
Art of War
if you do not play any attacks during your turn, gain an additional colorless energy next turn.

Rarity: Rare
Showing 48 relics in the current index. Filter by rarity, class context, and keyword to answer build decisions faster.

if you do not play any attacks during your turn, gain an additional colorless energy next turn.

you cannot lose more than 20 hp in a single turn.

the first hand you draw each combat is upgraded.

at the start of each combat, add 2 random ethereal cards into your hand.

at the end of each turn, lower the cost of a random retained card by 1 until played.

at the start of your 3rd turn, gain 3 energy.

at the end of your turn, gain 1 block for each card in your hand.

the first time you lose hp on your turn, heal hp equal to the amount lost.

if you lost hp during the previous turn, trigger the passive ability of all orbs at the start of your turn.

whenever you add a power into your deck, upgrade it.

at the start of each combat, discard any number of cards then draw that many.

whenever you play a power, draw 1 card.

you can now gain strength at rest sites.

whenever you play a shiv, gain 1 dexterity this turn.

energy is now conserved between turns.

whenever you play a card that costs 2 energy or more, gain 4 block.

whenever you play a card that costs 3 necrobinder energy or more, gain necrobinder energy.

every time you play 3 attacks in a single turn, gain 1 dexterity.

when you would die, heal to 50% of your max hp instead.

at the end of your turn, gain regent star energy.

upon pickup, raise your max hp by 14.

if your hp is at or below 50% at the end of combat, heal 12 hp.

the first time you channel 7 orbs each combat, deal 30 damage to all enemies.

the first time you spend regent star energy each turn, gain 1 strength.

whenever you add an attack card to your deck, upgrade it.

whenever you play a power, a random card in your hand is free to play that turn.

upon pickup, gain 300 gold.

at the start of each combat, add 2 random colorless cards into your hand.

enemies with weak deal 40% less damage to you rather than 25%.

whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.

at the start of each combat, add 2 zero-cost cards from your draw pile into your hand.

normal enemies drop an additional card reward.

the first time you play an attack, skill, and power each turn, gain 1 strength and 1 dexterity.

every time you play an attack or skill, upgrade it for the remainder of combat.

the first time you gain strength each combat, double the amount gained.

you can now dig at rest sites to obtain a random relic.

every time you play 3 attacks in a single turn, gain 1 strength.

at the end of turn 7, deal 52 damage to all enemies.

up to 10 block persists across turns.

the merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%.

whenever you discard a card during your turn, gain 3 block.

whenever you add a skill into your deck, upgrade it.

whenever you would lose hp, lose 1 less.

whenever you have no cards in hand during your turn, draw a card.

each combat, the first time you play a card that debuffs an enemy, double its effect.

at the start of each combat, add a random card into your hand. it's free to play this turn.

potions always appear in combat rewards.

elites drop an additional rare card reward.