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The Shadow Hunter

Ranger

Archer who marks targets and shoots past the front row.

Starting HP
74
Energy
3
Cards
73
Upgrade choices
81
Hooded archer in leather armour holding a longbow, quiver on the back.

Your class passive

Quiver: a free Arrow (0 energy, 3 damage) in your hand every turn. Light Step: attacks on you deal 1 less. Marked enemies take 25% more damage.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Ranger

Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.

Bow Mastery mastery icon

Recommended first path

Bow Mastery

Your first Attack each turn Marks its target until your next turn.

Your first saga: steady damage at range.

Starting swaps

Starting weapon: Hunting Bow

Reward focus: marked / bows

Signature reward: Pin Down

Survival Training mastery icon

Mastery path

Survival Training

Your traps trigger twice: each one stays set for a second enemy attack.

If you like to set things up and let enemies walk into them.

Starting swaps

Starting weapon: Crossbow

Reward focus: traps / guard

Signature reward: Bear Trap

Toxins mastery icon

Mastery path

Toxins

Your Venom on a Marked enemy does not decay.

If you like poison builds.

Starting swaps

Starting weapon: Shortbow

Reward focus: venom

Signature reward: Toxicologist

A signature is a reward-pool card, not an extra card automatically added to your starting deck.

The Ranger card catalogue

Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.

How card sets unlock

Your starting pool is available immediately. Win with Ranger to open each set for this class:

  • Set 1: win on Fair Winds.
  • Set 2: win on Storm Tide.
  • Set 3: win on Wolf Age.

A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.

Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Ranger's own cards.

73 cards

Apex Predator: Rite, rare, 2 energy. At the start of your turn, Nock 1 Keen Arrow.

Apex Predator

2 energy · Rite

At the start of your turn, Nock 1 Keen Arrow.

Self

Starting pool

Compare upgrade

Upgrade

Apex Predator+: Rite, rare, 2 energy. At the start of your turn, Nock 2 Keen Arrows.

Apex Predator+

2 energy · Rite

At the start of your turn, Nock 2 Keen Arrows.

Self

Arrow: Attack, token, 0 energy. Deal 4 damage. Apply Marked 1. Spend.

Arrow

0 energy · Attack

Deal 4 damage. Apply Marked 1. Spend.

Enemy · Reach

Spend

Generated during play. Not a reward card.

No upgrade.

Arrow Storm: Attack, uncommon, 2 energy. Deal 3 damage to ALL enemies 3 times.

Arrow Storm

2 energy · Attack

Deal 3 damage to ALL enemies 3 times.

No target selection

Set 3

Compare 2 upgrades

Branch A

Concentrated Fire: Attack, uncommon, 2 energy. Deal 5 damage 3 times to one enemy.

Concentrated Fire

2 energy · Attack

Deal 5 damage 3 times to one enemy.

Enemy

Branch B

Saturation Fire: Attack, uncommon, 2 energy. Deal 3 damage to ALL enemies 3 times. Shaken 2 to ALL enemies.

Saturation Fire

2 energy · Attack

Deal 3 damage to ALL enemies 3 times. Shaken 2 to ALL enemies.

No target selection

Barbed Arrows: Rite, uncommon, 2 energy. Whenever you play an Attack, apply Bleed 1 to its target.

Barbed Arrows

2 energy · Rite

Whenever you play an Attack, apply Bleed 1 to its target.

Self

Set 1

Compare upgrade

Upgrade

Barbed Arrows+: Rite, uncommon, 2 energy. Whenever you play an Attack, apply Bleed 2 to its target.

Barbed Arrows+

2 energy · Rite

Whenever you play an Attack, apply Bleed 2 to its target.

Self

Bear Trap: Rite, uncommon, 2 energy. Trap: the next enemy to attack you takes 18 damage and Bleed 4.

Bear Trap

2 energy · Rite

Trap: the next enemy to attack you takes 18 damage and Bleed 4.

Self

Starting pool

Signature reward: Survival Training.

Compare upgrade

Upgrade

Bear Trap+: Rite, uncommon, 2 energy. Trap: the next enemy to attack you takes 24 damage and Bleed 4.

Bear Trap+

2 energy · Rite

Trap: the next enemy to attack you takes 24 damage and Bleed 4.

Self

Bleeding Shaft: Attack, uncommon, 1 energy. Deal 4 damage. Bleed 4.

Bleeding Shaft

1 energy · Attack

Deal 4 damage. Bleed 4.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Bleeding Shaft+: Attack, uncommon, 1 energy. Deal 4 damage. Bleed 6.

Bleeding Shaft+

1 energy · Attack

Deal 4 damage. Bleed 6.

Enemy · Reach

Blend In: Tactic, common, 1 energy. Gain 5 guard. Your next Attack this turn deals +30%.

Blend In

1 energy · Tactic

Gain 5 guard. Your next Attack this turn deals +30%.

Self

Set 1

Compare upgrade

Upgrade

Blend In+: Tactic, common, 1 energy. Gain 8 guard. Your next Attack this turn deals +30%.

Blend In+

1 energy · Tactic

Gain 8 guard. Your next Attack this turn deals +30%.

Self

Bow Shot: Attack, basic, 1 energy. Deal 7 damage.

Bow Shot

1 energy · Attack

Deal 7 damage.

Enemy · Reach

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Bow Shot+: Attack, basic, 1 energy. Deal 10 damage.

Bow Shot+

1 energy · Attack

Deal 10 damage.

Enemy · Reach

Bristling Ground: Rite, uncommon, 1 energy. For 3 turns, every enemy attack against you deals 3 damage to the attacker.

Bristling Ground

1 energy · Rite

For 3 turns, every enemy attack against you deals 3 damage to the attacker.

Self

Set 2

Compare upgrade

Upgrade

Bristling Ground+: Rite, uncommon, 1 energy. For 3 turns, every enemy attack against you deals 4 damage to the attacker.

Bristling Ground+

1 energy · Rite

For 3 turns, every enemy attack against you deals 4 damage to the attacker.

Self

Camouflage: Tactic, rare, 2 energy. Enemy attacks miss you this turn. Your next Attack this turn deals +60%. Spend.

Camouflage

2 energy · Tactic

Enemy attacks miss you this turn. Your next Attack this turn deals +60%. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Ambusher: Tactic, rare, 2 energy. Enemy attacks miss you this turn. Your next Attack this turn deals +120%. Spend.

Ambusher

2 energy · Tactic

Enemy attacks miss you this turn. Your next Attack this turn deals +120%. Spend.

Self

Spend

Branch B

Ghost: Tactic, rare, 1 energy. Enemy attacks miss you this turn. Your next Attack this turn deals +30%. Spend.

Ghost

1 energy · Tactic

Enemy attacks miss you this turn. Your next Attack this turn deals +30%. Spend.

Self

Spend

Charged Shot: Attack, common, 2 energy. Deal 11 damage to the target and 5 to every other enemy.

Charged Shot

2 energy · Attack

Deal 11 damage to the target and 5 to every other enemy.

Enemy · Reach

Starting pool

2 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Overdraw: Attack, common, 2 energy. Deal 16 damage to the target, ignoring guard, and 5 to every other enemy.

Overdraw

2 energy · Attack

Deal 16 damage to the target, ignoring guard, and 5 to every other enemy.

Enemy · Reach

Branch B

Rending Shot: Attack, common, 2 energy. Deal 6 damage to ALL enemies and apply Bleed 4 to each.

Rending Shot

2 energy · Attack

Deal 6 damage to ALL enemies and apply Bleed 4 to each.

Enemy · Reach

Concentrated Fire: Tactic, uncommon, 1 energy. Nock 1 Keen Arrow (5 damage).

Concentrated Fire

1 energy · Tactic

Nock 1 Keen Arrow (5 damage).

Self

Set 1

Compare upgrade

Upgrade

Concentrated Fire+: Tactic, uncommon, 1 energy. Nock 2 Keen Arrows (5 damage).

Concentrated Fire+

1 energy · Tactic

Nock 2 Keen Arrows (5 damage).

Self

Covering Fire: Attack, uncommon, 1 energy. Deal 6 damage. Apply Marked 2: your allies' attacks on this enemy deal 25% more.

Covering Fire

1 energy · Attack

Deal 6 damage. Apply Marked 2: your allies' attacks on this enemy deal 25% more.

Enemy · Reach

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Covering Fire+: Attack, uncommon, 1 energy. Deal 9 damage. Apply Marked 3.

Covering Fire+

1 energy · Attack

Deal 9 damage. Apply Marked 3.

Enemy · Reach

Crippling Toxin: Rite, uncommon, 1 energy. When an enemy with Venom dies, its Venom passes to a random enemy.

Crippling Toxin

1 energy · Rite

When an enemy with Venom dies, its Venom passes to a random enemy.

Self

Set 1

Compare upgrade

Upgrade

Crippling Toxin+: Rite, uncommon, 1 energy. When an enemy with Venom dies, its Venom passes to a random enemy, which is Shaken 1.

Crippling Toxin+

1 energy · Rite

When an enemy with Venom dies, its Venom passes to a random enemy, which is Shaken 1.

Self

Crossbow Discipline: Rite, uncommon, 1 energy. Your Attacks deal +2 damage.

Crossbow Discipline

1 energy · Rite

Your Attacks deal +2 damage.

Self

Starting pool

Compare upgrade

Upgrade

Crossbow Discipline+: Rite, uncommon, 1 energy. Your Attacks deal +3 damage.

Crossbow Discipline+

1 energy · Rite

Your Attacks deal +3 damage.

Self

Death Mark: Tactic, rare, 1 energy. Mark an enemy as your Prey: your Attacks on it deal 3 more. The first Attack on your Prey each turn refunds 1 energy. When your Prey dies, gain Camouflage.

Death Mark

1 energy · Tactic

Mark an enemy as your Prey: your Attacks on it deal 3 more. The first Attack on your Prey each turn refunds 1 energy. When your Prey dies, gain Camouflage.

Enemy · Reach

Starting pool

Compare 2 upgrades

Branch A

Blood Trail: Tactic, rare, 1 energy. Mark your Prey and apply Bleed 3. Attacks on it deal 3 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.

Blood Trail

1 energy · Tactic

Mark your Prey and apply Bleed 3. Attacks on it deal 3 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.

Enemy · Reach

Branch B

Serial Predator: Tactic, rare, 0 energy. Cost 0. Mark your Prey: Attacks on it deal 4 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.

Serial Predator

0 energy · Tactic

Cost 0. Mark your Prey: Attacks on it deal 4 more; the first each turn refunds 1 energy. When it dies, gain Camouflage.

Enemy · Reach

Dip the Quiver: Tactic, common, 1 energy. Nock 2 Venom Arrows (3 damage, Venom 2).

Dip the Quiver

1 energy · Tactic

Nock 2 Venom Arrows (3 damage, Venom 2).

Self

Starting pool

Compare upgrade

Upgrade

Dip the Quiver+: Tactic, common, 1 energy. Nock 3 Venom Arrows (3 damage, Venom 2).

Dip the Quiver+

1 energy · Tactic

Nock 3 Venom Arrows (3 damage, Venom 2).

Self

Dipped Arrow: Attack, common, 1 energy. Deal 5 damage. Venom 3, or Venom 5 if the target is Marked.

Dipped Arrow

1 energy · Attack

Deal 5 damage. Venom 3, or Venom 5 if the target is Marked.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Dipped Arrow+: Attack, common, 1 energy. Deal 8 damage. Venom 4, or Venom 6 if the target is Marked.

Dipped Arrow+

1 energy · Attack

Deal 8 damage. Venom 4, or Venom 6 if the target is Marked.

Enemy · Reach

Dipped Arrow: Attack, basic, 1 energy. Deal 5 damage. Venom 2, or Venom 4 if the target is Marked.

Dipped Arrow

1 energy · Attack

Deal 5 damage. Venom 2, or Venom 4 if the target is Marked.

Enemy · Reach

Starter card

Starter swap: Toxins.

Compare upgrade

Upgrade

Dipped Arrow+: Attack, basic, 1 energy. Deal 7 damage. Venom 3, or Venom 5 if the target is Marked.

Dipped Arrow+

1 energy · Attack

Deal 7 damage. Venom 3, or Venom 5 if the target is Marked.

Enemy · Reach

Double Nock: Tactic, uncommon, 1 energy. Nock 2 Arrows.

Double Nock

1 energy · Tactic

Nock 2 Arrows.

Self

Set 2

Compare upgrade

Upgrade

Double Nock+: Tactic, uncommon, 1 energy. Nock 3 Arrows.

Double Nock+

1 energy · Tactic

Nock 3 Arrows.

Self

Empty the Quiver: Attack, rare, X energy. Deal 4 damage per energy spent. Nock 2.

Empty the Quiver

X energy · Attack

Deal 4 damage per energy spent. Nock 2.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Empty the Quiver+: Attack, rare, X energy. Deal 4 damage per energy spent. Nock 3.

Empty the Quiver+

X energy · Attack

Deal 4 damage per energy spent. Nock 3.

Enemy · Reach

Endless Quiver: Rite, uncommon, 2 energy. Unique. At the start of your turn, Nock 2. Echo: Draw a card.

Endless Quiver

2 energy · Rite

Unique. At the start of your turn, Nock 2. Echo: Draw a card.

Self

Unique

Set 2

Compare upgrade

Upgrade

Endless Quiver+: Rite, uncommon, 1 energy. Unique. At the start of your turn, Nock 2. Echo: Draw a card.

Endless Quiver+

1 energy · Rite

Unique. At the start of your turn, Nock 2. Echo: Draw a card.

Self

Unique

Fall Back: Tactic, common, 1 energy. Gain 7 guard. Next turn draw 1 more card.

Fall Back

1 energy · Tactic

Gain 7 guard. Next turn draw 1 more card.

Self

Starting pool

Compare upgrade

Upgrade

Fall Back+: Tactic, common, 1 energy. Gain 10 guard. Next turn draw 1 more card.

Fall Back+

1 energy · Tactic

Gain 10 guard. Next turn draw 1 more card.

Self

Field Craft: Tactic, common, 0 energy. Next turn gain 1 energy. Spend.

Field Craft

0 energy · Tactic

Next turn gain 1 energy. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Field Craft+: Tactic, common, 0 energy. Next turn gain 1 energy and draw 1. Spend.

Field Craft+

0 energy · Tactic

Next turn gain 1 energy and draw 1. Spend.

Self

Spend

Flanking Shot: Attack, uncommon, 1 energy. Deal 5 damage, 11 if an ally hit this enemy this round.

Flanking Shot

1 energy · Attack

Deal 5 damage, 11 if an ally hit this enemy this round.

Enemy · Reach

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Flanking Shot+: Attack, uncommon, 1 energy. Deal 8 damage, 14 if an ally hit this enemy this round.

Flanking Shot+

1 energy · Attack

Deal 8 damage, 14 if an ally hit this enemy this round.

Enemy · Reach

Forest's Blessing: Tactic, rare, 1 energy. Heal 4 now and at the start of your next 3 turns. Draw 1. Spend.

Forest's Blessing

1 energy · Tactic

Heal 4 now and at the start of your next 3 turns. Draw 1. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Rejuvenation: Tactic, rare, 1 energy. Cleanse Bleed and Venom. Heal 6 now and at the start of your next 3 turns. Draw 1. Spend.

Rejuvenation

1 energy · Tactic

Cleanse Bleed and Venom. Heal 6 now and at the start of your next 3 turns. Draw 1. Spend.

Self

Spend

Branch B

Second Nature: Tactic, rare, 0 energy. Heal 4 now and at the start of your next 3 turns. Draw 1. Spend.

Second Nature

0 energy · Tactic

Heal 4 now and at the start of your next 3 turns. Draw 1. Spend.

Self

Spend

Ghost Step: Tactic, uncommon, 1 energy. Gain 7 guard. Your next Attack this turn deals +45%.

Ghost Step

1 energy · Tactic

Gain 7 guard. Your next Attack this turn deals +45%.

Self

Starting pool

Compare upgrade

Upgrade

Ghost Step+: Tactic, uncommon, 1 energy. Gain 10 guard. Your next Attack this turn deals +45%.

Ghost Step+

1 energy · Tactic

Gain 10 guard. Your next Attack this turn deals +45%.

Self

Haul to the Ear: Attack, rare, 3 energy. Deal 28 damage. Ignores guard.

Haul to the Ear

3 energy · Attack

Deal 28 damage. Ignores guard.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Haul to the Ear+: Attack, rare, 3 energy. Deal 36 damage. Ignores guard.

Haul to the Ear+

3 energy · Attack

Deal 36 damage. Ignores guard.

Enemy · Reach

Hawk's Rest: Tactic, uncommon, 1 energy. Heal 5. Nock 1 Arrow. Spend.

Hawk's Rest

1 energy · Tactic

Heal 5. Nock 1 Arrow. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Hawk's Rest+: Tactic, uncommon, 1 energy. Heal 8. Nock 1 Keen Arrow. Spend.

Hawk's Rest+

1 energy · Tactic

Heal 8. Nock 1 Keen Arrow. Spend.

Self

Spend

Hold Position: Tactic, common, 1 energy. Gain 6 guard, 10 if you played an Attack this turn.

Hold Position

1 energy · Tactic

Gain 6 guard, 10 if you played an Attack this turn.

Self

Starting pool

Compare upgrade

Upgrade

Hold Position+: Tactic, common, 1 energy. Gain 8 guard, 13 if you played an Attack this turn.

Hold Position+

1 energy · Tactic

Gain 8 guard, 13 if you played an Attack this turn.

Self

Hunter's Eye: Rite, uncommon, 1 energy. Your first Attack each turn deals +4 damage.

Hunter's Eye

1 energy · Rite

Your first Attack each turn deals +4 damage.

Self

Starting pool

Compare upgrade

Upgrade

Hunter's Eye+: Rite, uncommon, 1 energy. Your first Attack each turn deals +6 damage.

Hunter's Eye+

1 energy · Rite

Your first Attack each turn deals +6 damage.

Self

Hunter's Mark: Rite, rare, 1 energy. Attacks on a Marked enemy deal 2 more. At the start of your turn, Mark the enemy with the lowest HP.

Hunter's Mark

1 energy · Rite

Attacks on a Marked enemy deal 2 more. At the start of your turn, Mark the enemy with the lowest HP.

Self

Starting pool

Compare 2 upgrades

Branch A

Pack Tactics: Rite, rare, 1 energy. Attacks on a Marked enemy deal 2 more and give 2 guard. At the start of your turn, Mark the lowest-HP enemy.

Pack Tactics

1 energy · Rite

Attacks on a Marked enemy deal 2 more and give 2 guard. At the start of your turn, Mark the lowest-HP enemy.

Self

Branch B

Focused Hunt: Rite, rare, 1 energy. Attacks on a Marked enemy deal 2 more. Mark the lowest-HP enemy each turn. When a Marked enemy dies, gain 2 energy and draw 2.

Focused Hunt

1 energy · Rite

Attacks on a Marked enemy deal 2 more. Mark the lowest-HP enemy each turn. When a Marked enemy dies, gain 2 energy and draw 2.

Self

Hunter's Trap: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 8 damage and is Stunned.

Hunter's Trap

1 energy · Rite

Trap: the next enemy to attack you takes 8 damage and is Stunned.

Self

Set 2

Compare 2 upgrades

Branch A

Bear Trap: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 16 damage and Bleed 3.

Bear Trap

1 energy · Rite

Trap: the next enemy to attack you takes 16 damage and Bleed 3.

Self

Branch B

Snare Trap: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 8 damage, is Stunned and Marked.

Snare Trap

1 energy · Rite

Trap: the next enemy to attack you takes 8 damage, is Stunned and Marked.

Self

Keen Arrow: Attack, token, 0 energy. Deal 5 damage. Spend.

Keen Arrow

0 energy · Attack

Deal 5 damage. Spend.

Enemy · Reach

Spend

Generated during play. Not a reward card.

No upgrade.

Killing Shot: Attack, rare, 2 energy. Deal 14 damage. A target at or below 15% HP is executed.

Killing Shot

2 energy · Attack

Deal 14 damage. A target at or below 15% HP is executed.

Enemy · Reach

Set 3

Compare upgrade

Upgrade

Killing Shot+: Attack, rare, 2 energy. Deal 18 damage. A target at or below 20% HP is executed.

Killing Shot+

2 energy · Attack

Deal 18 damage. A target at or below 20% HP is executed.

Enemy · Reach

Leg Shot: Attack, common, 1 energy. Deal 6 damage. Shaken 2.

Leg Shot

1 energy · Attack

Deal 6 damage. Shaken 2.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Leg Shot+: Attack, common, 1 energy. Deal 9 damage. Shaken 3.

Leg Shot+

1 energy · Attack

Deal 9 damage. Shaken 3.

Enemy · Reach

Lethal Dose: Rite, rare, 2 energy. Whenever you Attack a Marked enemy with Venom, it gains 1 Venom.

Lethal Dose

2 energy · Rite

Whenever you Attack a Marked enemy with Venom, it gains 1 Venom.

Self

Starting pool

Compare upgrade

Upgrade

Lethal Dose+: Rite, rare, 1 energy. Whenever you Attack a Marked enemy with Venom, it gains 1 Venom.

Lethal Dose+

1 energy · Rite

Whenever you Attack a Marked enemy with Venom, it gains 1 Venom.

Self

Light Footing: Tactic, common, 1 energy. Gain 5 guard. Draw 1.

Light Footing

1 energy · Tactic

Gain 5 guard. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Light Footing+: Tactic, common, 1 energy. Gain 8 guard. Draw 1.

Light Footing+

1 energy · Tactic

Gain 8 guard. Draw 1.

Self

Long Shot: Attack, common, 2 energy. Deal 12 damage. Mark the target.

Long Shot

2 energy · Attack

Deal 12 damage. Mark the target.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Long Shot+: Attack, common, 2 energy. Deal 16 damage. Mark the target.

Long Shot+

2 energy · Attack

Deal 16 damage. Mark the target.

Enemy · Reach

Longbow Discipline: Rite, uncommon, 1 energy. Your Attacks deal +2 damage.

Longbow Discipline

1 energy · Rite

Your Attacks deal +2 damage.

Self

Starting pool

Compare upgrade

Upgrade

Longbow Discipline+: Rite, uncommon, 1 energy. Your Attacks deal +3 damage.

Longbow Discipline+

1 energy · Rite

Your Attacks deal +3 damage.

Self

Master of the Hunt: Rite, rare, 2 energy. Every enemy that attacks you gains Venom 3.

Master of the Hunt

2 energy · Rite

Every enemy that attacks you gains Venom 3.

Self

Set 2

Compare 2 upgrades

Branch A

Spider's Web: Rite, rare, 2 energy. Every enemy that attacks you gains Venom 3 and takes 4 damage.

Spider's Web

2 energy · Rite

Every enemy that attacks you gains Venom 3 and takes 4 damage.

Self

Branch B

Apex Predator: Rite, rare, 2 energy. Every enemy that attacks you gains Venom 3. At the start of your turn, Shaken 1 to ALL enemies.

Apex Predator

2 energy · Rite

Every enemy that attacks you gains Venom 3. At the start of your turn, Shaken 1 to ALL enemies.

Self

Multi Shot: Attack, common, 1 energy. Deal 4 damage to ALL enemies. Nock 1.

Multi Shot

1 energy · Attack

Deal 4 damage to ALL enemies. Nock 1.

No target selection

Starting pool

Compare 2 upgrades

Branch A

Tight Grouping: Attack, common, 1 energy. Deal 3 damage 3 times. Nock 1.

Tight Grouping

1 energy · Attack

Deal 3 damage 3 times. Nock 1.

Enemy

Branch B

Wide Spread: Attack, common, 1 energy. Deal 3 damage to ALL enemies. Nock 2.

Wide Spread

1 energy · Attack

Deal 3 damage to ALL enemies. Nock 2.

No target selection

Pick the Back Line: Attack, common, 1 energy. Deal 5 damage, 10 against a back-row enemy.

Pick the Back Line

1 energy · Attack

Deal 5 damage, 10 against a back-row enemy.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Pick the Back Line+: Attack, common, 1 energy. Deal 8 damage, 13 against a back-row enemy.

Pick the Back Line+

1 energy · Attack

Deal 8 damage, 13 against a back-row enemy.

Enemy · Reach

Pierce the Line: Attack, rare, 2 energy. Deal 12 damage to ALL enemies. Ignores guard.

Pierce the Line

2 energy · Attack

Deal 12 damage to ALL enemies. Ignores guard.

No target selection

Set 3

Compare upgrade

Upgrade

Pierce the Line+: Attack, rare, 2 energy. Deal 16 damage to ALL enemies. Ignores guard.

Pierce the Line+

2 energy · Attack

Deal 16 damage to ALL enemies. Ignores guard.

No target selection

Pin Down: Attack, uncommon, 1 energy. Deal 6 damage. Mark the target for 2 turns.

Pin Down

1 energy · Attack

Deal 6 damage. Mark the target for 2 turns.

Enemy · Reach

Starting pool

Signature reward: Bow Mastery.

Compare upgrade

Upgrade

Pin Down+: Attack, uncommon, 1 energy. Deal 9 damage. Mark the target for 2 turns.

Pin Down+

1 energy · Attack

Deal 9 damage. Mark the target for 2 turns.

Enemy · Reach

Pinning Shot: Attack, uncommon, 2 energy. Deal 8 damage. If the target is Marked, Root it. Spend.

Pinning Shot

2 energy · Attack

Deal 8 damage. If the target is Marked, Root it. Spend.

Enemy · Reach

Spend

Set 1

Compare upgrade

Upgrade

Pinning Shot+: Attack, uncommon, 2 energy. Deal 11 damage. If the target is Marked, Root it. Spend.

Pinning Shot+

2 energy · Attack

Deal 11 damage. If the target is Marked, Root it. Spend.

Enemy · Reach

Spend

Poison Arrow: Attack, uncommon, 1 energy. Deal 5 damage. Apply Venom 4.

Poison Arrow

1 energy · Attack

Deal 5 damage. Apply Venom 4.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Poison Arrow+: Attack, uncommon, 1 energy. Deal 6 damage. Apply Venom 6.

Poison Arrow+

1 energy · Attack

Deal 6 damage. Apply Venom 6.

Enemy · Reach

Quarrel: Attack, common, 1 energy. Deal 7 damage. Ignores guard.

Quarrel

1 energy · Attack

Deal 7 damage. Ignores guard.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Quarrel+: Attack, common, 1 energy. Deal 10 damage. Ignores guard.

Quarrel+

1 energy · Attack

Deal 10 damage. Ignores guard.

Enemy · Reach

Quick Draw: Attack, uncommon, 0 energy. Deal 4 damage. Draw 1.

Quick Draw

0 energy · Attack

Deal 4 damage. Draw 1.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Quick Draw+: Attack, uncommon, 0 energy. Deal 7 damage. Draw 1.

Quick Draw+

0 energy · Attack

Deal 7 damage. Draw 1.

Enemy · Reach

Quick Nock: Tactic, common, 1 energy. Nock 2. Draw 1.

Quick Nock

1 energy · Tactic

Nock 2. Draw 1.

Self

Starting pool

Compare upgrade

Upgrade

Quick Nock+: Tactic, common, 1 energy. Nock 3. Draw 1.

Quick Nock+

1 energy · Tactic

Nock 3. Draw 1.

Self

Rain of Arrows: Attack, rare, 3 energy. Deal 5 damage to ALL enemies 4 times.

Rain of Arrows

3 energy · Attack

Deal 5 damage to ALL enemies 4 times.

No target selection

Set 3

Compare upgrade

Upgrade

Rain of Arrows+: Attack, rare, 3 energy. Deal 6 damage to ALL enemies 4 times.

Rain of Arrows+

3 energy · Attack

Deal 6 damage to ALL enemies 4 times.

No target selection

Rhythm Shot: Attack, common, 1 energy. Deal 6 damage. If you played 2 or more other Attacks this turn, 12 instead.

Rhythm Shot

1 energy · Attack

Deal 6 damage. If you played 2 or more other Attacks this turn, 12 instead.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Rhythm Shot+: Attack, common, 1 energy. Deal 8 damage. If you played 2 or more other Attacks this turn, 15 instead.

Rhythm Shot+

1 energy · Attack

Deal 8 damage. If you played 2 or more other Attacks this turn, 15 instead.

Enemy · Reach

Serpent Coils: Rite, rare, 2 energy. Whenever an enemy attacks you, it gains Venom 2.

Serpent Coils

2 energy · Rite

Whenever an enemy attacks you, it gains Venom 2.

Self

Set 2

Compare upgrade

Upgrade

Serpent Coils+: Rite, rare, 2 energy. Whenever an enemy attacks you, it gains Venom 3.

Serpent Coils+

2 energy · Rite

Whenever an enemy attacks you, it gains Venom 3.

Self

Shadowmeld: Rite, rare, 2 energy. Unique. Enemy attacks against you have a 25% chance to miss. Echo: The next enemy attack against you this turn misses.

Shadowmeld

2 energy · Rite

Unique. Enemy attacks against you have a 25% chance to miss. Echo: The next enemy attack against you this turn misses.

Self

Unique

Set 1

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Upgrade

Shadowmeld+: Rite, rare, 2 energy. Unique. Enemy attacks against you have a 30% chance to miss. Draw 1. Echo: The next enemy attack against you this turn misses.

Shadowmeld+

2 energy · Rite

Unique. Enemy attacks against you have a 30% chance to miss. Draw 1. Echo: The next enemy attack against you this turn misses.

Self

Unique

Shortbow Discipline: Rite, uncommon, 1 energy. Unique. At the start of your turn, Nock 1. Echo: Draw a card.

Shortbow Discipline

1 energy · Rite

Unique. At the start of your turn, Nock 1. Echo: Draw a card.

Self

Unique

Starting pool

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Upgrade

Shortbow Discipline+: Rite, uncommon, 0 energy. Unique. At the start of your turn, Nock 1. Echo: Draw a card.

Shortbow Discipline+

0 energy · Rite

Unique. At the start of your turn, Nock 1. Echo: Draw a card.

Self

Unique

Sidestep: Tactic, basic, 1 energy. Gain 5 guard.

Sidestep

1 energy · Tactic

Gain 5 guard.

Self

Starter card

3 in the starting deck before mastery swaps.

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Upgrade

Sidestep+: Tactic, basic, 1 energy. Gain 9 guard.

Sidestep+

1 energy · Tactic

Gain 9 guard.

Self

Sight Line: Tactic, common, 0 energy. Mark an enemy. Draw 1.

Sight Line

0 energy · Tactic

Mark an enemy. Draw 1.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Sight Line+: Tactic, common, 0 energy. Mark an enemy. Draw 1. Nock 1.

Sight Line+

0 energy · Tactic

Mark an enemy. Draw 1. Nock 1.

Enemy · Reach

Snap Shot: Attack, common, 1 energy. Deal 5 damage. Nock 1.

Snap Shot

1 energy · Attack

Deal 5 damage. Nock 1.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Snap Shot+: Attack, common, 1 energy. Deal 8 damage. Nock 1.

Snap Shot+

1 energy · Attack

Deal 8 damage. Nock 1.

Enemy · Reach

Snare Line: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 4 damage and is Marked; draw 2.

Snare Line

1 energy · Rite

Trap: the next enemy to attack you takes 4 damage and is Marked; draw 2.

Self

Starting pool

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Upgrade

Snare Line+: Rite, uncommon, 0 energy. Trap: the next enemy to attack you takes 4 damage and is Marked; draw 2.

Snare Line+

0 energy · Rite

Trap: the next enemy to attack you takes 4 damage and is Marked; draw 2.

Self

Snare Wire: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 6 damage and is Shaken 1.

Snare Wire

1 energy · Rite

Trap: the next enemy to attack you takes 6 damage and is Shaken 1.

Self

Starting pool

Starter swap: Survival Training.

Compare upgrade

Upgrade

Snare Wire+: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 9 damage and is Shaken 1.

Snare Wire+

1 energy · Rite

Trap: the next enemy to attack you takes 9 damage and is Shaken 1.

Self

Spotter: Rite, uncommon, 1 energy. Whenever an ally attacks a Marked enemy, Nock 1.

Spotter

1 energy · Rite

Whenever an ally attacks a Marked enemy, Nock 1.

Self

Starting pool

Offered in parties of 2 or more heroes.

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Upgrade

Spotter+: Rite, uncommon, 0 energy. Whenever an ally attacks a Marked enemy, Nock 1.

Spotter+

0 energy · Rite

Whenever an ally attacks a Marked enemy, Nock 1.

Self

Steady Hands: Tactic, uncommon, 2 energy. Gain 12 guard. Nock 2.

Steady Hands

2 energy · Tactic

Gain 12 guard. Nock 2.

Self

Starting pool

Compare upgrade

Upgrade

Steady Hands+: Tactic, uncommon, 2 energy. Gain 16 guard. Nock 2.

Steady Hands+

2 energy · Tactic

Gain 16 guard. Nock 2.

Self

Survival Training: Rite, uncommon, 1 energy. Unique. At the start of your turn, 50% chance to gain 1 energy. Echo: Draw a card.

Survival Training

1 energy · Rite

Unique. At the start of your turn, 50% chance to gain 1 energy. Echo: Draw a card.

Self

Unique

Starting pool

Compare 2 upgrades

Branch A

Light Step: Rite, uncommon, 1 energy. Unique. At the start of your turn, 50% chance to gain 1 energy. Draw 1 more card each turn. Echo: Draw a card.

Light Step

1 energy · Rite

Unique. At the start of your turn, 50% chance to gain 1 energy. Draw 1 more card each turn. Echo: Draw a card.

Self

Unique

Branch B

Thick Hide: Rite, uncommon, 1 energy. Unique. At the start of your turn, 50% chance to gain 1 energy. Take 2 less damage from each attack. Echo: Draw a card.

Thick Hide

1 energy · Rite

Unique. At the start of your turn, 50% chance to gain 1 energy. Take 2 less damage from each attack. Echo: Draw a card.

Self

Unique

Through and Through: Attack, common, 1 energy. Deal 6 damage to the target and 3 to every other enemy.

Through and Through

1 energy · Attack

Deal 6 damage to the target and 3 to every other enemy.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Through and Through+: Attack, common, 1 energy. Deal 8 damage to the target and 4 to every other enemy.

Through and Through+

1 energy · Attack

Deal 8 damage to the target and 4 to every other enemy.

Enemy · Reach

Tight Grouping: Attack, uncommon, 2 energy. Deal 3 damage 4 times.

Tight Grouping

2 energy · Attack

Deal 3 damage 4 times.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Tight Grouping+: Attack, uncommon, 2 energy. Deal 4 damage 4 times.

Tight Grouping+

2 energy · Attack

Deal 4 damage 4 times.

Enemy · Reach

Toxicologist: Rite, uncommon, 1 energy. Whenever you Attack an enemy with Venom, apply 1 more Venom.

Toxicologist

1 energy · Rite

Whenever you Attack an enemy with Venom, apply 1 more Venom.

Self

Starting pool

Signature reward: Toxins.

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Upgrade

Toxicologist+: Rite, uncommon, 0 energy. Whenever you Attack an enemy with Venom, apply 1 more Venom.

Toxicologist+

0 energy · Rite

Whenever you Attack an enemy with Venom, apply 1 more Venom.

Self

Tripwire: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 6 damage and is Winded 2.

Tripwire

1 energy · Rite

Trap: the next enemy to attack you takes 6 damage and is Winded 2.

Self

Set 2

Compare upgrade

Upgrade

Tripwire+: Rite, uncommon, 1 energy. Trap: the next enemy to attack you takes 10 damage and is Winded 2.

Tripwire+

1 energy · Rite

Trap: the next enemy to attack you takes 10 damage and is Winded 2.

Self

True Aim: Attack, common, 1 energy. Deal 6 damage, 10 against a Marked enemy.

True Aim

1 energy · Attack

Deal 6 damage, 10 against a Marked enemy.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

True Aim+: Attack, common, 1 energy. Deal 9 damage, 14 against a Marked enemy.

True Aim+

1 energy · Attack

Deal 9 damage, 14 against a Marked enemy.

Enemy · Reach

True Aim: Attack, basic, 1 energy. Deal 7 damage, 12 against a Marked enemy.

True Aim

1 energy · Attack

Deal 7 damage, 12 against a Marked enemy.

Enemy · Reach

Starter card

Starter swap: Bow Mastery.

Compare upgrade

Upgrade

True Aim+: Attack, basic, 1 energy. Deal 9 damage, 15 against a Marked enemy.

True Aim+

1 energy · Attack

Deal 9 damage, 15 against a Marked enemy.

Enemy · Reach

Venom Arrow: Attack, token, 0 energy. Deal 3 damage. Venom 2. Spend.

Venom Arrow

0 energy · Attack

Deal 3 damage. Venom 2. Spend.

Enemy · Reach

Spend

Generated during play. Not a reward card.

No upgrade.

Venom Cloud: Tactic, uncommon, 2 energy. Apply Venom 3 to ALL enemies.

Venom Cloud

2 energy · Tactic

Apply Venom 3 to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Venom Cloud+: Tactic, uncommon, 2 energy. Apply Venom 5 to ALL enemies.

Venom Cloud+

2 energy · Tactic

Apply Venom 5 to ALL enemies.

No target selection

Venom Shot: Tactic, common, 1 energy. Your next Attack this turn applies Venom 3 and Shaken 1.

Venom Shot

1 energy · Tactic

Your next Attack this turn applies Venom 3 and Shaken 1.

Self

Starting pool

Compare 2 upgrades

Branch A

Toxicologist: Tactic, common, 1 energy. Your next Attack this turn applies Venom 6.

Toxicologist

1 energy · Tactic

Your next Attack this turn applies Venom 6.

Self

Branch B

Crippling Toxin: Tactic, common, 1 energy. Your next Attack this turn applies Shaken 2, and Venom 2 to a random enemy.

Crippling Toxin

1 energy · Tactic

Your next Attack this turn applies Shaken 2, and Venom 2 to a random enemy.

Self

Whistling Death: Attack, rare, 2 energy. Deal 9 damage twice. Mark the target for 2 turns.

Whistling Death

2 energy · Attack

Deal 9 damage twice. Mark the target for 2 turns.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Whistling Death+: Attack, rare, 2 energy. Deal 11 damage twice. Mark the target for 2 turns.

Whistling Death+

2 energy · Attack

Deal 11 damage twice. Mark the target for 2 turns.

Enemy · Reach

Keywords and effects

Attack

A card type: Attacks deal damage, usually to one enemy you drag them onto.

Bleed

Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.

Echo

What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.

Energy

Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.

Guard

Soaks hits before your HP; it falls away at the start of your next turn.

Marked

Takes 25% more damage for this many turns.

Quiver

The Ranger starts each turn with an Arrow in hand: 0 energy, 3 damage, Spend.

Rooted

Cannot attack this turn (bosses deal half). A direct hit breaks the root; damage over time does not.

Rows

Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.

Shaken

Deals 30% less damage for this many turns.

Spend

After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.

Stunned

Skips its next turn. Elites and bosses shrug off a second stun in the same fight.

Trap

A trap is set when you play it and goes off when an enemy attacks.

Unique

Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.

Venom

Takes this much damage at the start of its turn, then the Venom drops by 1.

Winded

Gains 30% less guard for this many turns.

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