They cost 0 this turn. Exhaust.

Statuses

Curses

  • None

Notable Relics Edit

Common Relics Edit

Uncommon Relics Edit

  • Gremlin Horn- Whenever an enemy dies, gain 1 energy and draw 1 card.
  • Mummified Hand- Whenever you play a Power card, a random card in your hand costs 0 for the turn.
  • Runic Dodecahedron- If your HP is full, gain 1 energy at the start of every turn.
  • Sundial- Every 3 times you shuffle your deck, gain 2 energy.

Rare Relics Edit

  • Ice Cream- You no longer lose unspent energy at the start of each turn.
  • Nunchaku- For every 10 attacks you play, gain 1 energy.

Boss Relics Edit

  • Busted Crown- Gain energy at the start of every turn, but card rewards have 2 less options.
  • Coffee Dripper- Gain energy at the start of every turn, but you can no longer rest at Rest Sites.
  • Cursed Key- Gain energy at the start of every turn, but opening non-boss chests now gives you a curse.
  • Ectoplasm- Gain energy at the start of every turn, but you can no longer gain Gold.
  • Fusion Hammer- Gain energy at the start of every turn, but you can no longer smith at Rest Sites.
  • Hovering Kite(Silent only)- Gain energy at the start of every turn, but you must discard 2 cards at the start of each turn.
  • Mark of Pain(Ironclad only)- Gain energy at the start of every turn, but you start each combat with 2 Wounds in your draw pile.
  • Nuclear Battery(Defect only)- Channels a Plasma at the start of each combat. (Plasma generates energy)
  • Philosopher's Stone- Gain energy at the start of every turn, but enemies start each combat with 2 Strength.
  • Runic Dome- Gain energy at the start of every turn, but you can no longer see enemy intents.
  • Snecko Eye- Start each combat Confused. (Confused randomizes card costs from 0 to 3 when drawn)
  • Sozu- Gain energy at the start of every turn, but you can no longer obtain potions.
  • Velvet Choker- Gain energy at the start of every turn, but you can no longer play more than 6 cards per turn.

Event Relics Edit

  • Enchiridion- Add a random Power to your hand at the start of each combat. It costs 0 for the turn.
  • Necronomicon- The first card you play each turn that costs 2 or more is played twice.

Shop Relics Edit

  • Chemical X- The effects of your X-cost cards are increased by 2.

Notable Potions Edit

  • Energy Potion- Gain 2 energy.
  • Snecko Oil- Inflicts Confused. Draws 3 cards. (Confused randomizes card costs from 0 to 3 when drawn)
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