260 HP
Restore full health. Sleep for this and the following 2 turns. Can not attack, go AFK, or use Single Use effect cards. Can still draw and attach cards during Sleep. Status effects still apply.
250 HP
290 HP
Flip a coin. If heads, Matilda does an additional 40hp damage.
290 HP
260 HP
280 HP
270 HP
If "wolf" effect card is attached to this Hermit, do an additional 30hp damage.
260 HP
280 HP
Flip a coin. If heads, choose one of the opposing active Hermit's attacks to disable on their next turn.
Your opponent is forced to discard their active Hermit's attached effect card.
Remove burn on active or AFK Hermit. OR can be attached to prevent burn.
Choose one of your opponent's AFK Hermits. Direct your attack to that Hermit for this turn. Priority over "Lightning Rod."
Swap your active Hermit with one of your AFK Hermits after attacking.
Discard your hand. Draw 3 cards. Can be used even if you do not have any cards in your hand.
Prevent up to 10hp damage taken.
Do an additional 20hp damage.
Attach to any of your active or AFK Hermits. All damage done to you on your opponent's next turn is taken by the Hermit this card is attached to. Discard after damage is taken.
Poison your opponent's active Hermit. Poison (status effect) deals an additional 20hp damage at the end of your turn, every turn until poisoned Hermit is down to 10hp. Ignores all armour. Continues to poison if health is recovered. Does not knock out Hermit.
Look through your opponent's hand. Flip a coin. If heads, opponent chooses 1 of those cards to discard.
Heal active or AFK Hermit 30hp.
Attach to your active Hermit. If any of your Hermits take damage on your opponent's turn, your opponent's active Hermit takes 20hp damage for each Wolf card you have on the game board.