250 HP
Your opponent can not use the same attack they used on their previous turn.
260 HP
You can choose to remove 50hp from its Hermit and give it to any AFK Hermit on the board.
250 HP
270 HP
290 HP
280 HP
When used with bow effect card, the bow card does double damage to the chosen AFK opposing Hermit.
280 HP
300 HP
290 HP
Flip a coin. If heads, opponent must flip a coinon their next turn. If opponent flips heads, their attack damages themselves. If they choose not to attack or go AFK, no coin flip is necessary. Only applies to Hermit attacks, not effect cards.
Do 30hp damage to your opponent's Hermit directly opposite your active Hermit on the board and 10hp damage to each of their Hermits to the left of it.
Use an attack from your active Hermit without having the necessary item cards attached.
Your opponent is forced to discard their active Hermit's attached effect card.
Do 40hp damage to an AFK Hermit of your choice.
Remove burn on active or AFK Hermit. OR can be attached to prevent burn.
Attach to any active or AFK Hermit. Item cards attached to this Hermit are treated as wild. This card is permanently attached until the Hermit it's attached to is knocked out.
Discard your hand. Draw 3 cards. Can be used even if you do not have any cards in your hand.
Do an additional 20hp damage for every item attached to your opponent's active Hermit up to a maximum of 80hp damage. x2 item cards are equal to 2 items.
Move 1 of your opponent's active Hermit item cards to any of their AFK Hermits. Receiving Hermit must have open item card slot.
Prevent up to 60hp damage for 1 turn. Discard following any damage taken.
Move your active Hermit and any attached cards to an open slot on your board. Subtract 10 health from this Hermit.
Heal active or AFK Hermit 30hp.