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Ability Card List Edit

Number Name Type Cost Ultimate Starting Card Rule
1 Autopsy Action 3 No No Draw 2 cards for each dead gruff your opponent controls.
2 Awe Action 5 No No Target player draws 2 cards then discards 3 cards.
3 Deep Secrets Action 3 No No This card is only playable if your active gruff is a Deepthing.

Draw the top card of your discard pile.

4 Delve Action 4 No Yes Target player draws a card then discards 2 cards.
5 Epiphany Action 2 No No Look at the top 3 cards of your deck. Draw one and put the rest back. Shuffle your deck.
6 Flay Mind Action 4 No Yes Deal 1 Damage to a gruff; if it survives, draw 2 cards.
7 Flay Mind Action 4 No Yes Deal 1 Damage to a gruff; if it survives, draw 2 cards.
8 Hallucinate Action 2 No Yes Draw a card. Target gruff gets +1 Weird.
9 Memory Condition 12 Yes No Whenever you would draw a card from your deck, you may draw the top card of your discard pile instead.
10 Mental Blast Action 8 No Yes Deal 2 Damage to target gruff and draw a card.
11 Mind Wipe Action 9 No No Target player discards 2 cards at random, and gains 3 Crazy.
12 Pentavision Action 21 Yes No This card is only playable if your active gruff is a Deepthing. Draw 5 cards.
13 Psychic Shock Action 6 No Yes Target shepherd takes 1 Damage. Target player discards a card.
14 Scrutinize Action 18 Yes No Target opponent reveals his hand. Choose and discard a condition from it.
15 Stun Action 4 No Yes Exhaust target gruff. Draw a card.