Demonic Defense

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.

Dawn

Shuffles toward the top of your deck, so it comes back around sooner.

  • Deck-position nudge, not a guarantee — it biases the shuffle
Always available 135 / 135 cards

Dusk

Shuffles toward the bottom of your deck, but has 1 extra use.

  • The extra use applies to every copy of the card you enchant
Always available 135 / 135 cards

Fireproof

50% chance to be reshuffled instead of exhausted when burned.

Always available 135 / 135 cards

Flammable

20% chance to burn up when cast with mana, but burning it fuels your campfire.

  • +10 fuel to your campfire when it burns
Always available 135 / 135 cards

Golden

Costs gold equal to its cast cost, but the effect is 50% stronger.

  • Effect ×1.5
  • Gold cost is never below 1 — a free card still costs a coin to gild
Scaling 107 / 135 cards

Shiny

10% chance to cast twice.

Always available 135 / 135 cards

Echo

20% chance to add a fresh copy to the top of your deck when cast or burned.

Always available 135 / 135 cards

Bloodbound

Costs HP to cast, and grows 25% stronger with every cast — permanently.

  • Costs 2 × (cast cost + 1) HP
  • The +25% is kept by that copy for the rest of the match, so a mana cast sharpens the later burn
Scaling 107 / 135 cards

Cursed

Stronger effect, but casting adds imps to YOUR next night legion.

  • Effect ×1.5
  • 1 imp into your own night legion per point of cast cost
Scaling 107 / 135 cards

Wild

Effect strength is re-rolled between 50% and 200% every time it is drawn.

  • The card face shows the roll you actually got, so you always know what you're holding
Scaling 107 / 135 cards

How you get them

From packs

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.

From scrolls

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.

The copy cap

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.

Why some cards refuse some enchants

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.

Where the multiplier lands

Summonsthe largest per-type count
Buffsthe first listed magnitude
Spellsdamage, or the count for volleys
Fuel / mana / soulsthe value granted
Wards and turret buffscharges or duration
Spirit Bombthe energy drawn, not the channel time

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.

See them on real cards

Open any of the 135 cards in the browser and its detail view lists every enchantment that card accepts.