270 HP
You may play an additional single use effect card at the end of your turn.
280 HP
250 HP
Heal any AFK Hermit for 100hp.
300 HP
300 HP
Opponent flips a coin on their next turn.If heads, their attack misses. Opponent can not miss on consecutive turns. Not applicable to effect cards.
260 HP
290 HP
270 HP
Additional 10hp damage for every AFK Hermit on your board.
290 HP
When your opponent's Hermit is knocked out by your active Hermit that this card is attached to, pick 2 attached item cards from the opposing active Hermit and add them to your hand.
Your opponent is forced to discard their active Hermit's attached effect card.
Burn opposing active Hermit. Burn adds 20hp damage at the end of each of your turns.
Prevents any damage from effect cards and any damage redirected by effect cards to the Hermit this card is attached to.
Discard 2 cards in your hand. Draw 2. Can not be used if you do not have 2 cards to discard.
Do an additional 20hp damage to up to 3 Hermits of your choice. Can not apply the damage to the same Hermit more than once.
After your attack, choose one of your opponent's AFK Hermits to make active. Flip a coin. If heads, also do 10hp damage to that Hermit.
Move 1 of your attached item cards to an adjacent active or AFK Hermit row.
Prevent up to 60hp damage for 1 turn. Discard following any damage taken.
Heal each of your active and AFK Hermits 20hp.
Move your active Hermit and any attached cards to an open slot on your board. Subtract 10 health from this Hermit.
Do an additional 60hp damage. You also take 20hp damage.