The Blade Gunner cards

NameImageRarityTypeCostDescription
DefendBasicSkill1Gain 5 (8) Block.
ReloadBasicSkill1bladegunner:Load ALL. Gain 5 (8) Block. Whenever you use ammo, put this card into your hand and Retain.
RevolverBasicPower1At the start of combat, if no gun is equipped, play this card. bladegunner:Equip bladegunner:Revolver (bladegunner:Revolver+).
ShootBasicAttack1bladegunner:Shoot 1 time. (Deals 4 more damage.)bladegunner:Exchange.
StrikeBasicAttack1Deal 6 (9) damage.
Golden BulletSpecialSkill0This card is treated as Little Bullet. bladegunner:Load 1. Gain [E] [E] ([E]). Retain. Exhaust.
JamSpecialStatusUnplayable. When you bladegunner:Shoot, Exhaust this and bladegunner:Unload 1. Ethereal.
Little BulletSpecialSkill0bladegunner:Load 1. Gain [E] ([E]). Retain. Exhaust.
Ammo BoxCommonSkill3Gain 8 (12) Block. Add 2 Little Bullet into your hand.
BandolierCommonSkill1 (0)Gain Block equal to magazine capacity plus 2.
Dual ShotCommonAttack2If you have 2 ammo in the magazine, gain [E] [E]. bladegunner:Shoot 2 times.(Deal 150% damage.)
Emergency ReloadCommonSkill0bladegunner:Load ALL. Gain [E]. (Draw 1 card.)Add a Jam into your discard pile.
GrenadeCommonAttack2Deal 11 (15) damage. Deal 6 (8) damage to ALL enemies.
GunsmokeCommonSkill1 (0)bladegunner:Unload 5. Apply bladegunner:Burning equal to amount of removed ammo. Target keeps bladegunner:Burning this turn.
Gunstock StrikeCommonAttack1Deal 6 (8) damage. Deal 3 (4) additional damage for each of equipped bladegunner:Guns. bladegunner:Exchange.
HeadshotCommonAttack1bladegunner:Shoot 1 time. Deal 130% (170%) damage.
IgniteCommonSkill1Apply 4 (7) bladegunner:Burning. bladegunner:Detonate. Deal damage equal to amount of bladegunner:Burning.
Low Ammo AnxietyCommonAttack1Deal 8 (11) damage. If you have less than half of the ammo in magazine, deal 8 (11) damage again.
Preparing StanceCommonSkill1Gain 7 (10) Block. Next turn, gain [E]. bladegunner:Exchange.
Rash'ootCommonAttack0bladegunner:Shoot 1 (2) time(s). Add a Jam into your draw pile.
Reloading PracticeCommonSkill1Gain 7 (10) Block. Add a (an Upgraded) Little Bullet to draw pile. Exhaust a random Status in draw pile.
Rolling SlashCommonAttack1Deal 4 (7) damage. Gain 6 (9) Block. bladegunner:Exchange.
Russian RouletteCommonAttack1Can only be played if you equip Revolver with 1 ammo. bladegunner:Exchange to it. bladegunner:Shoot a random enemy. Deal 40 (55) damage.
Smoke BombCommonSkill1bladegunner:Exchange. bladegunner:Load ALL. Gain 8 (11) Block.
Spinning SlashCommonAttack1Deal 5 (8) damage to ALL enemies. Draw cards equal to count of enemies (, at least !M! cards).
Sticky BulletsCommonSkill1 (0)Replace ALL bullets in magazine with bladegunner:Sticky_bullets.
Accurate ShootUncommonAttack2bladegunner:Shoot 2 times. Deals 1 (2) more damage for each bladegunner:Shooting_card you have played in this combat.
Aim WeaknessUncommonAttack1(bladegunner:Detonate.)bladegunner:Shoot 1 time. bladegunner:Detonate. (not bladegunner:Detonate.) Deals 2 more damage.
AirdropUncommonPower2 (1)At the start of your turn, draw an additional card and reduce its cost by 1 in this turn.
ArmoryUncommonSkill0Add a (Choose 1 of 2) random bladegunner:Gun_card(s) (to add) into your hand and reduce its cost by 1. Exhaust.
BackupUncommonSkill1Choose a card in your hand. Add a copy (!M! copies) of that card into your hand. The copy is (copies are) Exhausted when played.
Ballistic VestUncommonSkill2Gain 8 (11) Block. Take half damage from Attacks until your next turn.
Barrage of BulletsUncommonAttack0bladegunner:Shoot N times, where N is count of Little Bullet in hand. Exhaust a Little Bullet. (not Exhaust a Little Bullet.)
Be Well-ArmedUncommonSkill1Gain 6 (8) Block. Gain 3 (4) additional Block for each of equipped bladegunner:Guns. bladegunner:Exchange.
Blade GunUncommonPower1bladegunner:Equip bladegunner:Blade_gun (bladegunner:Blade_gun+).
Bullets in SandUncommonSkillXPut 2 Little Bullet into your hand at the start of next X (X+1) turn. Exhaust.
Combat MemoriesUncommonSkill0Put a (!M!) random bladegunner:Shooting_card(s) from discard pile into your hand. bladegunner:Exchange.
Crazy ShootUncommonAttack2bladegunner:Shoot 5 (9) times. Deal 60% damage.
Dagger in BulletsUncommonAttack4Deal 18 (23) damage. Costs 1 less [E] each time you bladegunner:Load ALL.
DisassembleUncommonSkill0You may Exhaust a bladegunner:Gun_card. Gain [E] equal to its cost plus 1. Draw 1 card. Exhaust. (not Exhaust.)
EjectUncommonSkill0bladegunner:Exchange. Empty magazine. Add 2 (3) Little Bullet to hand. Exhaust.
Fire BladeUncommonAttack0Deal 5 (8) damage. Apply 2 bladegunner:Burning.
FlamethrowerUncommonPower2bladegunner:Equip bladegunner:Flamethrower (bladegunner:Flamethrower+).
FlashbangUncommonSkill2Apply 3 (4) Weak to ALL enemies. Gain 3 (4) Dexterity. Exhaust.
Gun as ShieldUncommonSkill1Gain block equal to base damage of your current bladegunner:Gun (plus 4). Draw a card.
GustUncommonPower1At the end of turn, enemies keep 50% (75%) amount of bladegunner:Burning.
Increase CaliberUncommonSkill1Gain 2 (3) Strength. Gain 1 additional Strength if magazine is not empty. Empty magazine.
Laser PistolUncommonPower2bladegunner:Equip bladegunner:Laser_pistol (bladegunner:Laser_pistol+).
Machine GunUncommonPower1bladegunner:Equip bladegunner:Machine_gun (bladegunner:Machine_gun+).
Mad BladeUncommonSkill0Gain 2 (4) temporary Strength. This turn, each time you play a bladegunner:Non-shooting_Attack, keep 1 Strength.
Magazine ExpansionUncommonPower1(Innate.)Increase magazine capacity by 3. bladegunner:Load 3.
Master of GunsUncommonSkill1Draw 2 (3) cards. Draw an additional card for each equipped bladegunner:Gun.
Offense to DefenseUncommonSkill1Gain 6 (9) Block. Gain additional 3 (5) Block for each Attack played in this turn.
PierceUncommonAttack1Deal 6 (9) damage. Apply 2 (3) Vulnerable.
Quick DrawUncommonAttack1bladegunner:Shoot 5 times. Deal 30% (40%) damage.
Rocket LauncherUncommonPower2bladegunner:Equip bladegunner:Rocket_launcher (bladegunner:Rocket_launcher+).
Shell DefenseUncommonPower1Whenever ammo is used or removed, gain 1 (2) Block.
Shooting PrepareUncommonSkill1bladegunner:Load ALL. Draw 2 (3) card.
ShotgunUncommonPower1bladegunner:Equip bladegunner:Shotgun (bladegunner:Shotgun+).
Sniper RifleUncommonPower2 (1)bladegunner:Equip bladegunner:Sniper_rifle.
Special VulneraryUncommonSkill1Heal HP equal to 2 (3) multiply number of Little Bullet in hand. Exhaust.
Speed ShootingUncommonSkill1bladegunner:Shooting_cards attack 2 (3) more times in this turn.
Spinning ShootUncommonAttack1bladegunner:Shoot ALL enemies 2 times. Deals 3 (1) less damage. Shuffle a Jam into your draw pile.
Tactical RetreatUncommonSkill0Gain 4 (8) Block. Your next bladegunner:Shooting_card deals 3 more damage. bladegunner:Exchange.
ThriftUncommonPower1 (0)Whenever a Jam is Exhausted, put a Little Bullet into your hand.
Throw SandUncommonAttack1Deal 8 (11) damage. Apply 2 (3) Weak. bladegunner:Exchange.
Burning LandRareAttack2Deal 12 (18) damage to ALL enemies. Apply 5 bladegunner:Burning. Targets keep bladegunner:Burning this turn.
CamouflageRareSkill2Gain 2 (3) Intangible. Cannot play Attacks whose damage are less than 22 for 2 (3) turns. Exhaust.
Combination AttackRarePower1(Innate.)Whenever you play a bladegunner:Non-shooting_Attack, bladegunner:Shoot 1 time, which deals 50% damage.
Dimensional ShootRareAttack2 (1)bladegunner:Shoot 1 time. If Fatal, permanently increase this card's Attack count by 1. Exhaust.
Drop GunRareSkill0Discard any bladegunner:Gun. In this and next turn, gain [E] and draw cards equal to (1 plus) count of discarded cards. Exhaust.
Exhausting StrikeRareAttack3Deal 30 (40) damage. Empty magazine and gain 1 Strength for each removed ammo, at most 9 Strength. Ethereal.
Hot ShellsRarePower2Deal 2 (3) damage to ALL enemies whenever ammo is used.
Infinite AmmoRareSkill1 (0)bladegunner:Shooting doesn't use ammo in this turn. bladegunner:Exchange.
Mad GunRareAttackXbladegunner:Shoot X times. (Deals 3 more damage.)bladegunner:Auto_reload.
Mecha FormRarePower3Ethereal. (not Ethereal.) Effect of this card depends on current bladegunner:Gun.
PursueRarePower1 (0)If you play bladegunner:Shooting_cards this turn, gain [E] next turn.
RicochetRareSkill1 (0)Deals same amount of damage to random enemy each time you bladegunner:Shoot. Lose this effect at the end of the turn it's triggered.
SandstormRareAttack2Deal 20 (26) damage to ALL enemies. Add 2 Jam into your hand and Retain them.
SupplementRareSkill1bladegunner:Exchange. bladegunner:Load ALL. If magazine is empty, draw 2 (3) cards, gain [E] [E] ([E]).

The Blade Gunner relics

NameImageTierPoolDescriptionFlavor
Old RevolverStarterBlade_gunner_colorThe first time you play a bladegunner:Shooting_card each combat, add LittleBullet into your hand.An old but good revolver.
Lucky BulletCommonBlade_gunner_colorWhenever you use 6 ammo, add LittleBullet into your hand. This effect can only be triggered once per turn.An old bullet from battlefield.
Empty CylinderUncommonBlade_gunner_colorIf magazine capacity is greater than 1, double damage from the last ammo in magazine.Made with steel.
Gun OilUncommonBlade_gunner_colorJam is playable. When it's played, Exhaust it and draw 1 card.A gun that is not carefully maintained is dangerous.
BayonetRareBlade_gunner_colorWhen you play a bladegunner:Non-shooting_Attack, your next bladegunner:Shooting_card deals 2 more damage.It's blade, and part of a gun.
Manual of GunsRareBlade_gunner_colorKeep equipped gun between combats.How to use this?
Sweet RainSpecialBlade_gunner_colorIt seems that you are looking for it. You should take this and leave the spire.It has magical power of summoning thunder and rain.
Golden RevolverBossBlade_gunner_colorReplaces OldRevolver. The first time you play a bladegunner:Shooting_card each combat, add GoldenBullet into your hand. At the end of combat, gain 12Gold if GoldenBullet is in your hand.One of the best guns in my collection.
Runic HolsterBossBlade_gunner_colorGain [E] at the start of your turn. When you bladegunner:Equip a gun, its magazine is empty.This make me feel I can draw my gun even faster.
Tiny OasisBossBlade_gunner_colorAt the start of every 3 turns, choose a Skill card from draw pile and put it into your hand.Light of life in desert.
Rifling BarrelShopBlade_gunner_colorAt the start of first 3 turns, gain effect randomly from one of InfiniteAmmo,Ricochet and SpeedShooting.Just simple modification on barrel...

The Blade Gunner potions

NameImageRarityDescription
Bullets in a JarCommonAdd 2LittleBullet to your hand.
Molotov CocktailUncommonDeal 7 damage and apply 7Burning.
Dynamic PotionRareGain 2Ricochet.

The Blade Gunner keywords

NameDescription
Auto ReloadIf magazine is empty during shooting, reduce Attack count by 1, then fill magazine up with ammo. Attack count limitation of Sniperrifle doesn't take effect.
Blade GunBase damage: 8.Shootingcards are treated as Non-shootingAttacks. They deals damage equal to base damage of this gun multiply Attack count.
Blade Gun+Base damage: 12.Shootingcards are treated as Non-shootingAttacks. They deals damage equal to base damage of this gun multiply Attack count.
Gun CardGun cards are Power cards that contains Equip in description.
Laser PistolMagazine capacity: 7. Base damage: 3. Increase base damage by 1 for each ammo in magazine.
Laser Pistol+Magazine capacity: 7. Base damage: 5. Increase base damage by 3 for every 2 ammo in magazine.
Machine GunMagazine capacity: 12. Base damage: 5. Double attack count of Shootingcards. Gain double capacity from Magazineexpansion. Gain double attack count from Speedshooting. Half effect of Strength on Shootingcards.
Machine Gun+Magazine capacity: 12. Base damage: 5. Triple attack count of Shootingcards. Gain triple capacity from Magazineexpansion. Gain triple attack count from Speedshooting. Half effect of Strength on Shootingcards.
Non-shooting AttackNon-shooting Attack are Attack cards that doesn't contains Shoot in description. They don't use ammo and aren't affected by Jam.
Rocket LauncherMagazine capacity: 1. Base damage: 18.Shoot ALL enemies. Magazineexpansion doesn't take effect. Double effect of Strength on Shootingcards.
Rocket Launcher+Magazine capacity: 1. Base damage: 23.Shoot ALL enemies. Magazineexpansion doesn't take effect. Double effect of Strength on Shootingcards.
Shooting CardShooting cards are Attack cards that contains Shoot in description.
Sniper RifleMagazine capacity: 4. Base damage: 25.Shootingcards can only attack 1 time. Double effect of Strength on Shootingcards.
Sticky BulletAt the end of enemies' turn, deal 3 additional damage and apply half amount of Burning.
bladegunner:burnTake additional damage from Attacks until end of turn, in which damage value is equal to stack amount.
bladegunner:detonateTrigger effect of Stickybullets on target. Deal damage and apply same amount of Burning instead.
bladegunner:equipChange equipped gun.
bladegunner:exchangeYou may swap equipped gun with one of previously equipped guns.
bladegunner:flamethrowerMagazine capacity: 15. Base damage: 3. Apply 1Burning per shot.
bladegunner:flamethrower+Magazine capacity: 15. Base damage: 6. Apply 1Burning per shot.
bladegunner:loadFill magazine with ammo.
bladegunner:revolverMagazine capacity: 6. Base damage: 8.
bladegunner:revolver+Magazine capacity: 6. Base damage: 10.
bladegunner:shootUse 1 ammo per shot. Damage value depends on equipped gun. You can't shoot if magazine is empty.
bladegunner:shotgunMagazine capacity: 2. Base damage: 10.Shoot ALL enemies.
bladegunner:shotgun+Magazine capacity: 2. Base damage: 13.Shoot ALL enemies.
bladegunner:unloadRemove ammo from magazine.

The Blade Gunner creatures

NameImageTypeHP
The Blade GunnerPlayer75