Blade Gunner cards

Name Image Upgraded image Rarity Type Cost Description
Defend Basic Skill 1 Gain 5 (8) Block.
Reload Basic Skill 1 Load ALL. Gain 5 (8) Block. Whenever you use ammo, put this card into your hand and Retain.
Revolver Basic Power 1 At the start of combat, if no gun is equipped, play this card. Equip Revolver (Revolver+).
Shoot Basic Attack 1 Shoot 1 time. (Deals 4 more damage.) Exchange.
Strike Basic Attack 1 Deal 6 (9) damage.
Golden Bullet Special Skill 0 This card is treated as Little Bullet. Load 1. Gain (). Retain. Exhaust.
Jam Special Status Unplayable. When you Shoot, Exhaust this and Unload 1. Ethereal.
Little Bullet Special Skill 0 Load 1. Gain (). Retain. Exhaust.
Ammo Box Common Skill 3 Gain 8 (12) Block. Add 2 Little Bullet into your hand.
Bandolier Common Skill 1 (0) Gain Block equal to magazine capacity plus 2.
Dual Shot Common Attack 2 If you have 2 ammo in the magazine, gain . Shoot 2 times. (Deal 150% damage.)
Emergency Reload Common Skill 0 Load ALL. Gain . (Draw 1 card.) Add a Jam into your discard pile.
Grenade Common Attack 2 Deal 11 (15) damage. Deal 6 (8) damage to ALL enemies.
Gunsmoke Common Skill 1 (0) Unload 5. Apply Burning equal to amount of removed ammo. Target keeps Burning this turn.
Gunstock Strike Common Attack 1 Deal 6 (8) damage. Deal 3 (4) additional damage for each of equipped Guns. Exchange.
Headshot Common Attack 1 Shoot 1 time. Deal 130% (170%) damage.
Ignite Common Skill 1 (0) Apply 4 (7) Burning. Detonate. Deal damage equal to amount of Burning.
Low Ammo Anxiety Common Attack 1 Deal 8 (11) damage. If you have less than half of the ammo in magazine, deal 8 (11) damage again.
Preparing Stance Common Skill 1 Gain 7 (10) Block. Next turn, gain . Exchange.
Rash'oot Common Attack 0 Shoot 1 (2) time(s). Add a Jam into your draw pile.
Reloading Practice Common Skill 1 Gain 7 (10) Block. Add a (an Upgraded) Little Bullet to draw pile. Exhaust a random Status in draw pile.
Rolling Slash Common Attack 1 Deal 4 (7) damage. Gain 6 (9) Block. Exchange.
Russian Roulette Uncommon Attack 1 Can only be played if you equip Revolver with 1 ammo. Exchange to it. Shoot a random enemy. Deal 40 (55) damage.
Smoke Bomb Common Skill 1 Exchange. Load ALL. Gain 8 (11) Block.
Spinning Slash Common Attack 1 Deal 5 (8) damage to ALL enemies. Draw cards equal to count of enemies (, at least 2 cards).
Sticky Bullets Common Skill 1 (0) Replace ALL bullets in magazine with Sticky bullets.
Accurate Shoot Uncommon Attack 2 Shoot 2 times. Deals (2) more damage for each Shooting card you have played in this combat.
Aim Weakness Uncommon Attack 1 (Detonate.) Shoot 1 time. Detonate. (not Detonate.) Deals 2 more damage.
Airdrop Uncommon Power 2 (1) At the start of your turn, draw an additional card and reduce its cost by 1.
Armory Uncommon Skill 0 Add a (Choose 1 of 2) random Gun card(s) (to add) into your hand and reduce its cost by 1. Exhaust.
Backup Uncommon Skill 1 Choose a card in your hand. Add a copy (2 copies) of that card into your hand. The copy is (copies are) Exhausted when played.
Ballistic Vest Uncommon Skill 2 Gain 8 (11) Block. Take half damage from Attacks until your next turn.
Barrage of Bullets Uncommon Attack 0 Shoot N times, where N is count of Little Bullet in hand. Exhaust a Little Bullet. (not Exhaust a Little Bullet.)
Be Well-Armed Uncommon Skill 1 Gain 6 (8) Block. Gain 3 (4) additional Block for each of equipped Guns. Exchange.
Blade Gun Uncommon Power 1 Equip Blade gun (Blade gun+).
Bullets in Sand Uncommon Skill X Put 2 Little Bullet into your hand at the start of next X (X+1) turn. Exhaust.
Combat Memories Uncommon Skill 0 Put a (2) random Shooting card(s) from discard pile into your hand. Exchange.
Crazy Shoot Uncommon Attack 2 Shoot 5 (9) times. Deal 60% damage.
Dagger in Bullets Uncommon Attack 4 Deal 18 (23) damage. Costs 1 less each time you Load ALL.
Disassemble Uncommon Skill 0 Exhaust a Gun card. Gain equal to its cost plus 1. Draw 1 card. Exhaust. (not Exhaust.)
Fire Blade Uncommon Attack 0 Deal 5 (8) damage. Apply 2 Burning.
Flamethrower Uncommon Power 2 Equip Flamethrower (Flamethrower+).
Flashbang Uncommon Skill 2 Apply 3 (4) Weak to ALL enemies. Gain 3 (4) Dexterity. Exhaust.
Gun as Shield Uncommon Skill 1 Gain block equal to base damage of your current Gun (plus 4). Draw a card.
Gust Uncommon Power 1 At the end of turn, enemies keep 50% (75%) amount of Burning.
Increase Caliber Uncommon Skill 1 Gain 2 (3) Strength. Gain 1 additional Strength if magazine is not empty. Empty magazine.
Laser Pistol Uncommon Power 2 Equip Laser pistol (Laser pistol+).
Machine Gun Uncommon Power 1 Equip Machine gun (Machine gun+).
Mad Blade Uncommon Skill 0 Gain 2 (4) temporary Strength. This turn, each time you play a Non-shooting Attack, keep 1 Strength.
Magazine Expansion Uncommon Power 1 (Innate.) Increase magazine capacity by 3. Load 3.
Offense to Defense Uncommon Skill 1 Gain 6 (9) Block. Gain additional 3 (5) Block for each Attack played in this turn.
Pierce Uncommon Attack 1 Deal 6 (9) damage. Apply 2 (3) Vulnerable.
Quick Draw Common Attack 1 Shoot 5 times. Deal 30% (50%) damage.
Rocket Launcher Uncommon Power 2 Equip Rocket launcher (Rocket launcher+).
Shell Defense Uncommon Power 1 Whenever ammo is used or removed, gain 1 (2) Block.
Shooting Prepare Uncommon Skill 1 Load ALL. Draw 2 (3) card.
Shotgun Uncommon Power 1 Equip Shotgun (Shotgun+).
Sniper Rifle Uncommon Power 2 (1) Equip Sniper rifle.
Special Vulnerary Uncommon Skill 1 Heal HP equal to 2 (3) multiply number of Little Bullet in hand. Exhaust.
Speed Shooting Uncommon Skill 1 Shooting cards attack 2 (3) more times in this turn.
Spinning Shoot Uncommon Attack 1 Shoot ALL enemies 2 times. Deals 3 (1) less damage. Shuffle a Jam into your draw pile.
Tactical Retreat Uncommon Skill 0 Gain 4 (8) Block. Your next Shooting card by deals 3 more damage. Exchange.
Thrift Uncommon Power 1 (0) Whenever a Jam is Exhausted, put a Little Bullet into your hand.
Throw Sand Uncommon Attack 1 Deal 8 (11) damage. Apply 2 (3) Weak. Exchange.
Burning Land Rare Attack 2 Deal 12 (18) damage to ALL enemies. Apply 5 Burning. Targets keep Burning this turn.
Camouflage Rare Skill 2 Gain 2 (3) Intangible. Cannot play Attacks whose damage are less than 22 in 2 (3) turns. Exhaust.
Combination Attack Rare Power 1 (Innate.) Whenever you play a Non-shooting Attack, Shoot 1 time, which deals 50% damage.
Dimensional Shoot Rare Attack 2 (1) Shoot 1 time. If Fatal, permanently increase this card's Attack count by 1. Exhaust.
Drop Gun Rare Skill 0 Discard any Gun. Gain and draw cards equal to count of discarded cards (plus 1) in this and next turn. Exhaust.
Eject Uncommon Skill 0 Exchange. Empty magazine. Add 2 (3) Little Bullet to hand. Exhaust.
Exhausting Strike Rare Attack 3 Deal 30 (40) damage. Empty magazine and gain 1 Strength for each removed ammo, at maximum of 9 Strength. Ethereal.
Hot Shells Rare Power 2 Deal 2 (3) damage to ALL enemies whenever ammo is used.
Infinite Ammo Rare Skill 1 (0) Shooting doesn't use ammo in this turn. Exchange.
Mad Gun Rare Attack X Shoot X times. (Deals 3 more damage.) Auto reload.
Master of Guns Uncommon Skill 1 Draw 2(3) cards. Draw an additional card for each equipped Gun.
Mecha Form Rare Power 3 Ethereal. (not Ethereal.) Effect of this card depends on current Gun.
Pursue Rare Power 1 (0) If you play Shooting cards this turn, gain next turn.
Ricochet Rare Skill 1 (0) Deals same amount of damage to random enemy each time you Shoot. Lose this effect at the end of the turn it's triggered.
Sandstorm Rare Attack 2 Deal 20 (26) damage to ALL enemies. Add 2 Jam into your hand and Retain them.
Supplement Rare Skill 1 Load ALL. If magazine is empty, draw 2 (3) cards, gain ().

Blade Gunner relics

Name Image Tier Pool Description Flavor
Old Revolver Starter Blade gunner color The first time you play a Shooting card each combat, add Little Bullet into your hand. An old but good revolver.
Lucky Bullet Common Blade gunner color Whenever you use 6 ammo, add Little Bullet into your hand. This effect can only be triggered once per turn. An old bullet from battlefield.
Empty Cylinder Uncommon Blade gunner color If magazine capacity is greater than 1, double damage from the last ammo in magazine. Made with steel.
Gun Oil Uncommon Blade gunner color Jam is playable. When it's played, Exhaust it and draw 1 card. A gun that is not carefully maintained is dangerous.
Bayonet Rare Blade gunner color When you play a Non-shooting Attack, your next Shooting card deals 2 more damage. It's blade, and part of a gun.
Manual of Guns Rare Blade gunner color Keep equipped gun between combats. How to use this?
Golden Revolver Boss Blade gunner color Replaces Old Revolver. The first time you play a Shooting card each combat, add Golden Bullet into your hand. At the end of combat, gain 12 Gold if Golden Bullet is in your hand. One of the best guns in my collection.
Runic Holster Boss Blade_gunner_color Gain at the start of your turn. When you Equip a gun, its magazine is empty. This make me feel I can draw my gun even faster.
Tiny Oasis Boss Blade gunner color At the start of every 3 turns, choose a Skill card from draw pile and put it into your hand. Light of life in desert.
Rifling Barrel Shop Blade gunner color At the start of first 3 turns, gain effect randomly from one of Infinite Ammo, Ricochet and Speed Shooting. Just simple modification on barrel...

bladegunner potions

Name Image Rarity Description
Bullets in a Jar Common Add 2 Little Bullet to your hand.
Molotov Cocktail Uncommon Deal 7 damage and apply 7 Burning.
Dynamic Potion Rare Gain 2 Ricochet.

Blade Gunner keywords

Name Description
Auto Reload If magazine is empty during shooting, reduce Attack count by 1, then fill magazine with ammo. Attack count limitation of Sniper rifle doesn't take effect.
Blade Gun(+) Base damage: 8 (12). Shooting cards are treated as Non-shooting Attacks. They deals damage equal to base damage of this gun multiply Attack count.
Gun cards Gun cards are Power cards that contains Equip in description.
Laser Pistol(+) Magazine capacity: 7. Base damage: 3 (5). Increase base damage by 1 (3) for each ammo (every 2 ammo) in magazine.
Machine Gun(+) Magazine capacity: 12. Base damage: 5. Double (Triple) damage count of Shooting cards. Gain double (triple) capacity from Magazine expansion. Gain double (triple) fire rate from Speed shooting. Half effect of Strength on Shooting cards.
Non-shooting Attack Non-shooting Attacks are Attack cards that doesn't contains Shoot in description. They don't use ammo and aren't affected by Jam.
Rocket Launcher(+) Magazine capacity: 1. Base damage: 18 (23). Shoot ALL enemies. Magazine expansion doesn't take effect. Double effect of Strength on Shooting cards.
Shooting Card Shooting cards are Attack cards that contains Shoot in description.
Sniper Rifle Magazine capacity: 4. Base damage: 25. Shooting cards can only attack 1 time. Double effect of Strength on Shooting cards.
Sticky Bullet Deal 3 damage at the end of enemies' turn and apply half amount of Burning.
Burning Burning creature take additional damage from Attacks until end of turn, in which damage value is equal to stack amount.
Detonate Trigger effect of Sticky bullets on target. Deal damage and apply same amount of Burning instead.
Equip Change equipped gun.
Exchange You may swap equipped gun with one of previously equipped guns.
Flamethrower(+) Magazine capacity: 15. Base damage: 3 (6). Apply 1 Burning per shot.
Load Fill magazine with ammo.
Revolver(+) Magazine capacity: 6. Base damage: 8 (10).
Shoot Use 1 ammo per shot. Damage value depends on equipped gun. You can't shoot if magazine is empty.
Shotgun(+) Magazine capacity: 2. Base damage: 10 (13). Shoot ALL enemies.
Unload Remove ammo from magazine.

Blade Gunner creatures

Name Image Type HP
The Blade Gunner Player 75

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