
Folly
Curse
Ethereal.
Innate.
Unplayable.
Eternal.
Innate.
Unplayable.
Eternal.

Folly+
Curse
Ethereal.
Innate.
Unplayable.
Eternal.
Innate.
Unplayable.
Eternal.
Folly
Curse
Innate moves it to the top of the draw pile, so it is one of the 5 cards you draw on turn 1 of every combat. It is Unplayable, and Ethereal exhausts it at the end of that turn. Eternal means it can never be removed or transformed. The result is a 4-card opening hand in every fight for the rest of the run. Run modifiers never generate it.
Type
Curse
Cost
Unplayable
When to take Folly
You never choose it, an event gives it, and it can never leave your deck. Lean into it with exhaust payoffs and draw relics, since it never clogs later turns anyway.
Cards that synergize with Folly

Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Feel No PainFeel No Pain and Dark Embrace trigger when it exhausts.Whenever a card is Exhausted, gain 3 Block.

Dark Embrace
Power
2
Whenever a card is Exhausted,
draw 1 card.
draw 1 card.
Dark EmbraceFeel No Pain and Dark Embrace trigger when it exhausts.Whenever a card is Exhausted,
draw 1 card.
draw 1 card.

Pagestorm
Power
1
Whenever you draw an Ethereal card, draw 1 card.
PagestormPagestorm draws a card when you draw it.Whenever you draw an Ethereal card, draw 1 card.

Eidolon
Skill
2
Exhaust your Hand.
If 9 cards were Exhausted this way, gain 1 Intangible.
If 9 cards were Exhausted this way, gain 1 Intangible.
EidolonEidolon and Fiend Fire count it as a hand card.Exhaust your Hand.
If 9 cards were Exhausted this way, gain 1 Intangible.
If 9 cards were Exhausted this way, gain 1 Intangible.

Fiend Fire
Attack
2
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Deal 7 damage for each card Exhausted.
Exhaust.
Fiend FireEidolon and Fiend Fire count it as a hand card.Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Deal 7 damage for each card Exhausted.
Exhaust.
Relics that synergize with Folly
Joss PaperJoss PaperJoss Paper counts the exhaust.Every 5 times you Exhaust a card, draw 1 card.
Bag of PreparationBag of PreparationBag of Preparation restores the missing draw.At the start of each combat, draw 2 additional cards.
Rules and timing
Excluded from cards generated by run modifiers.
Changes by version
- Folly curse is now Ethereal
- Added portrait art
- Folly curse card can no longer be upgraded
All 8 patch notes5 older
- Folly card is now unplayable
- Folly curse card now does HP loss instead of damage
- Folly correctly triggers on combats after the first one
- Folly curse card now only deals damage if it is in hand when a card begins play
- Reworked Zlatir's Power choice: gives you 1 Folly (while in hand, take 1 damage whenever you play a card) instead of 3 Normalities
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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