Common Card
Stack
Cost
1
Four class pools plus Colorless, 14 Curses to dodge, and Plus upgrades on all but a few of the 367
Data from build 10180494, updated
Every fight runs on the deck you bring into it: five cards a draw, and Energy to spend on them, usually three per turn. Ironclad leans on Strength and HP sustain, Silent stacks Poison and Shivs, Defect juggles Lightning, Frost, Dark, and Plasma Orbs, and Watcher stance-dances between Calm, Wrath, and Divinity. Colorless cards skip the class system entirely, a shared pool anyone can pull from through Prismatic Shards and a handful of events. Type splits every card into Attacks, Skills, and permanent Powers. Rarity runs Basic up through Common, Uncommon, and Rare. Most cards, Curses and Status junk aside, pick up a Plus form at a campfire’s Smith option.
Ironclad, Silent, Defect, and Watcher pull from four separate card pools built around Strength, Poison, Orbs, and Stance-dancing. Colorless sits outside all of them, a fifth pool open to any class through Prismatic Shards, specific events, and a few relics. Whichever class you pick decides most of a run before the first fight even starts.
Attacks deal damage, Skills cover block, card draw, and buffs, and Powers apply a passive effect that lasts until the fight ends. Status cards like Burn, Dazed, and Wound clog your hand and usually can’t be played. Curses arrive courtesy of relics, events, and mini-bosses, and most just sit there as dead weight, though Pain and Decay actively chip away at your HP while they’re stuck in hand.
Strike and Defend anchor the Basic tier; everything else climbs through Common, Uncommon, and Rare, with Rares carrying the strongest, most build-defining effects. Special covers cards tied to a specific unlock or event, and Curse gets a rarity all to itself for what relics and mini-bosses dump on you. A higher rarity usually means a bigger swing on the deck, good or bad.
Nearly every card can be upgraded once, turning something like Strike into Strike+ for more damage or shaving a point off a Skill’s Energy cost. You’ll do it at a campfire’s Smith option, a Key shrine, or the rare relic and event that upgrades a card for you. Most upgrades are small numeric bumps, but a few, like Limit Break or Armaments, add a whole new clause instead. Curses and most Status cards stay exactly as printed, and no Smith option will touch them.