
Blighted
When a Cemetery is placed, adds +1 Bone Pile to your hand.
9 Kings/Perks & Decrees
Perks and decrees are the two things you choose that are not cards. A perk is a passive set before the run starts: each king has 9 of his own, 30 more are universal, and most have 3 levels. A decree is picked during the run at the Royal Council, in years 5, 13, 21 and 29, and many can be taken more than once.
Both lists are long, 120 perks and 145 decrees, and many of them name one card. Filter by king to see what feeds his deck, or search a card's name to find every perk and decree that changes it. The six blessings, which arrive in year 3, are listed here too.











When a Cemetery is placed, adds +1 Bone Pile to your hand.

Oblation now also gives +1% damage to plots per troop added.

Manglers get +1 damage per sacrificed unit.

Doubles the stats of all active Demon Altars.

Start with +1 Imp card in hand.

Receive a Sacrifice card every time you throw a card in the pit. Does not work with Sacrifice cards.

Pagoda starts summoning +9 Ghosts.

Enemies killed have a +10% chance to be summoned back to life as allies.

Doubles the maximum quantity of Pagoda's summoned Ghosts.

Bombers start with +3 units.

Bombers have their attack range area doubled.

Carnage has +10% attack area.

Oblation starts with +1 effect stack.

Start with +1 Demon Altar in a random corner plot.

All summons start with +10% to all stats.

All active troops become Imps with twice as many units.


All troops gain +3 stacks of Midas Touch.

Dispenser starts with +10% damage.

Thieves deal +20% critical damage.

Gives you +1 gold for every 9 allied unit deaths.

Gives you +1 Over-invest card for each occupied plot in your kingdom.

Start with +30 gold.

Start with +1 Vault card in your hand.

Over-invest gives +2% to all stats.

+1 free shop purchase.

Losing a life gives you +50 gold.

Cards thrown into the pit give you triple gold.

Thief attacks are always critical strikes.

Mercenaries no longer get fired.

Mortgage gives +10 gold.

Vaults' level cap is now 99.

Mercenaries cost +4294967295 gold.


Start with +1 Forest card in your hand.

Elves start with +20% damage.

Adds +5 Procreate cards to your hand.

Orchard casts +1 root per plot level.

Fuses all your current Mycelium's spores into a Giga Mushroom with double stats.

Treant starts with +10% damage.

Treant attacks now heal allies beyond max HP.

Forests now give an extra +2% HP per effect.

Start with a Mycelium in a random outer plot.

Whenever any unit is added to any plot, adds +1 extra unit.

Doubles every heal effect you receive.

All Nature troops start with +3 units.

Boars start with +10% HP.

Receive +1 Procreate card every time you lose a life.

Poison ticks are +10% faster.

Unlocks 3 new random plots, with level 3 Forests on each of them.


Swords give +1 or +1% extra damage.

Increases Frost effect by +10%.

Dragons now spit blue fire and attack +1 time per battle.

Shields give +2 or +2% extra HP.

Camps now also trigger their effect whenever any plot is destroyed.

Frost now deals damage per second. +1 damage per stack.

Gives you +1 Migration card every Expansion Tower event.

Raptors start with +20% damage.

Warlord starts with +10% to all stats.

Doubles the number of units of your Warlord.

Start with +1 random troop card in your hand.

The effect of all plot destroying cards is applied +1 time.

Mob plots get +1 unit every year.

Dragon Dens get +3% buff for every destruction effect.

All new troops and towers placed on empty plots start with triple stats.

Doubles Swords and Shields effects.


Start with +1 Farm card in your hand.

Gives you +1 Farm card for each occupied plot in your kingdom.

All troops gain +3 stacks of Steel Coat.

Gives you +1 Wildcard after every Rainbow Army battle.

Gives you +1 Wildcard card for each empty plot you have.

Archers have +50% range.


Triples all stats of all level 1 troops.

Castle boulders start with +10% attack area.

Troops start with +1 Steel Coat.

Soldiers start with +10% to all stats.

Scout Towers start with +1 arrow.

Scout Towers now give +2% damage to adjacent plots and Blacksmiths now shoot arrow projectiles.

Start with +3 free re-rolls.

Doubles the number of arrows shot by Archers per hit.

Paladins start with +3 units.


Mothership's movement and attack speed are increased by +10%.

Defenders start with +10% HP.

All troops can now level up to level 99.

All currently active plots gain +1 level.

Start with +1 Concabulator card in hand.

Adds 9 random trash cards to your hand.

Converters start with +10% attack speed.

Gives you +1 gold for each level up.

All Progress cards can now level up +1 time.

Converter now summons +1 Rat per conversion.

Executioners now shoot +1 enemy at once.

Executioners start with +40% damage.

Lab Rats start with +1 level.

Doubles the level of all active Lab Rats.

Whenever a Recycler is placed on a plot, adds +1 Trash card to your hand

Doubles the attack range of your Mothership.


10% of all enemies turn into frogs.

Wizards gain +1% damage for every Enchantment they bear.

Replaces your hand with 9 random enchantment cards.

Shamans deal +20% damage.

Static causes +3 damage.

All Wizards gain +100 damage and their HP is set to 1.

Start with +1 completely random enchantment in hand.

Doubles all enchantments of all your active troops.

Citadel attack has a +5% chance to insta-kill.

Libraries have +5% success rate.

Start with +1 completely random tome card in hand.

Spires start with +1 ray.

Warlocks gain +1% HP for every Tome used.

Doubles the amount of healing rays of your Spires.

Doubles the attack speed of your Citadel's lightning bolts.

Shamans now also increase target's HP, based on their HP.


Ballistas start with +3 units.

Walls reflect +50% of damage taken.

Cauldrons start with +1 poison stack.

Doubles the HP of all buildings.

Replaces your hand with 9 Earthworks cards.

Cauldrons now affect all plots around them, including those that are diagonally adjacent.

Each trap is now triggered +1 time in battle.

Doubles the damage of all towers.

Trapper's traps now stun +50% longer.

Trebuchet start throwing +1 rock.

Losing a life gives you +2 Wallmaker cards.

Flametower start with +10% attack area.

Quarry now only buffs one single target. Target is buffed by +9% damage.

Walls start with +10% HP.

Start with +1 completely random tower card in hand.

Stronghold can now build towers twice as fast.

Stronghold starts with +1 level.


All plots start with +20% movement speed.

Hourglass's first attack now stuns enemies for +1 seconds.

Your troops start with +1 Adrenaline stack.

Orbiters start with +40% damage.

20% of enemies are turned into kids with half of their stats.

Bastion attacks warp enemies +1 time.

Travels 3 years back in time.

Hourglass attacks start +10% faster.

Warpers' summons have +0.1% more HP.

Broken decrees are 2x more powerful.

Doubles the number of times Bastion's rifts warp enemies to the backline.

Enemies have -5% attack speed.

Warpers now summon giga tanks with double HP and Damage.

Start with +1 Portal card.

Gives 0% to all stats to all plots per year played.

Portals now travel +1 year back in time.

The top left-most regular perk is always x3. No more, no less.

Allows you to pick a king to banish from the next run.

Can now choose between +3 loot cards. Get loot from all enemy kings.

Adds +2 perk slots to one row.

Gives you two cards after every battle. You can no longer choose your loot.

Gives you a random destruction card every time you destroy a plot.

Ranged troops no longer take damage but also no longer stop enemies.

The perk to its left is applied +1 time.

You can choose 3 decrees in the next Royal Council.

If this is your only perk, you start at war against the Jack of Rainbows.

Towers can now get enchantments. Gives you 3 random compatible enchantments.

All universal perks are now applied 2 times. No more, no less.

Triggers a Royal Council with exclusive decrees from the other kings.

All adjacent king perks are applied +1 time.

Gives you an extra completely random card every odd year.

Your first re-roll in every encounter gives you +10 gold instead of taking it.

Every merchant shop always sells one rainbow card.

Whenever you get to 0 gold, gives you +99 gold.

Replaces your cards in hand with random Rainbow cards.

All treasure chests are turned into rainbow chests.

Grants you +30% experience.

Vertically adjacent perks are applied +1 time.

Gives you 3 copies of the next card you throw into the pit.

Gives you +9% of your current gold every year.

Triggers a Chaos shop event.

New cards placed from your hand now start with +999% initial stats.

Destroys all Rainbow cards in your kingdom. For each destroyed, gives +999 damage to all remaining plots.

Unlocks all remaining plots.

All your troops are turned into demons with ranged piercing attacks. Current stats are maintained.

Makes all enemies move 50% slower.

Scrambles all your plot locations. All plots gain +99% to all stats.

Your base now has no max level.

Each enchantment you place on a unit generates +3 extra stacks.

The top left-most perk is always x3. No more, no less.

Allows you to pick a king to banish from the next run.

Adds 2 perk slots to one row.

Increases your base's HP by +20%.

The perk to its left is applied +1 time.

All universal perks are now x2. No more, no less.

Vertically adjacent perks are applied +1 time.

Gains +1 rank point if you finish a run in first place.

All locked plots get a treasure chest.

If you have a troop card on the target plots by the year of the prophecy, doubles its number of units.

Merchant's cards cost half the price.

All troops with Poison Vial get +1 stack every year.

The damage and HP of the next card you place on an empty plot are multiplied by the year you're in.

Increases the attack speed of your towers by +50%.

Base has +10% to all stats.

All troops on the field now have the same damage as your strongest troop's current damage.

Every plot with troops now gains +1 unit every year.

Duplicates any cards from your own king in your hand in the year of the prophecy.

Whenever you use Regression, you get +1 Temp Null card.

Adds +1 copy of every destruction tome to your hand.

All summons start +10% stronger.

All plots gain +4.321% damage.

Gain +1 gold after every battle.

Start with +1 random unlocked plot.

Allows you to pick +3 new plots to unlock.

All your plots get +30% raw chance to deal critical damage.

Levels up one random plot twice.

Doubles the maximum HP of all troops.

If the target plot is empty in the year of the blessing, gives you +1 card of your king.

Mortgaged cards go back to your hand.

Towers start with +10% damage.

All buildings now shoot arrows. Arrows cause as much damage as the year you're in.

Doubles the size and damage of all Raptors.

Every time you gain gold in battle, your Palace shoots a beam that hits a random target. Deals damage equal to the gold you have.

Triggers a second blessing event 9 years from now.

Increases the area of AoE attacks by +30%.

Clones the target plots' cards to your hand.

Start with +1 random card from your king in hand.

Doubles blessing effect.

Horizontally adjacent perks are applied +1 time.

Replaces your hand with one random card of each of the 9 kings.

Your base can now level up +3 times.

Gives you +1 gold, multiplied by your current year.

Doubles critical damage.

Replaces your hand with 3 Overhauls and 3 Broken Cabulators.

Doubles the movement speed of all troops.

Gives you +9 gold multiplied by the year you're in.

Automatically triggers a card loot event.

Rainbow cards are +20% more likely to appear in shops.

Doubles the number of units of all your Soldier plots.

All plots get +0.01% of all stats every year.

Gives you +9 gold whenever any King of Nothing card is used.

Cemetery now adds +1 unit to all adjacent troops every year.

Regresses the level of the card on the target plots in the year of the prophecy, retaining its current stats.

Gives you 3 Temp Null cards.

All troops start with +10% HP.

Receive +9 free re-rolls.

Doubles the root quantity of all Orchards.

Your support buildings apply their effects one more time.


Start with +3 free re-rolls.

Every time enemies attack your units, those enemies gain +1 poison stack.

Adds +1 copy of every destruction tome to your hand.

+1 royal decree option.

All current and future Amplifiers automatically level up once.

Mangler now summons +1 meat troll per shot.

+1 card you place after your opening play levels up immediately.

All plots gain +4.321% to all stats.

Gives you 2 random Time cards.

Adds an Offering card to your hand for each card of another king in your kingdom.

Plots start with +10% movement speed.

In the next battle, every enemy you kill gives you +1 gold.

Gives you +3 lives.

Gives you one copy of each card thrown into the pit by the year of the prophecy.

All plots gain +4.321% HP.

Gives you +2 free re-rolls.

Trash cards thrown into the pit trigger any pit effects +1 time.

Start with +1 life.

Your kingdom starts with +1 treasure chest.

All future decree options are exclusively from your own king. Triggers a new decree event right now.

Increases the damage of all your units and towers by +50%.

Spends all your current gold. Triples the base gold you get every year.

Replaces your hand with one copy of each of your king's cards.

All troops have +5% attack speed.

Get +1 random card from your king in year 33.

Migration is now triggered +2 time per use.

Gets +1 Trash card whenever a plot is destroyed.

Gains +3 medals after runs.

Every poison effect is now applied twice.

Starts with +2 years of protection.

Summons are +50% stronger.

Frozen, stunned, or poisoned units take +50% damage.

All troops deal +10% damage.
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