Buff & Debuff Database
Browse all 257 buffs and debuffs (powers) by name and type, including effects and related cards and relics.
Poison is triggered an additional time.
Shivs deal additional damage.
When this creature would be defeated, it instead revives even stronger.
Whenever you play a card, gain 1 Block.
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it for the rest of combat.
Gain Dexterity until the end of this turn.
Whenever you create a card, gain 1 Strength.
Negates debuffs.
TODO
Every 10 cards you draw, gain Energy.
Deals 50% more damage when it is attacking you from behind.
Deals 50% more damage when it is attacking you from behind.
Block is not removed at the start of this creature's turn.
Whenever you gain Block on your turn, other players gain half that much Block.
Whenever you spend or gain , deal 3 damage to ALL enemies.
At the start of your next turn, gain 4 Block.
Block is not removed at the start of your next turn.
Prevent the next time you would lose HP.
Block is not removed at the start of this creature's turn. Stunned if all Block is removed.
This turn, your next Skill is played an extra time.
Whenever you play an Attack, add a random Attack into your Hand.
Osty's attacks deal additional damage.
At the start of your turn, add 1 random card into your Hand and apply Ethereal to it.
Gain 1 Block for each spent.
At the start of your next turn, draw 1 additional card.
You receive 50% less damage from Vulnerable enemies this turn.
At the end of your turn, Evoke your leftmost Orb.
At the start of your turn, gain 3 Block for each unique Orb you have.
Gain Strength until the end of this turn.
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Skills cost 0.
Whenever you play a Skill, Exhaust it.
At the start of your turn, apply 6 Doom to a random enemy.
An ally is covering you. All attacks that would be directed to you are redirected to them instead.
When an ally dies, this creature gains 5 Strength and 99 Block.
At the start of your turn, add a random Power into your Hand.
At the start of your turn, lose HP and gain Block.
Vulnerable enemies take additional damage.
Powers cost 1 less.
When damaged, rolls up and gains block. (Once per combat)
Whenever you play a card that costs 2 Energy or more, gain 7 Block.
Whenever a card is Exhausted, draw 1 card.
At the start of your turn, gain 1 Energy and draw 1 additional card.
At the start of your turn, gain 2 Strength.
Whenever you play a Soul, Summon 1.
Dexterity improves Block gained from cards.
Enemies deal 50% less damage this turn.
Osty absorbs all unblocked attack damage.
This turn, Attacks deal double damage.
At the start of your next turn, draw 1 additional card.
Your next card is played an extra time.
The first card you play each turn is played an extra time.
Gain additional Energy next turn.
Whenever you play a Skill, gains 2 Strength.
At the start of your turn, Transform 1 card in your Hand.
Whenever you deal unblocked attack damage, apply 1 Poison.
Exits the combat after 4 turns.
Shivs hit ALL enemies.
Gain an additional 4 Block from Defend cards.
Gain Strength until the end of this turn.
Whenever a card is Exhausted, gain 3 Block.
The first time you play a 0 Attack each turn, return it to your Hand.
Whenever you are attacked this turn, deal 4 damage back.
Gain Strength until the end of this turn.
Receives 50% less damage from Attacks.
Increases the effectiveness of Orbs.
Gain Focus until the end of this turn.
At the end of combat, remove a card from your Deck.
Next turn, put 3 cards from your Draw Pile into your Hand.
Your next Attack costs 0 .
The next Power you play costs 0 .
The next Skill you play costs 0 .
Gain 1 Energy at the start of each turn.
At the start of your turn, Forge 5.
Powers are afflicted with Galvanized.
At the start of your turn, gain .
The next Attack you play deals triple damage.
Whenever you play a card this turn, deal 2 damage to ALL enemies.
Take half damage from enemies.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Whenever you Forge, all allies Forge as well.
Reduce all damage taken and HP lost by Exoskeleton to 9.
This creature cannot lose more than 20 HP each turn.
Hatches after X turns.
Whenever you play a Soul, a random enemy loses 3 HP.
When killed, returns all the stolen Gold.
Gain Dexterity until the end of this turn.
At the start of your turn, add 1 random Common card into your Hand.
Whenever you draw a card containing "Strike", it is played against a random enemy.
At the end of this creature's turn, it gains 2 Strength.
Gain Focus until the end of this turn.
When this dies, it revives next turn at full HP.
At the end of combat, Upgrade a random card.
At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 4 damage to ALL enemies.
Upon dying, summons... something.
At the start of your turn, add a Shiv into your Hand.
Reduce all damage taken and HP loss to 1 this turn.
You are covering another player. All attacks that would be directed towards them are redirected towards you.
The first time you draw a Status each turn, draw more cards.
Whenever you gain Block, deal 6 damage to a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
All other allies deal 1 additional damage.
The first Attack each turn deals 50% additional damage.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of your turn, trigger the passive ability of your next Orb.
At the start of your turn, draw 1 additional card.
When you play a Skill, it gains Sly.
At the start of your turn, play the top card of your Draw Pile.
Minions abandon combat without their leader.
Whenever you attack an enemy, it loses 1 Strength this turn.
Whenever you play a card this turn, gain 1 Strength this turn.
Whenever Osty loses HP, ALL enemies lose that much HP as well.
At the end of every other turn, gains Intangible 1.
Add 3 of a chosen card into your Hand next turn.
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
At the start of your turn, apply 2 Poison to ALL enemies.
Your next Attack is played an extra time this turn.
Every 4 Energy you spend, gain an Energy.
Every 10 times you apply Poison, deal damage to ALL enemies.
Whenever you draw an Ethereal card, draw 1 card.
Shuffle 1 Wound into your Discard Pile each time you receive unblocked attack damage.
If you play enough cards in a turn, draw additional cards at the start of your next turn.
If you play 5 cards this turn, deal damage to ALL enemies.
Whenever this creature deals unblocked attack damage to you, you lose 1 Max HP.
Sovereign Blade now gains Block.
Whenever this enemy is hit by an Attack, add Dazed into your Draw Pile.
Shivs gain Retain.
The first Shiv you play each turn deals 9 additional damage.
Whenever you create a card, gain 5 Block.
At the end of your turn, gain Block. Plating is reduced by 1 at the start of your turn.
When killed, return all stolen Dexterity to the player.
When killed, return all stolen Strength to the player.
At the start of your turn, gain 4 Vigor.
Gain 1 Energy at the start of each turn.
Gain an additional Energy next turn.
Whenever you play an Attack this turn, gain 3 Block.
At the start of the player's turn, Turret Operator gains 25 Block.
When an enemy dies, Corpse Slug immediately eats it, becoming Stunned and gaining 1 Strength.
Whenever Attacks deal damage, apply that much Doom.
If other segments are still alive, revives in 2 turns with 25 HP.
The next card you play this turn is placed on the top of your Draw Pile.
Blocked damage is reflected to your attacker.
Regen heals HP at the end of your turn. Each turn, Regen is reduced by 1.
Gain Strength until the end of this turn.
Retain your Hand for the next 2 turns.
Gain Strength at the end of your turn.
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
At the end of combat, gain 25 Gold.
Whenever you lose HP on your turn, gain 1 Strength.
A power used by The Insatiable.
Sovereign Blade now hits ALL enemies.
Gain 3 Block next turn.
At the start of your turn, add 1 Sweeping Gaze into your Hand.
Whenever you play a card, deal 4 damage to a random enemy.
Gain Strength until the end of this turn.
Next turn, Attacks deal double damage.
Double your Block gain this turn.
Whenever you apply Doom, gain 3 Block.
Your next Power is played an extra time.
The first time this creature is hit each turn, it gains 1 Block.
Whenever you apply a debuff to an enemy, they take 13 damage.
The next time this creature loses HP, it only loses 1 HP instead.
Awakens upon taking turns or losing HP 3 times.
Whenever you create a Status, deal damage to ALL enemies.
Whenever another player attacks an enemy, gain Block.
Receives 50% less attack damage until it lands.
At the start of your turn, add 1 random Colorless card into your Hand.
Gain Dexterity until the end of this turn.
Whenever you draw a card during your turn, deal 1 damage to ALL enemies.
At the start of your turn, Channel 1 Glass.
Whenever you play an Ethereal card, gain 4 Block.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Gain 1 next turn.
When killed, deals damage at the end of your next turn.
When killed, a new Axebot is summoned in its place.
Whenever you play a Power, Channel 1 Lightning.
Whenever you shuffle your Draw Pile, choose 1 card from it to put into your Hand.
Strength adds additional damage to Attacks.
Whenever you play a Power, gain 1 .
Whenever this creature deals unblocked attack damage, it gains 1 Strength.
At the start of your next turn, Summon 2.
Something is off about this creature...
Upon killing this enemy, the stolen card is returned.
Sovereign Blade gains Replay 1.
Gain Focus until the end of this turn.
Take double damage from enemies. Allies take half damage from enemies.
At the end of this creature's turn, it gains 1 Strength.
At the end of 3 turns, deal 40 damage to ALL enemies.
Gain 1 additional card reward at the end of combat.
Whenever you play a card, gain .
Steals Gold when Attacking.
When hit by an attack, deal damage back.
Whenever you Evoke Lightning, deal 8 damage to each enemy hit.
You have 3 more turns to defeat the Battleworn Dummy.
At the start of your turn, draw 1 card and discard 1 card.
Gain 5 Block at the start of the next 2 turns.
Weak enemies take 2 times more damage from Attacks.
Whenever you create a Status, Channel 1 random Orb.
At the start of your turn, draw a card and Exhaust a card from your Hand.
The first time you gain Block from a card each turn, double the amount gained.
The next Ethereal card you play costs 0.
Whenever you apply Vulnerable, draw 1 card.
Your next Attack deals additional damage.
ALL Skills are Tainted 2.
The first 2 cards you play each turn are free to play.
At the end of your turn, Retain up to 1 card.
Every 6 cards you play, add a Wither to your Hand.
At the start of your turn, lose 1 Focus.
Cards cost an additional Energy this turn.
The first 3 cards drawn each turn are Afflicted with Bound.
The costs of your cards are randomized on draw, from 0 to 3.
Sovereign Blade deals double damage to the enemy this turn.
While the Slithering Strangler is alive, at the end of your turn, take 1 damage.
Lose Strength until the end of this turn.
While Magi Knight is alive, ALL your cards are Downgraded.
Lose Strength until the end of this turn.
Vulnerable and Weak are twice as effective for the next 2 turns.
At the end of its turn, this creature X loses HP.
At the end of your turn, take 5 damage.
At the end of the enemy turn, if it has at least as much Doom as HP, it dies.
Lose Strength until the end of this turn.
Lose Strength until the end of this turn.
Other allies deal 2x the attack damage to this enemy this turn.
While Frail, gain 25% less Block from cards.
All Hangs deal 2 times more damage to this enemy.
While Spectral Knight is alive, ALL your cards are Ethereal.
If this creature's attacks are fully blocked by any player, it becomes Stunned.
This creature takes times the damage from other players this turn.
Take 20 damage at the end of your turn. Is cleared if the Magi Knight dies.
Lose Strength until the end of this turn.
Draw 1 fewer card each turn.
Lose Strength until the end of this turn.
At the start of your turn, apply 3 Doom to yourself.
You cannot gain Block from cards.
You may not draw any more cards this turn.
You cannot gain additional this turn.
Whenever you play a card, this enemy gains 1 Doom.
Lose Strength until the end of this turn.
The first time this creature's HP reaches 150 or below, it becomes Stunned.
Poisoned creatures lose HP at the start of their turn. Each turn, Poison is reduced by 1.
You can only play 1 card this turn.
Lose Strength until the end of this turn.
The first time this creature's HP reaches 50% or below, it becomes Stunned.
This creature's Attacks deal 30% less damage for the next 3 turns.
Whenever Osty hits this enemy this turn, Summon 3.
You cannot play more than 3 cards each turn.
Whenever you play a card, this enemy receives 10% more damage from Attacks this turn.
You can only play 1 Skill per turn.
Whenever you play a card this turn, this enemy loses 2 HP.
Receive 50% more damage if attacked from behind. Use targeting cards or potions to change your orientation.
The next Attack another player plays on the enemy is played extra times.
Take additional damage from Attacks this turn.
Attacks cost 1 additional Energy this turn.
Whenever you play a card, lose 1 Strength and 1 Dexterity this turn.
If you take unblocked attack damage this combat, die.
Vulnerable creatures take 50% more damage from Attacks.
Gain 1 less Energy per turn.
Weakened creatures deal 25% less damage with Attacks.
At the start of your turn, lose 1 Dexterity.
