
Fiddle
Ancient
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Two changes. Your start-of-turn hand draw is 2 cards larger, so 7 instead of 5. Any other draw you would make during your own turn is prevented outright; the relic flashes and nothing happens. Draws that happen while it is the enemy's turn still go through. Ancient relic offered by Vakuu at the start of Glory.
Rarity
Ancient
Character
All characters
When to take Fiddle
Take it when your deck has few draw cards and wins with big-hand exhaust turns or scaling powers. Decline it if draw is your engine, since cards like Souls become dead text.
Cards that synergize with Fiddle

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 love a 7-card hand.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 love a 7-card hand.Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Deal 7 damage for each card Exhausted.
Exhaust.

Bullet Time
Skill
3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet TimeBullet Time already forbids draws and makes the whole hand free.You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

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

Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive WaveCorrosive Wave triggers when you draw, and Fiddle drawsWhenever you draw a card this turn, apply 2 Poison to ALL enemies.

Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
SpeedsterSpeedster triggers when you draw, and Fiddle drawsWhenever you draw a card during your turn, deal 2 damage to ALL enemies.

Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
HellraiserHellraiser triggers when you draw, and Fiddle drawsWhenever you draw a card containing “Strike”, it is played against a random enemy.

Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.
Calculated GambleCalculated Gamble wants a full hand, which Fiddle drawsDiscard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.

Convergence
Skill
1
Next turn,
gain and .
Retain your Hand this turn.
gain and .
Retain your Hand this turn.
ConvergenceConvergence wants a full hand, which Fiddle drawsNext turn,
gain and .
Retain your Hand this turn.
gain and .
Retain your Hand 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 Fiddle 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 Fiddle drawsGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

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 Fiddle drawsGain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.

Flechettes
Attack
1
Deal 5 damage for each Skill in your Hand.
FlechettesFlechettes wants a full hand, which Fiddle drawsDeal 5 damage for each Skill in your Hand.

Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
SalvoSalvo wants a full hand, which Fiddle drawsDeal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
Relics that synergize with Fiddle
Bag of PreparationBag of PreparationBag of Preparation adds to the hand draw itself, so it still works.At the start of each combat, draw 2 additional cards.
Cloak ClaspCloak ClaspCloak Clasp blocks per card held.At the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Fiddle drawsRetain your Hand on the first turn of combat.
Changes by version
- Card draw decreased again decreased from 3 to 2
- Card draw increased from 2 to 3
- Vakuu's Cape to Fiddle
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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