Cleric Abilities

Icon
Ability Name
When Playable
Description

Angelic Ally

Automatic

If you have 5 or fewer minions at the start of the event, create an additional Angel minion under your control. (Brittle)

Answered Prayers

Flop Ability Phase

Reactivate one targeted exhausted ability. (Brittle)

Avoid Traps

Prevention Effect

Cancel the effect of any trap that you trigger.

Bestow

Preflop Ability Phase

Target opponent gets the button at the start of the next hand. Until you next have the button, any pots they win, you receive an equal amount of health.

Bless

Preflop Ability Phase

Minions you control gain 40% of your Health Pool.

Celestial Cards

Flop Ability Phase

Get 2 new hole cards that are either Diamonds or Hearts.

Charm

Preflop Ability Phase

Gain control of target non Dragon minion with less health than you for the remainder of the event.

Cure Ailments

Flop and River Ability Phase

Remove all debuffs attached to you and apply them to the players to your left and right.

Decompose

Ability Phase

Opposing minions at your table take 20% of their health pool in damage, you gain 50% that health.

Dispel Evil

Preflop Ability Phase

Prevent all opponents at the table from playing abilities for the next 6 hands, if they are a necromancer extend to 9 hands.

Divine Reclamation

Preflop Ability Phase

Steal any sheltering buffs, whatever duration is left add an additional 2 hands and double the healing bonus.

Eye for an Eye

Preflop Ability Phase

Reveal target opponents and your own hole cards for the duration of the hand.

Hallowed Halls

Flop Ability Phase

For the next 12 hands, you and your minions win an additional 50% health from pots won.

Heal the Congregation

Preflop Ability Phase

All minions you control gain 40% of average health pools.

Holy Goblin Sapper

Preflop Ability Phase

End of hand, Goblin Explodes dealing 50% of your health pool to all opposing minions at the table. Winning hand heals all minions you control for 50% of your health pool each.

Holy Shield

Showdown

Regain 100% of health lost in a hand after losing a showdown. (Brittle)

Inquisition

Flop Ability Phase

Opponents choose to either put 20% of their health into the pot or reveal both of their hole cards.

Lost in Prayer

Flop and River Ability Phase

Shelter for 5 hands, 3 at the final table. Cannot use when heads up. (Brittle)

Purgatory

Turn Ability Phase

If no player is all in, pay 10% of the current pot into pot. The hand ends immediately without showdown. The entire pot is added to the starting pot of the next hand.

Ray of Light

Preflop Ability Phase

One random hole card from each opponent becomes visible to the caster only for 3 hands.

Resurrection

Prevention Effect

When the first minion you control is eliminated, revive it with 100% of average health pool automatically. (Brittle)

Sanctuary

Prevention Effect

Prevent all damage from an ability that targets you, gain the amount of health prevented in this manner.

Silence

Postflop and UTG

Force all players to check current street.

Smite

Flop and Turn Ability Phase

Force all Minions not all in to fold and surrender 30% of their health to you.

Tithe

Preflop and UTG

Force all players to call the big blind, gain an amount of health equal to the pot.

Tower Defense

Preflop and Big Blind

Call any non all In raise without using your health.

Virtue

Preflop Ability Phase

Minions you control have health won in pots doubled for the next 12 hands.

Last updated