Change Pentagram's summons (theTower).

Tier 0 is imp + hell hound, tier 1 is common demon + rakshasa, tier 2 is
greater demon + pan lord.

Control Pentagram's summons a bit more.

To continue to make it more distinct from the demon summoning spells
and to buff weak tier 0 and nerf strong tier 1, the card now chooses
a more specific range of demons. The old groupings of 5/ 43 / 21,
from using lesser / common / greater demon, have now been pushed to
4 / 3 / 2. A bit less variety, but the hell hound / rakshasa / pan lord
company are already more unique. The hell hound result shouldn't feel
like it's getting harmless fodder accompaniment, and some excessive
results with executioners or hell sentinels alongside the pandemonium lord
should be avoided by this.
Elements card to replace the Herd card (theTower).

It summons natural creatures with some elemental ties.
Replace Shadow card's invisibility with darkness (theTower).

TODO: Make the card description sound less awkward.
Add corrosive bolt to Vitriol card.
Add a free ugly thing to power level 2 Repulsiveness.
Let the Shaft card shaft monsters.
Improve Dance card a bit.

The low power weapon is slightly less pathetic and tier 2 is either a
reaching or cleaving weapon. Sometimes the weapon will be a randart; this is
often more flashy than useful.
Replace butterflies with ravens in Foxfire (theTower).
Rangers card to replace Bones, fix save compat a bit

The skeletal warrior and bone dragon, while strong, had direct overlap
with Yred's gifts, while skeletons are hardly unique allies. Not that great
of a concern considering the different natures of support from permanent
and temporary allies, but still something that could be replaced with
something more distinct and unique for Nemelex.

This card summons a niche close to unused for player allies, in archers.
There are four tiers:
1: centaurs or yaktaurs
2: centaur warriors or fauns
3: yaktaur captains or naga sharpshooters
4: satyrs or merfolk javelineers or deep elf master archers.
With card power:
0: Two or three of tier 1.
1: One of tier 1, and either one of tier 3 or another tier 1 and one of tier 2.
2: One of tier 2, and either one of tier 4 or another tier 2 and one of tier 3.

Should be more interesting, and possibly marginally stronger if you need
more damage-inflicting and less damage soaking.

Also, avoid earlier Herd and Bones cards from screwing things up,
and stab at some errant tabs.
Change the Cloud card.

It is now part of escape decks and surrounds enemies with clouds, ranging
from mephitic to miasma.

Don't place Cloud clouds under monsters.
Add draining to the Banshee card.
Add malmutate to Degeneration card (theTower).
Add Ephemeral Infusion to Elixir card.
Let Helm card protect allies (theTower).
Let Tomb card place walls on stone stairs.
Let Tomb work on deep water.
Change Velocity card.

It should always potentially benefit the player (if allies are present).
Double-edge Venom card: remove Sting, add low-power brief -rPois

With all the other changes meant to provide even bottom-power cards with a
flashy, obvious effect, the straight conjurations card stand out for mostly
being plain and weak. One of the more obvious points is the Venom card,
which was just sting | venom bolt | poison arrow. Straightforwardly weak,
since rPois isn't rare and sting is next to harmless.

The first two card power tiers are venom bolt | venom bolt or poison arrow,
but at those same tiers, you will get 10-15 | 5-10 turns of rPois-. This
is meant to have some of the trade-offs like other cards (twisters, hostile
summons) with only situational and pre-aware lethality (compare to the
excess that is drawing legendary pain cards and getting tormented).
You might want to excercise some caution in using that destruction deck
against swamp dragons or Snake, but the chance of a poison arrow should be
a good exchange.

Also, purge all these tabs left in decks.cc, ugh.
Amplify some Dowsing power numbers, since it's locked off in Wonders now.

Ideally, the long-lasting telepathy and item detection should make people
try to use the card on fresher and more dangerous levels. This makes it
closer to the high strategic benefits of Helix and Mercenary, while also
hopefully getting more chances at Wild Magic (and possibly Focus) to mean
more (than mutations or banishment, anyway) by using the deck not so far
away from any danger. Hopefully.
Hackily replace Pain card torment with flaying (theTower).