Wizard Abilities
Icon | Ability Name | When Playable | Description |
---|---|---|---|
Amnesia | Preflop Ability Phase | One random hole card is face down to you for the cycle. Receive 50% extra health from any pots won during this period. | |
Arcane Medicine | Showdown | When losing a showdown, recover 60% of the pot in health. | |
Astral Projection | Preflop and UTG | Leave your body, allowing you to automatically call any bets the entire hand without costing yourself health. | |
Blind | Post Flop and Turn Ability Phase | Opponents do not have the next street's card revealed to them. | |
Clone | Preflop Ability Phase | Before the final table, create an exact copy of target non Dragon minion, including health pool to take an open seat at any table in the event under your control. | |
Counterspell | Prevention Effect | Negate the effect of any ability that causes damage to you or gives you a debuff. | |
Darkness | Flop Ability Phase | Turn and River card are dealt face down to the board for all players. | |
Fireball | Preflop Ability Phase | Target opponent takes 30% of their health pool in damage and gains the Burning ongoing state until they win a pot. | |
Fiery Goblin Sapper | Preflop Ability Phase | End of hand, Sapper explodes dealing 20% of opponents health in damage. Winning the hand, opponents get Burning debuff for 6 hands. | |
Foresight | Flop Ability Phase | The turn card will be revealed to you on the flop. | |
Identify | Preflop Ability Phase | A random hole card from each opponent is revealed to you. | |
Illusion | River Ability Phase | Replace the river card with the top card of the deck. | |
Illusionary Mask | Preflop | One random card on the flop will appear to be an incorrect card to opponents until the river. | |
Immolation | Preflop Ability Phase | All opponents at the table receive the burning state for 2 cycles. | |
Mass Charm | Preflop and River Ability Phase | For 2 cycles, you receive leech for any pots won by minions at your table instead of the minions owner. | |
Mass Transmutation | Turn Ability Phase | All players at the table discard 1 hole card at random, and draw a replacement. | |
Obfuscate | Preflop | Put 5% of your current health into the pot. Flop and Turn are dealt face down to opponents, and revealed the following street. | |
Planar Curse | Preflop Ability Phase | All opponents have one random hole card unrevealed to them for the next 4 hands. | |
Planar Shift | Ability Phase | Target player is moved to another table at the end of the hand. Seat must be available to play. | |
Pyrotechnics | Triggered | Make a pot sized raise. Any player calling receives the burning state until they win a hand. | |
Ray of Frost | Preflop Ability Phase | Opponents at your table receive no leech health from any of their minions for 2 cycles, 3 cycles if they are a necromancer | |
Sleep | Preflop Ability Phase | All minions controlled by opponents sit out for the next cycle. | |
Temporal displacement | Flop Ability Phase | You and all bets you have made so far are removed from the hand. Next hand your previous bets are added to the starting pot. | |
Time Warp | Turn Ability Phase | If you have previously folded you may re-enter the hand by paying all missed bets. Deactivated if cards are turned up. | |
Transmute Self | Turn and River Ability Phase | Discard your hole cards. Draw two new hole cards. | |
Trial by Fire | Flop Ability Phase | Opponents choose to either show both hole cards or get the Burning debuff for 8 hands. | |
Visually Impaired | Preflop | The Middle flop card, and the Turn Card are not revealed to all opponents. | |
Wheel of Fortune | Flop Ability Phase | Reactive two target exhausted abilities. |
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