Notable cards

This page lists cards whose effects are special and worth noting.

## Attack Cards

Many effects react with attack cards only, such as Rage, Weakened, Critical, Life Steal, etc. Therefore attack cards are essential for many combo decks but are also prone to enemies' interference.

### Melee Cards

#### Shovel Blow

Deals 10 damage. Adds a Handcuff(curse, unplayable) to draw pile. Damage becomes 14 after upgrade. If you are incapable of dealing with curses, using this card is very dangerous. This card is recommended for Curse Captain.

#### Bottle

Deals 6 damage. Adds a broken bottle(deals 3 more damage) to discard pile. Removed. Damage becomes 9 after upgrade.

#### Misdirect

Deals 5 damage and critical hit to enemy behind target. Damage becomes 8 after upgrade. The second target must be directly behind the first. Will not hit enemy 2 spaces behind.

#### Bayonet Lunge

Deals 6 damage. Deals 6 more damage if the previous card played is a Ranged. Deals 3 more damage after upgrade.

#### Probe

Deals 6 damage. Add 1 Heavy Hack to your hand if this kills an enemy. Removed. Deals 9 damage and gives upgraded Heavy Hack after upgrade.

#### Heavy Hack

Deals 12 damage. Deals 15 damage after upgrade.

#### Flail

Deals 7 damage. Deals 10 damage after upgrade. If all armor on target is removed this way, deals the same amount of damage to all enemies again. If the triggered damage removed all armor on another target, the damage can be triggered again.

#### Dagger

Deals 10/8/6 damage. (The further the target, the weaker the damage.) Deals 14/12/10 damage after upgrade.

### Ranged

#### Puffer Fish

1 ammo. Lose 3 HP. Deals 9 damage, then return this to your hand. Stay. Damage becomes 12 after upgrade. This card functions almost like a curse, will always stay in your hand, and damage you whenever played. Has good synergy with Sword Master's Lifesteal skill.

#### Quick Shot

1 ammo. Deals 6 damage. Draw 1 card. Deals 8 damage and draw 2 cards after upgrade. Becomes very powerful after upgrade, allowing you to play far more cards than normal. Beware of the increased ammo cost at the same time. Actually, you only need 2 cards to beat the game: an upgraded Quick Shot and an Ammo.

#### Empty the Barrels

cost all your ammo, one by one. Deal 7 damage for each ammo. Deals 10 damage after upgrade. Stops consuming ammo when target dies.

#### Snipe

1 ammo. Damage increases the further the target is. Damage is 6/8/10 according to range. Damage becomes 9/12/15 after upgrade.

#### Draining Shot

1 ammo. Deals 10 damage. Adds a Bind(curse, unplayable, gain 1 Weakened at end of turn) to your hand. Damage becomes 14 after upgrade. If you are incapable of dealing with curses, using this card is very dangerous. For Curse Captain, this is even better than Shovel Blow, for the Bind in hand means another draw through Clipping.

## Skill cards

Many skill cards can be used on enemy and yourself alike, so be aware not to accidentally heal your enemy or give yourself injury, etc.

### Non-consumable

#### Sketch

1 ammo. Copy a card in hand. Removed. 0 ammo after upgrade. Copied card will stay in your deck for this battle.(Unless removed) Can be used to copy powerful consumable cards. Using the copied version (has a darker text) will not consume the original card. Mirror is almost the same, just without Removed.

#### Good news

1 ammo. Draw 2 cards for each enemy that is injured. 0 ammo after upgrade.

#### Sharpen

2 ammo. All attack cards gain Penetration this battle. Removed. 1 ammo after upgrade. Good against armor enemies. However, certain enemies are more powerful when armored, and this might render you incapable of breaking their armor. Use with caution.

#### Cleansing Fire

0 ammo. Remove all curse cards in hand and heal 7 for each removed. Heal 10 for each after upgrade. Despite what the card reads, this can still heal normally even if Fishbone is in hand, because Fishbone will be removed before healing takes place. For Cursed Captain, this may help him handle excess curses and heal him, but may also dramatically weaken him, so use with caution.

#### Fall into Water

1 ammo. Deals 15 damage and adds 2 Handcuff to draw pile. Deals 21 damage after upgrade. Extremely dangerous if you are incapable of dealing with curses. Highly recommended for Curse Captain since this is not an attack card. (attacks might interfere with Curse Captain's skill)

#### Lightning Major

3 ammo. Deals 15 damage to all enemies and adds 2 Lightning Minor to your hand.(Deals 7 damage. Removed.) Deals 18 damage and gives upgraded Minors(Deals 9 damage. Removed.) after upgrade.

#### Ammo Maker

2 ammo. All ranged cards in hand cost 0 ammo this turn. 1 ammo after upgrade. The ammo cost return to normal if the cards are played a second time in the same turn.

#### Tactical Planning

0 ammo. Unplayable. Draw 2 cards when discarded by other cards or relics. Becomes playable and can draw 1 card when played after upgrade.

#### Awaken

1 ammo Deals 2 damage to a random target 15 times. Deals 3 damage after upgrade. Target also includes yourself. Effect stops when all enemies die and you win.

#### Tactical Combination

1 ammo. Draw a random skill card and a random attack card from draw pile. Removed. Does not have Removed after upgrade.

#### Loot

1 ammo.(0 after upgrade) Deals damage equals to the number of cards in deck. If this deals at least 30 damage, draw 3 cards. (Cards removed will not count)

Obtained from Arena 50 reward. Very powerful for big decks, as you can duplicate the card in the Arena.

#### Killing Blow

1 ammo. Defeat an enemy with less HP than you. Max HP reduced by 2.(1 after upgrade)(permanently) Removed.

#### Illusion

1 ammo. Copy you hand. Removed? ("you" is exactly what it reads.)

Got from Port Elysia event.

### Consumable

Many consumables has extremely powerful effects, but be aware that if you don't use them, they are as good as curses.