
Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.

Hellraiser+
Power
1
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Version

Hellraiser
Power
3
Whenever you draw a card containing “Strike”, it is played against a random enemy.

Hellraiser+
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Hellraiser
IroncladPowerRare
You are viewing an old version of this card
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Stacking: a single-stack power, a second copy adds nothing.
Trigger: whenever you draw a card with the Strike tag, opening draw included, it is played at once for free against a random enemy.
Strikes: in the Ironclad pool that means Strike, Twin Strike, Pommel Strike, Perfected Strike, Setup Strike and Ashen Strike, plus the Colorless Ultimate Strike and Seeker Strike.
Chaining: the Strike still counts as an Attack you played, so Juggling, Kunai and Shuriken see it, and Pommel Strike's draw can chain into another Strike.
Cap: the code caps the loop at 9 auto-plays per turn only against enemies with infinite HP.
Upgrade: it cuts the cost from 2 to 1.
When to take Hellraiser
Take it if you have kept your Strikes rather than removing them, above all alongside Perfected Strike. Every Strike becomes free damage, freeing your Energy for the rest of your hand.
Cards that synergize with Hellraiser

Perfected Strike
Attack
2
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deals 2 additional damage for ALL your cards containing “Strike”.
Perfected StrikePerfected Strike gets stronger with each Strike kept.Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deals 2 additional damage for ALL your cards containing “Strike”.

Pommel Strike
Attack
1
Deal 9 damage.
Draw 1 card.
Draw 1 card.
Pommel StrikePommel Strike draws into more triggers.Deal 9 damage.
Draw 1 card.
Draw 1 card.

Juggling
Power
1
Add a copy of the third Attack you play each turn into your Hand.
JugglingJuggling copies the third Attack, which the free Strikes reach quickly.Add a copy of the third Attack you play each turn into your Hand.

Setup Strike
Attack
1
Deal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.
Setup StrikeSetup Strike adds Strength to the Attacks you play by hand afterward.Deal 7 damage.
Gain 2 Strength this turn.
Gain 2 Strength this turn.

Battle Trance
Skill
0
Draw 3 cards.
You cannot draw additional cards this turn.
You cannot draw additional cards this turn.
Battle TranceBattle Trance draws cards, and Hellraiser triggers on drawsDraw 3 cards.
You cannot draw additional cards this turn.
You cannot draw additional cards this turn.

Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.
OfferingOffering draws cards, and Hellraiser triggers on drawsLose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.

Burning Pact
Skill
1
Exhaust 1 card.
Draw 2 cards.
Draw 2 cards.
Burning PactBurning Pact draws cards, and Hellraiser triggers on drawsExhaust 1 card.
Draw 2 cards.
Draw 2 cards.

Drum of Battle
Skill
1
Draw 2 cards.
When this card is Exhausted, gain .
When this card is Exhausted, gain .
Drum of BattleDrum of Battle draws cards, and Hellraiser triggers on drawsDraw 2 cards.
When this card is Exhausted, gain .
When this card is Exhausted, gain .

Dark Embrace
Power
2
Whenever a card is Exhausted,
draw 1 card.
draw 1 card.
Dark EmbraceDark Embrace draws cards, and Hellraiser triggers on drawsWhenever a card is Exhausted,
draw 1 card.
draw 1 card.

Pillage
Attack
1
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.
PillagePillage draws cards, and Hellraiser triggers on drawsDeal 6 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.

Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Draw 1 card.
Shrug It OffShrug It Off draws cards, and Hellraiser triggers on drawsGain 8 Block.
Draw 1 card.
Draw 1 card.

Vicious
Power
1
Whenever you apply Vulnerable, draw 1 card.
ViciousVicious draws cards, and Hellraiser triggers on drawsWhenever you apply Vulnerable, draw 1 card.

Automation
Power
1
Every 10 cards you draw, gain .
AutomationAutomation triggers when you draw, and Hellraiser drawsEvery 10 cards you draw, gain .

Impatience
Skill
0
If you have no Attacks in your Hand, draw 2 cards.
ImpatienceImpatience draws cards, and Hellraiser triggers on drawsIf you have no Attacks in your Hand, draw 2 cards.

Restlessness
Skill
0
Retain.
If your Hand is empty, draw 2 cards and gain .
If your Hand is empty, draw 2 cards and gain .
RestlessnessRestlessness draws cards, and Hellraiser triggers on drawsRetain.
If your Hand is empty, draw 2 cards and gain .
If your Hand is empty, draw 2 cards and gain .

Scrawl
Skill
1
Draw cards until your Hand is full.
Exhaust.
Exhaust.
ScrawlScrawl draws cards, and Hellraiser triggers on drawsDraw cards until your Hand is full.
Exhaust.
Exhaust.

Master of Strategy
Skill
0
Draw 3 cards.
Exhaust.
Exhaust.
Master of StrategyMaster of Strategy draws cards, and Hellraiser triggers on drawsDraw 3 cards.
Exhaust.
Exhaust.

Brightest Flame
Skill
0
Gain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.
Brightest FlameBrightest Flame draws cards, and Hellraiser triggers on drawsGain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax draws cards, and Hellraiser triggers on drawsGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Thinking Ahead
Skill
0
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Thinking AheadThinking Ahead draws cards, and Hellraiser triggers on drawsDraw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.

Finesse
Skill
0
Gain 4 Block.
Draw 1 card.
Draw 1 card.
FinesseFinesse draws cards, and Hellraiser triggers on drawsGain 4 Block.
Draw 1 card.
Draw 1 card.

Flash of Steel
Attack
0
Deal 5 damage.
Draw 1 card.
Draw 1 card.
Flash of SteelFlash of Steel draws cards, and Hellraiser triggers on drawsDeal 5 damage.
Draw 1 card.
Draw 1 card.

Expect a Fight
Skill
2
Gain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.
Expect a FightExpect a Fight wants a full hand, which Hellraiser drawsGain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.

Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.
EnlightenmentEnlightenment wants a full hand, which Hellraiser drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.
Relics that synergize with Hellraiser
Strike DummyStrike DummyStrike Dummy adds 3 to every Strike hit.Cards containing “Strike” deal 3 additional damage.
Joss PaperJoss PaperJoss Paper draws cards, and Hellraiser triggers on drawsEvery 5 times you Exhaust a card, draw 1 card.
Iron ClubIron ClubIron Club draws cards, and Hellraiser triggers on drawsEvery 4 cards you play, draw 1 card.
Pollinous CorePollinous CorePollinous Core draws cards, and Hellraiser triggers on drawsEvery 4 turns, draw 2 additional cards.
Centennial PuzzleCentennial PuzzleCentennial Puzzle draws cards, and Hellraiser triggers on drawsThe first time you lose HP each combat, draw 3 cards.
PendulumPendulumPendulum draws cards, and Hellraiser triggers on drawsEvery 3 turns, draw 1 card.
Bag of PreparationBag of PreparationBag of Preparation draws cards, and Hellraiser triggers on drawsAt the start of each combat, draw 2 additional cards.
Booming ConchBooming ConchBooming Conch draws cards, and Hellraiser triggers on drawsAt the start of Elite combats, draw 2 additional cards and gain .
FiddleFiddleFiddle draws cards, and Hellraiser triggers on drawsAt the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Snecko EyeSnecko EyeSnecko Eye draws cards, and Hellraiser triggers on drawsAt the start of your turn, draw 2 additional cards. Start each combat Confused.
Gambling ChipGambling ChipGambling Chip draws cards, and Hellraiser triggers on drawsAt the start of each combat, discard any number of cards then draw that many.
Game PieceGame PieceGame Piece draws cards, and Hellraiser triggers on drawsWhenever you play a Power, draw 1 card.
Gremlin HornGremlin HornGremlin Horn draws cards, and Hellraiser triggers on drawsWhenever an enemy dies, gain and draw 1 card.
Pael's BloodPael's BloodPael's Blood draws cards, and Hellraiser triggers on drawsAt the start of your turn, draw 1 additional card.
Unceasing TopUnceasing TopUnceasing Top draws cards, and Hellraiser triggers on drawsWhenever you have no cards in Hand during your turn, draw a card.
Cloak ClaspCloak ClaspCloak Clasp wants a full hand, which Hellraiser drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Hellraiser drawsRetain your Hand on the first turn of combat.
PermafrostPermafrostPermafrost triggers on Powers played, and Hellraiser is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Hellraiser is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Hellraiser is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Hellraiser is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Fixed an issue where, if a player auto-plays their entire start-of-turn hand draw (via an effect like Hellraiser), Unceasing Top relic may not trigger despite their hand being emptyBug fixShining StrikePlaytestHellraiser card no longer infinitely plays Shining Strike card when it's enchanted with Swift
- Fixed Nonupeipe's Diamond Diadem relic resetting its count after Hellraiser plays cards at the start of the turn
- Hellraiser card now properly plays cards containing "Strike" against enemies with infinite HP
All 12 patch notes9 older
- Fixed a softlock when Pendulum relic would draw Seeking Strike card after playing Hellraiser card
- When playing Hellraiser card against the Queen boss, Strikes are now auto-played before Chains of Binding power afflicts them with Bound, meaning they no longer count as the Bound card played this turn
- Added to the game
- Fixed an issue where Rolling Boulder card could cause a softlock if the last remaining enemy was killed by an earlier start-of-turn effect (like Hellraiser card)
- Cost changed from 3 to 2 (upgraded 2 to 1)
- Incorporated Hellraiser card VFX
- Fixed Pocketwatch interaction with strikes automatically played by Hellraiser
- Aggression card clarified to state that it does not draw cards (doesn't trigger Hellraiser)
- Hellraiser now correctly procs Kunai, Ornamental Fan and Shuriken relics
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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