Hand of the Divine/Cards

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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
GodOfSpears.png God of Spears Basic (1) Gain 1 PWR.
KnappFlint.png Knapp Flint 1 Gain 2 PWR.
ThrillOfTheHunt.png Thrill of the Hunt 2 Gain 3 PWR. Gain 3 MP.
TrainTheMilitia.png Train the Militia 3 Gain IP equal to PWR.
OrderlyMarch.png Orderly March 4 Gain 5 PWR. FINALE: Gain 5 IP.
Redeploy.png Redeploy 5 Draw. Gain 4 PWR.
ShieldWall.png Wall of Spears 6 Gain 9 PWR.
WinTheBattle.png Win the Battle 7 Gain 6 PWR. DELAY 3: Gain 8 Influence. DELAY 3: Gain 5 MP.
Reinforcements.png Reinforcements 8 Gain 10 PWR. DELAY 3: Draw.
BattleFervor.png Battle Fervor 9 Gain 5 PWR. DELAY 3: Gain 5 PWR. DELAY 5: Gain 5 PWR. FINALE: Gain 8 MP.
Disarmed.png Disarmed Disaster (1) Lose 3 PWR. Banish this.
Imbue.png 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
GodOfBooks.png God of Books Basic (1) Gain 1 PWR.
WriteALetter.png Write a Letter 1 Draw.
PrintNewspaper.png Print Newspaper 2 Draw. Gain 1 PWR.
ReadAloud.png Read Aloud 3 Draw. Gain 3 IP.
IlluminateTome.png Illuminate Tome 4 Gain 3 PWR. Gain 3 IP. DELAY 3: Draw.
PublishAWork.png Publish a Work 5 Gain PWR equal to # of cards played.
StudyAPaper.png Study a Paper 6 Gain 1 PWR. Gain 8 IP. DELAY 2: Draw.
DiscoverTruth.png Discover Truths 7 Draw. DELAY 6: Gain 10 PWR.
KingsEdict.png King's Edict 8 Draw. Gain 8 IP.
EldrichKnowledge.png Eldrich Secrets 9 Draw. Gain 6 MP. Gain 6 PWR. Gain 6 IP.
BurnedBook.png Burned Book Disaster (1) Discard. Banish this.
Recall.png 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
GodOfTravel.png God of Travel Basic (1) Gain 1 PWR.
TakeAHike.png Take a Hike 1 Gain 2 MP.
LeaveThePath.png Leave the Path 2 Gain 2 PWR. Gain 3 IP. Gain 3 MP.
DetailAMap.png Detail a Map 3 Gain 3 PWR. DELAY 2: Gain 4 IP. DELAY 3: Gain 5 MP.
HireACarriage.png Hire a Carriage 4 ARRIVE: Gain 5 IP. Gain 3 PWR. Gain 6 IP.
BecomeLost.png Become Lost 5 Replace hand. Reroll shop. Gain 8 PWR.
FindAShortcut.png Find a Shortcut 6 Gain 6 PWR. Gain 6 MP.
RoadToTheCity.png Road to the City 7 Gain 6 PWR. DELAY 3: Gain 9 IP. DELAY 5: Draw.
ClimbMountains.png Climb Mountains 8 Gain 8 PWR. Gain 9 IP.
CrossTheSea.png Cross the Sea 9 Gain 11 PWR. FINALE: Gain 12 IP.
BrokenWheel.png Broken Wheel Disaster (1) DELAY 2: Lose 5 IP. Banish this.
Teleport.png 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
GodOfCooking.png God of Cooking Basic (1) Gain 1 PWR.
PreheatOven.png Preheat Oven 1 Gain 3 IP. Gain 1 PWR. FINALE: Banish this.
FindIngredients.png Find Ingredients 2 Draw. Gain 3 PWR. FINALE: Banish this.
Measure.png Measure 3 Gain 3 MP. Gain 4 PWR. Gain 5 IP. FINALE: Banish this.
Flip.png Flip 4 Gain 7 PWR. Reroll shop. FINALE: Banish this.
Whisk.png Whisk 5 Gain 7 PWR. Gain 6 MP. FINALE: Banish this.
Simmer.png Simmer 6 Gain 2 PWR. DELAY 4: Gain 4 PWR. DELAY 8: Gain 6 PWR. Finale: Banish this.
Chop.png Chop 7 Gain 12 PWR. Banish a discarded card. FINALE: Banish this.
Boil.png Boil 8 Gain 9 MP. Gain 9 PWR. FINALE: Banish this.
ServeHot.png Serve Hot 9 Banish the discard pile. Gain PWR equal to # of banished.
BurntFood.png Burnt Food Disaster (1) Lose 3 IP. INTRO: Banish this.
ConjureMeal.png 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
GodOfMath.png God of Math Basic (1) Gain 1 PWR.
Add.png Add 1 Gain 2 PWR.
Pi.png Pi 2 Gain 3 PWR. Gain 1 MP. Gain 4 IP.
Geometry.png Geometry 3 Gain 3 MP. Gain 4 PWR. Gain 5 IP.
Subtract.png Subtract 4 Pay 3 PWR. If you do, Gain 12 IP. Gain 6 MP.
Trigonometry.png Trigonometry 5 Gain 8 PWR. Gain 3 MP.
Multiply.png Multiply 6 Double your PWR.
SquareRoot.png Square Root 7 Gain 16 PWR. Lose 4 IP.
Divide.png Divide 8 Gain IP equal to 1/2 deck size (0). Draw.
Calculus.png Calculus 9 Gain 9 PWR. Replace card in hand with this.
DivideByZero.png Divide by Zero Disaster (1) Lose 3 MP. Banish this.
Calculate.png 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
GodOfLuck.png God of Luck Basic (1) Gain 1 PWR.
LuckyDraw.png Lucky Draw 1 Chance: Draw. Chance: Gain 2 MP.
RollTheDice.png Roll the Dice 2 Chance: Gain 1 PWR. Chance: Gain 2 PWR. Chance: Gain 3 PWR.
ShuffleTheDeck.png Shuffle the Deck 3 Gain 4 PWR. Replace hand.
MakeABet.png Make a Bet 4 Pay 2 PWR. If you do, Chance: Gain 10 PWR. Chance: Gain 10 MP.
SpendWinnings.png Spend Winnings 5 Gain 7 PWR. Reroll shop.
PerfectStreak.png Perfect Streak 6 Gain 7 MP. Gain 7 PWR. Gain 7 IP. Chance: Banish this.
LeaveToChance.png Leave to Chance 7 Gain 10 PWR. Reroll shop. Replace hand.
EmbraceChaos.png Embrace Chaos 8 Chance: Gain 10 PWR. Chance: Gain 10 IP. Chance: Gain 10 MP.
AllIn.png All In 9 Chance: Double your PWR. Chance: Double your PWR.
BadLuck.png Bad Luck Disaster (1) Lose 2 PWR. Chance: Banish this.
Predict.png 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
GodOfDinosaurs.png God of Dinosaurs Basic (1) Gain 1 PWR.
Velociraptor.png Velociraptor 1 Gain 2 PWR. Sweep: Banish a discarded card.
Stegosaurus.png Stegosaurus 2 Intro: Clone this. Gain 2 PWR. Gain 2 IP.
Pteranodon.png Pteranodon 3 Gain 3 PWR. Gain 3 MP. Sweep: Banish a discarded card.
Triceratops.png Triceratops 4 Intro: Clone this. Delay 2: Gain 6 PWR.
Apatosaur.png Apatosaur 5 Intro: Clone this. Gain 5 PWR. Delay 3: Draw.
Spinosaurus.png Spinosaurus 6 Gain 6 PWR. Gain 5 MP. Sweep: Banish a discarded card.
Ankylosaurus.png Ankylosaurus 7 Intro: Clone this. Gain 15 IP.
Sauroposeidon.png Sauroposeidon 8 Intro: Clone this. Gain PWR equal to 1/2 deck size (0).
TRex.png T Rex 9 Gain IP equal to # of banished (0). Sweep: Banish the discard pile.
Eruption.png Eruption Disaster (1) Intro: Lose 5 IP. Finale: Lose 5 IP. Banish this.
Incubate.png 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
GodOfThieves.png God of Thieves Basic (1) Gain 1 PWR.
Steal.png Steal 1 Pay 1 PWR. If you do, Gain 3 MP.
Pickpocket.png Pickpocket 2 Lose 2 MP. Gain 6 PWR.
MakeAnEscape.png Make an Escape 3 Lose 3 IP. Gain 4 MP. Draw.
Burglary.png Burglary 4 Lose 3 MP. Gain 10 PWR.
Extortion.png Extortion 5 Pay 4 PWR. If you do, Gain 7 MP. Draw.
Robbery.png Robbery 6 Lose 5 MP. Gain 16 PWR.
Safehouse.png Safehouse 7 Lose 6 IP. Gain 9 MP. Draw.
Scam.png 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.png Heist 9 Lose all PWR. Draw until you have 5 cards.
GetCaught.png Get Caught Disaster (1) Lose 2 MP. Lose 2 IP. Banish this.
PickLock.png 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
GodOfCoin.png God of Coin Basic (1) Gain 1 PWR.
Charity.png Charity 1 Gain 1 PWR. Gain 1 IP.
Trade.png Trade 2 Acquire a random card from shop. Gain 3 PWR. Banish this.
RaiseCapital.png Raise Capital 3 Gain 6 PWR.
Purchase.png Purchase 4 Pay 2 PWR. If you do, Acquire a random card from shop. Draw.
LeverageAssets.png Leverage Assets 5 Gain PWR equal to 1/2 deck size (0).
Invest.png Invest 6 Acquire a random card from shop. Gain 5 PWR.
BuyOut.png Buy Out 7 Acquire all from shop.
MintCoin.png Mint Coin 8 Gain 24 PWR.
Stonks.png Stonks 9 When you gain PWR this turn, also gain that much MP.
Bankruptcy.png Bankruptcy Disaster (1) Lose 3 IP. Banish a discarded card. Banish this.
LeadToGold.png 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
GodOfLove.png God of Love Basic (1) Gain 1 PWR.
AtFirstSight.png At First Sight 1 Intro: Clone this. Gain 2 PWR.
HoldHands.png Hold Hands 2 Gain 3 MP. Gain 1 PWR. Sweep: Clone this.
FirstKiss.png First Kiss 3 Gain 3 PWR. Clone this.
DateNight.png Date Night 4 Intro: Draw. Gain 4 PWR. Clone this.
Gift.png Heartfelt Gift 5 Clone a card from hand. Gain 3 IP.
Proposal.png Proposal 6 Gain 5 PWR. Gain 5 MP. Clone this.
Marriage.png Marriage 7 Gain 10 PWR. Clone a card from hand. Sweep: Draw.
BirdsAndBees.png Birds and Bees 8 Clone all cards in hand.
Family.png Family 9 Gain PWR equal to 1/2 deck size (0). Clone this.
Heartbreak.png Heartbreak Disaster (1) Lose 2 IP. Banish this. Remain: Clone this.
LovePotion.png 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
GodOfCosmos.png God of The Cosmos Basic (1) Gain 1 PWR.
Asteroid.png Asteroid 1 Gain 1 PWR. Remain: Gain 1 IP.
Moon.png Moon 2 Gain 3 PWR. Remain: Gain 3 MP.
Planet.png Planet 3 Draw. Gain 3 MP. Remain: Gain 4 IP.
Star.png Star 4 Gain 7 PWR. Remain: Gain 8 IP.
SolarSystem.png Solar System 5 Draw. Gain 3 MP. Gain 7 PWR. Remain: Gain 12 IP.
Supernova.png Supernova 6 Gain 15 PWR. Reroll shop. Remain: Banish this.
Galaxy.png Galaxy 7 Replace hand. Gain 13 PWR. Remain: Gain 12 MP.
BlackHole.png Black Hole 8 Gain 20 PWR. Replace hand. Remain: Banish the discard pile.
Universe.png Universe 9 Draw. Remain: Gain 10 MP. Remain: Gain 10 IP.
HeatDeath.png Heat Death Disaster (1) Remain: Lose 3 IP. Remain: Banish this.
Starfall.png 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
GodOfIron.png God of Iron Basic (1) Gain 1 PWR.
MineOre.png Mine Ore 1 Gain 1 PWR. Draw. Delay 3: Can't draw more cards this turn
Smelt.png Smelt 2 Gain 4 PWR. Draw. Delay 3: Can't draw more cards this turn
MixAlloy.png Mix Alloy 3 Gain 4 MP. Draw. Delay 3: Can't draw more cards this turn
Cast.png Cast 4 Gain 6 PWR. Draw. Delay 3: Can't draw more cards this turn
Forge.png Forge 5 Gain 8 IP. Draw. Delay 3: Can't draw more cards this turn
Grind.png Grind 6 Gain 9 PWR. Draw. Delay 3: Can't draw more cards this turn
Temper.png Temper 7 Gain 10 MP. Draw. Delay 3: Can't draw more cards this turn
Sharpen.png Sharpen 8 Gain 14 PWR. Draw. Delay 3: Can't draw more cards this turn
Polish.png Polish 9 Draw until you have 5 cards. Delay 3: Can't draw more cards this turn
Rust.png Rust Disaster (1) Lose 1 PWR. Can't draw more cards this turn Banish this.
Enchant.png 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
GodOfTime.png God of Time Basic (1) Gain 1 PWR.
TheBeginning.png The Beginning 1 Clone this. Upgrade.
LongAgo.png Long Ago 2 Gain 3 PWR. Upgrade.
LastYear.png Last Year 3 Gain 4 IP. Upgrade.
Yesterday.png Yesterday 4 Gain 5 MP. Upgrade.
PresentDay.png Present Day 5 Draw. Upgrade.
Tomorrow.png Tomorrow 6 Gain 8 MP. Gain 1 IP. Upgrade.
NextYear.png Next Year 7 Gain 9 PWR. Gain 2 MP. Upgrade.
FarFuture.png Far Future 8 Gain 10 PWR. Gain 3 IP. Upgrade.
EndOfTime.png End of Time 9 Gain PWR equal to MP (0). Double your MP. Delay 2: Revert this.
OutOfTime.png Out of Time Disaster (1) Lose all MP. Banish this.
SaveTime.png 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
GodOfTheDead.png God of The Dead Basic (1) Gain 1 PWR.
Grave.png Grave 1 Gain 1 PWR. Chance: Convert a card in shop.
Skeleton.png Skeleton 2 Gain 3 PWR. Chance: Convert a card in hand.
Haunting.png Haunting 3 Gain 3 PWR. Gain 4 MP. Chance: Convert a card in deck.
Zombie.png Zombie 4 Gain 5 PWR. Convert a discarded card.
Poltergeist.png Poltergeist 5 Gain 5 PWR. Gain 8 MP. Convert a card in deck.
Demon.png Demon 6 Gain 6 PWR. Gain 6 MP. Convert a card in hand.
Vampire.png Vampire 7 Gain 8 PWR. Gain 5 IP. Convert a card in shop.
UndeadHorde.png Undead Horde 8 Gain 14 PWR. Convert all discarded cards.
Afterlife.png Afterlife 9 Gain 18 PWR. Gain 12 MP. Convert all your cards.
Resurrect.png Resurrect Disaster (1) Lose 5 PWR. Replace hand.
Necroblast.png 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
GodOfMusic.png God of Music Basic (1) Gain 1 PWR.
WhistleATune.png Whistle a Tune 1 Intro: Gain 4 PWR.
PlayAChord.png Play a Chord 2 Gain 2 PWR. Scale: Gain 3 PWR.
Instrument.png Instrument 3 Gain 4 PWR. Scale: Gain 4 MP.
TuneTheStrings.png Tune the Strings 4 Gain 6 PWR. Scale: Draw.
Sing.png Sing 5 Gain 7 IP. Scale: Gain 7 PWR.
StartABand.png Start a Band 6 Scale: Gain 8 PWR. Scale: Gain 8 IP. Scale: Gain 8 MP.
ComposeAPiece.png Compose a Piece 7 Gain 10 PWR. Scale: Draw.
RecordASong.png Record a Song 8 Gain IP equal to PWR (0). Scale: Clone this.
ConductAnOrchestra.png Conduct 9 Gain 8 PWR. Scale: Gain 8 PWR. Scale: Gain 8 MP.
FallOutOfTune.png Fall out of Tune Disaster (1) Lose 2 PWR. Delay 3: Banish this.
Harmonize.png 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
GodOfPainting.png God of Painting Basic (1) Gain 1 PWR.
Ink.png Ink 1 Ready: Draw. Become readied.
Paintbrush.png Paintbrush 2 Gain 2 PWR. Ready: Gain 3 PWR.
Watercolor.png Watercolor 3 Ready: Draw. Gain 2 PWR. Become readied.
PaletteKnife.png Palette Knife 4 Gain 4 PWR. Reroll shop. Ready: Gain 5 MP.
Palette.png Palette 5 Gain 5 PWR. Ready: Gain 5 PWR. Ready: Clone a card from hand.
OilPaint.png Oil Paint 6 Ready: Draw. Gain 5 PWR. Become readied.
Canvas.png Canvas 7 Gain 7 PWR. Ready: Gain 6 MP. Ready: Gain 10 PWR.
AcrylicPaint.png Acrylic Paint 8 Ready: Draw. Gain 8 PWR. Become readied.
Easel.png Easel 9 Ready: Gain 20 PWR. Ready: Gain 15 IP. Ready: Gain 10 MP.
TornCanvas.png Torn Canvas Disaster (1) Lose 1 PWR. Ready: Banish this.
BringToLife.png 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
GodOfMedicine.png God of Medicine Basic (1) Gain 1 PWR.
Placebo.png Placebo 1 Draw. Gain 2 IP. Banish this.
Bandage.png Bandage 2 Chance: Restore. Gain 4 PWR. Chance: Banish this.
BitterHerbs.png Bitter Herbs 3 Banish a discarded card. Gain 4 PWR. Gain 4 MP.
Pills.png Pills 4 Intro: Restore. Gain 6 PWR. Banish this.
Thermometer.png Thermometer 5 Gain 5 PWR. Gain 5 MP. Delay 6: Restore.
Concoction.png Concoction 6 Gain 11 PWR. Reroll shop. Sweep: Restore.
Prescription.png Prescription 7 Span 4: Restore. Gain 4 MP. Draw.
Injection.png Injection 8 Restore. Gain 9 PWR. Draw.
Surgery.png Surgery 9 Restore. Banish a discarded card. Gain 20 PWR.
Infection.png Infection Disaster (1) Chance: Clone this. Banish this.
LayOnHands.png 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
GodOfFarming.png God of Farming Basic (1) Gain 1 PWR.
PlantASeed.png Plant a Seed 1 Gain 1 PWR. Span 4: Gain 2 PWR.
TillTheSoil.png Till the Soil 2 Gain 2 PWR. Span 3: Gain 5 MP.
MakeCompost.png Make Compost 3 Discard. Gain 8 PWR. Span 5: Draw.
SpreadFertilizer.png Spread Fertilizer 4 Gain 6 IP. Span 4: Gain 6 PWR.
RemoveWeeds.png Remove Weeds 5 Banish a discarded card. Span 6: Gain 11 PWR.
Irrigate.png Irrigate 6 Gain 4 PWR. Span 4: Gain 8 MP.
RotateCrops.png Rotate Crops 7 Reroll shop. Gain 6 PWR. Span 4: Gain 10 PWR.
WatchItGrow.png Watch it Grow 8 Gain 8 PWR. Span 5: Gain 8 PWR. Span 3: Gain 8 PWR.
Harvest.png Harvest 9 Draw. Span 1: Gain 50 MP.
Drought.png Drought Disaster (1) Lose 1 IP. Span 5: Banish this.
Growth.png 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
GodOfStorms.png God of Storms Basic (1) Gain 1 PWR.
CloudCover.png Cloud Cover 1 Arrive: Gain 3 MP. Gain 1 MP.
SlightBreeze.png Slight Breeze 2 Arrive: Gain 3 PWR. Gain 2 PWR.
Drizzle.png Drizzle 3 Arrive: Gain 4 IP. Gain 3 PWR. Delay 3: Gain 3 IP.
Snow.png Snow 4 Arrive: Replace card in hand with this. Gain 3 PWR. Gain 3 MP.
Downpour.png Downpour 5 Arrive: Gain 8 IP. Gain 5 PWR. Delay 5: Gain 5 IP.
Thunderstorm.png Thunderstorm 6 Arrive: Lose 6 IP. Gain 8 PWR. Gain 2 MP.
Hail.png Hail 7 Arrive: Replace card in hand with this. Gain 7 PWR. Gain 3 IP.
Tornado.png Tornado 8 Arrive: Reroll shop. Gain 10 PWR. Replace hand.
Hurricane.png Hurricane 9 Arrive: Acquire all from shop. Gain 7 PWR. Gain 7 MP.
StormsEnd.png Storm's End Disaster (1) Lose 2 MP. Finale: Banish this.
ConjureThunder.png 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
GodOfCalamity.png God of Calamity Basic (1) Gain 1 PWR.
EerieProphecy.png Eerie Prophecy 1 Gain 2 PWR. Gain 5 MP. Gain a disaster.
Madness.png Madness 2 Gain 5 PWR. Gain 4 IP. Gain a disaster.
Earthquake.png Earthquake 3 Gain 12 PWR. Gain a disaster.
OpenTheBunker.png Open the Bunker 4 Draw. Gain 13 PWR. Gain a disaster.
MassHysteria.png Mass Hysteria 5 Reroll shop. Gain 17 PWR. Gain a disaster.
ImpendingDoom.png Impending Doom 6 Gain 12 PWR. Gain 10 MP. Gain a disaster.
Plague.png Plague 7 Gain 12 PWR. Gain 12 IP. Gain 12 MP. Gain a disaster.
WeatherTheStorm.png Weather a Storm 8 Gain IP equal to # of banished (0). Draw. Gain a disaster.
Apocalypse.png Apocalypse 9 Gain 45 PWR. Replace your deck with disasters
Disaster.png Disaster Disaster (1) Lose 1 PWR. Lose 1 IP. Lose 1 MP. Banish this.
SeeTheSigns.png 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
GodOfTheSea.png God of the Sea Basic (1) Gain 1 PWR.
Seahorse.png Seahorse 1 Sense 1: Gain 3 PWR. Sense 1: Draw.
Clownfish.png Clownfish 2 Gain 3 PWR. Sense 2: Gain 1 MP.
Starfish.png Starfish 3 Gain 5 PWR. Finale: Reroll shop.
Crab.png Crab 4 Gain 4 PWR. Gain 2 MP. Sense 4: Draw.
Dolphin.png Dolphin 5 Intro: Reroll shop. Gain 4 MP. Draw.
Squid.png Squid 6 Gain 3 PWR. Sense 9: Draw until you have 5 cards. Sense 9: Reroll shop.
Shark.png Shark 7 Gain 6 PWR. Banish a discarded card. Sense 2: Draw.
Whale.png Whale 8 Gain 6 PWR. Sense 1: Gain 8 PWR. Sense 1: Gain 4 MP.
Kraken.png Kraken 9 Sense 9: Gain 9 PWR. Sense 8: Gain 8 PWR. Sense 7: Gain 7 PWR. Sense 6: Gain 6 PWR.
OutOfWater.png Out of Water Disaster (1) Lose 1 IP. Sense 4: Banish this.
Splash.png 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
GodOfMagic.png God of Magic Basic (1) Gain 1 PWR.
Magician.png Magician 1 Draw.
Seer.png Seer 2 Gain 2 PWR. Remain: Gain a spell.
Wizard.png Wizard 3 Gain 2 PWR. Gain a spell.
Pyromancer.png Pyromancer 4 Banish a discarded card. Gain 2 PWR. Gain a spell.
Enchanter.png Enchanter 5 Draw. Gain a spell.
Warlock.png Warlock 6 Gain 5 PWR. Gain a spell.
Druid.png Druid 7 Gain a spell. Gain a spell.
Sorcerer.png Sorcerer 8 Gain 8 PWR. Gain a spell.
Necromancer.png Necromancer 9 Gain PWR equal to 1/2 deck size (0). Gain a spell.
Counterspell.png Counterspell Disaster (1) Lose 1 MP. Can't draw more cards this turn Banish this.
MagicMissile.png 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
GodOfLaw.png God of Law Basic (1) Gain 1 PWR.
Arrest.png Arrest 1 Gain 3 PWR. Intro: End this turn.
Constitution.png Constitution 2 Draw until you have 5 cards. Delay 5: End this turn.
Prosecute.png Prosecute 3 Gain 4 PWR. Gain 3 MP. Scale: End this turn.
DueProcess.png Due Process 4 Gain 9 PWR. Ready: End this turn. Become readied.
Defend.png Defend 5 Gain 10 PWR. Gain 6 MP. Arrive: End this turn.
Jury.png Jury 6 Gain 10 PWR. Gain 10 IP. Delay 4: End this turn.
Judge.png Judge 7 Gain 20 PWR. Chance: End this turn.
Amendment.png Amendment 8 Gain 20 PWR. Gain 8 MP. Span 3: End this turn.
Execution.png Execution 9 Sweep: Gain 60 IP. End this turn.
Corruption.png Corruption Disaster (1) End this turn. Banish this.
Command.png 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
GodOfSeasons.png God of Seasons Basic (1) Gain 1 PWR.
Raindrop.png Raindrop 1 Warm. Gain 2 PWR. Draw.
BuddingLeaf.png Budding Leaf 2 Warm. Intro: Gain 6 PWR.
RipeFruit.png Ripe Fruit 3 Warm. Gain 6 PWR. Gain MP equal to # of cards played (0).
WarmBreeze.png Warm Breeze 4 Warm. Replace hand. Draw.
TimeOfPlanting.png Time of Planting 5 Warm. Lose 10 IP. Draw.
LeaveTheDen.png Leave the Den 6 Warm. Draw until you have 5 cards.
GrassyMeadow.png Grassy Meadow 7 Warm. Gain MP equal to 1/2 deck size (0). Draw.
BabblingBrook.png Babbling Brook 8 Warm. Gain 15 PWR. Gain 15 IP. Gain 15 MP.
LongestDay.png Longest Day 9 Warm. Gain MP equal to PWR (0). Draw.
OverwhelmingHeat.png Endless Heat Disaster (1) Warm. Finale: Lose 5 IP. Finale: Banish this.
Fireball.png Fireball Spell (3) Warm. Gain 5 PWR. Draw.

Cold

Image Name Cost Effect Description
GodOfSeasons.png God of Seasons Basic (1) Gain 1 PWR.
Snowflake.png Snowflake 1 Cold. Gain 1 PWR.
FallenLeaf.png Fallen Leaf 2 Cold. Finale: Gain 6 IP.
BarrenBranch.png Barren Branch 3 Cold. Gain 6 IP. Lose MP equal to # of cards played (0).
FrigidGust.png Frigid Gust 4 Cold. Reroll shop. Discard.
TimeOfHarvest.png Time of Harvest 5 Cold. Gain 20 PWR.
EnterTheDen.png Enter the Den 6 Cold. End this turn.
SnowyField.png Snowy Field 7 Cold. Lose IP equal to 1/2 deck size (0). Draw.
FrozenStream.png Frozen Stream 8 Cold.
LongestNight.png Longest Night 9 Cold. Gain IP equal to PWR (0). End this turn.
OverwhelmingCold.png Endless Cold Disaster (1) Cold. Finale: Lose 5 MP. Finale: Banish this.
IceBolt.png 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
GodOfReflection.png God of Reflection Basic (1) Gain 1 PWR.
Compact.png Compact 1 Reflective
Polish.png Polish 2 Reflective Gain 1 IP.
Retrospection.png Retrospection 3 Reflective Lose 3 PWR. Discard. Draw up to 2
Vanity.png Vanity 4 Reflective Gain 5 IP.
Introspection.png Introspection 5 Reflective Draw up to 2
ScatteredLight.png Scattered Light 6 Reflective Gain IP equal to # of discard (0).
Shatter.png Shatter 7 Banish hand Draw until you have 5 cards. Banish this.
DiscoBall.png Disco Ball 8 Reflective When you play another card this turn, gain 2 IP.
HallOfMirrors.png Hall of Mirrors 9 Reflective Next card this turn triggers twice.
ThousandShards.png Thousand Shards Disaster (1) Break Banish this.
Illusion.png Illusion Spell (3) Next card this turn triggers twice. Draw.