Griftlands

Griftlands

More Upgrade Variety
 This topic has been pinned, so it's probably important
codyfun  [developer] 11 Dec, 2022 @ 7:18am
List of Upgrades
The following is the compact notes that I used to plan out the mod. You can quickly find what cards have certain upgrades here. If these are hard to read, you can find the name of a card of interest here then look it up in the in-game card compendium.

Stab:
-> Stab of Clarity: 2-5 -> 10 damage; +Destroy
-> Stab of the Stone: +Gain 2 defense
-> Stab of Savagery: +Apply 2 bleed
-> Stab of the Deep: +Apply 1 wound
-> Stab of Vision: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Stab of the Mirror: 2-5 -> 2-4 damage; +Attack twice
-> Stab of the Nail: +Piercing
-> Rooted Stab: 2-5 -> 4-5 damage
-> Strained Stab: 2-5 -> 4-6 damage; +Discard 1 card
-> Lucid Stab: 2-5 -> 4-6 damage; +Expend
Elbow Strike:
-> Strike of Clarity: 3 -> 7 damage; +Destroy
-> Rival's Strike: +Gain 1 combo
-> Strike of Vision: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Counter Strike: +Gain 3 counter
-> Stone Strike: +Gain 2 defense
-> Lucid Strike: 3 -> 5 damage; +Expend
-> Strained Strike: 3 -> 4 damage; +Discard 1 card
-> Finishing Strike: +Spend up to 3 combo for 2 bonus damage each
Feint:
-> Boosted Feint: 4 -> 6 defense
-> Spined Feint: +Gain 2 counter
-> Feint of Vision: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Feint of Clarity: 4 -> 10 defense; +Destroy
-> Lucid Feint: 4 -> 7 defense; +Expend
-> Rival's Feint: +Gain 1 combo
-> Following Feint: +Next attack this turn deals max damage
-> Feint of Hesh: +Remove random debuff
-> Kra'deshi Feint: +Heal 4; +Expend
-> Feint of the Healer: +Heal 1
Fight Dirty:
-> Promoted Fight Dirty: Upgrade cards (vanilla)
-> Boosted Fight Dirty: Improvise -> Improvise+
-> Heavy Fight Dirty: 1 -> 2 cost; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards
-> Sticky Fight Dirty: +Sticky
-> Lucid Fight Dirty: Upgrade cards (Enduring); +Card costs 0 until played; +Expend; +Replenish
-> Fight with Clarity: --Improvise; +Gain up to 1 standard card permanently; +Destroy
Throw Dust:
Boosted Throw Dust: 1 -> 2 impair
Enduring Throw Dust: 0 -> 1 cost; +Replenish; --Expend
Hide:
Boosted Hide: 3 -> 5 defense
Enduring Hide: 0 -> 1 cost; +Replenish; --Expend
Trip:
Boosted Trip: 2 -> 3 wound
Enduring Trip: 0 -> 1 cost; +Replenish; --Expend
Slash:
Boosted Slash: 2 -> 3 bleed
Enduring Slash: 0 -> 1 cost; +Replenish; --Expend
Scrounge:
Boosted Scrounge: 2 -> 3 cards
Enduring Scrounge: 0 -> 1 cost; 2 -> 3 cards; +Replenish; --Expend
Enrage:
Pale Enrage: 1 -> 0 cost
Enduring Enrage: +Gain 1 Exert; +Replenish; --Expend
Scrapper:
Boosted Scrapper: Draw and discard 1 -> 2 cards
Enduring Scrapper: 0 -> 1 cost; +Replenish; --Expend
Mud Tosser:
Boosted Mud Tosser: 1-2 -> 2 damage; 2 -> 3 combo
Enduring Mud Tosser: 0 -> 1 cost; +Replenish; --Expend
Sal's Daggers:
-> Sal's Bloody Daggers: Hammer Grip or Saber Grip -> Gouge or Vertical Slash [Modded -s: Gouge or Vertical Slash -> Gouge, Vertical Slash, or Hammer Grip]
-> Sal's Combo Daggers: Hammer Grip or Saber Grip -> Rain of Blades or Gut Shot [Modded -s: Rain of Blades or Gut Shot -> Rain of Blades, Gut Shot, or Saber Grip]
Backstab:
-> Boosted Backstab: 3-5 -> 5-7 damage
-> Enhanced Backstab: On improvise, 2x -> 3x damage; +Expend
-> Tall Backstab: 3-5 -> 3-8 damage
-> Rooted Backstab: 3-5 -> 6 damage
-> Pale Backstab: +On improvise, cost 0
-> Nailed Backstab: +Piercing
Bedlam:
-> Boosted Bedlam: 8 -> 12 damage
-> Focused Bedlam: +First, draw 1 card
-> Strained Bedlam: 8 -> 12 damage; 1 -> 2 cards
-> Precise Bedlam: 8 -> 10 damage; Random -> Chosen enemy
Brazen Attack:
-> Heavy Brazen Attack: 2 -> 3 impair
-> Boosted Brazen Attack: 4-8 -> 6-12 damage
-> Swift Brazen Attack: 2 -> 1 cost; 4-8 -> 3-6 damage
Burst:
-> Rooted Burst: 3-6 -> 5 damage
-> Tall Burst: 3-6 -> 3-9 damage
-> Boosted Burst: 3-6 -> 4-7 damage
-> Swift Burst: 2 -> 1 cost; 3-6 -> 2-5 damage
-> Savage Burst: +Apply 2 bleed
Combination:
-> Rival's Combination: 2 -> 3 combo
-> Boosted Combination: 2-4 -> 4-6 base damage
-> Focused Combination: 3 -> 5 bonus damage; Only gain combo if you have combo, gain 3
-> Twisted Combination: Only gain damage and combo if you have no combo, 6 bonus damage and 3 combo
-> Delayed Combination: Only gain combo next turn, gain 4
Cross:
-> Rooted Cross: 3-6 -> 6 damage
-> Tall Cross: 3-6 -> 3-8 damage
-> Swift Cross: 2 -> 1 cost; 3-6 -> 3-4 damage
-> Rival's Cross: +Gain 2 combo
-> Initial Cross: +Ambush
Duster:
-> Enhanced Duster: 2 -> 3 cards
-> Boosted Duster: 2 -> 3 damage
-> Precise Duster: 2 -> 2-3 damage; Random -> Chosen enemy
-> Wide Duster: 2 -> 1-2 damage; 1 -> 2 enemies
-> Focused Duster: +First, draw 1 card
-> Tall Duster: 2 -> 2-4 damage
Freighter:
-> Restored Freighter: +Replenish
-> Rooted Freighter: 2 -> 4 base damage
-> Pale Freighter: 2 -> 1 cost; 2 -> 1 base damage
Gash:
-> Enhanced Gash: 1 -> 2 impair and wound
-> Boosted Gash: 2-3 -> 4-6 damage
-> Savage Gash: +If target has bleed, apply 2 bleed
-> Visionary Gash: +If target has bleed, gain 1 action
Ghost Strike:
-> Boosted Ghost Strike: 2 -> 3 bonus damage
-> Visionary Ghost Strike: 1 -> 2 cards
-> Pale Ghost Strike: 1 -> 0 cost
-> Enhanced Ghost Strike: 1-2 -> 3-4 damage on use
Lacerate:
-> Boosted Lacerate: 4 -> 5 bleed
-> Savage Lacerate: Only apply bleed if target has bleed, apply 6
-> Promoted Lacerate: 2-4 -> 3-6 damage
-> Enhanced Lacerate: Only apply bleed if target has no bleed, apply 6
Leech:
-> Boosted Leech: 1 -> 2 health
-> Pale Leech: 1 -> 0 cost
-> Sticky Leech: +Sticky
-> Savage Leech: +First, apply 2 bleed
-> Stone Leech: +Gain 2 defense per bleed
-> Heshian Leech: +If target has bleed, remove 1 random debuff from yourself
Reckless Swing:
-> Boosted Swing: 5 -> 8 damage
-> Focused Swing: +First, draw 1 card
-> Strained Swing: 5 -> 8 damage; 1 -> 2 cards
Reversal:
-> Boosted Reversal: 4-6 -> 6-9 damage
-> Focused Reversal: +Gain 3 counter
Sneak Attack:
-> Pale Sneak Attack: 2 -> 1 combo
-> Tall Sneak Attack: 3-8 -> 3-12 damage
-> Swift Sneak Attack: 2 -> 1 cost; 3-8 -> 1-6 damage
Stomp:
-> Rooted Stomp: 3-6 -> 6 damage
-> Boosted Stomp: 3-6 -> 4-9 damage
-> Pale Stomp: 2 -> 1 combo
Tackle:
-> Boosted Tackle: 2 -> 4 defense
-> Thorny Tackle: 3-5 -> 5-7 damage
-> Wide Tackle: 3-5 -> 4-6 damage; 2 -> 3 defense
-> Spined Tackle: +Gain 2 counter
Target Practice:
-> Boosted Target Practice: 2 -> 3 enemies
-> Savage Target Practice: +Apply 1 bleed
-> Promoted Target Practice: 2-5 -> 4-6 damage
-> Focused Target Practice: 2-5 -> 3-5 damage; Random -> Chosen enemy
Wild Lunge:
-> Tall Wild Lunge: 2-8 -> 2-14 damage
-> Wide Wild Lunge: 1 -> 2 enemies
-> Focused Lunge: 2-8 -> 3-10 damage; Random -> Chosen enemy
-> Rooted Wild Lunge: 2-8 -> 8 damage
Chamber:
-> Stone Chamber: 4 -> 6 defense
-> Rival's Chamber: 2 -> 3 combo
-> Twisted Chamber: Gain combo next -> this turn
Deception:
-> Tall Deception: 4 -> 6 bonus damage
-> Boosted Deception: Improvise -> Improvise+
-> Swift Deception: 1 -> 0 cost; 4 -> 3 bonus damage
Improve Accuracy:
-> Extended Accuracy: 2 -> 3 turns
-> Pale Accuracy: 1 -> 0 cost
-> Initial Accuracy: +Ambush
-> Visionary Accuracy: +Draw 1 card
Jarackle Free-Fighting:
-> Evasive Free-Fighting: +On use, gain 1 evasion
-> Boosted Free-Fighting: 2 -> 3 power
-> Initial Free-Fighting: +Ambush
-> Pale Free-Fighting: 2 -> 1 cost
Prediction:
-> Selfish Prediction: 2 -> 3 bonus defense
-> Guarding Prediction: 3 -> 6 base defense
Readiness:
-> Boosted Readiness: 3 -> 4 cards
-> Stone Readiness: +Gain 2 defense
-> Spined Readiness: 2 -> 4 counter
-> Swift Readiness: 3 -> 2 cards; +Replenish
Rebound:
-> Stone Rebound: +Gain 1 defense per card
-> Spined Rebound: 2 -> 3 counter
Scatter:
-> Boosted Scatter: Up to 2 -> 3 cards
-> Visionary Scatter: +First, draw 1 card
Slippery:
-> Stone Slippery: 4 -> 6 defense
-> Boosted Slippery: Improvise -> Improvise+
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Showing 1-11 of 11 comments
codyfun  [developer] 11 Dec, 2022 @ 7:18am 
Spare Blades:
-> Boosted Blades: 1 -> 2 cards
-> Stone Blades: +Gain 3 defense
-> Twisted Blades: Playable, 1 cost
-> Loaded Blades: 1 Blade Flash -> 2 Swift Blade Flash; Hand -> Draw pile
-> Visionary Blades: +Draw 1 card
-> Spined Blades: +Gain 3 counter
Blade Flash
-> Swift Blade Flash: +Replenish
Specialty:
-> Rival's Specialty: 2 -> 4 combo
-> Wide Specialty: Improvise -> Improvise+
-> Initial Specialty: +Ambush
Survival Reflexes:
-> Visionary Reflexes: +First, draw 1 card
-> Pale Reflexes: 1 -> 0 cost
-> Stone Reflexes: 5 -> 8 defense
-> Spined Reflexes: +Gain 3 counter
-> Strained Reflexes: 1 -> 2 cards; 5 -> 8 defense
Barnacle:
-> Savage Barnacle: 3 -> 5 bleed
-> Pale Barnacle: 2 -> 1 cost
-> Stone Barnacle: +Gain 5 defense
-> Spined Barnacle: +Gain counter equal to half bleed
-> Promoted Barnacle: +Do 4-5 damage
Blade Fury:
-> Boosted Blade Fury: 3-4 -> 4-6 damage
-> Rival's Blade Fury: +Gain 2 combo
-> Promoted Blade Fury: 3 -> 5 combo
Blademouth Beating:
-> Boosted Blademouth Beating: 1-2 -> 3 damage
-> Savage Blademouth Beating: 2 -> 3 bleed
Carve:
-> Tall Carve: Up to 2 -> 3 combo
-> Boosted Carve: 3-4 -> 4-6 damage
Crusher:
-> Rooted Crusher: 6-10 -> 10 damage
-> Pale Crusher: 4 -> 3 cost
Crushing Blow:
-> Boosted Crushing Blow: 8-12 -> 12-16 damage
-> Nailed Crushing Blow: +Piercing
-> Swift Crushing Blow: 3 -> 2 cost; 8-12 -> 6-10 damage
Dagger Throw:
-> Tall Dagger Throw: 4-6 -> 4-8 damage
-> Rooted Throw: 4-6 -> 6 damage
-> Nailed Throw: +If target has defense or metallic, 2 bonus damage
-> Twisted Throw: --Piercing; +First, remove up to 3 defense from target
-> Lucid Throw: 4-6 -> 8 damage; +Expend
Drunken Master:
-> Tall Drunken Master: 2-10 -> 2-14 damage
-> Drunken-er Master: +Piercing
-> Pale Drunken Master: +If you have Tipsy, cost 0
-> Sticky Drunken Master: +Sticky
Echo Strike:
-> Rival's Echo Strike: 1-2 -> 1-3 combo
-> Boosted Echo Strike: 2 -> 4 damage
-> Focused Echo Strike: +If played this turn, 4 bonus damage
Focused Assault:
-> Boosted Assault: 4 -> 6 bonus damage
-> Final Assault: Only card in hand -> Only card in hand and draw pile is empty, 2 -> 4 attacks
Haymaker:
-> Boosted Haymaker: 3 -> 4 bonus damage
-> Rival's Haymaker: +Gain 2 combo
-> Rooted Haymaker: 3-5 -> 8 base damage
-> Swift Haymaker: 2 -> 1 cost; 3-5 -> 1-2 base damage
Hemorrhage:
-> Savage Hemorrhage: 3 -> 5 bleed
-> Piercing Hemorrhage: +Piercing
-> Boosted Hemorrhage: +4 damage
-> Twisted Hemorrhage: Equal -> Double bleed; +Remove all bleed
Kra'deshi Barbstorm:
-> Tall Kra'deshi Barbstorm: 2 -> 4 bleed on use
-> Boosted Kra'deshi Barbstorm: 2 -> 3 bleed on discard
-> Wide Kra'deshi Barbstorm: Apply bleed to all enemies on use
Over Extension:
-> Rooted Over Extension: 8-10 -> 11 damage
-> Tall Over Extension: 8-10 -> 8-13 damage
Psionic Feedback:
-> Boosted Feedback: 3-5 -> 5-7 damage
-> Pale Feedback: 2 -> 1 cost
-> Focused Feedback: +If you discarded, 3 bonus damage
Silent Steel:
-> Rooted Steel: 5 -> 8 damage
-> Deep Silent Steel: +Apply 1 impair
-> Boosted Steel: +Apply 1 wound
-> Enduring Steel: --Expend; +Replenish; 5 -> 4 damage
-> Tall Silent Steel: 5 -> 5-10 damage
-> Savage Steel: +Apply 2 bleed
-> Rival's Silent Steel: +Gain 1 combo
-> Promoted Steel: +Piercing; +Sticky
-> Wide Silent Steel: +Hit all enemies
-> Delayed Steel: 5 -> 10 damage; --Ambush; +Replenish
Slaughter:
-> Pale Slaughter: 2 -> 1 cost
-> Boosted Slaughter: 2-4 -> 3-6 damage
Slice:
-> Boosted Slice: +Apply 1 bleed
-> Promoted Slice: +If target has at least 5 bleed, apply 2 impair
-> Rooted Slice: 2-3 -> 5 damage
-> Deep Slice: +If target has at least 5 bleed, apply 2 wound
-> Savage Slice: +If target has at least 5 bleed, apply 2 bleed
-> Visionary Slice: +If target has at least 5 bleed, draw 2 cards
Switch Blade:
-> Barbed Switch Blade: +50% chance of applying wound
-> Boosted Switch Blade: 2 -> 4 damage
-> Savage Switch Blade: +Apply 1 bleed
-> Pale Switch Blade: 2 -> 1 combo
Trained Strike:
-> Boosted Trained Strike: 2 -> 3 bonus damage
-> Nailing Trained Strike: +Piercing
-> Promoted Trained Strike: 2-4 -> 4-6 damage
Uppercut:
-> Pale Uppercut: 2 -> 1 cost
-> Boosted Uppercut: 1 -> 2 power
-> Initial Uppercut: +Ambush
-> Rooted Uppercut: 2-5 -> 8 damage
-> Lucid Uppercut: 2-5 -> 4 damage; 1 -> 3 power; +Expend
Wind up:
-> Twisted Wind up: 4 bonus damage until played -> 2 bonus damage this battle
-> Boosted Wind up: 4 -> 6 base damage
-> Swift Wind up: 1 -> 0 cost; 4 -> 1 base damage
Active Defense:
-> Boosted Defense: 4 -> 6 base defense
-> Enhanced Defense: 2 -> 3 bonus defense
Adapt:
-> Boosted Adapt: 5 -> 7 cards [Modded: 1 -> 0 cost]
-> Enduring Adapt: --Expend
-> Sticky Adapt: +Sticky
Barbed Defense:
-> Barbed Dawn: +Ambush
-> Savage Defense: 2 -> 3 bleed
-> Thorny Barbed Defense: +On use, gain 3 counter
Battle Scars:
-> Stone Scars: 2 -> 3 counter
-> Enduring Scars: --Expend
-> Boosted Scars: 2 -> 3 defense
-> Pale Scars: 1 -> 0 cost
Bloodbath:
-> Pale Bloodbath: 2 -> 1 cost
-> Initial Bloodbath: +Ambush
-> Savage Bloodbath: +On use, apply 2 bleed to all enemies
Breather:
-> Pale Breather: 3 -> 2 combo
-> Delayed Breather: Only gain actions next turn, gain 2
-> Lucid Breather: 1 -> 2 actions; +Draw 1 card; +Expend
-> Promoted Breather: +Gain 1 temporary power
-> Spined Breather: +Gain 2 counter
Concentrate:
-> Enduring Concentrate: --Expend
-> Vision Concentrate: 1 -> 2 cards
-> Pale Concentrate: 1 -> 0 cost
-> Improvised Concentrate: Draw -> Improvise
Dagger Storm:
-> Boosted Dagger Storm: 2 -> 3 cards
-> Pale Dagger Storm: 2 -> 1 cost
-> Twisted Dagger Storm: 2 -> 4 cards; Draw -> Discard pile
-> Focused Dagger Storm: Draw pile -> Hand
-> Loaded Dagger Storm: Blade Flash -> Swift Blade Flash
Defensive Surge:
-> Boosted Surge: 2 -> 5 base defense
-> Stone Surge: 2 -> 3 bonus defense
Exertion:
-> Boosted Exertion: Gain 2 -> 3 actions
-> Visionary Exertion: +Draw 1 card
-> Purified Exertion: Lose 1 -> 0 actions
Footwork:
-> Boosted Footwork: 1 -> any cards
-> Visionary Footwork: Gain actions -> Gain actions and draw cards
-> Pale Footwork: 1 -> 0 cost
-> Sticky Footwork: +Sticky
-> Lucid Footwork: Discard -> Expend; Gain actions -> Gain actions and draw cards
Into the Night:
-> Stone Into the Night: 1 -> 2 defense
-> Initial Into the Night: +Ambush
Murder Bay Boxing:
-> Initial Bay Boxing: +Ambush
-> Rival Bay Boxing: +On use, gain 2 combo
-> Pale Bay Boxing: 2 -> 1 cost
Muscle Memory:
-> Pale Muscle Memory: 2 -> 1 cost
-> Graven Muscle Memory: Draw -> Discard pile
-> Wide Muscle Memory: Improvise -> Improvise+
-> Initial Muscle Memory: +Ambush
Projector:
-> Initial Projector: +Ambush
-> Pale Projector: 2 -> 1 cost
-> Boosted Projector: 3 -> 4 damage
Rummage:
-> Boosted Rummage: Draw and discard 1 -> 2 cards
-> Lucid Rummage: Draw 1 -> 2 cards; Discard -> Expend
-> Initial Rummage: +Ambush
-> Sticky Rummage: +Sticky
-> Restored Rummage: +Replenish
-> Improvised Rummage: Draw -> Improvise
-> Enhanced Rummage: Discard 1 -> up to 2 cards
-> Rummage of Clarity: +Destroy; Draw -> Improvise+; Discard -> Destroy
-> Tall Rummage: Draw and discard 1 -> 3 cards
Sharpen:
-> Enduring Sharpen: --Expend
-> Sharpen of Vision: +Draw 1 card
-> Pale Sharpen: 1 -> 0 cost
-> Savage Sharpen: 2 -> 3 bleed
-> Sticky Sharpen: +Sticky
Shoulder Roll:
-> Stone Roll: 2 -> 3 defense
-> Rival's Roll: +Gain 2 combo next turn
-> Boosted Roll: +First, gain 1 combo
-> Thorny Roll: +Gain 1 counter per combo
codyfun  [developer] 11 Dec, 2022 @ 7:18am 
Size Up:
-> Visionary Size Up: 2 -> 3 cards
-> Rival's Size Up: +Gain 2 combo
Spines:
-> Thorny Spines: 1 -> 2 counter
-> Pale Spines: 2 -> 1 cost
-> Initial Spines: +Ambush
Stringer:
-> Boosted Stringer: 2 -> 4 defense and counter
-> Pale Stringer: 1 -> 0 cost
-> Stone Stringer: 2 -> 5 defense
-> Strained Stringer: 2 -> 5 defense and counter on discard
The Slip:
-> The Stone Slip: 4 -> 8 defense
-> The Evasive Slip: 1 -> 2 evasion
Thieves' Instinct:
-> Boosted Instinct: Common or uncommon -> Uncommon or rare
-> Promoted Instinct: Common or uncommon -> Uncommon; Upgrade cards
-> Enhanced Instinct: Improvise -> Improvise+; +Ambush
-> Pale Instinct: 1 -> 0 cost
Zig Zag:
-> Boosted Zig Zag: 3 -> 5 defense; 1 -> 2 wound
-> Pale Zig Zag: 1 -> 0 cost
-> Graven Zig Zag: Draw -> Discard pile
-> Wide Zig Zag: Improvise -> Improvise+
Discharge:
-> Mirrored Discharge: +1 more enemy
-> Boosted Discharge: 2 -> 3 damage
-> Swift Discharge: 2 -> 1 cost; 2 -> 1-2 damage
Hilt Bash:
-> Rival's Hilt Bash: +Gain 2 combo
-> Boosted Hilt Bash: 2-3 -> 4-6 damage
-> Restored Hilt Bash: +Replenish
Kidney Shot:
-> Boosted Kidney Shot: 1-3 -> 2-6 damage
-> Pale Kidney Shot: 1 -> 0 cost
-> Stifling Kidney Shot: +Apply 2 impair
-> Deep Kidney Shot: +Apply 1 wound
Absolute Domination:
-> Initial Domination: +Ambush
-> Pale Domination: 3 -> 2 cost
Blood Guard:
-> Pale Blood Guard: 1 -> 0 cost
-> Enduring Blood Guard: --Expend
-> Stone Blood Guard: +Gain 3 defense
Boulder Stance:
-> Pale Stance: 2 -> 1 cost
-> Initial Stance: +Ambush
-> Stone Stance: +Gain 5 defense
Churn:
-> Pale Churn: 2 -> 1 cost
-> Enduring Churn: --Expend
Cynotrainer:
-> Visionary Cynotrainer: +First, draw 1 card
-> Focused Cynotrainer: Random -> Chosen card
Deepstance:
-> Initial Deepstance: +Ambush
-> Deep Deepstance: 1 -> 2 wound
-> Spined Deepstance: +Gain 3 counter
Doom:
-> Pale Doom: 3 -> 2 cost
-> Focused Doom: Fighters -> Enemies
-> Boosted Doom: Double -> 2.5x
-> Swift Doom: 3 -> 1 cost; Double -> 1.5x
Efficient Disposal:
-> Pale Disposal: 2 -> 1 cost
-> Serial Disposal: Discard -> Discard or expend
-> Initial Disposal: +Ambush
-> Boosted Disposal: 2 -> 3 damage
Follow Through:
-> Sticky Follow Through: +Sticky
-> Pale Follow Through: 1 -> 0 cost
-> Rival's Follow Through: +Gain 2 combo next turn
Hemophage:
-> Initial Hemophage: +Ambush
-> Boosted Hemophage: 1 -> 2 health
-> Pale Hemophage: 2 -> 1 cost
Inside Fighting:
-> Initial Inside Fighting: +Ambush
-> Broad Inside Fighting: +On use, gain 2 combo
-> Pale Inside Fighting: 2 -> 1 cost
Ravenous:
-> Initial Ravenous: +Ambush
-> Pale Ravenous: 2 -> 1 cost
-> Boosted Ravenous: 8 -> 12 health
Resonance:
-> Boosted Resonance: 1 -> 2 resonance
-> Wide Resonance: 1 enemy -> All enemies
-> Pale Resonance: 2 -> 1 cost
-> Initial Resonance: +Ambush
Seeker:
-> Boosted Seeker: 6 -> 8 defense
-> Pale Seeker: 1 -> 0 cost
-> Mending Seeker: 3 -> 5 health
-> Visionary Seeker: +On use or discard, draw 1 card
Shadow Mastery:
-> Initial Shadow Mastery: +Ambush
-> Pale Shadow Mastery: 2 -> 1 cost
Viciousness:
-> Pale Viciousness: 1 -> 0 cost
-> Enduring Viciousness: --Expend
-> Thorny Viciousness: +On use, gain 3 counter
Waylay:
-> Stone Waylay: 8 -> 12 defense
-> Wide Waylay: 1 -> 2 cards
-> Loaded Waylay: 1 Blade Flash -> 2 Swift Blade Flash; Hand -> Draw pile
-> Spined Waylay: +Gain 4 counter
Wretched Strike:
-> Rooted Wretched Strike: 2-5 -> 5 base damage
-> Boosted Wretched Strike: 2-5 -> 3-7 base damage
Assault:
-> Enhanced Assault: Twice -> Thrice
-> Wide Assault: 1 -> 2 attacks
Relentless:
-> Pale Relentless: 2 -> 1 cost
-> Sticky Relentless: +Sticky
Terrorize:
-> Rooted Terrorize: 8 -> 12 damage
-> Mending Terrorize: 5 -> 8 health
Thirst:
->
->
Vital Strikes:
->
->
Fast Talk:
-> Clarity Fast Talk: 1-3 -> 6 damage; +Destroy [Modded: 6 -> 7 damage]
-> Pale Fast Talk: 1-3 -> 2-3 damage; +Spend 1 influence to cost 0
-> Visionary Fast Talk: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Inspirational Talk: +Gain 1 influence
-> Stone Fast Talk: +Gain 3 composure
-> Lucid Fast Talk: 1-3 -> 3-5 damage; +Expend
-> Tall Fast Talk: 1-3 -> 1-4 damage
Threaten:
-> Threaten of Clarity: 1-4 -> 8 damage; +Destroy
-> Mirrored Threaten: 1-4 -> 1-2 damage; +Attack twice
-> Visionary Threaten: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Boosted Threaten: 1-4 -> 3-4 damage
-> Lucid Threaten: +Gain 1 dominance [Modded: Lucid -> Dominant]
-> Lucid Threaten: 1-4 -> 5 damage; +Expend
-> Wide Threaten: +Spend 1 dominance to hit all enemy arguments
Deflection:
-> Boosted Deflection: 3 -> 4 composure
-> Visionary Deflection: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Wide Deflection: 3 -> 4 composure; +Targets all your arguments; +Expend
-> Deflection of Clarity: 3 -> 5 composure; +Restore 5 resolve; +Destroy [Modded: Restore -> Add]
-> Lucid Deflection: 3 -> 6 composure; +Expend
-> Guarding Deflection: 3 -> 2 composure; +Targets all your arguments
-> Diplomatic Deflection: +Gain 1 influence
-> Dominant Deflection: +Gain 1 dominance
Quick Thinking:
-> Promoted Thinking: Upgrade cards (vanilla)
-> Boosted Thinking: Improvise -> Improvise+
-> Grand Thinking: 1 -> 2 cost; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards
-> Sticky Thinking: +Sticky
-> Lucid Thinking: Upgrade cards (Enduring); +Card costs 0 until played; +Expend; +Replenish
-> Clarity Quick Thinking: --Improvise; +Gain up to 1 standard card permanently; +Destroy
Gruff
Boosted Gruff: 1 -> 2 flustered
Enduring Gruff: 0 -> 1 cost; +Replenish; --Expend
Carry Over
Boosted Carry Over: 1 -> 2 actions
Enduring Carry Over: 0 -> 1 cost; +Replenish; --Expend
Options
Boosted Options: 2 -> 3 cards
Enduring Options: 0 -> 1 cost; 2 -> 3 cards; +Replenish; --Expend
Withdrawn
Boosted Withdrawn: 3 -> 5 composure
Enduring Withdrawn: 0 -> 1 cost; +Replenish; --Expend
Observation
Tall Observation: 0-4 -> 0-6 damage
Enduring Observation: 0 -> 1 cost; 0-4 -> 0-5 damage; +Replenish; --Expend
Debate
Boosted Debate: 1-2 -> 2-3 damage
Enduring Debate: 0 -> 1 cost; 1-2 -> 2-3 damage; +Replenish; --Expend
Consideration
Boosted Consideration: 2 -> 3 composure
Enduring Consideration: 0 -> 1 cost; +Replenish; --Expend
Gossip
Boosted Gossip: 1 -> 2 bait
Enduring Gossip: 0 -> 1 cost; +Replenish; --Expend
Stammer
Boosted Stammer: 2 -> 3 vulnerability
Enduring Stammer: 0 -> 1 cost; +Replenish; --Expend
Sal's Instincts:
-> Diplomatic Instincts: Inspiration or Attitude -> Flatter, Compliment, or Attitude; Manipulation -> Diplomacy type
-> Hostile Instincts: Inspiration or Attitude -> Obtuse, Mean, or Inspiration; Manipulation -> Hostility type
Build Rapport:
-> Initial Rapport: +Ambush
-> Boosted Rapport: 2 -> 3 influence
-> Stone Rapport: 3 -> 5 composure
-> Twisted Rapport: 2 -> 4 influence; --Apply composure
-> Swift Rapport: 1 -> 0 cost; Only gain influence if you have no influence
-> Heshian Rapport: +Add 1 resolve; 3 -> 2 composure
Good Impression:
-> Boosted Impression: 5-7 -> 7-9 damage
-> Pale Impression: 1 -> 0 cost
-> Tall Impression: 5-7 -> 5-10 damage
-> Diplomatic Impression: +Gain 1 influence
-> Restored Impression: +Replenish
Intrigue:
-> Enhanced Intrigue: 3 -> 5 bonus damage
-> Sparing Intrigue: Spend -> If you have
-> Boosted Intrigue: 2-3 -> 3-4 base damage
Keep Cool:
-> Keep Composed: +First, apply 3 composure
-> Sticky Keep Cool: +Sticky
Plead:
-> Simple Plead: --Lose influence
-> Tall Plead: 0-3 -> 0-5 damage
-> Restored Plead: +Replenish
-> Boosted Plead: 0-3 -> 1-3 damage
codyfun  [developer] 11 Dec, 2022 @ 7:19am 
Setup:
-> Boosted Setup: Gain and lose 2 -> 3 influence
-> Pale Setup: Lose 2 -> 1 influence
-> Twisted Setup: Gain 2 -> 5 influence; Lose 2 -> All influence
-> Restored Setup: +Replenish
-> Initial Setup: +Ambush
Solid Point:
-> Strong Point: 1 -> 3 damage
-> Visionary Point: 1 -> 2 influence
-> Restored Point: +Replenish
-> Lucid Point: 1 -> 3 damage; 1 -> 2 influence; +Expend
Subtlety:
-> Rooted Subtlety: 3 -> 5 damage
-> Boosted Subtlety: 2 -> 3 cards
Abrupt Remark:
-> Visionary Remark: 1 -> 2 cards
-> Wide Remark: Enemy -> Any argument
-> Flexible Remark: Playable, 0 cost
Erupt:
-> Boosted Erupt: 2 -> 3 damage [Modded: 3 -> 4 damage]
-> Pale Erupt: 4 -> 3 cards
-> Flexible Erupt: Playable, 0 cost
Oppress:
-> Twisted Oppress: 1-4 -> 0-3 damage; 1 -> 2 dominance
-> Tall Oppress: 1-4 -> 1-8 damage
-> Boosted Oppress: 1-4 -> 2-6 damage
-> Visionary Oppress: +If target destroyed, gain 1 action
Brainstorm:
-> Boosted Brainstorm: 3 -> 4 cards
-> Stone Brainstorm: +Gain 2 composure
-> Lucid Brainstorm: 3 -> 5 cards; +Expend
-> Swift Brainstorm: 3 -> 2 cards; +Replenish
Seeds of Doubt:
-> Boosted Doubt: 2 -> 3 doubt
-> Visionary Doubt: +Draw 1 card
Aplomb:
-> Boosted Aplomb: 8 -> 12 composure
-> Pale Aplomb: 2 -> 1 influence
-> Swift Aplomb: 1 -> 0 cost
-> Visionary Aplomb: +Draw 1 card
-> Wide Aplomb: 8 -> 5 composure; +Targets all your arguments
Beguile:
-> Boosted Beguile: 3 -> 4 bonus damage
-> Tall Beguile: 4 -> 6 base damage
-> Swift Beguile: 2 -> 1 cost; 4 -> 1 base damage
-> Restored Beguile: +Replenish
Buying Time:
-> Lean Time: 2 -> 1 influence
-> Boosted Time: 1 -> 3 actions
Calm:
-> Boosted Calm: 2 -> 3 composure
-> Pale Calm: 1 -> 0 cost
-> Lucid Calm: 2 -> 5 composure; +Expend
Elucidate:
-> Focused Elucidate: Random -> Chosen argument
-> Enduring Elucidate: --Expend
-> Pale Elucidate: 1 -> 0 cost
-> Sticky Elucidate: +Sticky
Hard Facts:
-> Boosted Facts: 1 -> 2 bonus composure
-> Focused Facts: Random -> Chosen argument
-> Stone Facts: 2 -> 4 base composure
Ipso Facto:
-> Boosted Facto: 1 -> 2 influence
-> Flexible Facto: Playable, 0 cost
-> Wide Facto: Enemy -> Any argument
Level Playing Field:
-> Purified Playing Field: 2 -> 1 vulnerability
-> Boosted Playing Field: 3 -> 4 bonus damage
-> Visionary Playing Field: +Draw 1 card
-> Pale Playing Field: 1 -> 0 cost
Magnetic Charm:
-> Enhanced Charm: 2 -> 3 cards
-> Boosted Charm: +Gain 1 influence
Rapid Fire:
-> Maintained Fire: +Gain 1 influence
-> Boosted Fire: 2 -> 3 damage
-> Focus Fire: Random -> Chosen argument
Swift Rebuttal:
-> Boosted Rebuttal: 1-3 -> 3-5 damage
-> Visionary Rebuttal: 1 -> 2 cards
-> Wide Rebuttal: 1-3 -> 2-4 damage; Improvise -> Improvise+
-> Twisted Rebuttal: 1-3 -> 4-5 damage; Discard -> Draw pile
Bellow:
-> Tall Bellow: 1-2 -> 1-6 base damage
-> Rooted Bellow: 1-2 -> 4 base damage
-> Enhanced Bellow: 1-2 -> 1 base damage; 1 -> 2 bonus damage
-> Sticky Bellow: +Sticky
Bluster:
-> Twisted Bluster: Flustered -> Vulnerability
-> Boosted Bluster: 2 -> 4 flustered
-> Swift Bluster: 2 -> 1 cost; 8 -> 4 damage
-> Enhanced Bluster: 8 -> 12 damage
Browbeat:
-> Boosted Browbeat: 1-2 -> 2-3 damage
-> Extended Browbeat: +1 more attack
-> Sticky Browbeat: +Sticky
-> Lucid Browbeat: 1-2 -> 3-4 damage; +Expend
Domineer:
-> Pale Domineer: 3 -> 2 dominance
-> Visionary Domineer: +If you have 3 dominance, draw 2 cards
-> Boosted Domineer: 3 -> 5 damage
Evil Eye:
-> Pale Evil Eye: 1 -> 0 cost
-> Visionary Evil Eye: +Draw 1 card
-> Boosted Evil Eye: +Add 2 bonus damage
-> Dominant Evil Eye: +Gain 1 dominance
Heavy Handed:
-> Enhanced Heavy Handed: 1 -> 3 dominance; 1 -> All enemy arguments
-> Pale Heavy Handed: 1 -> 0 cost
Invective:
-> Boosted Invective: 1 -> 2 heated
-> Enduring Invective: --Expend
-> Pale Invective: 3 -> 2 cards
-> Flexible Invective: Playable, 1 cost
-> Grand Invective: 3 -> 4 cards; 1 -> 3 heated
Low Blow:
-> Thief's Low Blow: Remove -> Steal composure
-> Boosted Low Blow: 3-4 -> 4-7 damage
-> Sticky Low Blow: +Sticky
Menacing Air:
-> Pale Menacing Air: 3 -> 2 cost
-> Initial Menacing Air: +Ambush
-> Dominant Menacing Air: +On use, gain 2 dominance
Overbear:
-> Tall Overbear: 1-3 -> 1-5 damage
-> Enhanced Overbear: +Draw 1 card per argument
-> Mirrored Overbear: +1 more attack
-> Rooted Overbear: 1-3 -> 3 damage
Tyrannize:
-> Pale Tyrannize: 1 -> 0 cost
-> Enhanced Tyrannize: 2 -> 3 dominance
Veiled Anger:
-> Tall Anger: 0-3 -> 1-5 damage
-> Mirrored Anger: +Spend 1 dominance to attack twice
-> Rooted Anger: 0-3 -> 3 damage
Back Pedal:
-> Boosted Pedal: 5 -> 8 composure
-> Lucid Pedal: 1 -> Up to 2 cards
-> Wide Pedal: +Targets all your arguments
-> Visionary Pedal: +First, draw 1 card
Drain Resolve:
-> Boosted Drain: Lose 2 -> 4 resolve
-> Mending Drain: Gain 2 -> 4 resolve
-> Rooted Drain: Lose and gain 2 -> 3 resolve
-> Pale Drain: 1 -> 0 cost
-> Stone Drain: +Gain 4 composure
-> Initial Drain: +Ambush
-> Drain of Clarity: Lose and gain 2 -> 6 resolve; Expend -> Destroy
Entrapment:
-> Boosted Entrapment: 3 -> 4 bait
-> Pale Entrapment: 1 -> 0 cost
-> Enduring Entrapment: 3 -> 2 bait; --Expend
-> Stone Entrapment: +Apply 4 composure to bait
Ergo...:
-> Visionary Ergo...: 1 -> 2 cards
-> Boosted Ergo...: Improvise -> Improvise+
-> Twisted Ergo...: 1 -> 0 cost; Discard -> Draw pile
Exploit Weakness:
-> Pale Weakness: 1 -> 0 cost
-> Enduring Weakness: --Expend
Just the Facts:
-> The Boosted Facts: +Gain 1 smarts
-> The Visionary Facts: +Draw 1 card
-> The Stone Facts: +Gain 3 composure
-> The Sticky Facts: +Sticky
Know It All:
-> Boosted Know It All: 3 -> 4 smarts
-> Purified Know It All: --Gain vulnerability
-> Twisted Know It All: 3 -> 4 smarts; 1 vulnerability -> 2 flustered
-> Initial Know It All: +Ambush
-> Lucid Know It All: 3 -> 4 smarts; --Gain vulnerability; +Expend
-> Pale Know It All: 1 -> 0 cost
Non Sequitur:
-> Enduring Non Sequitur: --Expend
-> Pale Non Sequitur: 1 -> 0 cost
-> Sticky Non Sequitur: +Sticky
-> Initial Non Sequitur: +Ambush
Pure Style:
-> Boosted Style: 2 -> 3 cards
-> Sticky Style: +Sticky
Reconsider:
-> Pale Reconsider: 1 -> 0 cost
-> Visionary Reconsider: +Draw 1 card
-> Twisted Reconsider: 1 -> All your arguments and inceptions
Second Wind:
-> Pale Wind: 1 -> 0 cost
-> Visionary Wind: +Draw 1 card
Segue:
-> Enhanced Segue: Return 1 -> 2 cards
-> Visionary Segue: Draw 1 -> 2 cards
-> Pale Segue: 1 -> 0 cost
-> Improvised Segue: Draw -> Improvise
Tactical Mind:
-> Pale Mind: 1 -> 0 cost
-> Boosted Mind: 1 -> 2 cards
-> Initial Mind: +Ambush
White Lie:
-> Boosted Lie: 1 -> 2 doubt
-> Pale Lie: 1 -> 0 cost
Airtight:
-> Initial Airtight: +Ambush
-> Pale Airtight: 3 -> 2 cost
-> Boosted Airtight: 2 -> 3 composure
-> Wide Airtight: 2 -> 1 composure; Random -> all your arguments
-> Stone Airtight: +On use, gain 8 composure
Appeal to Reason:
-> Boosted Appeal: 4-6 -> 5-8 damage
-> Pale Appeal: 4 -> 3 cost
-> Grand Appeal: 4 -> 5 cost; 4-6 -> 6-10 damage
Calling in all Favors:
-> Tall Favors: +First, gain 1 influence
-> Short Favors: 3 -> 2 vulnerability
-> Pale Favors: 1 -> 0 cost
-> Twisted Favors: 3 vulnerability -> 2 flustered
-> Sticky Favors: +Sticky
Collected:
-> Flexible Collected: Playable, 0 cost
-> Boosted Collected: 3 -> 4 composure
-> Heshian Collected: +Add 1 resolve; 3 -> 2 composure
-> Twisted Collected: +Gain 1 influence; --Apply composure
codyfun  [developer] 11 Dec, 2022 @ 7:19am 
Empathy:
-> Initial Empathy: +Ambush
-> Boosted Empathy: 6 -> 10 resolve
-> Selfish Empathy: Enemy restores 6 -> 3 resolve
-> Stone Empathy: +Apply 5 composure to everyone's arguments
-> Swift Empathy: 1 -> 0 cost; 6 -> 5 resolve
Agitation:
-> Pale Agitation: 3 -> 2 cost
-> Boosted Agitation: 3 -> 4 arguments
-> Initial Agitation: +Ambush
-> Promoted Agitation: 1 -> 2 stacks per argument
-> Enduring Agitation: --Expend
Bulldoze:
-> Dominant Bulldoze: +On use, gain 1 dominance
-> Stone Bulldoze: +On use, gain 4 composure
-> Pale Bulldoze: 2 -> 1 cost
-> Initial Bulldoze: +Ambush
Caprice:
-> Twisted Caprice: Improvise -> Improvise+; 1 -> 2 cards; 1 -> 2 cost
-> Boosted Caprice: Upgrade cards
-> Wide Caprice: Improvise -> Improvise+
-> Pale Caprice: 1 -> 0 cost
Scorched Earth:
-> Pale Scorched Earth: 2 -> 1 cost
-> Boosted Scorched Earth: 2 -> 3 damage
-> Wide Scorched Earth: +Expend cards in hand
This Ends Now:
-> Pale This Ends Now: 2 -> 1 cost
-> Enduring This Ends Now: --Expend
-> Sticky This Ends Now: +Sticky
Clean Slate:
-> Boosted Slate: +Dismiss all enemy intents
-> Pale Slate: 2 -> 1 cost
-> Sticky Slate: +Sticky
Deceive:
-> Wide Deceive: Cards in hand -> All cards
-> Pale Deceive: 0-2 -> 0-1 assigned cost
-> Swift Deceive: 1 -> 0 cost
-> Visionary Deceive: +First, draw 1 card
Duplicity:
-> Enduring Duplicity: --Expend
-> Pale Duplicity: 1 -> 0 cost
-> Sticky Duplicity: +Sticky
Planning:
-> Boosted Planning: Draw 1 -> 2 cards
-> Improvised Planning: Draw -> Improvise
-> Enhanced Planning: Move 1 -> up to 2 cards
Recall:
-> Boosted Recall: 1 -> 2 cards
-> Pale Recall: 1 -> 0 cost
-> Initial Recall: +Ambush
Bolstered:
->
->
Enforcement:
->
->
Flash Badge:
->
->
Frisk:
->
->
Insider Information:
->
->
Oolo's Requisition:
-> Mending Oolo's Requisition: +Restore 10 resolve
->
Resilience:
->
->
Very Convincing:
->
->
Blast:
-> Charged Blast: +Spend 1 charge for 2 bonus damage
-> Induction Blast: +Gain 1 charge
-> Lucid Blast: 2-4 -> 7 damage; +Destroy [Modded: Lucid -> Clarity]
-> Visionary Blast: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Fiery Blast: +Apply 2 burn
-> Loaded Blast: +If fully charged, cost 0
-> Mirrored Blast: +Attack twice
-> Lucid Blast: 2-4 -> 5 damage; +Expend
Kick:
-> Kickochet: +Apply 1 ricochet
-> Pale Kick: +If empty, cost 1 less
-> Lucid Kick: 8 -> 14 damage; +Destroy [Modded: Lucid -> Clarity]
-> Visionary Kick: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Double Kick: 8 -> 5 damage; +Attack twice
-> Lucid Kick: 8 -> 11 damage; +Expend
Hair Trigger:
-> Enhanced Trigger: Up to 1 -> 2 charge, 2 -> 3 bonus damage each
-> Boosted Trigger: 2 -> 6 bonus damage
-> Rooted Trigger: 2-3 -> 5 base damage
-> Induction Trigger: +Gain 1 charge
-> Lucid Trigger: Up to 1 -> all charge, 2 -> 3 bonus damage each; +Expend
-> Clarity Hair Trigger: 2-3 -> 4 base damage Up to 1 -> all charge, 2 -> 3 bonus damage each; +Destroy
-> Visionary Trigger: +Replenish
Hunker Down:
-> Boosted Hunker Down: 3 -> 5 defense
-> Visionary Hunker Down: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Induction Hunker Down: +Gain 1 charge
-> Surging Hunker Down: +Gain 2 overcharge
-> Lucid Hunker Down: 3 -> 8 defense; +Destroy [Modded: Lucid -> Clarity]
-> Lucid Hunker Down: 3 -> 7 defense; +Expend
-> Charged Hunker Down: +Spend 1 charge for 3 bonus defense
Ammo Pouch:
-> Promoted Ammo Pouch: Upgrade cards (vanilla)
-> Boosted Ammo Pouch: Improvise -> Improvise+
-> Heavy Ammo Pouch: 1 -> 2 cost; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards
-> Sticky Ammo Pouch: +Sticky
-> Lucid Ammo Pouch: Upgrade cards (Enduring); +Card costs 0 until played; +Expend; +Replenish
-> Clarity Ammo Pouch: --Improvise; +Gain up to 1 standard card permanently; +Destroy
Spare Battery
Boosted Spare Battery: +Gain 2 defense
Enduring Spare Battery: 0 -> 1 cost; +Gain 2 defense; +Replenish; --Expend
Laser Sight
Focused Laser Sight: 2 -> 3 mark
Enduring Laser Sight: 0 -> 1 cost; 2 -> 3 mark; +Replenish; --Expend
Scour
Visionary Scour: 2 -> 3 cards
Enduring Scour: 0 -> 1 cost; 2 -> 3 cards; +Replenish; --Expend
Rat Shot
Boosted Rat Shot: 1 -> 2 impair
Enduring Rat Shot: 0 -> 1 cost; +Replenish; --Expend
Yote Shot
Boosted Yote Shot: 1 -> 2 wound
Enduring Yote Shot: 0 -> 1 cost; +Replenish; --Expend
Tracer Round
Boosted Tracer Round: 2 -> 3 burn
Enduring Tracer Round: 0 -> 1 cost; 2 -> 3 burn; +Replenish; --Expend
Flow
Boosted Flow: 1-2 -> 2-3 damage; 1 -> 2 overcharge
Enduring Flow: 0 -> 1 cost; 1 -> 2 overcharge; +Replenish; --Expend
Blowout
Boosted Blowout: 3-4 -> 4-8 damage; Add 1 -> 2 damage
Enduring Blowout: 0 -> 1 cost; +Replenish; --Expend
Deep Breath
Deeper Breath: 2 -> 4 concentration
Enduring Breath: 0 -> 1 cost; 2 -> 3 concentration; +Replenish; --Expend
Crank:
-> Induction Crank: 2 -> 3 charge
-> Stone Crank: 2 -> 4 defense
-> Overcharging Crank: +Gain 2 overcharge
-> Visionary Crank: +Replenish
-> Lucid Crank: 2 -> 3 charge; 2 -> 4 defense; +Expend
-> Crank of Clarity: 2 -> 4 charge; 2 -> 5 defense; +Destroy
Burner:
-> Boosted Burner: 2-3 -> 3-6 damage
-> Enhanced Burner: 2 -> 4 burn
Cauterize:
-> Rooted Cauterize: 2-5 -> 5 damage
-> Boosted Cauterize: 2 -> 3 scorched
-> Fiery Cauterize: +Apply 2 burn
Char:
-> Visionary Char: 1 -> 2 actions
-> Boosted Char: 2-3 -> 4-5 damage
Cheap Shot:
-> Very Cheap Shot: 5 -> 4 cost
-> Boosted Cheap Shot: 4-7 -> 5-10 damage
-> Not So Cheap Shot: 5 -> 6 cost; 4-7 -> 6-12 damage
Chimney:
-> Boosted Chimney: 2 -> 4 burn
-> Tall Chimney: 1-6 -> 1-8 damage
-> Enhanced Chimney: 2 -> 3 scorched
-> Rooted Chimney: 1-6 -> 4 damage; --Threshold
Clear Shot:
-> Tall Clear Shot: 1-6 -> 1-8 damage
-> Boosted Clear Shot: 1-6 -> 3-6 damage
-> Steady Clear Shot: +Gain 1 concentration per empty cell
-> Stone Clear Shot: +Gain 1 defense per empty cell
Crackle:
-> Inductive Crackle: 2 -> 3 charge
-> Boosted Crackle: 4 -> 6 damage
-> Tall Crackle: 4 -> 4-8 damage
Dugout:
-> Stone Dugout: 10 -> 14 defense
-> Purified Dugout: Wide open -> Exposed
-> Lucid Dugout: --Gain wide open; +Expend
Dynamo Round:
-> Efficient Dynamo Round: Consume all -> half overcharge
-> Boosted Dynamo Round: 3 -> 5 base damage
-> Enhanced Dynamo Round: 3 -> 2 base damage; 2 -> 3 bonus damage
Ego Rip:
-> Boosted Ego Rip: 2 -> 4 base damage
-> Enhanced Ego Rip: 2 -> 3 bonus damage
-> Tall Ego Rip: 2 -> 2-6 base damage
Gallery:
-> Twisted Gallery: No fully charged effect; 3 -> 4 damage; +Hit all enemies
-> Boosted Gallery: 2 -> 4 bonus damage
-> Rooted Gallery: 3 -> 5 base damage; --Bonus damage
Jolt:
-> Boosted Jolt: 4-6 -> 5-8 damage
-> Pale Jolt: 4 -> 3 cost
Pistol Whip:
-> Tall Pistol Whip: 4 -> 4-8 damage
-> Rooted Pistol Whip: 4 -> 6 damage
-> Enhanced Pistol Whip: +If empty, 3 bonus damage
Pulse:
-> Boosted Pulse: 2 -> 4 damage
-> Enhanced Pulse: 2 -> 3 ricochet
Quick Fire:
-> Rooted Quick Fire: 3-5 -> 6 base damage
-> Boosted Quick Fire: 3 -> 5 bonus damage
-> Enhanced Quick Fire: Up to 1 -> 2 charge
Reserve Round:
-> Pale Reserve Round: 3 -> 2 overcharge
-> Tall Reserve Round: 5-8 -> 5-10 damage
-> Rooted Reserve Round: 5-8 -> 7-8 damage
Sear:
-> Tall Sear: 1-4 -> 1-7 damage
-> Rooted Sear: 1-4 -> 4 damage
-> Heavy Sear: 1 -> 2 cost; 1-4 -> 4-7 damage
-> Enhanced Sear: +Apply 2 burn
-> Scorching Sear: +Apply 1 scorched
Searing Bullet:
-> Promoted Searing Bullet: Up to 3 -> 5 overcharge
-> Boosted Searing Bullet: 2-4 -> 4-6 damage
-> Tall Searing Bullet: 2-4 -> 4-8 damage
codyfun  [developer] 11 Dec, 2022 @ 7:19am 
Striker:
-> Tall Striker: 2-5 -> 2-7 damage
-> Boosted Striker: 2 -> 4 overcharge
-> Rooted Striker: 2-5 -> 4 damage; --Threshold
Sucker Punch:
-> Boosted Sucker Punch: 5 -> 7 base damage
-> Stifling Sucker Punch: 1 -> 2 impair
Surge Coil:
-> Rooted Surge Coil: 2-5 -> 5 damage
-> Boosted Surge Coil: 2-5 -> 3-7 damage
-> Focused Surge Coil: 2-5 -> 1-4 damage; Twice -> Thrice
Accelerant:
-> Boosted Accelerant: 2 -> 3 scorched and burn
-> Wide Accelerant: +Hit all enemies
-> Promoted Accelerant: 2 -> 4 burn
-> Pale Accelerant: 1 -> 0 cost
-> Initial Accelerant: +Ambush
-> Enduring Accelerant: --Expend; 2 -> 1 scorched
-> Twisted Accelerant: 2 -> 1 scorched; 2 -> 5 burn
Challenger:
-> Stone Challenger: 3 -> 5 defense
-> Thorny Challenger: +Gain 2 counter per enemy
-> Taunting Challenger: +Force all enemies to target you; 3 -> 5 defense; +Expend
-> Evasive Challenger: +If at least 2 enemies are targeting you, gain 1 evasion
Fully Loaded:
-> Stone Fully Loaded: 4 -> 6 defense
-> Spined Fully Loaded: 4 -> 6 counter
-> Boosted Fully Loaded: 4 -> 5 defense and counter
Posture:
-> Stone Posture: 3 -> 6 defense
-> Boosted Posture: 3 -> 5 concentration
-> Wide Posture: 3 -> 4 defense and concentration
-> Visionary Posture: +Draw 1 card
Release Valve:
-> Stone Release Valve: 2 -> 3 defense
-> Boosted Release Valve: +Gain 1 temp power per charge
Take Aim:
-> Maintained Aim: 2 -> 4 mark
-> Visionary Aim: 1 -> 2 cards
-> Wide Aim: 2 -> 1 mark; +Hit all enemies
-> Induction Aim: +Gain 1 charge
-> Swift Aim: --Draw; +Replenish
Tight Spot:
-> Stone Tight Spot: 8 -> 12 defense
-> Stable Tight Spot: --Burnout
-> Spined Tight Spot: +Gain 4 counter
-> Steady Tight Spot: +Gain 4 concentration
Vantage:
-> Visionary Vantage: 2 -> 3 cards
-> Boosted Vantage: +Gain 2 concentration
-> Swift Vantage: 1 -> 0 cost; 2 -> 1 card
Bolster Shot:
-> Rooted Bolster Shot: 3-5 -> 5 base damage
-> Tall Bolster Shot: 3-5 -> 3-8 base damage
Brain Burn:
-> Tall Brain Burn: 1-4 -> 1-6 damage
-> Boosted Brain Burn: +Apply 1 burn
Charged Barrage:
-> Rooted Barrage: 2-3 -> 4 damage
-> Boosted Barrage: Up to 3 -> 4 overcharge
Clean Open:
-> Rooted Clean Open: 2-5 -> 5 damage
-> Tall Clean Open: 2-5 -> 2-8 damage
-> Focused Clean Open: 2-5 -> 1-5 damage; Twice -> Thrice
-> Inductive Clean Open: 1 -> 2 charge
-> Pale Clean Open: +If empty, cost 0
-> Overcharging Clean Open: +Gain 1 overcharge
Cyclone:
-> Boosted Cyclone: 1 -> 4 base damage
-> Enhanced Cyclone: 4 -> 5 bonus damage
-> Efficient Cyclone: Remove -> Halve debuffs
Direct Hit:
-> Boosted Direct Hit: 3-4 -> 6-8 damage
-> Visionary Hit: 2 -> 3 cards
Double Time:
-> Pale Double Time: +If fully charged, cost 0
-> Boosted Double Time: 2-7 -> 2-10 damage
Fan The Hammer:
-> Visionary Hammer: +Draw 1 card per charge
-> Overcharging Hammer: +Gain 1 overcharge per charge
-> Rooted Hammer: 2-4 -> 4 damage
-> Stone Hammer: +Gain 1 defense per charge
Firestorm:
-> Boosted Firestorm: 2 -> 3 burn
-> Wide Firestorm: +Hit all enemies
-> Promoted Firestorm: 3-4 -> 5-6 damage
-> Enhanced Firestorm: +Apply 2 burn
Focused Strike:
-> Tall Focused Strike: 2-5 -> 2-8 damage
-> Boosted Focused Strike: 3 -> 5 concentration
Gemini:
-> Tall Gemini: 3-5 -> 3-8 damage
-> Rooted Gemini: 3-5 -> 5 damage
-> Focused Gemini: 3-5 -> 2-4 damage; Twice -> Thrice
Gunslinger:
-> Focused Gunslinger: 1-5 -> 1-4 damage; Twice -> Thrice
-> Boosted Gunslinger: 1-5 -> 3-7 damage
Lucky Shot:
-> Twisted Lucky Shot: Empty cell -> Charge
-> Boosted Lucky Shot: 1-3 -> 2-5 base damage
-> Enhanced Lucky Shot: 1-3 -> 1 base damage; 2 -> 3 bonus damage
Mantle:
-> Boosted Mantle: 2 -> 4 scorched
-> Enhanced Mantle: +Apply 3 burn
-> Pale Mantle: 2 -> 1 cost
-> Promoted Mantle: +2-5 damage
Oscillator:
-> Tall Oscillator: 2-5 -> 2-7 damage
-> Rooted Oscillator: 2-5 -> 4 damage
-> Boosted Oscillator: +Apply 2 ricochet
Overheater:
-> Boosted Overheater: 4-8 -> 6-10 damage
-> Loaded Overheater: +Replenish
-> Overcharging Overheater: +Gain 3 overcharge
-> Pale Overheater: +First, spend 1 overcharge to cost 1
Robo-kick:
-> Boosted Robo-Kick: 5 -> 8 damage
-> Enhanced Robo-Kick: Up to 2 -> 3 overcharge
-> Promoted Robo-Kick: +3 bonus damage per overcharge spent
-> Stifling Robo-Kick: +If you have overcharge, apply 1 impair
Suppressing Fire:
-> Promoted Suppressing Fire: 2 -> 3 defense
-> Boosted Suppressing Fire: 2-6 -> 4-8 damage
-> Swift Suppressing Fire: 2 -> 1 cost; 2-6 -> 2-4 damage
-> Spined Suppressing Fire: +Gain 1 counter per target
Trick Shot:
-> Boosted Trick Shot: 8 -> 12 counter
-> Enhanced Trick Shot: Threshold 8 -> 6
-> Rooted Trick Shot: 1-8 -> 3-8 damage
-> Tall Trick Shot: 1-8 -> 1-10 damage; Threshold 8 -> 9
Vent:
-> Boosted Vent: 5-8 -> 6-10 damage
-> Pale Vent: 4 -> 3 cost
-> Rooted Vent: 5-8 -> 8 damage
-> Fiery Vent: 5-8 -> 5-6 damage; +Apply 2 burn
-> Heavy Vent: 4 -> 5 cost; 5-8 -> 8-12 damage
Wounding Shot:
-> Boosted Wounding Shot: 4-5 -> 6-8 damage
-> Enhanced Wounding Shot: +Apply 1 wound
-> Tall Wounding Shot: 4-5 -> 4-10 damage
Zero:
-> Boosted Zero: 2-5 -> 4-7 damage
-> Enhanced Zero: 2 -> 3 wound
-> Tall Zero: 2-5 -> 2-9 damage
Arc Deflection:
-> Boosted Arc Deflection: 2 -> 3 defense
-> Thorny Arc Deflection: 2 -> 3 counter
-> Enhanced Arc Deflection: Up to 3 -> 4 overcharge
Blinders:
-> Pale Blinders: 2 -> 1 cost
-> Initial Blinders: +Ambush
-> Induction Blinders: +On use, gain max charge
Boat Anchor:
-> Stone Anchor: 8 -> 12 defense
-> Heavy Anchor: 1 -> 5 cost
-> Pale Anchor: 1 -> 0 cost
-> Loaded Anchor: +Replenish
Brain Tick:
-> Enhanced Brain Tick: 2 -> 3 health
-> Boosted Brain Tick: +3-8 damage
-> Efficient Brain Tick: Remove -> Halve debuffs
-> Stone Brain Tick: +Gain 2 defense per debuff
-> Steady Brain Tick: +Gain 1 concentration per debuff
Energy Loop:
-> Stable Energy Loop: --Burnout
-> Boosted Energy Loop: 2 -> 3 health
-> Stone Energy Loop: +Gain 2 defense per charge
Fistful:
-> Visionary Fistful: 2 -> 3 cards
-> Boosted Fistful: +Gain 1 charge
-> Overcharging Fistful: +Gain 1 overcharge per card
-> Spined Fistful: +Gain 2 counter per card
Fixed:
-> Boosted Fixed: 2 -> 3 fixed
-> Wide Fixed: 1 -> all enemies; +Expend
-> Stone Fixed: +Gain 3 defense
Gun Smoke:
-> Overcharged Gun Smoke: +Gain 2 overcharge
-> Pale Smoke: 1 -> 0 cost
-> Visionary Gun Smoke: +Draw 2 cards
-> Stone Smoke: +Gain 3 defense
-> Enduring Smoke: --Expend
Lever:
-> Stone Lever: 5 -> 7 defense
-> Surging Lever: 2 -> 3 overcharge
Lifeline:
-> Visionary Lifeline: 2 -> 3 cards
-> Inductive Lifeline: 1 -> 2 charge
-> Wide Lifeline: Always gain charge
Scanner:
-> Boosted Scanner: 2 -> 3 scanned
-> Precise Scanner: Random -> Chosen enemy
-> Pale Scanner: 1 -> 0 cost
-> Initial Scanner: +Ambush
-> Wide Scanner: 1 -> 2 enemies
Sentinel:
-> Stone Sentinel: 10 -> 15 defense
-> Induction Sentinel: 1 -> 2 charge
-> Swift Sentinel: 2 -> 1 cost; 10 -> 8 defense
Shill Shot:
-> Boosted Shill Shot: +Draw 1 card
-> Stone Shill Shot: +Gain 2 defense per charge
Spurs:
-> Boosted Spurs: 2 -> 3 counter
-> Stony Spurs: +Gain 1 defense per charge
Squeeze:
-> Visionary Squeeze: 2 -> 3 cards
-> Boosted Squeeze: Equal -> Double overcharge
-> Swift Squeeze: 1 -> 0 cost; 2 -> 1 card
-> Overcharging Squeeze: +Gain 2 overcharge
Take Cover:
-> Induction Cover: +Gain 1 charge
-> Spined Cover: +Gain 1 counter per empty cell
-> Stone Cover: 2 -> 3 defense
Telegraph:
-> Spined Telegraph: +Gain 1 counter per concentration
-> Stone Telegraph: 2 -> 3 concentration [Modded: Stone -> Steady]
-> Stone Telegraph: +Apply 4 defense
codyfun  [developer] 11 Dec, 2022 @ 7:19am 
Tremor:
-> Boosted Tremor: 1 -> 2 ricochet
-> Inductive Tremor: +Gain 1 charge
-> Enhanced Tremor: +1-3 damage; +If target has ricochet, apply 1 ricochet
-> Pale Tremor: 1 -> 0 cost
-> Initial Tremor: +Ambush
Cataclysm:
-> Boosted Cataclysm: 3 -> 5 base damage
-> Pale Cataclysm: 2 -> 1 cost
-> Enhanced Cataclysm: 3 -> 4 bonus damage
-> Efficient Cataclysm: Remove -> Halve debuffs
Ripper:
-> Tall Ripper: 3-6 -> 3-9 damage
-> Rooted Ripper: 3-6 -> 6 damage
Shock Therapy:
-> Boosted Shock Therapy: 2-3 -> 4-5 damage
-> Enhanced Shock Therapy: 3 -> 5 overcharge
-> Promoted Shock Therapy: 2-3 -> 1-2 damage; 1 -> 2 bonus damage
Amplifier:
-> Initial Amplifier: +Ambush
-> Pale Amplifier: 2 -> 1 cost
-> Fiery Amplifier: +On use, apply 2 burn to all enemies
Backfire:
-> Pale Backfire: 2 -> 1 cost
-> Initial Backfire: +Ambush
-> Heavy Backfire: 2 -> 3 cost; 1 -> 2 counter
Casings:
-> Pale Casings: 3 -> 2 cost
-> Initial Casings: +Ambush
-> Boosted Casings: 2 -> 3 defense
-> Stone Casings: +On use, gain 8 defense
-> Induction Casings: +On use, gain max charge
Garbage Day:
-> Visionary Garbage Day: +Draw 1 card
-> Boosted Garbage Day: +Gain 3 defense
-> Swift Garbage Day: 2 -> 1 cost; Equal -> Half cards; +Gain 1 defense
Induction:
-> Pale Induction: 2 -> 1 cost
-> Initial Induction: +Ambush
-> Overcharging Induction: +Gain 3 overcharge
Loader:
-> Visionary Loader: +Draw 1 card
-> Boosted Loader: +Gain 2 temp power
-> Overcharging Loader: +Gain 1 overcharge per charge
Muddle:
-> Initial Muddle: +Ambush
-> Pale Muddle: 2 -> 1 cost
-> Stone Muddle: 2 -> 3 defense
Offset:
-> Pale Offset: 2 -> 1 cost
-> Initial Offset: +Ambush
-> Boosted Offset: 2 -> 3 bonus damage
Psionic Storm:
-> Pale Psionic Storm: 2 -> 1 cost
-> Boosted Psionic Storm: 3 -> 5 cards
-> Initial Psionic Storm: +Ambush
-> Enduring Psionic Storm: --Expend
Readied:
-> Pale Readied: 2 -> 1 cost
-> Initial Readied: +Ambush
-> Boosted Readied: 2 -> 3 concentration
-> Ready Steadied: +On use, gain 4 concentration
-> Stone Readied: +On use, gain 5 defense
Scatterphase:
-> Pale Scatterphase: 2 -> 1 cost
-> Initial Scatterphase: +Ambush
-> Boosted Scatterphase: 2 -> 3 damage
Tank:
-> Pale Tank: 2 -> 1 cost
-> Initial Tank: +Ambush
-> Boosted Tank: 2 -> 3 counter
-> Spined Tank: +On use, gain 5 counter
Tempered:
-> Pale Tempered: 2 -> 1 cost
-> Initial Tempered: +Ambush
-> Stone Tempered: 2 -> 3 defense
Weak Points:
-> Pale Weak Points: 1 -> 0 cost
-> Enduring Weak Points: --Expend
-> Sticky Weak Points: +Sticky
Wildfire:
-> Boosted Wildfire: 1 -> 2 burn
-> Twisted Wildfire: Burn -> Scorched
Shovel:
-> Boosted Shovel: 2 -> 3 base damage; 2 -> 3 bonus damage
-> Stone Shovel: 2 -> 3 defense; +Gain 1 defense
-> Rooted Shovel: 2 -> 4 base damage; +Gain 2 defense
-> Sticky Shovel: +Sticky
Pleasantries:
-> Sifting Pleasantries: +Prepare 1 card
-> Cordial Pleasantries: +Gain 1 influence
-> Tall Pleasantries: 1-3 -> 1-5 damage
-> Visionary Pleasantries: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Speculative Pleasantries: +First, gamble
-> Decisive Pleasantries: +First, set coin; +Expend
-> Lucid Pleasantries: 1-3 -> 5-7 damage; +Destroy [Modded: Lucid -> Clarity]
-> Rigged Pleasantries: +Rig 1 head
-> Lucid Pleasantries: 1-3 -> 3-5 damage; +Expend
Grumble:
-> Strained Grumble: 1-3 -> 2-4 damage; +Discard 1 card
-> Assertive Grumble: +Gain 1 dominance
-> Rooted Grumble: 1-3 -> 3 damage
-> Visionary Grumble: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Speculative Grumble: +First, gamble
-> Decisive Grumble: +First, set coin; +Expend
-> Lucid Grumble: 1-3 -> 6 damage; +Destroy [Modded: Lucid -> Clarity]
-> Mirrored Grumble: 1-3 -> 2 damage; +Attack twice
-> Rigged Grumble: +Rig 1 snail
-> Lucid Grumble: 1-3 -> 4 damage; +Expend
Rationale:
-> Boosted Rationale: 3 -> 4 composure
-> Visionary Rationale: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Crown Rationale: +First, gamble; Only apply composure on heads, apply 5
-> Sluggish Rationale: +Rig 1 snail
-> Headstrong Rationale: +Rig 1 head
-> Foot Rationale: +First, gamble; Only apply composure on snails, apply 2 to all your arguments
-> Rationale of Clarity: 3 -> 10 composure; +Destroy
-> Lucid Rationale: 3 -> 7 composure; +Expend
-> Decisive Rationale: +First, set coin; +On heads, 3 bonus composure; +On snails, apply 2 composure to all your other arguments
Call it:
-> Decisive Call it: Gamble -> Set coin
-> Restored Call it: +Replenish
-> Initial Call it: +Ambush
-> Rigged Call it: +Rig 1
-> Lucid Call it: Gamble 1 -> 2 times; +Expend
-> Clarity Call it: Gamble 1 -> 3 times; +Destroy
Trickery:
-> Wide Trickery: Improvise -> Improvise+
-> Promoted Trickery: Upgrade cards (vanilla)
-> Grand Trickery: 1 -> 2 cost; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards
-> Sticky Trickery: +Sticky
-> Lucid Trickery: Upgrade cards (Enduring); +Card costs 0 until played; +Expend; +Replenish
-> Trickery of Clarity: --Improvise; +Gain up to 1 standard card permanently; +Destroy
Shifty
Visionary Shifty: +First, draw 1 card
Enduring Shifty: 0 -> 1 cost; +Replenish; --Expend
Sleight
Boosted Sleight: Draw 1 -> 2 cards
Enduring Sleight: 0 -> 1 cost; +Replenish; --Expend
Aloof
Boosted Aloof: 3 -> 4 composure
Enduring Aloof: 0 -> 1 cost; +Replenish; --Expend
Bank
Boosted Bank: 2 -> 3 bonus damage
Enduring Bank: 0 -> 1 cost; +Replenish; --Expend
Flipside
Twisted Flipside: Reverse -> Set coin
Enduring Flipside: 0 -> 1 cost; +Replenish; --Expend
Set
Boosted Set: Rig 1 -> 2
Enduring Set: 0 -> 1 cost; Rig 1 -> 2; +Replenish; --Expend
Agency:
-> Tall Agency: 1-3 -> 1-6 damage
-> Rooted Agency: 1-3 -> 4 damage
-> Mirrored Agency: 2 -> 3 arguments
Blank:
-> Enhanced Blank: 3 -> 5 bonus damage
-> Boosted Blank: 1-3 -> 2-4 base damage
-> Twisted Blank: Heads -> Snails; 3 -> 5 bonus damage
-> Decisive Blank: Gamble -> Set coin
Bluff:
-> Twisted Bluff: Heads -> Snails; +Replenish
-> Visionary Bluff: +Replenish
Decency:
-> Boosted Decency: 1 -> 2 cards
-> Enhanced Decency: 1 -> 2 influence
-> Swift Decency: --Draw; +Replenish
Dilemma:
-> Boosted Dilemma: 2-6 -> 2-8 damage
-> Pale Dilemma: 4 -> 3 cost
Dogged:
-> Tall Dogged: 2-6 -> 2-8 damage
-> Rooted Dogged: 2-6 -> 6 damage
Jabber:
-> Tall Jabber: 2-4 -> 2-6 damage
-> Diplomatic Jabber: 1 -> 2 influence
Praise:
-> Cordial Praise: 2 -> 3 influence
-> Boosted Praise: 1-4 -> 2-6 damage
-> Twisted Praise: 2 influence -> 3 dominance
Upright:
-> Tall Upright: 2-4 -> 2-7 damage
-> Rooted Upright: 2-4 -> 4 damage
Bottom Snail:
-> Visionary Bottom Snail: 1 -> 2 cards
-> Boosted Bottom Snail: 1 -> 2 dominance
-> Twisted Bottom Snail: Playable, 1 cost
-> Improvised Bottom Snail: Draw -> Improvise
Burn:
-> Tall Burn: 2 -> 2-4 damage
-> Boosted Burn: 2 -> 3 damage
-> Twisted Burn: 2 -> 3 damage; Snails -> Heads
-> Wide Burn: Always hit all enemies
Dig:
-> Boosted Dig: 3 -> 5 damage
-> Twisted Dig: Snails -> Heads; 3 -> 5 damage
Foul Mouth:
-> Boosted Foul Mouth: 2-4 -> 3-6 damage
-> Visionary Foul Mouth: +First, draw 1 card
-> Strained Foul Mouth: 2-4 -> 3-6 damage; 1 -> 2 cards
Grunt:
-> Boosted Grunt: 2-4 -> 3-5 base damage
-> Enhanced Grunt: 3 -> 5 bonus damage
Muck:
-> Focused Muck: Twice -> Thrice
-> Boosted Muck: 2 -> 4 damage
-> Twisted Muck: Snails -> Heads; 2 -> 4 damage
-> Decisive Muck: Gamble -> Set coin
Overwhelm:
-> Boosted Overwhelm: 1 -> 4 base damage
-> Enhanced Overwhelm: 1 -> 2 bonus damage
Rant:
-> Boosted Rant: 1 -> 2 dominance
-> Visionary Rant: +First, draw 1 card
-> Pale Rant: 1 -> 0 cost
codyfun  [developer] 11 Dec, 2022 @ 7:19am 
Raw:
-> Boosted Raw: +Draw 1 card
-> Strained Raw: +Discard 1 card
-> Mirrored Raw: Gamble 1 -> 2 times
-> Decisive Raw: Gamble -> Set coin
Slugstorm:
-> Boosted Slugstorm: 2 -> 4 damage
-> Wide Slugstorm: +On heads, do 1 damage to all enemy arguments
-> Twisted Slugstorm: Snails -> Heads; 2 -> 4 damage
Snag:
-> Boosted Snag: 1 -> up to 2 cards
-> Assertive Snag: +First, draw 1 card
-> Restored Snag: +Replenish
-> Initial Snag: +Ambush
Snail in the Pocket:
-> Pale Snail in the Pocket: 1 -> 0 cost
-> Visionary Snail in the Pocket: +First, draw 1 card
-> Decisive Snail in the Pocket: Set to snails -> Set
-> Strained Snail in the Pocket: 1 -> 2 cards
-> Sticky Snail in the Pocket: +Sticky
-> Rigged Snail in the Pocket: +Rig 1 snail
Trade:
-> Pale Trade: 2 -> 1 influence
-> Boosted Trade: 3 -> 4 dominance
Matter of Fact:
-> Pale Matter of Fact: 1 -> 0 cost
-> Sticky Matter of Fact: +Sticky
-> Boosted Matter of Fact: +4 damage
-> Efficient Matter of Fact: Lose -> Half; Equal -> Double
Blockade:
-> Boosted Blockade: 2 -> 4 composure
-> Twisted Blockade: Heads -> Snails; 2 -> 4 composure
Clear Head:
-> Rigged Clear Head: Rig 2 -> 4
-> Visionary Clear Head: +First, draw 1 card
Head Shot:
-> Boosted Head Shot: 3 -> 5 damage
-> Pale Head Shot: Gamble twice -> once
-> Visionary Head Shot: +Draw 1 card
Head Split:
-> Twisted Head Split: Heads -> Snails; 3 -> 5 damage
-> Boosted Head Split: 3 -> 5 damage
-> Wide Head Split: +On snails, do 2 damage to all enemy arguments
Head Turner:
-> Tall Head Turner: 1-4 -> 1-6 damage
-> Visionary Head Turner: +If prepared, draw 1 card
Obligation:
-> Boosted Obligation: +Gain 1 influence
-> Twisted Obligation: Influence -> Dominance; +Gain 1 dominance
-> Pale Obligation: +If prepared, cost 0
Pressure:
-> Tall Pressure: 1-3 -> 1-6 base damage
-> Boosted Pressure: 3 -> 5 bonus damage
Prominence:
-> Boosted Prominence: +Gamble
-> Twisted Prominence: Influence -> Dominance; +Gamble
Spotty:
-> Boosted Spotty: 1 -> 2 actions
-> Visionary Spotty: +Draw 1 card
-> Flexible Spotty: Drawn -> Played, 0 cost; +Sticky
-> Decisive Spotty: +Set coin
-> Sifting Spotty: +Prepare 1 card
-> Strained Spotty: +Discard up to 1 card
Venture:
-> Boosted Venture: +Rig 1 head
-> Enhanced Venture: Up to 2 -> 3 influence
-> Pale Venture: 1 -> 0 cost
-> Twisted Venture: Heads -> Snails; +Rig 1 snail
Weight:
-> Tall Weight: 3-5 -> 3-7 damage
-> Pale Weight: 4 -> 3 cost
Brute:
-> Boosted Brute: 2-3 -> 3-4 damage
-> Maintained Brute: +Gain 1 dominance
Disregard:
-> Enduring Disregard: --Expend
-> Pale Disregard: 1 -> 0 cost; 5 -> 7 cards
-> Sticky Disregard: +Sticky
Drawback:
-> Visionary Drawback: 2 -> 3 cards
-> Pale Drawback: 1 -> 2 reduced cost
Kicker:
-> Boosted Kicker: 3 -> 5 damage
-> Twisted Kicker: Playable, 1 cost
-> Wide Kicker: +Hit all enemy arguments
-> Visionary Kicker: +Draw 1 card
-> Improvised Kicker: Draw -> Improvise
Radula:
-> Rigged Radula: Rig 3 -> 4
-> Visionary Radula: 1 -> 2 cards
-> Swift Radula: --Draw; +Replenish
-> Improvised Radula: Draw -> Improvise
Reckless Insults:
-> Pale Reckless Insults: 2 -> 1 cost
-> Boosted Reckless Insults: 2 -> 3 damage
-> Maintained Reckless Insults: +Gain 1 dominance
Roughneck:
-> Twisted Roughneck: +1-3 damage; Heads <-> Snails
-> Boosted Roughneck: +1-3 damage
Seethe:
-> Boosted Seethe: 1 -> 2 heated
-> Visionary Seethe: +On discard, draw 1 card
-> Pale Seethe: 1 -> 0 cost
-> Twisted Seethe: +Unplayable; +On discard, create 1 heated
-> Focused Seethe: Draw pile -> Hand
Snail Hunt:
-> Rigged Snail Hunt: Rig 2 -> 3
-> Enhanced Snail Hunt: Improvise -> Improvise+
Vulgar:
-> Visionary Vulgar: 2 -> 3 cards
-> Boosted Vulgar: +Gamble
Ante:
-> Pale Ante: 1 -> 0 cost
-> Sticky Ante: +Sticky
-> Strained Ante: 2 -> 3 cards
-> Softened Ante: 2 -> up to 2 cards
Dead Draw:
-> Pale Dead Draw: 2 -> 1 cost
-> Twisted Dead Draw: 2 -> 1 cost; Heads -> Snails
-> Visionary Dead Draw: 2 -> 3 cards
Fallout:
-> Pale Fallout: 2 -> 1 cost
-> Initial Fallout: +Ambush
-> Boosted Fallout: 2 -> 3 damage
Gab:
-> Boosted Gab: Gamble 2 -> 3 times
-> Flexible Gab: Playable, 0 cost
Helmet:
-> Boosted Helmet: 3 -> 4 composure
-> Enhanced Helmet: Random -> All your arguments; 3 -> 2 composure
Jargon:
-> Boosted Jargon: 1 -> 2 composure
-> Wide Jargon: Random -> All your arguments
Prattle:
-> Focused Prattle: 3 -> 5 composure to target
-> Wide Prattle: 3 -> 2 composure to target; 1 -> 2 composure to all
Cash Out:
-> Boosted Cash Out: 2 -> 4 base damage
-> Enduring Cash Out: --Expend, damage resets on play
-> Pale Cash Out: 1 -> 0 cost
Compromise:
-> Initial Compromise: +Ambush
-> Enduring Compromise: --Expend
-> Pale Compromise: 2 -> 1 cost
-> Boosted Compromise: 1 -> 2 compromise
Final Favor:
-> Pale Final Favor: 1 -> 0 cost
-> Boosted Final Favor: +Apply 2 composure to all your arguments
Headbang:
-> Rooted Headbang: 3-8 -> 6 damage
-> Boosted Headbang: Gamble 1 -> 2 times
-> Twisted Headbang: 3-8 -> 3-10 damage; Heads -> Snails
-> Swift Headbang: 2 -> 1 cost; 3-8 -> 3-4 damage
-> Tall Headbang: 3-8 -> 3-10 damage
Strategy:
-> Pale Strategy: 2 -> 1 cost
-> Initial Strategy: +Ambush
-> Boosted Strategy: 2 -> 3 damage
Snail Bite:
-> Rooted Snail Bite: 1-4 -> 4 base damage
-> Tall Snail Bite: 1-4 -> 3-6 base damage
-> Swift Snail Bite: 2 -> 1 cost; 1-4 -> 1-2 base damage; Damage resets on play
Square Up:
-> Boosted Square Up: 2 -> 4 resolve
-> Pale Square Up: 2 -> 1 cost
-> Initial Square Up: +Ambush
Tantrum:
-> Boosted Tantrum: +Gain 2 dominance
-> Enhanced Tantrum: Up to 2 -> 3 cards
-> Pale Tantrum: 1 -> 0 cost
Do Over:
-> Final Do Over: Expend -> Destroy
-> Wide Do Over: 3 -> 5 cards
-> Pale Do Over: 2 -> 1 cost
-> Sticky Do Over: +Sticky
Foresight:
-> Initial Foresight: +Ambush
-> Pale Foresight: 1 -> 0 cost
-> Boosted Foresight: Rig 2 -> 3
Pinch:
-> Boosted Pinch: 4 -> 5 vanish
-> Initial Pinch: +Ambush
Red Herring:
-> Boosted Red Herring: 1 -> 2 diversion
-> Pale Red Herring: 2 -> 1 cost
-> Initial Red Herring: +Ambush
-> Speculative Red Herring: +Gamble
-> Headstrong Red Herring: +Rig 2 heads
-> Sluggish Red Herring: +Rig 2 snails
Spin:
-> Rooted Spin: 1-4 -> 3 damage
-> Tall Spin: 1-4 -> 1-6 damage
-> Boosted Spin: +Gamble
Stacked Deck:
-> Initial Stacked Deck: +Ambush
-> Pale Stacked Deck: 1 -> 0 cost
Blacklist:
-> Pale Blacklist: +If prepared, cost 1 less
-> Initial Blacklist: +Ambush
Bash:
-> Rooted Bash: 2-4 -> 4 damage
-> Biting Bash: +2 self-damage
-> Bash of Clarity: 2-4 -> 8 damage; +Destroy
-> Traumatic Bash: +Apply 2 trauma
-> Rapid Bash: 2-4 -> 3-4 damage; +Attack twice; +Restrained
-> Quenched Bash: +If you drank this turn, 4 bonus damage
-> Lucid Bash: 2-4 -> 6-8 damage; +Expend
-> Rolling Bash: 2-4 -> 1-2 base damage; +1 bonus damage per card played this turn
-> Six Pack Bash: +If you have at least 6 empty bottles, 6 bonus damage
-> Restored Bash: +Replenish
Dropkick:
-> Boosted Dropkick: 6 -> 8 damage
-> Biting Dropkick: 3 -> 2 self-damage twice
-> Quenched Dropkick: +If you drank this turn, 4 bonus damage
-> Dropkick of Clarity: 6 -> 16 damage; +Destroy
-> Heavy Dropkick: +Apply 2 trauma
-> Lucid Dropkick: 6 -> 11 damage; +Expend
-> Flying Dropkick: +Gain 1 evasion; +Expend
-> Restored Dropkick: +Replenish
codyfun  [developer] 11 Dec, 2022 @ 7:20am 
Toughen Up:
-> Easing Toughen Up: +Alleviate 2
-> Boosted Toughen Up: 3 -> 5 defense
-> Quenched Toughen Up: +If you drank this turn, 3 bonus defense
-> Rolling Toughen Up: 3 -> 2 base defense; +1 bonus defense per card played this turn
-> Excited Toughen Up: +Gain 2 adrenaline
-> Toughen Up of Clarity: 3 -> 10 defense; +Destroy
-> Lucid Toughen Up: 3 -> 7 defense; +Expend
-> Restored Toughen Up: +Replenish
Smith's Arsenal:
-> Smith's Hammer: Hammer Throw or Bottle Smash -> Maul or One One One [Modded -s: Maul or One One One -> Maul, One One One, or Bottle Smash]
-> Smith's Bottle: Hammer Throw or Bottle Smash -> Fracture or Slam [Modded -s: Fracture or Slam -> Fracture, Slam, or Hammer Throw]
Smith's Flask:
-> Smith's Boosted Flask: Upgrade cards (vanilla)
-> Smith's Wide Flask: Improvise -> Improvise+; Chug -> Wide Chug
-> Smith's Heavy Flask: 1 -> 2 cost; Drink 1 -> 2; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards; Boosted Chug -> Heavy Chug
-> Smith's Sticky Flask: +Sticky
-> Smith's Lucid Flask: Upgrade cards (Enduring); +Card costs 0 until played; Chug -> Lucid Chug; +Expend; +Replenish
-> Smith's Final Flask: --Improvise; +Gain up to 1 standard card permanently; +Destroy
Green Juice:
Boosted Green Juice: Alleviate 4 -> 6
Enduring Green Juice: 0 -> 1 cost; +Replenish; --Expend
Murder Bay Blaster:
Pale Murder Bay Blaster: 1 -> 0 cost
Enduring Murder Bay Blaster: +Gain 1 Exert; +Replenish; --Expend
Hair of the Vroc:
Boosted Hair of the Vroc: 2 -> 3 adrenaline
Enduring Hair of the Vroc: 0 -> 1 cost; +Replenish; --Expend
Big Brain:
Visionary Big Brain: 2 -> 3 cards
Enduring Big Brain: 0 -> 1 cost; +Replenish; --Expend
Stack:
Boosted Stack: 3 -> 4 damage
Enduring Stack: 0 -> 1 cost; +Replenish; --Expend
Chug:
Boosted Chug: Upgrade cards (vanilla)
Wide Chug: Improvise -> Improvise+; Chug -> Wide Chug
Heavy Chug: 0 -> 1 cost; Drink 1 -> 2; Improvise -> Improvise+; Upgrade cards (vanilla); 1 -> 2 cards; --Chug recursion
Lucid Chug: Upgrade cards (Enduring); +Card costs 0 until played; Chug -> Lucid Chug
Kra'deshi Collider:
Boosted Kra'deshi Collider: 2 -> 2 self-damage twice
Enduring Kra'deshi Collider: 0 -> 1 cost; 2 -> 2 self-damage twice; +Replenish; --Expend
Shrokian Pepper Shot:
Boosted Shrokian Pepper Shot: 1 -> 2 impair
Enduring Shrokian Pepper Shot: 0 -> 1 cost; +Replenish; --Expend
Rumble:
Boosted Rumble: 2 -> 3 trauma
Enduring Rumble: 0 -> 1 cost; +Replenish; --Expend
Bottle Hurl:
-> Boosted Bottle Hurl: 5 -> 8 damage
-> Pale Bottle Hurl: 2 -> 1 empty bottle
-> Tall Bottle Hurl: 5 -> 5-10 damage
Cheers:
-> Boosted Cheers: Drink 1 -> 2
-> Rooted Cheers: 3-6 -> 6 damage
Deal:
-> Tall Deal: 2-4 -> 2-6 damage
-> Enhanced Deal: 2 -> 3 adrenaline
Freebie:
-> Tall Freebie: 4 -> 4-8 damage
-> Rooted Freebie: 4 -> 6 damage
-> Broken Freebie: 2 -> 1 empty bottle
Headbutt:
-> Softened Headbutt: 4 -> 3 self-damage
-> Stifling Headbutt: 2 -> 3 impair
-> Boosted Headbutt: 4-6 -> 6-8 damage
Inspirational Blow:
-> Boosted Inspirational Blow: 3-5 -> 4-6 damage
-> Visionary Blow: 2 -> 3 cards
-> Rooted Inspirational Blow: 3-5 -> 5 damage; --Threshold
Kiss the Fists:
-> Mirrored Kiss the Fists: Twice -> Thrice
-> Boosted Kiss the Fists: 2-3 -> 4-6 damage
Long Night:
-> Boosted Long Night: 4-6 -> 5-8 damage
-> Gulping Long Night: Drink 2 -> 3
Nerve Strike:
-> Boosted Nerve Strike: 2-6 -> 3-7 damage
-> Focused Nerve Strike: 2 -> 4 impair
Rib Cracker:
-> Wide Rib Cracker: 3-5 -> 2-4 damage; +Hit all enemies
-> Boosted Rib Cracker: 3-5 -> 4-6 damage; 1 -> 2 wound
Ruthless:
-> Boosted Ruthless: 3 -> 5 bonus damage
-> Rooted Ruthless: 3-5 -> 6 base damage
Smash:
-> Softened Smash: 4 -> 2 self-damage
-> Boosted Smash: 6-8 -> 8-10 damage
-> Pale Smash: 2 -> 1 cost
Splinter:
-> Boosted Splinter: 5-7 -> 8 damage
-> Aimed Splinter: Random -> Chosen enemy
-> Stifling Splinter: 2 -> 3 impair
Back Stretch:
-> Stony Back Stretch: +Gain 3 defense
-> Boosted Back Stretch: Alleviate 5 -> 8
Chest Pound:
-> Biting Chest Pound: 5 -> 2 self-damage twice
-> Boosted Chest Pound: 1 -> 2 power
Clean House:
-> Softened Clean House: 3 -> 2 self-damage
-> Wide Clean House: Up to 3 -> any cards
Down the Hatch:
-> Boosted Down the Hatch: Drink 2 -> 4
-> Visionary Down the Hatch: 1 -> 2 cards
Fire Breather:
-> Gulping Fire Breather: Drink 1 -> 2
-> Boosted Fire Breather: 2 -> 3 adrenaline
Hole Up:
-> Stone Hole Up: 6 -> 9 defense
-> Twisted Hole Up: +On use, apply 3 defense [Modded: Twisted -> Wide]
-> Twisted Hole Up: +On use, apply 5 defense; 6 -> 4 defense next turn
Mouthwash:
-> Visionary Mouthwash: 1 -> 2 cards
-> Boosted Mouthwash: Drink 1 -> 2
-> Swift Mouthwash: --Draw; +Replenish
Nap:
-> Stone Nap: 4 -> 6 defense
-> Visionary Nap: 2 -> 3 cards
Push It:
-> Visionary Push It: 2 -> 3 cards
-> Split Push It: 5 damage -> 3 self-damage twice
-> Swift Push It: 2 -> 1 card; 5 -> 4 self-damage; +Replenish
Rubble:
-> Visionary Rubble: +First, draw 2 cards
-> Stone Rubble: 3 -> 4 defense
Shelve:
-> Sticky Shelve: +Sticky
-> Visionary Shelve: +First, draw 1 card
-> Boosted Shelve: 1 -> up to 2 cards
Snelleck's Finest:
-> Enduring Snelleck's Finest: --Expend; 5 -> 3 moxie
-> Boosted Snelleck's Finest: 5 -> 8 moxie
-> Swift Snelleck's Finest: 1 -> 0 cost; 5 -> 4 moxie
Swig:
-> Mirrored Swig: Gain buff once -> Twice
-> Boosted Swig: 2 -> 4 moxie; 2 -> 4 adrenaline; 4 -> 8 defense; 1 -> 2 power
Batter Up:
-> Boosted Batter Up: 3 -> 4 empty bottles
-> Stifling Batter Up: 1 -> 2 impair
-> Savage Batter Up: 2 -> 3 bleed
-> Swift Batter Up: 1 -> 0 cost; 3 -> 4 empty bottles; -1 less attack
Body Blow:
-> Rooted Body Blow: 2-4 -> 4 damage
-> Tall Body Blow: 2-4 -> 2-6 damage
Bonkers:
-> Broken bonkers: 2 -> 1 empty bottles
-> Boosted Bonkers: 7-9 -> 10 damage
Conquer:
-> Focused Conquer: Half -> Equal
-> Boosted Conquer: 4 -> 7 base damage
Desperation:
-> Boosted Desperation: 10-12 -> 12-14 damage
-> Pale Desperation: 50% -> 65% health
Entire Supply:
-> Pale Entire Supply: 2 -> 1 cost
-> Boosted Entire Supply: 2 -> 4 base damage
Fold 'em:
-> Boosted Fold 'em: 1-6 -> 3-6 damage
-> Enhanced Fold 'em: 2 -> 3 wound
Frenzy:
-> Boosted Frenzy: 1 -> 2 bonus damage
-> Lasting Frenzy: Until played -> This battle
Hammer Down:
-> Boosted Hammer Down: Double -> Triple damage
-> Pale Hammer Down: 2 -> 1 cost
Hammer Swing:
Hammer Swing II
Hammer Swing III
Hammer Swing IV
-> Swift Hammer Swing: 2 -> 1 cost
Swift Hammer Swing II
Swift Hammer Swing III
Swift Hammer Swing IV
-> Rooted Hammer Swing: 2 -> 4 damage
Rooted Hammer Swing II: 2 -> 4 damage
Rooted Hammer Swing III: 4 -> 6 damage
Rooted Hammer Swing IV
Hold 'em:
-> Tall Hold 'em: 2-4 -> 2-6 damage
-> Enhanced Hold 'em: 4 -> 6 moxie
Hurricane:
-> Boosted Hurricane: 3 -> 4 empty bottles
-> Traumatic Hurricane: 1 -> 2 trauma
-> Swift Hurricane: 1 -> 0 cost; 3 -> 4 empty bottles; -1 less attack
Knuckle Down:
-> Boosted Knuckle Down: 2 -> 3 damage
-> Pale Knuckle Down: 2 -> 1 cost
Kra'deshi Cup:
Kra'deshi Cup II
Kra'deshi Cup III
Kra'deshi Cup IV
-> Pale Kra'deshi Cup: 2 -> 1 cost
Pale Kra'deshi Cup II
Pale Kra'deshi Cup III
Pale Kra'deshi Cup IV
Raise:
-> Boosted Raise: 2-6 -> 3-7 damage
-> Wide Raise: 2-6 -> 1-5 damage; 1 -> 2 cards
Rampart:
-> Stone Rampart: 6 -> 10 defense
-> Boosted Rampart: 3-5 -> 5-7 damage
-> Swift Rampart: 2 -> 1 cost; 6 -> 5 defense
codyfun  [developer] 11 Dec, 2022 @ 7:20am 
Right in the Face:
-> Boosted Right in the Face: 4 -> 6 damage
-> Wide Right in the Face: 3 -> 4 empty bottles
-> Tall Right in the Face: 4 -> 4-8 damage
-> Swift Right in the Face: 1 -> 0 cost; 3 -> 4 empty bottles; -1 less attack
Shatter:
-> Broken Shatter: 2 -> 1 empty bottle
-> Boosted Shatter: 3-5 -> 5-7 damage
Slug Smash:
-> Boosted Slug Smash: 0 -> 3 damage
-> Soothing Slug Smash: +Alleviate 5
The Gamble:
-> Tall Gamble: 1-4 -> 1-5 damage
-> Visionary Gamble: +On threshold 4, draw 1 card
The Sledge:
-> The Stifling Sledge: 2 -> 3 impair
-> The Rooted Sledge: 3-5 -> 5 damage
-> The Tall Sledge: 3-5 -> 3-7 damage
Bottomless Vial:
-> Gulping Bottomless Vial: Drink 1 -> 3
-> Healing Bottomless Vial: 3 -> 4 moxie
Callus:
-> Pale Callus: 1 -> 0 cost
-> Visionary Callus: +First, draw 2 cards
Cavalcade:
-> Lasting Cavalcade: 1 -> 2 attacks
-> Boosted Cavalcade: +Gain 4 defense
Duck!:
-> Stable Duck!: --Burnout
-> Pale Duck!: 1 -> 0 cost
Dumpster Dive:
-> Visionary Dumpster Dive: Draw 2 -> 3 cards
-> Boosted Dumpster Dive: 3 -> 4 empty bottles
Endless Supply:
-> Wide Supply: Up to 4 -> any cards
-> Visionary Supply: +First, draw 3 cards
Gulper:
-> Visionary Gulper: 2 -> 3 cards
-> Boosted Gulper: +Drink 2
High Stakes:
-> Pale High Stakes: 2 -> 1 cost
-> Stone Stakes: 2 -> 3 defense
-> Initial High Stakes: +Ambush
Intensify:
-> Pale Intensify: 1 -> 0 cost
-> Enduring Intensify: --Expend
Meditation:
Meditation II
Meditation III
Meditation IV
-> Swift Meditation: 2 -> 1 cost
Swift Meditation II
Swift Meditation III
Swift Meditation IV
-> Stone Meditation: +Gain 3 defense
Stone Meditation II: +Gain 2 defense
Stone Meditation III: +Gain 1 defense
Packrat:
-> Initial Packrat: +Ambush
-> Boosted Packrat: 1 -> 2 empty bottles
-> Pale Packrat: 1 -> 0 cost
Pivot:
-> Boosted Pivot: 4 -> 6 adrenaline
-> Soothing Pivot: --Gain defense; +Alleviate equal to adrenaline spent
Power Through:
-> Pale Power Through: 1 -> 0 cost
-> Enduring Power Through: --Expend
Power Trip:
-> Pale Power Trip: 1 -> 0 cost
-> Boosted Power Trip: 1 -> 2 base adrenaline
Recycle:
-> Boosted Recycle: 3 -> 4 empty bottles
-> Healing Recycle: 2 -> 3 health
Reduce:
-> Stone Reduce: 3 -> 4 defense
-> Wide Reduce: 3 -> 4 empty bottles
Reuse:
-> Pale Reuse: 1 -> 0 cost
-> Boosted Reuse: +Draw 1 card
Scream:
-> Softened Scream: 3 -> 2 self-damage
-> Boosted Scream: 3 -> 4 adrenaline
Shrewd:
-> Boosted Shrewd: +Gain 4 defense
-> Thorny Shrewd: +Gain 5 counter
Stoke:
-> Boosted Stoke: 5 -> 7 adrenaline
-> Pale Stoke: 1 -> 0 cost
The Pinto Pour:
-> The Fortified Pinto Pour: 2 -> 3 power
-> The Pale Pinto Pour: Cost 1 -> 0
-> The Gulping Pinto Pour: Drink 1 -> 3
The Rust Bucket:
-> Stone Rust Bucket: 5 -> 8 defense
-> Gulping Rust Bucket: Drink 2 -> 3
Tracer:
-> Boosted Tracer: 2 -> 4 tracer
-> Stone Tracer: +Gain 5 defense
Bio-strike:
-> Rooted Bio-strike: 4-6 -> 6 damage
-> Tall Bio-strike: 4-6 -> 4-10 damage
Jackpot:
-> Boosted Jackpot: 2-5 -> 4-6 damage
-> Pale Jackpot: 2 -> 1 cost
Mean Streak:
-> Tall Mean Streak: 1-5 -> 1-7 damage
-> Boosted Mean Streak: 1-5 -> 3-5 damage
Obliterate:
-> Pale Obliterate: 2 -> 1 cost
-> Boosted Obliterate: 10-12 -> 16-18 damage
The Pain Train:
-> The Rooted Pain Train: 8-14 -> 15 damage
-> The Pale Pain Train: 1 -> 2 reduced cost
Blood Flow:
-> Boosted Blood Flow: +First, gain 3 moxie
-> Pure Blood Flow: --Exert
Certainty:
-> Pale Certainty: 2 -> 1 cost
-> Initial Certainty: +Ambush
Fortitude:
-> Boosted Fortitude: 2 -> 3 adrenaline
-> Stone Fortitude: +Gain defense equal to double adrenaline spent
Gumption:
-> Pale Gumption: 1 -> 0 cost
-> Enduring Gumption: 1 -> 2 cost; --Expend
Juicer:
-> Enduring Juicer: --Expend
-> Pale Juicer: 1 -> 0 cost
Masochist:
-> Pale Masochist: 2 -> 1 cost
-> Boosted Masochist: 1 -> 2 adrenaline
-> Initial Masochist: +Ambush
Protective Procedure:
-> Pale Protective Procedure: 2 -> 1 cost
-> Initial Protective Procedure: +Ambush
Raw Power:
-> Pale Raw Power: 1 -> 0 cost
-> Enduring Raw Power: --Expend
Soothing Concoctions:
-> Pale Soothing Concoctions: 3 -> 2 cost
-> Initial Soothing Concoctions: +Ambush
Thickness:
-> Stone Thickness: +First, gain 5 defense
-> Regenerating Thickness: +First, gain 3 moxie
Tough and Angry:
-> Stone Tough and Angry: 2 -> 6 base defense
-> Boosted Tough and Angry: 1 -> 2 bonus defense
Damnation:
-> Enduring Damnation: --Expend
-> Long Damnation: 4 -> 6 stacks
Sacrifice:
-> Softened Sacrifice: 5 -> 4 damage
-> Boosted Sacrifice: +Gain 1 power
Brag:
-> Rooted Brag: 1-3 -> 3 damage
-> Tall Brag: 1-3 -> 1-5 damage
-> Lucid Brag: 1-3 -> 5 damage; +Expend
-> Visionary Brag: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Famous Brag: +Gain 2 renown
-> Brag of Clarity: 1-3 -> 7 damage; +Destroy
Name Drop:
-> Prestigious Name Drop: 2 -> 3 renown
-> Stone Name Drop: --Draw; +Apply 4 composure to renown
-> Visionary Name Drop: 1 -> 2 cards
-> Twisted Name Drop: --Draw; +Deal damage equal to random enemy argument equal to half renown
-> Improvised Name Drop: Draw -> Improvise
-> Initial Name Drop: +Ambush
-> Lucid Name Drop: 2 -> 4 renown; +Expend
-> Clarity Name Drop: 2 -> 4 renown; +Apply 4 composure to renown; +Destroy
-> Swift Name Drop: --Draw; +Replenish
Bully:
-> Rooted Bully: 1-2 -> 2 damage
-> Tall Bully: 1-2 -> 1-3 damage
-> Lucid Bully: 1-2 -> 5 damage; +Expend
-> Bully of Clarity: 1-2 -> 8 damage; +Destroy
-> Mirrored Bully: +Attack twice
-> Visionary Bully: +Draw 1 card [Modded -n: --Draw; +Replenish]
Bewilder:
-> Stone Bewilder: 3 -> 5 composure
-> Visionary Bewilder: +Draw 1 card [Modded -n: --Draw; +Replenish]
-> Lucid Bewilder: 3 -> 7 composure; +Expend
-> Bewilder of Clarity: 3 -> 10 composure; +Destroy
-> Wide Bewilder: 3 -> 2 composure; +Targets all your arguments
-> Famous Bewilder: +Gain 2 renown
Nepotism:
-> Courtly Nepotism: Self Promotion or Clout -> Buffer or Compel; Manipulation -> Diplomacy type [Modded -s: Buffer or Compel -> Buffer, Compel, or Clout]
-> Degrading Nepotism: Self Promotion or Clout -> Notion or Overturn; Manipulation -> Hostility type [Modded -s: Notion or Overturn -> Notion, Overturn, or Self Promotion]
Influencer:
-> Pale Influencer: Renowned 2 -> 1
-> Boosted Influencer: 3 -> 5 bonus damage
-> Rooted Influencer: 2-3 -> 4 base damage
Networker:
-> Visionary Networker: 2 -> 3 cards
-> Pale Networker: Renowned 2 -> 1
-> Boosted Networker: 4 -> 6 damage
Save Face:
-> Stone Save Face: 5 -> 7 composure
-> Pale Save Face: 2 -> 1 renown
-> Swift Save Face: 1 -> 0 cost
Classic Smith:
-> Promoted Smith: Upgrade cards
-> Pale Smith: 1 -> 0 cost
Crass:
-> Boosted Crass: 2 -> 3 dominance
-> Pure Crass: --Gain vulnerability
Degrade:
-> Boosted Degrade: 1 -> 2 damage
-> Mirrored Degrade: +Attack twice
-> Visionary Degrade: +If targeting your argument, gain 1 action
Goon:
-> Mirrored Goon: 1 -> 2 arguments
-> Pale Goon: 1 -> 0 cost
-> Boosted Goon: 1 -> 2 bruiser
-> Initial Goon: +Ambush
Quip:
-> Enduring Quip: --Expend
-> Pale Quip: 1 -> 0 cost
-> Boosted Quip: 3 -> 6 quip
-> Initial Quip: +Ambush
Amplify:
-> Boosted Amplify: 2 -> 3 bonus damage
-> Wide Amplify: 1 -> up to 2 cards
-> Sticky Amplify: +Sticky
Associates:
-> Boosted Associates: +Gain 3 renown
-> Pale Associates: 1 -> 0 cost
Ditch:
-> Boosted Ditch: 2 -> 3 renown
-> Visionary Ditch: +First, draw 2 cards
Fall Guy:
-> Stone Fall Guy: 3 -> 5 composure
-> Focused Fall Guy: Random -> Chosen argument
Go Between:
-> Pale Go Between: 1 -> 0 cost
-> Enduring Go Between: --Expend
codyfun  [developer] 11 Dec, 2022 @ 7:20am 
Pursue:
-> Boosted Pursue: 2 -> 3 bonus damage
-> Seeking Pursue: Improvise -> Improvise+
Ransack:
-> Precise Ransack: 0 -> 1 cost; Discard random -> Chosen cards
-> Visionary Ransack: Draw 3 -> 4 cards
-> Swift Ransack: Draw 3 -> 2 cards; +Replenish
Scapegoat:
-> Pale Scapegoat: 1 -> 0 cost
-> Biting Scapegoat: +Do 2 damage
Standing:
-> Stone Standing: 3 -> 5 bonus composure
-> Pale Standing: Renowned 3 -> 2
Turnabout:
-> Boosted Turnabout: +Apply 2 composure to all your arguments
-> Pale Turnabout: 1 -> 0 cost
Consolidate:
-> Pale Consolidate: 3 -> 2 renown
-> Boosted Consolidate: 2 -> 3 resolve
Contacts:
-> Rooted Contacts: 2-4 -> 4 damage
-> Tall Contacts: 2-4 -> 2-6 damage
-> Grand Contacts: 1 -> 2 cost; 2-4 -> 6-8 damage
-> Prestigious Contacts: +Gain 2 renown
Executive:
-> Pale Executive: Renowned 5 -> 4; Renowned 10 -> 8
-> Boosted Executive: 3-4 -> 4-5 damage
Fame:
-> Planned Fame: 1-2 -> 4-5 base damage
-> Boosted Fame: 2 -> 3 bonus damage
Incredulous:
-> Famous Incredulous: 3 -> 5 renown
-> Pure Incredulous: --If you have renown
Know a Guy:
-> Boosted Know a Guy: 2 -> 4 renown
-> Twisted Know a Guy: --Gain composure; +Deal damage to enemy core argument equal to renown
All Out:
-> Boosted All Out: 2 -> 3 cards
-> Softened All Out: 2 -> 1 defenseless
Barrage:
-> Wide Barrage: 2 -> 3 targets
-> Boosted Barrage: 2 -> 3 damage
-> Focused Barrage: --Blind
Chase:
-> Rooted Chase: 2-4 -> 4 damage
-> Tall Chase: 2-4 -> 2-6 damage
Dominion:
-> Pale Dominion: 1 -> 0 cost
-> Boosted Dominion: Spend up to 3 -> 5 renown
Double Entendre:
-> Rooted Entendre: 1-3 -> 3 damage
-> Tall Entendre: 1-3 -> 1-5 damage
-> Stone Entendre: +Apply 2 composure to all your arguments
-> Grand Entendre: 1 -> 2 cost; 1-3 -> 4-6 damage
Escalate:
-> Softened Escalate: 2 -> 1 vulnerability
-> Pale Escalate: 1 -> 0 cost
Hot Air:
-> Boosted Hot Air: 3 -> 5 bonus damage
-> Enduring Hot Air: --Expend
-> Initial Hot Air: +Ambush
-> Pale Hot Air: 1 -> 0 cost
-> Mirrored Hot Air: 1 -> 2 arguments
Instigate:
-> Enduring Instigate: --Expend
-> Pale Instigate: 1 -> 0 cost
-> Swift Instigate: 1 -> 4 buildup
-> Initial Instigate: +Ambush
Powder Keg:
-> Boosted Powder Keg: 8 -> 12 damage
-> Pale Powder Keg: 1 -> 0 cost
-> Initial Powder Keg: +Ambush
Refusal:
-> Boosted Refusal: 3 -> 4 refusal
-> Pale Refusal: 1 -> 0 cost
-> Initial Refusal: +Ambush
Renounce:
-> Boosted Renounce: 2 -> 3 damage
-> Visionary Renounce: +First, draw 2 cards
Rescind:
-> Boosted Rescind: 2 -> 3 damage
-> Focused Rescind: Random -> Chosen argument
Topple:
-> Softened Topple: 2 -> 1 damage
-> Pale Topple: 1 -> 0 cost; 2 -> 3 damage
Unyielding:
-> Rooted Unyielding: 2 -> 3 damage
-> Tall Unyielding: 2 -> 2-4 damage
-> Swift Unyielding: 1 -> 0 cost; --Gain action
Who?:
-> Boosted Who?: +First, gain 2 renown
-> Pale Who?: 1 -> 0 cost
-> Maintained Who?: Lose all -> Half
Ad Hominem:
-> Boosted Ad Hominem: 2 -> 4 ad hominem
-> Pale Ad Hominem: 1 -> 0 cost
-> Enduring Ad Hominem: --Expend
-> Initial Ad Hominem: +Ambush
Cachet:
-> Wide Cachet: Improvise -> Improvise+; 1 -> 2 cards; Twice -> Equal
-> Twisted Cachet: Discard -> Draw pile
-> Prestigious Cachet: Twice -> Thrice
Circle Back:
-> Pale Circle Back: 1 -> 0 cost
-> Boosted Circle Back: 1 -> 2 cost; 1 -> 2 copies
-> Enduring Circle Back: --Expend
Dissect:
-> Pale Dissect: 1 -> 0 cost
-> Enduring Dissect: --Expend
-> Maintained Dissect: --Halve resolve
Double Down:
-> Pale Double Down: 2 -> 1 cost
-> Soft Double Down: --Expend
Even Footing:
-> Stone Even Footing: 2 -> 3 composure
-> Boosted Even Footing: Repeat 3 more times
Fixate:
-> Boosted Fixate: +Apply 3 composure
-> Pale Fixate: 1 -> 0 cost
Forgo:
-> Pale Forgo: 1 -> 0 cost
-> Boosted Forgo: 2 -> 3 bonus damage
Indecision:
-> Visionary Indecision: Draw 1 -> 2 cards
-> Boosted Indecision: Draw and discard 1 -> 3 cards
-> Initial Indecision: +Ambush
-> Sticky Indecision: +Sticky
-> Improvised Indecision: Draw -> Improvise
Networked:
-> Boosted Networked: +Gain 2 renown
-> Visionary Networked: +First, draw 1 card
Plastered:
-> Pale Plastered: 1 -> 0 cost
-> Enduring Plastered: --Expend
Revision:
-> Pale Revision: 2 -> 1 cost
-> Visionary Revision: +Draw 1 card per argument
Stool Pigeon:
-> Boosted Stool Pigeon: 2 -> 3 renown
-> Enduring Stool Pigeon: --Expend
Subtle Setup:
-> Enduring Subtle Setup: --Expend
-> Pale Subtle Setup: 1 -> 0 cost
-> Mirrored Subtle Setup: 1 -> 2 arguments
Amnesty:
-> Pale Amnesty: 2 -> 1 cost
-> Fixed Amnesty: +Sticky
Braggart:
-> Pale Braggart: 3 -> 2 cost
-> Boosted Braggart: +Upgrade cards
Center of Attention:
-> Pale Center of Attention: 2 -> 1 cost
-> Boosted Center of Attention: 2 -> 3 resolve
High Places:
-> Pale High Places: Renowned 10 -> 8; Renowned 15 -> 12
-> Boosted High Places: 8-10 -> 10-12 damage
Parvenu:
-> Pale Parvenu: 9 -> 7 cost
-> Boosted Parvenu: 6-8 -> 8-10 damage
-> Grand Parvenu: 9 -> 11 cost; 6-8 -> 10-12 damage
Domain:
-> Boosted Domain: 2 -> 4 base composure
-> Stone Domain: 1 -> 2 bonus composure
Immunity:
-> Stone Immunity: 1 -> 2 composure
-> Enduring Immunity: --Expend
Simmer:
-> Visionary Simmer: +Replenish
-> Boosted Simmer: 1 -> 2 cards
Tempt:
-> Pale Tempt: 6 -> 4 cost
-> Boosted Tempt: 6-10 -> 8-12 damage
-> Grand Tempt: 6 -> 8 cost; 6-10 -> 10-14 damage
Thoughtless:
-> Boosted Thoughtless: +Gain 2 dominance
-> Pale Thoughtless: 2 -> 1 cost
Wild Rant:
-> Enduring Rant: --Expend
-> Boosted Wild Rant: Improvise -> Improvise+
Carbon Copy:
-> Pale Carbon Copy: 1 -> 0 cost
-> Mirrored Carbon Copy: 1 -> 2 copies
Chaos Theory:
-> Pale Chaos Theory: 1 -> 0 cost
-> Enduring Chaos Theory: --Expend
-> Boosted Chaos Theory: 1 -> 2 cost; 1 -> 2 chaos theory
-> Initial Chaos Theory: +Ambush
Insistence:
-> Boosted Insistence: 1 -> 2 copies
-> Extended Insistence: 1 -> 2 arguments
-> Pale Insistence: 1 -> 0 cost
Long Winded:
-> Visionary Long Winded: 2 -> 3 cards
-> Pale Long Winded: 1 -> 0 cost
Overdrive:
-> Pale Overdrive: 3 -> 2 cost
-> Enduring Overdrive: --Expend
Rehearsal:
-> Pale Rehearsal: 2 -> 1 cost
-> Stable Rehearsal: --Burnout
Blasphemer
Open Mind:
-> Pale Open Mind: 1 -> 0 cost
-> Visionary Open Mind: 3 -> 4 cards
Dio 11 Dec, 2022 @ 11:51am 
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