
Pillage
Attack
1
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.

Pillage+
Attack
1
Deal 9 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.
Pillage
IroncladAttackUncommon
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.
Deal 9 damage.
Draw cards until you draw a non-Attack card.
Draw cards until you draw a non-Attack card.
One Energy deals 6 damage, 9 upgraded, then draws cards one at a time.
Stop: until it draws a card that is not an Attack, your hand reaches 10, or nothing is left to draw.
Keep: every card drawn stays in hand, the non-Attack that stopped it included.
Typical: in an Attack-heavy deck it often draws three or four; in a balanced deck usually one or two.
When to take Pillage
Take it for Attack-heavy Ironclad decks with Attack-count payoffs, since the floor is a Strike that replaces itself and the ceiling is a full hand. Upgrade for damage over draw.
Cards that synergize with Pillage

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 gives Energy for every Attack the draw brought.Gain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.

Primal Force
Skill
0
Transform all Attacks in your Hand into Giant Rock.
Primal ForcePrimal Force turns that hand of Attacks into Giant Rocks.Transform all Attacks in your Hand into Giant Rock.

Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
HellraiserHellraiser plays every Strike drawn on the spot.Whenever you draw a card containing “Strike”, it is played against a random enemy.

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 wants the same Strike-heavy deck.Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deals 2 additional damage for ALL your cards containing “Strike”.

Juggling
Power
1
Add a copy of the third Attack you play each turn into your Hand.
JugglingJuggling copies your third Attack.Add a copy of the third Attack you play each turn into your Hand.

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

Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.
EnlightenmentEnlightenment wants a full hand, which Pillage drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium wants a full hand, which Pillage drawsGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
SalvoSalvo wants a full hand, which Pillage drawsDeal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
Relics that synergize with Pillage
Cloak ClaspCloak ClaspCloak Clasp wants a full hand, which Pillage drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Pillage drawsRetain your Hand on the first turn of combat.
Changes by version
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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