| StrengthBuff | Adds its value to every hit made by an Attack. Multi-hit Attacks receive the bonus on each hit. | Values add together and normally remain for the combat. Temporary Strength is removed at the stated time. | Strength loss, Weak, or ending the fight before repeated scaling matters. | Inflame, Demon Form, Blade of Ink, and cheap multi-hit Attacks. |
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| DexterityBuff | Adds its value to Block gained from cards. It does not improve Block granted directly by most relics or powers. | Values add and persist for the combat unless another effect changes them. | Frail cuts the final Block from cards; negative Dexterity can erase small Block gains. | Footwork, repeated Defends, Blur, and any deck playing several Block cards per turn. |
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| VulnerableDebuff | The affected creature takes 50% more damage from Attacks. Non-Attack HP loss is normally unaffected. | Additional applications add duration, not a larger multiplier, unless another effect explicitly changes its strength. | Artifact can block an application; cleanse effects and waiting out the duration remove it. | Bash, Uppercut, Shockwave, Beam Cell, Cruelty, and large Attack turns. |
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| WeakDebuff | The affected creature deals 25% less damage with Attacks. Other damage sources are usually unchanged. | Applications add duration. They do not normally deepen the 25% penalty. | Artifact blocks one application; non-Attack damage ignores the protection Weak provides. | Neutralize, Leg Sweep, Uppercut, Shockwave, and Tracking against Weak enemies. |
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| FrailDebuff | You gain 25% less Block from cards while Frail. Block from unrelated sources may bypass the penalty. | Applications add duration rather than increasing the percentage penalty. | Artifact, cleansing, Dexterity, or Block from powers and relics that Frail does not modify. | Enemies combine it with heavy attacks; players can offset it with Footwork or Intangible. |
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| PoisonDebuff | At the start of the poisoned creature’s turn, it loses HP equal to Poison, then Poison falls by 1. | New Poison adds to the existing total. Natural decay happens after each start-of-turn trigger. | Artifact blocks an application; fast enemies and phase changes limit the time available to tick. | Noxious Fumes, Envenom, Accelerant, Corrosive Wave, and Outbreak. |
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| ThornsBuff | When the owner is hit by an Attack, the attacker takes damage. Each hit of a multi-hit Attack can trigger it. | Values add, increasing damage per trigger. It usually lasts for the combat. | Non-Attack damage avoids retaliation; large single hits trigger fewer times than multi-hit attacks. | Caltrops, Flame Barrier, Thorns Potion, and defensive turns against multi-hit enemies. |
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| ArtifactBuff | Negates the next debuff applied to its owner, then consumes one Artifact charge. | Each point is one separate charge. A multi-debuff card can consume one charge and still apply later debuffs. | Apply a cheap, less important debuff first to strip the charge before the effect you care about. | Protects temporary-stat turns from their delayed loss and guards against Vulnerable, Weak, or Frail. |
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| FocusBuff | Improves the numerical effects of Orbs, such as Lightning damage or Frost Block. | Values add and can go negative. Each Orb calculation reads the current Focus value. | Focus loss and orb-free strategies; ending a fight quickly reduces the value of long setup. | Defragment, Biased Cognition, Loop, and decks with many Orb slots or frequent evokes. |
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| IntangibleBuff | Reduces each instance of damage and HP loss to 1 for the stated turn. | Applications usually add turns. One turn is removed at the normal duration tick. | Many separate hits still deal 1 each; effects that are not damage or HP loss can still matter. | Wraith Form and turns where blocking the full incoming total would be unrealistic. |
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| BufferBuff | Prevents the next instance that would make you lose HP, then consumes one charge. | Each point prevents one separate instance. A tiny hit can consume it before a larger hit lands. | Multi-hit attacks and small preliminary damage efficiently strip charges. | Buffer buys setup time and is strongest when you can control hit order with Block. |
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| VigorBuff | Adds its value to the next Attack’s damage, then is consumed by that Attack. | Values add into one pool. Because it is spent at once, save it for an Attack that converts it well. | Forced or automatic low-value Attacks can spend it; Weak reduces the resulting Attack damage. | Large or multiplied Attacks and careful draw control that lines up the intended finisher. |
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| RegenBuff | Heals HP at the end of the owner’s turn, then decreases by 1. | New Regen adds to the current amount, increasing both immediate healing and future remaining ticks. | Burst damage, healing limits, or ending combat before later ticks resolve. | Defensive decks that can safely extend combat gain the full triangular healing total. |
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| PlatingBuff | Grants Block at the end of your turn, then loses 1 Plating at the start of your next turn. | Values add. Its repeated Block is better when combat lasts and Block retention is available. | Fast damage and effects that remove Block reduce the time it has to repay the setup. | Barricade, Blur, Dexterity-independent defense, and slow scaling plans. |
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| SlowDebuff | Whenever you play a card, the affected enemy takes 10% more Attack damage for the rest of that turn. | It ramps within the turn as cards are played and resets with the turn; card order is the core mechanic. | Attack early before the multiplier grows, or limit the number of setup cards played. | Play Skills and Powers first, then finish with the largest Attack after Slow has climbed. |
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| DoomCounter | At the end of the enemy turn, it dies if its Doom is at least as high as its current HP. | Applications add to one threshold. Damage lowers the HP side of the comparison, so both routes cooperate. | Artifact can block applications; healing and phase transitions can move the target away from the threshold. | Reaper Form, Countdown, Neurosurge management, and direct damage that closes the gap. |
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| BlockCounter | Absorbs incoming Attack damage before HP. Normally, remaining Block is removed at the start of your turn. | All gains add to one total. Barricade and Blur change when that total is cleared. | Unblocked HP loss, Block removal, Frail, and attacks larger than the total. | Dexterity, Footwork, Blur, Barricade, Juggernaut, and body-slam style payoffs. |
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| RampageCard mechanic | Rampage is an Ironclad Attack, not a universal status: it deals 9 damage and permanently gains 5 damage each time it is played that combat. | Each play adds another +5 to that copy for the current combat; the upgrade raises the increase by 4. | A large deck, Exhaust pressure, and short fights prevent redraws; Weak reduces its actual Attack damage. | Small decks, draw, Rebound-style top-deck control, Vulnerable, and Strength. |
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