290 HP
Use an attack from any of your AFK Hermits. AFK Hermit's attach does not require necessary items cards attached.
290 HP
Flip a coin twice. If both are heads, your opponent must attack one of their own AFK Hermits on their next turn (can be basic or special attack). Opponent must have necessary items cards attached to execute an attack.
250 HP
280 HP
300 HP
260 HP
280 HP
If your HP is 190 to 100, add 20hp damage to your attack. If your HP is 90 or below, add 40hp damage to your attack.
270 HP
If opponent uses a single use effect card on their next turn, they must flip a coin. If heads, you take the effect card after its effect is applied and add it to your hand.
270 HP
Your opponent's active Hermit can not go AFK on their next turn.
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.
Opponent takes 10hp damage after their attack.
Remove burn on active or AFK Hermit. OR can be attached to prevent burn.
Discard 2 cards in your hand. Draw 2. Can not be used if you do not have 2 cards to discard.
Swap your active Hermit with one of your AFK Hermits after attacking.
Prevent up to 10hp damage taken.
Opponent must use their active Hermit's first attack on their next turn.
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 60hp.
Do an additional 60hp damage. You also take 20hp damage.
Add 30hp damage at the end of your attack. Flip a coin. If heads, this card is returned to your hand.