Consume
When this card is played, it is removed from your deck for the fight.
Read 16 combat definitions from the Demo tooltips, including Load, Trigger, Instant, Repeat, Infection and the Storm. Use these definitions alongside individual card and module effects.
Names in the interface matter: this game displays Power and Infection where internal identifiers may use older terminology. The database follows the English display text. A tooltip describes the general rule; a specific card, character or module can add conditions and exceptions.
For a first deck, check Load and Trigger before optimizing damage. Then distinguish time effects such as Haste, Slow and Freeze from defensive effects such as Shield. Consumable and Repeat change how a card behaves over the fight, which affects whether a combo can sustain itself. These definitions are source text, not a claim of firsthand testing.
16 entries shown
When this card is played, it is removed from your deck for the fight.
The card's effect is executed faster on draw, and the next card is drawn immediately.
The card's effect is executed one more time (including effects added via enhancements).
The card will be drawn first. If you have multiple Paramount cards, they will be drawn in a random order.
Damage generally reduces Shield before affecting Health.
Deals continuous Piercing damage. Reduces by 1 each tick and resets to 0 after a fight.
Chance for a Damage, Heal, Shield or Infection effect to double its value. Resets to 0 after a fight.
Deals direct Damage to Health, ignoring Shield.
Increases the Damage you deal with Attacks and Modules. Resets to 0 after a fight.
Doubles the speed of an enemy or your own draw speed.
Halves the speed of an enemy, or your own draw speed.
Halts the cooldown of an enemy, or your own card draw.
Cards that are usually useless or have a negative effect (or are explicitly considered a Curse).
The average Load of your deck determines your card draw Cooldown (minimum: 2 seconds).
Cards can create triggers that have to wait for another card of the specified type to be played before executing the effect.
At the end of a fight, both you and your enemy start taking continuous damage.
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Windows Demo snapshot, October 11, 2026. Names and descriptions use the English game text; values, Demo membership and matching artwork come from the same build. Full-release promotional counts are separate from these Demo totals. Game text and artwork belong to Ludokultur and the respective creators.
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