Starting deck is always 8 Coins, 2 Arrow Towers, 1 Canon Tower, and 1 Spike Trap. You'll always have 8 gold between your first 2 hands (and then shuffle), but you may draw them in different orders. Information Format: (Cost) Name: Effect or Stats TREASURE cARDS Basic economic cards, available in every game (1) Coin: Generates 1 gold (3) Chest: Generates 2 gold (6) Crystal: Generates 3 gold SPECIAL CARDS Seven types of special cards are sold in each game, selected at random. They have a wide range of effects. (5) Architect: Permanently transforms a building card in your hand into a random, slightly more expensive building. Sometimes gives you building types that aren't otherwise available in the current game. (7) Archmage: Enchants a tower for +35% damage (does not count as your build for the hand) or disenchants a tower to give you 2 extra builds in the current hand. (5) Conduit: Lets you construct 1 extra building in the current hand for each unique enchantment card currently in your hand, or creates a random enchantment card worth 5 or less and adds it to your discard pile. (4) Conjurer: Lets you construct an extra building in the current hand (if you have another building card in your hand to build), but causes the next building card you use during this hand to be destroyed, permanently removing it from your deck. (4) Contractor: Lets you construct up to 3 extra buildings, but charges you 2 gold for each one. (5) Doppelganger: Duplicates an item in your hand (turns back into a Doppelganger in your discard). Cannot duplicate a card that always gets destroyed when used. (4) Explorer: Gives you 1 gold, plus a 1 gold rebate on each card you buy for the rest of the current hand. Using multiple Explorers increases the rebate. Rebate cannot equal or exceed the cost of the purchased card. (5) Factory: When you construct a building costing 3 gold or less while a Factory is in your hand, you are refunded the building's mana cost (thus allowing you to construct another building). (4) Forger: Creates a duplicate of a card in your hand and adds it to your discard pile. (8) Ghost: Permanently and cumualtively reduces the health of runners in your lane by 2%, but gets destroyed and permanently removed from your deck the first time you use it. (2) Ghoul: Lets you discard an unused card in your hand and gain 2 gold plus its cost, but adds a Plague curse to your discard pile. (2) Groundskeeper: Lets you destroy an unused card in your hand, permanently removing it from your deck. (4) Guard: Lets you destroy an unused card in your hand (permanently removing it from your deck) and draw another card. (3) Handmaiden: Use after buying a card to put the purchased card into your hand. (2) Judge: Lets you discard your hand and draw 5 new cards (if you haven't used any cards yet this hand), or discard your deck (causing it to be reshuffled the next time you draw). (3) Lamp: Reveals the next 3 cards in your deck. You may choose one to draw immediately; the others remain in place. (3) Ledger: Lets you discard up to 3 unused cards from your hand and draw new cards to replace them. (5) Map: Gives you 1 gold and draws another card from your deck. (4) Masquerade: Turns into a random special card that is not available for purchase in the current game. (Turns back into a Masquerade in your discard pile.) The Masquerade isn't destroyed even if it turns into a card that is normally destroyed when used. (5) Mine: Permanently transforms a Coin card in your hand into a Chest, or a Chest into a Crystal. (3) Miser: Lets you keep your unspent gold into the next hand. (4) Moneylender: Gives you 4 gold, but adds a Debt curse to your discard pile. (3) Moving Crew: Removes a previously-constructed building, and lets you reconstruct it in a new location. If the building was enchanted, you can also re-cast the enchantment. (7) Necromancer: Steals 1 life from the player with the most (other than yourself). (4) Nova: Gives you 2 gold and draws another card from your deck, but adds a Slumber curse to your discard pile. (4) Paladin: Destroys the least expensive treasure, building, special, or curse card (your choice) currently in your deck (not your discard). (5) Philanthropist: Moves an unused card from your hand to a random opponent's discard pile. (7) Phoenix: Destroys all cards you own that are identical to a chosen card from your hand. All copies anywhere in your deck, discard, and hand will be affected. The Phoenix is also destroyed when used. (2) Priest: Picks 5 cards at random out of your discard pile and lets you place one of them on top of your deck (so it will be the next card your daw). (4) Renovator: Lets you replace a previously-constructed building with one from your hand. This does not count as your build for the current hand. (5) Saboteur: Adds a Rubble curse to each opponent's discard pile. Saboteur has a 50% chance to be destroyed each time it is used. (3) Sacrifice: Lets you destroy an unused card in hand costing at least 2 gold, and gives each opponent a curse based on the value of the sacrificed card: 2-3: Slumber; 4-5: Plague; 6+: Hex (2) Scaffold: Lets you construct an extra building in the current hand (if you have another building card in your hand to build), but adds a Rubble curse to your discard pile. (4) Scout: Reveals the next 5 cards in your deck, and allows you to discard any or all of them. (3) Scrapper: Lets you destroy a previously-constructed building and gain gold equal to its cards' cost (including any enchantment on it). (5) Siren: Your choice of 3 effects: (1) Gives you 2 gold; (2) Gives each opponent a Slumber curse; (3) Draws a card and goes back on top of your deck. (6) Steward: Returns a card from your hand (other than a Steward) to the top of your deck after drawing 2 cards. (5) Succubus: Reveals 5 random cards worth 3+ owned by opposing players. You may pick one and add a copy of that card to your discard pile; the opponent that owns the card you picked gets a Slumber curse. (4) Swindler: Gives you another copy of the last card you bought. (7) Tavern: Gives you 2 gold adds a Debt curse to each opponent's discard pile. (4) Tax Collector: Gives you 1 gold for each unused treasure card currently in your hand. (4) Tome of Retraining: Discards any unused card in hand and permanently transforms it into a card of your choice worth exactly 1 gold more. If there are more than 6 eligible cards available this game, you'll be given 6 random choices. (5) Trading Post: Lets you sell up to 2 unused cards from your hand, giving you gold equal to their value and permanently removing them from your deck. (1) Vault: Lets you put up to 5 unused cards from your hand back on top of your deck, allowing you to draw them in your next hand. (6) Visionary: Finds the most expensive treasure, building, special, or curse card (your choice) currently in your deck (not your discard) and puts it into your hand. Selects randomly in case of a tie. Never selects another Visionary. (4) Wish: Lets you use any Special card available this game that is not destroyed when used. Wish is destroyed when used. (3) Wisp: Lets you construct an extra building in the current hand (if you have another building card in your hand to build), but gets destroyed and permanently removed from your deck the first time you use it. (6) Worker: Gives you 1 gold and allows you to construct an extra building during the current hand (if you have another building card in your hand to build). BUILDINGS Buildings provide your defenses against the runners. The Arrow Tower, Canon Tower, and Spike Trap are sold in all games; seven other random buildings are selected to be sold in each game. Most building cards cost a mana to use, which prevents you from using more than one in each hand (no matter how many you draw), unless you use a special card to help you out. Buildings are further divided into three subtypes: towers, traps, and upgrades. Towers block movement and (usually) attack runners. Traps don't block movement; they only affect runners that move directly over them, and can't affect a single runner more than once. Upgrades provide bonuses or other effects to existing towers; each tower can only benefit from a single upgrade. (1) Arrow Tower: Tower Damage: 10-15 Speed: 20 dHz Range: 700 (2) Canon Tower: Tower Damage: 20-30 Splash: 100%/50%/25% out to 100/150/200 Speed: 6 dHz Range: 1000 (3) Spike Trap: Trap Damage: 60-80 Range: Overlap Traps can be walked over. Each trap can only hit each runner once. (3) Arboreal Tower: Tower Amphibious - May be placed on land or water Damage: 35-53 Speed: 8 dHz Range: 500 (8) Blackroot: Tower Amphibious - May be placed on land or water Damage: 65-135 Splash: 100%/50%/25% out to 25/75/125 Speed: 8 dHz Range: 600 (2) Box of Fortune: Tower Damage: 1-25 Speed: 10 dHz Critical: 10% chance for 10x damage Range: 600 Fortune: +2 gold when built (3) Coral Reef: Tower Aquatic - Must be placed in water Damage: 30/sec (non-stacking) Slows Runners: 25% Range: 200 Targets: All runners in range (8) Despair Spire: Tower Damage: 100-200 Speed: 12 dHz Range: 600 Slows Towers: 20% Slows Radius: 300 Powerful, but slows the attack of any nearby towers. (8) Exterminator: Tower Damage: 40-60 Bounces: Unlimited Bounce Radius: 250 Bounce Decay: 50% Speed: 15 dHz Range: 700 (5) Fire Enchant: Upgrade Imbues a tower with the power of fire. Blood Boil Damage: 30/sec (non-stacking) Speeds Runners: +25% Duration: 2 seconds Blood Boil does not work for towers with multi-target attacks Immolation Damage: 40/sec (non-stacking) Immolation Radius: 200 Heat Attack and Aura - Thaws Frost (6) Fire Trap: Trap Damage: 150 over 3 seconds Range: Overlap Heat Attack - Thaws Frost Traps can be walked over. Each trap can only hit each runner once. (2) Flotsam: Tower Aquatic - Must be placed in water Does not attack, but you can place another building in the same hand. (7) Freeze Tower: Tower Damage: 25-50 Splash: 100% out to 100 Speed: 10 dHz Slows Runners: 50% Range: 500 Cold Attack - Douses Flames (7) Geyser: Tower Aquatic - Must be placed in water Damage: 50-100 Speed: 8 dHz Range: 400 Targets: All runners in range (4) Glaive Launcher: Tower Damage: 8-15 Speed: 40 dHz Range: 300 (4) Haste Tower: Tower Haste Aura: +50% Attack Speed Aura Range: Adjacent Towers (100) Does not attack. (5) Ice Enchant: Upgrade Imbues a tower with the power of ice. Attack Slows Runners: 50% for 1 sec Chill Aura: -2 Armor Aura Radius: 300 Cold Attack and Aura - Douses Flames (4) Mystic Enchant: Upgrade Infuses a tower with mystic power. Attack Damage: +35% You can place another building in the same hand. (7) Oil Boiler: Tower Damage: 40-60 Splash: 100%/50%/25% out to 50/100/150 Speed: 5 dHz Oil Damage: 35/sec for 2 sec, then 15/sec for 4 sec Oil Radius: 150 Range: 400 Heat Attack - Thaws Frost (4) Shadow Enchant: Upgrade Mobilizes a tower's shadow to help fight. Attack Speed: +100% (9) Singularity: Tower Damage: 24-40 Speed: 25 dHz| Range: 300| Targets: All runners in range Cannot be Enchanted (6) Sniper Loft: Tower Damage: 100-400 Speed: 2 dHz Range: 2000 (6) Soporific Spire: Tower Damage: 40-80 Speed: 5 dHz Slows Runners: 25% Range: 600 Gives each opponent a Slumber curse when built. (5) Spear Wall: Tower Damage: 15/sec (non-stacking) Range: 150 Targets: Up to 3 runners in range You can place another building in the same hand. (8) Storm Enchant: Upgrade Enchants a tower to emit lightning strikes. Damage: 50 Speed: 25 dHz Range: 800 (4) Tidal Guardian: Tower Aquatic - Must be placed in water Damage: 20-30 Speed: 10 dHz Slows Runners: 50% Range: 500 Cold Attack - Douses Flames (4) Tranquility Enchant: Upgrade Makes runners near a tower tranquil and lethargic. Tranquil Aura: -10% Runner Speed Aura Radius: 500 (5) Vengeful Oak: Tower Amphibious - May be placed on land or water Damage: 123-252 Speed: 4 dHz Range: Melee (5) Vine Trap: Trap Damage: 75 over 3 seconds Slows Runners: 85% Slows Duration: 3 sec Range: Overlap Traps can be walked over. Each trap can only hit each runner once. (3) Wall Tower: Tower Does not attack, but you can place another building in the same hand. (6) Whirlpool Trap: Trap Aquatic - Must be placed in water Damage: 200-400 Slows Runners: 25% Slows Duration: Permanent Range: Overlap Activation Chance: 33% Traps can be walked over. Each trap can only hit each runner once. CURSES Curses are bad cards generated by enemy attacks, or as a drawback to using certain powerful cards. They take up space and don't do anything useful, but each has a way that you can destroy it to prevent it from coming back. Curses never appear in the shop. Slumber: Destroyed simply by using it. Debt: Pay 2 gold to destroy. Rubble: Destroy instead of constructing a building (i.e. costs 1 mana). Plague: Discard 2 unused cards from your hand to destroy. Hex: Destroyed by forfeiting a life to the player with the least lives.