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. (Brittle)

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 middle flop card revealed to them for the next 8 hands.

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 opponents for 3 hands.

Dispel Magic

Flop and River Ability Phase

Remove any debuffs on yourself and minions you control.

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 for the next 6 hands.

Identify

Preflop Ability Phase

A random hole card from each opponent is revealed to you for 4 hands.

Illusion

River Ability Phase

Replace the river card with the top card of the deck.

Immolation

Preflop Ability Phase

All opponents at the table receive the burning state for 9 hands.

Mass Charm

Preflop and River Ability Phase

For 9 hands, 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.

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 give you all their leech for 8 hands.

Sleep

Preflop Ability Phase

All minions controlled by opponents sit out for the 6 hands and gain burning state.

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

Flop 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 for 5 hands.

Wheel of Fortune

Flop Ability Phase

Reactive two random exhausted abilities. (Brittle)

Wildfire

Preflop Ability Phase

Target gains burning debuff for 9 hands, players adjacent to them also catch fire for 6 hands.

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