Powers
The powers Downfall cards, relics and potions put on a creature. X is the amount the card or relic gives.
From Flip Out
AgonyCreatures in Agony deal 80% less damage with Attacks.
Alchyrical ElixirThe next Function you create is free to play.
Ancestral GroundsAt the start of your next turn, gain
and add a Void on top of your Draw Pile.From Ancestral Grounds
Ancestral Grounds+At the start of your next turn, gain
and put a Void on top of your Draw pile.
Ancient ConstructGain 1 Artifact at the start of your turn if you have no Artifact.From Ancient Construct


AwakeningAt the end of combat or the next time you would die, heal and remove this effect.
BashedWhenever you gain Block this turn, this enemy loses HP.


Blunder GuardWhenever you play a card that costs
or more, gain Block and Strength.From Blunder Guard
BracingAt the start of your turn, Brace.


Broiling FlamesThis turn, whenever another player attacks this enemy, it gains Soulburn.From Broiling Flames

BruiseThis turn, target takes more additional damage.
BruisedThis turn, your attacks deal additional damage to the target.


BurnoutYou cannot Conjure for the rest of the turn.




Chosen VerseThe next time you play a non-Attack card this turn, draw a card and gain Block.From Chosen Verse
Chrono-BoostEvery 12 cards you play, gain Strength.






ConcentrationThe next Dead On card you play this turn triggers its effect regardless of position.
ConstrictedAt the end of its turn, this enemy takes damage.
Construction FormAt the start of your turn, if you have at Buffer, gain 1 Strength.From Construction Form
Copy PasteThe next card you play this turn that costs
or less is played an extra time.From Copy Paste
CounterThe next time you are attacked, gain a Riposte that deals damage equal to this amount.
CrippledWhenever you apply Weak to this enemy, they lose HP.
CuriosityWhenever you play a Power card, gain Strength.


DarkblessedWhenever you are Drained, gain Strength.
DeathmarkedAt the end of its turn, this enemy loses HP.

Defensive ModeYou have 3 Thorns and your Block does not expire.
You will exit Defensive Mode at the end of this combat round.



Doom's ArrivalAt the end of your turn, immediately start another turn.


Doused in SlimeThe next time you attack this enemy, your Goop wil not be removed.From Douse in Slime
DrainedGain less
next turn.
Draw Fewer Cards Next TurnAt the start of your next turn, draw 1 less card.




EnergizedAt the start of your turn, gain
.
EntangledYou cannot play Attacks this turn.
Equip: AxeTorchhead's attacks deal additional damage and deal damage to ALL enemies..From Equip: Axe
Equip: DaggerWhenever Torchhead attacks, it applies Poison.
Equip: FurnaceTorchhead deals additional damage for each Ember, Burn, or Soot in your Exhaust Pile. From Equip: Furnace

Eternal FormThe first 4 playable cards drawn at the start of each turn cost less
that turn.


Fancy FootworkThe next time you use a Finisher this turn, deal damage to ALL enemies.From Fancy Footwork
Feel Our PainWhenever you play a Colorless card, ALL enemies lose HP.






FuriousWhenever you would gain Block this turn, instead deal that much damage to ALL enemies.
Gaining CardAt the start of your next turn, add a saved card into your Hand.
GambleNext turn, draw cards and Muddle them.
Ghostflame BarrierWhenever you are attacked this turn, apply X Soulburn back.From Ghostflame Barrier
Gifts from BeyondAt the start of your turn, add a random Afterlife card into your Hand.From Gifts from Beyond
GloryAt the start of your turn, if you have 10 or more Glory, enter Ultimate and draw a card.
GoopYour next attack deals additional damage and triggers Consume effects.

Greenpyre EnchantmentWhenever your Attacks deal unblocked damage, apply Miasma.From Greenpyre Enchantment
Gremlin AxeWhenever you play a Skill, gain Vigor.
GremlinsMad Gremlin:
Whenever you are attacked, gain 2 Strength this turn.
Sneak Gremlin:
Whenever you play an Attack, deal 2 damage to a random enemy.
Attacks that cost 0 cost deal 2 additional damage.
Shield Gremlin:
Whenever you play an Skill, gain 2 Block.
Fat Gremlin:
Whenever you play an Attack, apply 1 Weak to ALL enemies.
Wizard Gremlin:
Whenever you play an Skill, gain 1 Wiz.
Gremlin Nob:
At the start of your turn, add 1 Bellow, Skull Bash and Rush to your Hand.
Hair TriggerWhenever you trigger a Dead On effect, play a Strike with Exhaust on a random enemy. From Hair Trigger



High Noon+Basic Defends gain Replay.
Honed SparkWhen you play a Skill, gain Strength this turn.
Hot StreakAt the end of your turn, apply Soulburn to enemies that already have Soulburn.From Hot Streak

Inevitable DemiseThis enemy's Miasma increases by 1 each turn.
If it has no Miasma, it gains 1 instead.From Inevitable Demise
InfernalGhostflames apply Soulburn and deal damage to ALL enemies this combat.

Infinite Beams+At the start of your turn, add a Minor Beam+ into your Hand.

IntensityIncrease the amount of damage, Block and Soulburn from Ghostflames by 1.
It's A FeatureWhenever you draw a Status or Curse, gain Strength and Dexterity this turn.From It's a Feature

Knights Card PowerALL your cards are Ethereal.
Lead by ExampleThe first card you play each turn that targets enemies also Commands.From Lead By Example
Light the WayAt the end of your turn, Torchhead deals 5 damage.
Torchhead always targets the lowest HP enemy.
Torchhead aborbs all unblocked attack damage.
Living BombThe next time this creature's Soulburn is detonated, it effects ALL enemies.From Living Bomb



MaintenanceBasic Strikes deal additional damage.
Making MagicAt the start of next turn, add a Bang into your Hand.
Making Magic+At the start of next turn, add a Bang+ into your Hand.
Malaised AttackYour next Attack this turn applies Miasma.
ManaburnWhenever you are Drained, this enemy loses HP.
Maximum OverdriveWhenever a card ticks down in Stasis, gain 1 Strength this turn.From Maximum Overdrive
Mecha Knight Card PowerWhenever a card is Pyred, Channel random Orbs.
MergeThe next time you Encode a card, Encode additional copies.
Merge ConflictThe next time you create a Function, create an additional copy of it.From Merge Conflict
MiasmaAt the end of its turn, takes X damage.

Mode ShiftWhen you lose HP gain 16 Block enter Defensive Mode until next turn, and increase this amount requiored to trigger this effect again by 10, up to a maximum of 50.
More EnergyAt the start of your turn, gain
.


Next Turn Charge UpGain 1 Strength during your next turn.
Next Turn ReserveAt the start of your next turn, gain X
.
Next Turn Slime CrushAt the start of your next turn, add Slime Crush!!! into your Hand.
Next Turn StrengthNext turn, gain Strength.
Next Turn StunnedSkip your next turn.
Next Turn VigorNext turn, gain Vigor.




OverblockWhenever you enter Defensive Mode, the ally with the least Block gains Block and Thorns this turn.



Painful StabsWhenever Attacks deal unblocked damage, apply Miasma.
ParryingIf your Counter is triggered this turn, the Riposte gains Replay 1.
PoltergeistWhenever you Advance or Retract during your turn, a random enemy loses HP.From Poltergeist
PotencyIncreases the damage of ALL your Spawned Slimes.
Secondary effects increase by 1 for every 2 Potency (rounding up).
PremonitionAt the start of your turn, if at least 2 cards were Exhausted during the previous turn, draw additional cards.From Premonition
Protect the BossPrevent the next time you would be damaged by an enemy attack, Absorbing your leading Slime instead.From Protect the Boss







RecreateThe first Status you create each turn is Transformed into Fuel+.
Recycle BinAt the end of your turn, gain Block for each Status or Curse in your Hand.From Recycle Bin

Remove ErrorsRemove the next Compile Error Encoded.
RepulseWhen you draw the first Status or Curse cards each turn, Exhaust it and draw a card.
RepulseWhenever you draw a Status, gain Block.
RepulseThe first time you draw a Status or Curse card each turn, Exhaust it and draw a card.

RingedThe next card you play ends your turn.

RuggedWhen you would take unblocked attack damage, reduce it to 2.



Scope OutBasic Strikes now deal damage to ALL enemies.
ScorchedAt the end of its turn, gains Miasma.
Self RepairAt the end of combat, heal HP.






Shield ThrownYou can't gain Block from cards next turn.
Shooting StarThe first time you Pyre an Attack each turn, add a copy of it into your Hand.
It's free to play that turn.From Shooting Star
Slimy TongueEffects that apply Goop apply more.
SlipperyWhen you would lose HP, reduce the amount lost to 1.



SoulfireWhenever you apply a debuff to an enemy that doesn't already have it, gain Block.



Stasis EngineGain
and draw 1 card whenever you play the 3rd 0
card in a single turn.From Stasis Engine
Stone Head PowerAt the end of this turn, gain X
and X Strength.
Strike of GeniusAt the start of your turn, add a random "Strike" Echo into your Hand.
It's free to play for that turn.From Strike of Genius
Strike of Genius+At the start of your turn, add a random upgraded "Strike" Echo into your Hand.
It's free to play for that turn.
StunnedYou can't play cards, draw cards or gain Energy this turn.

Sword ThrownYou can't play Attacks next turn.


Temp HPUntil end of combat, prevents damage to HP.
Test Subject Card PowerWhen you play a Skill, gain Strength.
Throwing CardsThe next time you play an Offclass card, deal damage to a random enemy and draw a card.From Throwing Cards
Todo: The Insatiable Card PowerWhenever a card is Pyred that costs
or more, Kindle.



Unending SupplyAt the start of your turn, add an Echo of a random Offclass card int your Hand.From Unending Supply
Unfettered FormWhenever you Ignite a Ghostflame, active its effects an additional time.From Unfettered Form


VenomWhen a debuff beside Venom is applied, lose HP.

WakingAt the start of your next 3 turns, gain Plated Armor.
Waterfall Giant Card PowerAt the end of 3 turns, apply Miasma to ALL enemies.
Weighted DiceWhenever you play a card that costs more than its original cost, play it twice.From Weighted Dice
Whisper from BeyondWhenever a card is Exhausted this turn, apply Soulburn to the enemy.From Whisper from Beyond
WizWhen you have at least 3 Wiz, your next Attack deals 7 additional damage.