290 HP
280 HP
250 HP
270 HP
Flip a coin. If heads, do an additional 30hp damage to your opponent's active Hermit an 10hp damage to each Hermit to the left of it.
280 HP
300 HP
Flip a coin after your attack. If heads, take opposing active Hermit's effect card and either attach it to your active Hermit, replace your active Hermit's attached effect card or discard it.
260 HP
290 HP
Flip a coin twice. Add 20hp damage for every heads. Total damage doubles (before applying strengths & weaknesses) if you have at least one other AFK Prankster.
300 HP
You and your opponent take damage equal to your current health.
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.
Do 40hp damage to an AFK Hermit of your choice.
Remove poison or bad omen on active or AFK Hermit. OR can be attached to prevent poison or bad omen.
Choose one of your opponent's AFK Hermits. Direct your attack to that Hermit for this turn. Priority over "Lightning Rod."
Discard 2 cards in your hand. Draw 2. Can not be used if you do not have 2 cards to discard.
Discard 1 item, effect or AFK Hermit card on your board. You can use another single use effect card this turn.
Prevent up to 10hp damage taken.
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.
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.
Heal each of your active and AFK Hermits 20hp.
Heal each of your active and AFK Hermits 30hp.