Wizard Abilities
Last updated
Last updated
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 for the next 3 hands.
Identify
Preflop Ability Phase
A random hole card from each opponent is revealed to you for 3 hands.
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 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.
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 give you all their leech for 6 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
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 for 3 hands.
Wheel of Fortune
Flop Ability Phase
Reactive two target exhausted abilities.
Wildfire
Preflop Ability Phase
Target gains burning debuff for 9 hands, players adjacent to them also catch fire for 6 hands.