Dawn
Shuffles toward the top of your deck, so it comes back around sooner.
- Deck-position nudge, not a guarantee — it biases the shuffle
Compendium
Ten variants that change how a card you already own behaves. The rule that holds all of them together: no enchantment moves a card's mana or heat cost. The ones that charge you do it in a currency of their own — gold, blood, or imps added to your own night legion.
Shuffles toward the top of your deck, so it comes back around sooner.
Shuffles toward the bottom of your deck, but has 1 extra use.
50% chance to be reshuffled instead of exhausted when burned.
20% chance to burn up when cast, but burning it fuels your campfire.
10% chance to cast twice.
20% chance to come back to your hand with reduced cost instead of being discarded.
Costs gold equal to its cast cost, but the effect is 50% stronger.
Stronger effect, but casting adds imps to YOUR next night legion.
Grows 25% stronger with every cast, but the blood price grows with it.
Re-rolled every time it is drawn: effect could be weaker or stronger.
Every card in a pack has a 12% chance to roll one of the ten. Enchanted copies are tracked separately from plain ones in your collection and in your decks.
Level-up rewards include enchant scrolls, one type per level and rotating forever past the authored track. In the deck builder, select a plain card and click a scroll to convert one copy.
A deck allows at most 3 copies of any card counting every enchanted version together — a Golden Fire Bolt and a plain one are two of your three.
Golden, Cursed, Wild and Bloodbound all work by multiplying one specific number in a card's effect — the one its rules text prints.
A card with no such number has nothing for them to move, so those four are simply unavailable on it: charging you blood for an effect that cannot get any bigger would be charging you for nothing. Discrete counts only qualify above one, too — doubling a lone named summon is a balance problem rather than a buff.
The card browser lists exactly which enchants each card accepts, and why, in its detail view.
That last one is deliberate: a longer channel is a longer window of standing still, which made a Golden Spirit Bomb worse than a plain one.
Open any of the 145 cards in the browser and its detail view lists every enchantment that card accepts.