270 HP
You can choose to attack an opponent's AFK Hermit. If AFK Hermit is attacked, you must discard 1 attached item card.
260 HP
290 HP
300 HP
Flip a coin. If heads, draw another card at the end of your turn.
280 HP
250 HP
Do double damage versus Farmer type.
290 HP
280 HP
270 HP
Opponent must draw an additional card from their deck on their next turn.
Opponent takes 10hp damage after their attack.
Look through your discard pile and select 1 card to return to your hand. Can not return "Clock" to your hand.
Prevent up to 20hp damage taken. Also prevents additional damage to this Hermit from all effect cards.
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 20hp damage taken.
Do an additional 20hp damage.
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.
Place on one of your opponent's empty item or effect slots. Opponent can no longer place cards in that slot.
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.