Starter deck upgrades and special improvisation cards


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I've been taking notes of the possible upgrades of the starter cards, and of the special improvised cards from Fight Dirty and Quick Thinking. If you see anything missing or any mistakes, please let me know. Anecdotally, it seems like some upgrades (like Feint of Hesh) are more rare than others. But I may just not have enough statistics to conclude. This would have been easier if I knew how to access the relevant files :p

Some people might consider this a spoiler, in which case, please don't read it. This is valid as of 30th July 2019.

 

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COMBAT DECK

Feint (1) (10xp): Apply 4 defense.
Boosted feint (1): Apply 6 defense.
Lucid Feint (1): Apply 7 defense, expend.
Kra'deshi Feint (1): Apply 4 defense, heal 4. Expend.
Feint of Clarity (1): Apply 10 defense, destroy.
Feint of vision (1): Apply 4 defense. Draw a card.
Feint of the healer (1): Apply 4 defense, heal 1.
Spined feint (1): Apply 4 defense. Gain 3 counter.
Rival feint (1): Apply 4 defense. Gain 1 combo.
Feint of Hesh (1): Apply 4 defense, remove 1 harmful condition.
Following Feint (1): Apply 4 defense. Your next attack this turn deals maximum damage.

Elbow strike (1) (4xp): 3 damage.
Strike of vision (1): 3 damage. Draw a card
Strained strike (1): 4 damage. Discard a card.
Lucid strike (1): 5 damage. Expend
Stone strike (1): 3 damage. Gain 2 defense.
Counter strike (1): 3 damage. Gain 3 counter.
Rival strike (1): 3 damage. Gain 1 combo.
Finishing strike (1): 3 damage. Spend up to 3 combo: deal 2 bonus damage per point spent
Strike of clarity (1): 7 damage. Destroy.

Stab (1) (6xp): 2-5 damage
Rooted Stab (1): 4-5 damage
Strained Stab (1): 4-6 damage. Discard a card
Stab of the stone (1): 2-5 damage. Gain 2 defense
Stab of the deep (1): 2-5 damage. Apply 1 wound.
Stab of savagery (1): 2-5 damage. Apply 2 bleed.
Stab of the mirror (1): 2-4 damage. Play this card twice.
Stab of the nail (1): 2-5 damage. Piercing
Stab of clarity (1): 10 damage. Destroy

 

Fight dirty (1) (8xp): improvise a special card:
Hide (0): gain 3 defense, expend
Enrage (1): gain 1 power, expend
Slash (0): 1-2 damage, apply 2 bleed, expend
Trip (0): 2-3 damage, apply 2 wound, expend
Throw dust (0): apply 1 cripple, expend
Mud tosser (0): 1-2 damage. Gain 2 combo, expend
Scrapper (0): draw a card, discard a card, expend
Scrounge (0): draw 2 cards, expend


Promoted Fight dirty (1): improvise a special upgraded card:
Boosted Hide (0): gain 5 defense, expend
Pale Enrage (0): gain 1 power, expend
Boosted Slash (0): 1-2 damage, apply 3 bleed, expend
Boosted Trip (0): 3-4 damage, apply 3 wound, expend
Boosted Throw dust (0): apply 2 cripple, expend
Boosted Mud tosser (0): Gain 3 combo, expend
Boosted Scrapper (0): draw 2 cards, discard 2 cards, expend
Boosted Scrounge (0): draw 3 cards, expend.


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NEGOTIATION DECK

Deflection (1) (8xp): Apply 3 composure
Boosted Deflection (1): Gain 4 composure
Lucid Deflection (1): Apply 6 composure, expend
Wide Deflection (1): Apply 4 composure to all your arguments, expend
Deflection of clarity (1): Restore 5 resolve and gain 5 composure, destroy
Visionary Deflection (1): Apply 3 composure, draw a card

Fast talk (1) (8xp): [D] 1-3 damage
Clarity Fast talk (1): [D] 6 damage. Destroy
Visionary Fast talk (1): [D] 1-3 damage. draw a card
Stony Fast talk (1): [D] 1-3 damage. Gain 3 composure.
Inspirational Fast talk (1): [D] 1-3 damage. Gain 1 influence.
Pale Fast talk (1): [D] 2-3 damage. Spend 1 influence: this card costs 0

Threaten (1) (6xp): [H] 1-4 damage
Boosted Threaten (1): [H] 3-4 damage
Threaten of clarity (1): [H] 8 damage. Destroy
Visionary Threaten (1): [H] 1-4 damage. Draw a card
Lucid Threaten (1): [H] 1-4 damage. gain 1 dominance
Mirrored Threaten (1): [H] 1-2 damage. Play this twice.


Quick thinking (1): improvise a special card:
Observation (0): [D] 0-4 damage. Expend
Options (0): draw 2 cards, expend
Gossip (0): deploy an argument with 2 resolve and bait, expend
Withdrawn (0): gain (apply) 3 composure, expend
Gruff (0): [H] incept 1 flustered, expend
Consideration (0): apply 2 composure on 2 random arguments, expend
Debate (0): [H] 1-2 damage, expend
Stammer (0): incept 2 vulnerability, expend
Carry over (0): Gain 1 bonus action next turn

Improved quick thinking (1): improvise an special upgraded card:
Tall observation (0): [D] 0-6 damage. Expend
[] Options (0): draw 3 cards, expend
Boosted Gossip (0): deploy an argument with 4 resolve and bait, expend
[] Withdrawn (0): gain 5 composure, expend
Boosted Gruff (0): [H] incept 2 flustered, expend
Boosted Consideration (0): apply 3 composure on 2 random arguments, expend
Boosted Debate (0): [H] 2-3 damage, expend
Boosted Stammer (0): incept 3 vulnerability, expend
[] Carry over (0): Gain 2 bonus actions next turn

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