Each card in Hand of the Divine is part of a deck, called a Sphere. Each sphere contains a base card, plus nine additional cards that show up in the shop, one of each cost from 1-9. Additionally, the Calamity and Magic decks add "Disaster" and "Spell" cards to the player's deck using their unique mechanics. The cards added are random, selected from the player's currently selected spheres.
Spears
The spears sphere focuses mainly on gaining large amounts of PWR. Its more expensive cards have DELAY and FINALE conditions, encouraging the player to play them later in the turn.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Spears |
Basic (1) |
Gain 1 PWR.
|
 |
Knapp Flint |
1 |
Gain 2 PWR.
|
 |
Thrill of the Hunt |
2 |
Gain 3 PWR. Gain 3 MP.
|
 |
Train the Militia |
3 |
Gain IP equal to PWR.
|
 |
Orderly March |
4 |
Gain 5 PWR. FINALE: Gain 5 IP.
|
 |
Redeploy |
5 |
Draw. Gain 4 PWR.
|
 |
Wall of Spears |
6 |
Gain 9 PWR.
|
 |
Win the Battle |
7 |
Gain 6 PWR. DELAY 3: Gain 8 Influence. DELAY 3: Gain 5 MP.
|
 |
Reinforcements |
8 |
Gain 10 PWR. DELAY 3: Draw.
|
 |
Battle Fervor |
9 |
Gain 5 PWR. DELAY 3: Gain 5 PWR. DELAY 5: Gain 5 PWR. FINALE: Gain 8 MP.
|
 |
Disarmed |
Disaster (1) |
Lose 3 PWR. Banish this.
|
 |
Imbue |
Spell (3) |
Gain 3 PWR. Draw.
|
Books
The books sphere focuses heavily on drawing cards. It also features the Delay mechanic, encouraging some cards to be played later in the turn.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Books |
Basic (1) |
Gain 1 PWR.
|
 |
Write a Letter |
1 |
Draw.
|
 |
Print Newspaper |
2 |
Draw. Gain 1 PWR.
|
 |
Read Aloud |
3 |
Draw. Gain 3 IP.
|
 |
Illuminate Tome |
4 |
Gain 3 PWR. Gain 3 IP. DELAY 3: Draw.
|
 |
Publish a Work |
5 |
Gain PWR equal to # of cards played.
|
 |
Study a Paper |
6 |
Gain 1 PWR. Gain 8 IP. DELAY 2: Draw.
|
 |
Discover Truths |
7 |
Draw. DELAY 6: Gain 10 PWR.
|
 |
King's Edict |
8 |
Draw. Gain 8 IP.
|
 |
Eldrich Secrets |
9 |
Draw. Gain 6 MP. Gain 6 PWR. Gain 6 IP.
|
 |
Burned Book |
Disaster (1) |
Discard. Banish this.
|
 |
Recall |
Spell (3) |
Gain 3 IP. Draw.
|
Travel
The travel deck focuses on gaining MP, with a good balance of other stat gain. Like the other starter decks, it utilizes the DELAY mechanic heavily.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Travel |
Basic (1) |
Gain 1 PWR.
|
 |
Take a Hike |
1 |
Gain 2 MP.
|
 |
Leave the Path |
2 |
Gain 2 PWR. Gain 3 IP. Gain 3 MP.
|
 |
Detail a Map |
3 |
Gain 3 PWR. DELAY 2: Gain 4 IP. DELAY 3: Gain 5 MP.
|
 |
Hire a Carriage |
4 |
ARRIVE: Gain 5 IP. Gain 3 PWR. Gain 6 IP.
|
 |
Become Lost |
5 |
Replace hand. Reroll shop. Gain 8 PWR.
|
 |
Find a Shortcut |
6 |
Gain 6 PWR. Gain 6 MP.
|
 |
Road to the City |
7 |
Gain 6 PWR. DELAY 3: Gain 9 IP. DELAY 5: Draw.
|
 |
Climb Mountains |
8 |
Gain 8 PWR. Gain 9 IP.
|
 |
Cross the Sea |
9 |
Gain 11 PWR. FINALE: Gain 12 IP.
|
 |
Broken Wheel |
Disaster (1) |
DELAY 2: Lose 5 IP. Banish this.
|
 |
Teleport |
Spell (3) |
Gain 3 MP. Draw.
|
Cooking
The cooking deck focuses on cards that banish themselves if they're the last card played in the turn.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Cooking |
Basic (1) |
Gain 1 PWR.
|
 |
Preheat Oven |
1 |
Gain 3 IP. Gain 1 PWR. FINALE: Banish this.
|
 |
Find Ingredients |
2 |
Draw. Gain 3 PWR. FINALE: Banish this.
|
 |
Measure |
3 |
Gain 3 MP. Gain 4 PWR. Gain 5 IP. FINALE: Banish this.
|
 |
Flip |
4 |
Gain 7 PWR. Reroll shop. FINALE: Banish this.
|
 |
Whisk |
5 |
Gain 7 PWR. Gain 6 MP. FINALE: Banish this.
|
 |
Simmer |
6 |
Gain 2 PWR. DELAY 4: Gain 4 PWR. DELAY 8: Gain 6 PWR. Finale: Banish this.
|
 |
Chop |
7 |
Gain 12 PWR. Banish a discarded card. FINALE: Banish this.
|
 |
Boil |
8 |
Gain 9 MP. Gain 9 PWR. FINALE: Banish this.
|
 |
Serve Hot |
9 |
Banish the discard pile. Gain PWR equal to # of banished.
|
 |
Burnt Food |
Disaster (1) |
Lose 3 IP. INTRO: Banish this.
|
 |
Conjure Meal |
Spell (3) |
Gain 2 PWR. Gain 2 IP. Draw.
|
Math
Math is a relatively straightforward sphere which focuses on manipulating IP, MP, and PWR.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Math |
Basic (1) |
Gain 1 PWR.
|
 |
Add |
1 |
Gain 2 PWR.
|
 |
Pi |
2 |
Gain 3 PWR. Gain 1 MP. Gain 4 IP.
|
 |
Geometry |
3 |
Gain 3 MP. Gain 4 PWR. Gain 5 IP.
|
 |
Subtract |
4 |
Pay 3 PWR. If you do, Gain 12 IP. Gain 6 MP.
|
 |
Trigonometry |
5 |
Gain 8 PWR. Gain 3 MP.
|
 |
Multiply |
6 |
Double your PWR.
|
 |
Square Root |
7 |
Gain 16 PWR. Lose 4 IP.
|
 |
Divide |
8 |
Gain IP equal to 1/2 deck size (0). Draw.
|
 |
Calculus |
9 |
Gain 9 PWR. Replace card in hand with this.
|
 |
Divide by Zero |
Disaster (1) |
Lose 3 MP. Banish this.
|
 |
Calculate |
Spell (3) |
Gain MP equal to # of cards played (0). Draw.
|
Luck
Cards in the sphere of luck have an element of randomness to them. Its mechanic, Chance, has a 50% chance of triggering.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Luck |
Basic (1) |
Gain 1 PWR.
|
 |
Lucky Draw |
1 |
Chance: Draw. Chance: Gain 2 MP.
|
 |
Roll the Dice |
2 |
Chance: Gain 1 PWR. Chance: Gain 2 PWR. Chance: Gain 3 PWR.
|
 |
Shuffle the Deck |
3 |
Gain 4 PWR. Replace hand.
|
 |
Make a Bet |
4 |
Pay 2 PWR. If you do, Chance: Gain 10 PWR. Chance: Gain 10 MP.
|
 |
Spend Winnings |
5 |
Gain 7 PWR. Reroll shop.
|
 |
Perfect Streak |
6 |
Gain 7 MP. Gain 7 PWR. Gain 7 IP. Chance: Banish this.
|
 |
Leave to Chance |
7 |
Gain 10 PWR. Reroll shop. Replace hand.
|
 |
Embrace Chaos |
8 |
Chance: Gain 10 PWR. Chance: Gain 10 IP. Chance: Gain 10 MP.
|
 |
All In |
9 |
Chance: Double your PWR. Chance: Double your PWR.
|
 |
Bad Luck |
Disaster (1) |
Lose 2 PWR. Chance: Banish this.
|
 |
Predict |
Spell (3) |
Chance: Gain 6 PWR. Draw.
|
Dinosaurs
Dinosaurs fall into two categories. Predators will banish a discarded card if you Sweep (play it with an empty hand). Herbivores will instead clone themselves on Intro (first card of the turn).
| Image |
Name |
Cost |
Effect Description
|
 |
God of Dinosaurs |
Basic (1) |
Gain 1 PWR.
|
 |
Velociraptor |
1 |
Gain 2 PWR. Sweep: Banish a discarded card.
|
 |
Stegosaurus |
2 |
Intro: Clone this. Gain 2 PWR. Gain 2 IP.
|
 |
Pteranodon |
3 |
Gain 3 PWR. Gain 3 MP. Sweep: Banish a discarded card.
|
 |
Triceratops |
4 |
Intro: Clone this. Delay 2: Gain 6 PWR.
|
 |
Apatosaur |
5 |
Intro: Clone this. Gain 5 PWR. Delay 3: Draw.
|
 |
Spinosaurus |
6 |
Gain 6 PWR. Gain 5 MP. Sweep: Banish a discarded card.
|
 |
Ankylosaurus |
7 |
Intro: Clone this. Gain 15 IP.
|
 |
Sauroposeidon |
8 |
Intro: Clone this. Gain PWR equal to 1/2 deck size (0).
|
 |
T Rex |
9 |
Gain IP equal to # of banished (0). Sweep: Banish the discard pile.
|
 |
Eruption |
Disaster (1) |
Intro: Lose 5 IP. Finale: Lose 5 IP. Banish this.
|
 |
Incubate |
Spell (3) |
Replace hand. Gain 1 PWR. Draw.
|
Thieves
The sphere of thieves involves sacrificing some of your resources in exchange for other resources.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Thieves |
Basic (1) |
Gain 1 PWR.
|
 |
Steal |
1 |
Pay 1 PWR. If you do, Gain 3 MP.
|
 |
Pickpocket |
2 |
Lose 2 MP. Gain 6 PWR.
|
 |
Make an Escape |
3 |
Lose 3 IP. Gain 4 MP. Draw.
|
 |
Burglary |
4 |
Lose 3 MP. Gain 10 PWR.
|
 |
Extortion |
5 |
Pay 4 PWR. If you do, Gain 7 MP. Draw.
|
 |
Robbery |
6 |
Lose 5 MP. Gain 16 PWR.
|
 |
Safehouse |
7 |
Lose 6 IP. Gain 9 MP. Draw.
|
 |
Scam |
8 |
Gain PWR equal to # of cards played (0). Gain MP equal to # of cards played (0). Replace card in hand with this.
|
 |
Heist |
9 |
Lose all PWR. Draw until you have 5 cards.
|
 |
Get Caught |
Disaster (1) |
Lose 2 MP. Lose 2 IP. Banish this.
|
 |
Pick Lock |
Spell (3) |
Lose 3 IP. Gain 5 PWR. Draw.
|
Coin
The sphere of coin focuses on gaining additional cards from the shop.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Coin |
Basic (1) |
Gain 1 PWR.
|
 |
Charity |
1 |
Gain 1 PWR. Gain 1 IP.
|
 |
Trade |
2 |
Acquire a random card from shop. Gain 3 PWR. Banish this.
|
 |
Raise Capital |
3 |
Gain 6 PWR.
|
 |
Purchase |
4 |
Pay 2 PWR. If you do, Acquire a random card from shop. Draw.
|
 |
Leverage Assets |
5 |
Gain PWR equal to 1/2 deck size (0).
|
 |
Invest |
6 |
Acquire a random card from shop. Gain 5 PWR.
|
 |
Buy Out |
7 |
Acquire all from shop.
|
 |
Mint Coin |
8 |
Gain 24 PWR.
|
 |
Stonks |
9 |
When you gain PWR this turn, also gain that much MP.
|
 |
Bankruptcy |
Disaster (1) |
Lose 3 IP. Banish a discarded card. Banish this.
|
 |
Lead to Gold |
Spell (3) |
Acquire a random card from shop. Draw.
|
Love
The sphere of love focuses on cloning cards.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Love |
Basic (1) |
Gain 1 PWR.
|
 |
At First Sight |
1 |
Intro: Clone this. Gain 2 PWR.
|
 |
Hold Hands |
2 |
Gain 3 MP. Gain 1 PWR. Sweep: Clone this.
|
 |
First Kiss |
3 |
Gain 3 PWR. Clone this.
|
 |
Date Night |
4 |
Intro: Draw. Gain 4 PWR. Clone this.
|
 |
Heartfelt Gift |
5 |
Clone a card from hand. Gain 3 IP.
|
 |
Proposal |
6 |
Gain 5 PWR. Gain 5 MP. Clone this.
|
 |
Marriage |
7 |
Gain 10 PWR. Clone a card from hand. Sweep: Draw.
|
 |
Birds and Bees |
8 |
Clone all cards in hand.
|
 |
Family |
9 |
Gain PWR equal to 1/2 deck size (0). Clone this.
|
 |
Heartbreak |
Disaster (1) |
Lose 2 IP. Banish this. Remain: Clone this.
|
 |
Love Potion |
Spell (3) |
Clone a card from hand. Draw.
|
Cosmos
The sphere of cosmos has cards with additional effects when they REMAIN in hand.
| Image |
Name |
Cost |
Effect Description
|
 |
God of The Cosmos |
Basic (1) |
Gain 1 PWR.
|
 |
Asteroid |
1 |
Gain 1 PWR. Remain: Gain 1 IP.
|
 |
Moon |
2 |
Gain 3 PWR. Remain: Gain 3 MP.
|
 |
Planet |
3 |
Draw. Gain 3 MP. Remain: Gain 4 IP.
|
 |
Star |
4 |
Gain 7 PWR. Remain: Gain 8 IP.
|
 |
Solar System |
5 |
Draw. Gain 3 MP. Gain 7 PWR. Remain: Gain 12 IP.
|
 |
Supernova |
6 |
Gain 15 PWR. Reroll shop. Remain: Banish this.
|
 |
Galaxy |
7 |
Replace hand. Gain 13 PWR. Remain: Gain 12 MP.
|
 |
Black Hole |
8 |
Gain 20 PWR. Replace hand. Remain: Banish the discard pile.
|
 |
Universe |
9 |
Draw. Remain: Gain 10 MP. Remain: Gain 10 IP.
|
 |
Heat Death |
Disaster (1) |
Remain: Lose 3 IP. Remain: Banish this.
|
 |
Starfall |
Spell (3) |
Gain 1 PWR. Draw. Remain: Gain 3 MP.
|
Iron
The sphere of iron has very strong card draw, but prevents drawing additional cards after the third one.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Iron |
Basic (1) |
Gain 1 PWR.
|
 |
Mine Ore |
1 |
Gain 1 PWR. Draw. Delay 3: Can't draw more cards this turn
|
 |
Smelt |
2 |
Gain 4 PWR. Draw. Delay 3: Can't draw more cards this turn
|
 |
Mix Alloy |
3 |
Gain 4 MP. Draw. Delay 3: Can't draw more cards this turn
|
 |
Cast |
4 |
Gain 6 PWR. Draw. Delay 3: Can't draw more cards this turn
|
 |
Forge |
5 |
Gain 8 IP. Draw. Delay 3: Can't draw more cards this turn
|
 |
Grind |
6 |
Gain 9 PWR. Draw. Delay 3: Can't draw more cards this turn
|
 |
Temper |
7 |
Gain 10 MP. Draw. Delay 3: Can't draw more cards this turn
|
 |
Sharpen |
8 |
Gain 14 PWR. Draw. Delay 3: Can't draw more cards this turn
|
 |
Polish |
9 |
Draw until you have 5 cards. Delay 3: Can't draw more cards this turn
|
 |
Rust |
Disaster (1) |
Lose 1 PWR. Can't draw more cards this turn Banish this.
|
 |
Enchant |
Spell (3) |
Clear all effects. Draw.
|
Time
Cards in the sphere of time are individually weak, but upgrade to higher-cost cards each time they're played.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Time |
Basic (1) |
Gain 1 PWR.
|
 |
The Beginning |
1 |
Clone this. Upgrade.
|
 |
Long Ago |
2 |
Gain 3 PWR. Upgrade.
|
 |
Last Year |
3 |
Gain 4 IP. Upgrade.
|
 |
Yesterday |
4 |
Gain 5 MP. Upgrade.
|
 |
Present Day |
5 |
Draw. Upgrade.
|
 |
Tomorrow |
6 |
Gain 8 MP. Gain 1 IP. Upgrade.
|
 |
Next Year |
7 |
Gain 9 PWR. Gain 2 MP. Upgrade.
|
 |
Far Future |
8 |
Gain 10 PWR. Gain 3 IP. Upgrade.
|
 |
End of Time |
9 |
Gain PWR equal to MP (0). Double your MP. Delay 2: Revert this.
|
 |
Out of Time |
Disaster (1) |
Lose all MP. Banish this.
|
 |
Save Time |
Spell (3) |
Gain 2 MP. Gain 1 PWR. Draw.
|
Dead
The sphere of the dead claims all, CONVERTing cards from various sources into the sphere of the dead.
| Image |
Name |
Cost |
Effect Description
|
 |
God of The Dead |
Basic (1) |
Gain 1 PWR.
|
 |
Grave |
1 |
Gain 1 PWR. Chance: Convert a card in shop.
|
 |
Skeleton |
2 |
Gain 3 PWR. Chance: Convert a card in hand.
|
 |
Haunting |
3 |
Gain 3 PWR. Gain 4 MP. Chance: Convert a card in deck.
|
 |
Zombie |
4 |
Gain 5 PWR. Convert a discarded card.
|
 |
Poltergeist |
5 |
Gain 5 PWR. Gain 8 MP. Convert a card in deck.
|
 |
Demon |
6 |
Gain 6 PWR. Gain 6 MP. Convert a card in hand.
|
 |
Vampire |
7 |
Gain 8 PWR. Gain 5 IP. Convert a card in shop.
|
 |
Undead Horde |
8 |
Gain 14 PWR. Convert all discarded cards.
|
 |
Afterlife |
9 |
Gain 18 PWR. Gain 12 MP. Convert all your cards.
|
 |
Resurrect |
Disaster (1) |
Lose 5 PWR. Replace hand.
|
 |
Necroblast |
Spell (3) |
Gain 2 PWR. Chance: Convert a card in shop. Draw.
|
Music
The sphere of music rises in crescendo, using the Scale mechanic to give additional effects when your cards are played in order.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Music |
Basic (1) |
Gain 1 PWR.
|
 |
Whistle a Tune |
1 |
Intro: Gain 4 PWR.
|
 |
Play a Chord |
2 |
Gain 2 PWR. Scale: Gain 3 PWR.
|
 |
Instrument |
3 |
Gain 4 PWR. Scale: Gain 4 MP.
|
 |
Tune the Strings |
4 |
Gain 6 PWR. Scale: Draw.
|
 |
Sing |
5 |
Gain 7 IP. Scale: Gain 7 PWR.
|
 |
Start a Band |
6 |
Scale: Gain 8 PWR. Scale: Gain 8 IP. Scale: Gain 8 MP.
|
 |
Compose a Piece |
7 |
Gain 10 PWR. Scale: Draw.
|
 |
Record a Song |
8 |
Gain IP equal to PWR (0). Scale: Clone this.
|
 |
Conduct |
9 |
Gain 8 PWR. Scale: Gain 8 PWR. Scale: Gain 8 MP.
|
 |
Fall out of Tune |
Disaster (1) |
Lose 2 PWR. Delay 3: Banish this.
|
 |
Harmonize |
Spell (3) |
Reroll shop. Gain 1 PWR. Draw.
|
Painting
The sphere of painting focuses on the readied mechanic, where some cards make you ready for the turn and others have additional effects that occur only to those who are ready.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Painting |
Basic (1) |
Gain 1 PWR.
|
 |
Ink |
1 |
Ready: Draw. Become readied.
|
 |
Paintbrush |
2 |
Gain 2 PWR. Ready: Gain 3 PWR.
|
 |
Watercolor |
3 |
Ready: Draw. Gain 2 PWR. Become readied.
|
 |
Palette Knife |
4 |
Gain 4 PWR. Reroll shop. Ready: Gain 5 MP.
|
 |
Palette |
5 |
Gain 5 PWR. Ready: Gain 5 PWR. Ready: Clone a card from hand.
|
 |
Oil Paint |
6 |
Ready: Draw. Gain 5 PWR. Become readied.
|
 |
Canvas |
7 |
Gain 7 PWR. Ready: Gain 6 MP. Ready: Gain 10 PWR.
|
 |
Acrylic Paint |
8 |
Ready: Draw. Gain 8 PWR. Become readied.
|
 |
Easel |
9 |
Ready: Gain 20 PWR. Ready: Gain 15 IP. Ready: Gain 10 MP.
|
 |
Torn Canvas |
Disaster (1) |
Lose 1 PWR. Ready: Banish this.
|
 |
Bring to Life |
Spell (3) |
Become readied. Draw.
|
Medicine
The sphere of medicine focuses on RESTORing banished cards to the deck.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Medicine |
Basic (1) |
Gain 1 PWR.
|
 |
Placebo |
1 |
Draw. Gain 2 IP. Banish this.
|
 |
Bandage |
2 |
Chance: Restore. Gain 4 PWR. Chance: Banish this.
|
 |
Bitter Herbs |
3 |
Banish a discarded card. Gain 4 PWR. Gain 4 MP.
|
 |
Pills |
4 |
Intro: Restore. Gain 6 PWR. Banish this.
|
 |
Thermometer |
5 |
Gain 5 PWR. Gain 5 MP. Delay 6: Restore.
|
 |
Concoction |
6 |
Gain 11 PWR. Reroll shop. Sweep: Restore.
|
 |
Prescription |
7 |
Span 4: Restore. Gain 4 MP. Draw.
|
 |
Injection |
8 |
Restore. Gain 9 PWR. Draw.
|
 |
Surgery |
9 |
Restore. Banish a discarded card. Gain 20 PWR.
|
 |
Infection |
Disaster (1) |
Chance: Clone this. Banish this.
|
 |
Lay on Hands |
Spell (3) |
Gain 2 PWR. Restore. Draw.
|
Farming
The sphere of Farming starts out weak, but as the end of the game draws closer its cards gain additional effects.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Farming |
Basic (1) |
Gain 1 PWR.
|
 |
Plant a Seed |
1 |
Gain 1 PWR. Span 4: Gain 2 PWR.
|
 |
Till the Soil |
2 |
Gain 2 PWR. Span 3: Gain 5 MP.
|
 |
Make Compost |
3 |
Discard. Gain 8 PWR. Span 5: Draw.
|
 |
Spread Fertilizer |
4 |
Gain 6 IP. Span 4: Gain 6 PWR.
|
 |
Remove Weeds |
5 |
Banish a discarded card. Span 6: Gain 11 PWR.
|
 |
Irrigate |
6 |
Gain 4 PWR. Span 4: Gain 8 MP.
|
 |
Rotate Crops |
7 |
Reroll shop. Gain 6 PWR. Span 4: Gain 10 PWR.
|
 |
Watch it Grow |
8 |
Gain 8 PWR. Span 5: Gain 8 PWR. Span 3: Gain 8 PWR.
|
 |
Harvest |
9 |
Draw. Span 1: Gain 50 MP.
|
 |
Drought |
Disaster (1) |
Lose 1 IP. Span 5: Banish this.
|
 |
Growth |
Spell (3) |
Gain 2 PWR. Gain 1 MP. Draw.
|
Storms
The sphere of Storms has cards with additional effects that trigger when they're purchased from the shop.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Storms |
Basic (1) |
Gain 1 PWR.
|
 |
Cloud Cover |
1 |
Arrive: Gain 3 MP. Gain 1 MP.
|
 |
Slight Breeze |
2 |
Arrive: Gain 3 PWR. Gain 2 PWR.
|
 |
Drizzle |
3 |
Arrive: Gain 4 IP. Gain 3 PWR. Delay 3: Gain 3 IP.
|
 |
Snow |
4 |
Arrive: Replace card in hand with this. Gain 3 PWR. Gain 3 MP.
|
 |
Downpour |
5 |
Arrive: Gain 8 IP. Gain 5 PWR. Delay 5: Gain 5 IP.
|
 |
Thunderstorm |
6 |
Arrive: Lose 6 IP. Gain 8 PWR. Gain 2 MP.
|
 |
Hail |
7 |
Arrive: Replace card in hand with this. Gain 7 PWR. Gain 3 IP.
|
 |
Tornado |
8 |
Arrive: Reroll shop. Gain 10 PWR. Replace hand.
|
 |
Hurricane |
9 |
Arrive: Acquire all from shop. Gain 7 PWR. Gain 7 MP.
|
 |
Storm's End |
Disaster (1) |
Lose 2 MP. Finale: Banish this.
|
 |
Conjure Thunder |
Spell (3) |
Gain 2 IP. Gain 2 MP. Draw.
|
Calamity
The calamity deck adds disaster cards from the current spheres into the deck. Be sure to avoid them!
| Image |
Name |
Cost |
Effect Description
|
 |
God of Calamity |
Basic (1) |
Gain 1 PWR.
|
 |
Eerie Prophecy |
1 |
Gain 2 PWR. Gain 5 MP. Gain a disaster.
|
 |
Madness |
2 |
Gain 5 PWR. Gain 4 IP. Gain a disaster.
|
 |
Earthquake |
3 |
Gain 12 PWR. Gain a disaster.
|
 |
Open the Bunker |
4 |
Draw. Gain 13 PWR. Gain a disaster.
|
 |
Mass Hysteria |
5 |
Reroll shop. Gain 17 PWR. Gain a disaster.
|
 |
Impending Doom |
6 |
Gain 12 PWR. Gain 10 MP. Gain a disaster.
|
 |
Plague |
7 |
Gain 12 PWR. Gain 12 IP. Gain 12 MP. Gain a disaster.
|
 |
Weather a Storm |
8 |
Gain IP equal to # of banished (0). Draw. Gain a disaster.
|
 |
Apocalypse |
9 |
Gain 45 PWR. Replace your deck with disasters
|
 |
Disaster |
Disaster (1) |
Lose 1 PWR. Lose 1 IP. Lose 1 MP. Banish this.
|
 |
See the Signs |
Spell (3) |
Lose 2 IP. Gain 6 PWR. Draw.
|
Sea
The sphere of the Sea is a massive ecosystem. Sea creatures can SENSE cards of specific value in the shop, and have additional effects trigger based on what they sense!
| Image |
Name |
Cost |
Effect Description
|
 |
God of the Sea |
Basic (1) |
Gain 1 PWR.
|
 |
Seahorse |
1 |
Sense 1: Gain 3 PWR. Sense 1: Draw.
|
 |
Clownfish |
2 |
Gain 3 PWR. Sense 2: Gain 1 MP.
|
 |
Starfish |
3 |
Gain 5 PWR. Finale: Reroll shop.
|
 |
Crab |
4 |
Gain 4 PWR. Gain 2 MP. Sense 4: Draw.
|
 |
Dolphin |
5 |
Intro: Reroll shop. Gain 4 MP. Draw.
|
 |
Squid |
6 |
Gain 3 PWR. Sense 9: Draw until you have 5 cards. Sense 9: Reroll shop.
|
 |
Shark |
7 |
Gain 6 PWR. Banish a discarded card. Sense 2: Draw.
|
 |
Whale |
8 |
Gain 6 PWR. Sense 1: Gain 8 PWR. Sense 1: Gain 4 MP.
|
 |
Kraken |
9 |
Sense 9: Gain 9 PWR. Sense 8: Gain 8 PWR. Sense 7: Gain 7 PWR. Sense 6: Gain 6 PWR.
|
 |
Out of Water |
Disaster (1) |
Lose 1 IP. Sense 4: Banish this.
|
 |
Splash |
Spell (3) |
Sense 2: Gain 2 PWR. Sense 5: Gain 2 PWR. Sense 8: Gain 2 PWR. Draw.
|
Magic
The sphere of magic adds spell cards to your deck, chosen from among the spheres currently in use. Magical!
| Image |
Name |
Cost |
Effect Description
|
 |
God of Magic |
Basic (1) |
Gain 1 PWR.
|
 |
Magician |
1 |
Draw.
|
 |
Seer |
2 |
Gain 2 PWR. Remain: Gain a spell.
|
 |
Wizard |
3 |
Gain 2 PWR. Gain a spell.
|
 |
Pyromancer |
4 |
Banish a discarded card. Gain 2 PWR. Gain a spell.
|
 |
Enchanter |
5 |
Draw. Gain a spell.
|
 |
Warlock |
6 |
Gain 5 PWR. Gain a spell.
|
 |
Druid |
7 |
Gain a spell. Gain a spell.
|
 |
Sorcerer |
8 |
Gain 8 PWR. Gain a spell.
|
 |
Necromancer |
9 |
Gain PWR equal to 1/2 deck size (0). Gain a spell.
|
 |
Counterspell |
Disaster (1) |
Lose 1 MP. Can't draw more cards this turn Banish this.
|
 |
Magic Missile |
Spell (3) |
Gain IP equal to # of cards played (0). Draw.
|
Law
The sphere of law is unforgiving, ending your turn if various conditions are met.
| Image |
Name |
Cost |
Effect Description
|
 |
God of Law |
Basic (1) |
Gain 1 PWR.
|
 |
Arrest |
1 |
Gain 3 PWR. Intro: End this turn.
|
 |
Constitution |
2 |
Draw until you have 5 cards. Delay 5: End this turn.
|
 |
Prosecute |
3 |
Gain 4 PWR. Gain 3 MP. Scale: End this turn.
|
 |
Due Process |
4 |
Gain 9 PWR. Ready: End this turn. Become readied.
|
 |
Defend |
5 |
Gain 10 PWR. Gain 6 MP. Arrive: End this turn.
|
 |
Jury |
6 |
Gain 10 PWR. Gain 10 IP. Delay 4: End this turn.
|
 |
Judge |
7 |
Gain 20 PWR. Chance: End this turn.
|
 |
Amendment |
8 |
Gain 20 PWR. Gain 8 MP. Span 3: End this turn.
|
 |
Execution |
9 |
Sweep: Gain 60 IP. End this turn.
|
 |
Corruption |
Disaster (1) |
End this turn. Banish this.
|
 |
Command |
Spell (3) |
Gain 1 MP. Replace hand. Draw.
|
Seasons
The deck of seasons is divided in two! Cards start out as WARM, but become COLD once played. A COLD card then reverts to a WARM card once it's played!
Warm
| Image |
Name |
Cost |
Effect Description
|
 |
God of Seasons |
Basic (1) |
Gain 1 PWR.
|
 |
Raindrop |
1 |
Warm. Gain 2 PWR. Draw.
|
 |
Budding Leaf |
2 |
Warm. Intro: Gain 6 PWR.
|
 |
Ripe Fruit |
3 |
Warm. Gain 6 PWR. Gain MP equal to # of cards played (0).
|
 |
Warm Breeze |
4 |
Warm. Replace hand. Draw.
|
 |
Time of Planting |
5 |
Warm. Lose 10 IP. Draw.
|
 |
Leave the Den |
6 |
Warm. Draw until you have 5 cards.
|
 |
Grassy Meadow |
7 |
Warm. Gain MP equal to 1/2 deck size (0). Draw.
|
 |
Babbling Brook |
8 |
Warm. Gain 15 PWR. Gain 15 IP. Gain 15 MP.
|
 |
Longest Day |
9 |
Warm. Gain MP equal to PWR (0). Draw.
|
 |
Endless Heat |
Disaster (1) |
Warm. Finale: Lose 5 IP. Finale: Banish this.
|
 |
Fireball |
Spell (3) |
Warm. Gain 5 PWR. Draw.
|
Cold
| Image |
Name |
Cost |
Effect Description
|
 |
God of Seasons |
Basic (1) |
Gain 1 PWR.
|
 |
Snowflake |
1 |
Cold. Gain 1 PWR.
|
 |
Fallen Leaf |
2 |
Cold. Finale: Gain 6 IP.
|
 |
Barren Branch |
3 |
Cold. Gain 6 IP. Lose MP equal to # of cards played (0).
|
 |
Frigid Gust |
4 |
Cold. Reroll shop. Discard.
|
 |
Time of Harvest |
5 |
Cold. Gain 20 PWR.
|
 |
Enter the Den |
6 |
Cold. End this turn.
|
 |
Snowy Field |
7 |
Cold. Lose IP equal to 1/2 deck size (0). Draw.
|
 |
Frozen Stream |
8 |
Cold.
|
 |
Longest Night |
9 |
Cold. Gain IP equal to PWR (0). End this turn.
|
 |
Endless Cold |
Disaster (1) |
Cold. Finale: Lose 5 MP. Finale: Banish this.
|
 |
Ice Bolt |
Spell (3) |
Cold. Gain 5 IP. Draw.
|
Reflection
The sphere of reflections have many reflective cards, which allow the next card you play to avoid needing to match!
| Image |
Name |
Cost |
Effect Description
|
 |
God of Reflection |
Basic (1) |
Gain 1 PWR.
|
 |
Compact |
1 |
Reflective
|
 |
Polish |
2 |
Reflective Gain 1 IP.
|
 |
Retrospection |
3 |
Reflective Lose 3 PWR. Discard. Draw up to 2
|
 |
Vanity |
4 |
Reflective Gain 5 IP.
|
 |
Introspection |
5 |
Reflective Draw up to 2
|
 |
Scattered Light |
6 |
Reflective Gain IP equal to # of discard (0).
|
 |
Shatter |
7 |
Banish hand Draw until you have 5 cards. Banish this.
|
 |
Disco Ball |
8 |
Reflective When you play another card this turn, gain 2 IP.
|
 |
Hall of Mirrors |
9 |
Reflective Next card this turn triggers twice.
|
 |
Thousand Shards |
Disaster (1) |
Break Banish this.
|
 |
Illusion |
Spell (3) |
Next card this turn triggers twice. Draw.
|