260 HP
300 HP
300 HP
260 HP
After this attack, return any 1 discarded item card to your hand.
270 HP
250 HP
Use any of your opponent's attacks (active or AFK). Opponent's active or AFK Hermit's attack does not require necessary items cards attached.
290 HP
At the end of your turn, deal 20hp damage to each of your opponent's AFK hermits that took damage this turn.
280 HP
Flip a coin. If heads, choose an item card attached to one of your opponent's AFK hermits to attach to one of your AFK Hermits.
280 HP
Your opponent's active Hermit can not go AFK on their next turn.
After attack, your opponent must choose an AFK Hermit to replace their active Hermit, unless they have no AFK Hermits.
Opponent takes 10hp damage after their attack.
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.
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.
Your opponent must flip a coin on their next attack. If heads, their attack misses. If tails, their attack does double the damage. If attack is not attempted, you remain invisible until it is. Only applies to Hermit attacks, not effect cards. Going AFK removes invisibility.
Move 1 of your opponent's active Hermit item cards to any of their AFK Hermits. Receiving Hermit must have open item card slot.
Opponent's active Hermit type is now weak to your active Hermit type for 3 turns.
Heal each of your active and AFK Hermits 20hp.
Do an additional 60hp damage. You also take 20hp damage.
Attach to any of your AFK Hermits. On that Hermit's first turn after becoming active, any damage done by your opponent to that hermit is prevented, and then this card is discarded.