260 HP
After attack, you can choose to go AFK.
280 HP
Flip a coin. If heads, opponent must discard a card from their hand.
270 HP
300 HP
After attack, your opponent must choose an AFK Hermit to replace their active Hermit, unless they have no AFK Hermits.
280 HP
Flip a coin. If heads, look through your discard pile and choose 1 Hermit to return to your hand.
290 HP
290 HP
300 HP
250 HP
All of your opponent's coin flips are tails for the next 3 turns.
Your opponent is forced to discard their active Hermit's attached effect card.
Prevents any damage from effect cards and any damage redirected by effect cards to the Hermit this card is attached to.
Do an additional 40hp damage.
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.
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.
Opponent must use their active Hermit's first attack on their next turn.
Look through your opponent's hand. Flip a coin. If heads, opponent chooses 1 of those cards to discard.
Move your active Hermit and any attached cards to an open slot on your board. Subtract 10 health from this Hermit.
Do an additional 60hp damage. You also take 20hp damage.
Heal active or AFK Hermit 30hp.