πŸ‘ΏCurses

Negative cards added to your deck by events or enemies during combat.

Curses typically fill up your deck and hand, giving you less options of what to play during your turn. Some also have negative effects while in your hand as well though, so discarding them (or exhausting them by using mana if they are playable) is often wise.

Any curse cards that are still in your deck at the end of the battle encounter are automatically removed from your deck.

NameDescriptionMana cost

Bleed

While in your hand, lose 1 HP each time you play another card. Ouch. You can play Bleed cards to Exhaust them.

1

Confusion

Confusion cards take up space in your hand, but will automatically Exhaust at the end of your turn.

Unplayable

Fear

If this is still in your hand at the end of your turn, gain 1 WEAK.

Unplayable

Malaise

If this is still in your hand at the end of your turn, gain 1 VULNERABLE.

Unplayable

Slimed

Ick. Slime jams up your hand, but fortunately you can play slime cards (at the cost of mana) to permanently remove them from your deck.

1

Wound

Ooof. You've suffered a nasty wound that slows you down. You can't play Wound cards, but if you get the chance, you can at least discard them.

Unplayable

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