Mad Scientist cards

Name Image Upgraded image Rarity Type Cost Description
Decorative Trinket Special Skill 0 Gain 1(2) Artifact. Exhaust.
Explosive Trinket Special Skill 0 Apply a Bomb that deals 10(15) damage in 3 turns. Exhaust.
Flammable Trinket Special Skill 0 Gain 1(2) Fuel. Exhaust.
Foam Trinket Special Skill 0 Gain 1(2) Dexterity. Exhaust.
Folded Trinket Special Skill 0 Draw 2(3) cards, discard (all but) one of them. Exhaust (.)
Fused Trinket Special Attack 0 Gain [E]. Gain 1 Fuel. Gain 3(5) Block. Draw 1 card. Deal 4(6) damage. Exhaust.
Recycled Trinket Special Skill 0 Return the top (a) card from your discard pile to your hand. Exhaust.
Shiny Trinket Special Skill 0 Gain [E] ([E]). Exhaust.
Spiky Trinket Special Skill 0 Gain 1(2) Strength. Exhaust.
Tasty Trinket Special Skill 0 Heal 3(5) HP. Exhaust.
Defend Basic Skill 1 Gain 5(8) Block.
Hide Behind Junk Basic Skill 1 Gain 6(8) Block. Choose and shuffle a (Shuffle up to 1(2)) Trinket(s) into your draw pile.
Powered Strike Basic Attack 1 Spend 1 Fuel. Deal 10(15) damage. If you have no Fuel, gain 1 Fuel instead.
Strike Basic Attack 1 Deal 6(9) damage.
Acid Spray Common Attack 1 Choose: Deal 10(13) damage to a random enemy; or deal 7(10) damage to ALL enemies.
Antimatter Bomb Common Skill 1 Apply a Bomb that deals 15(20) damage in 3 turns.
Auto-Strike Common Attack 1 Deal 5(8) damage. When drawn, deal 3(5) damage to ALL enemies.
Detonate Common Attack 1 Deal 8 damage. Detonate (Deal damage equal to the) enemy's Bombs.
Energy Barrier Common Skill 1 Gain 2 Block. Gain 2(3) additional Block for each Fuel you have.
Flame Cannon Common Attack 1 Spend 1 Fuel. Deal 11(14) damage to ALL enemies.
Flexible Spear Common Attack 1 Choose: Deal 6(9) damage, apply 1(2) Weak; or deal 6(9) damage, apply 1(2) Vulnerable.
Fragmentation Grenade Common Attack 1 Deal 4(6) damage twice. Shuffle 2 random (upgraded) Trinkets into your draw pile.
Fume Blast Common Attack 4 Deal 8(10) damage twice. Costs 1 less for each Fuel spent this combat.
LightOnFire Common Attack 2 Deal 12(15) damage. This (and next) turn, whenever you spend Fuel deal 10 damage.
Now or Never Common Skill 1 Choose: Gain 7(10) Block; or gain 11(14) Block next turn.
Oil Drum Common Skill 1 Gain 7(10) Block. Gain 1 Fuel.
Prosthetic Claw Common Attack 1 Spend 1 Fuel. Deal 12(16) damage. Draw a card.
Radioactive Sword Common Attack 1 Deal 8(11) damage. Gain 1 Fuel.
Refuel Common Skill 1 Gain 2(3) Fuel. Can be upgraded any number of times.
Shrink Ray Common Skill 1 Enemy loses 4(6) Strength, it regains 1 Strength per turn. Exhaust.
Sprocket Common Skill 0 Gain 1(2) Artifact. Exhaust. Can be upgraded any number of times.
Strafe Common Attack 1 Spend 1 Fuel. Deal 8(11) damage. Gain 8(11) Block.
Assembly Line Uncommon Power 1(0) At the start of your turn choose and shuffle a Trinket into your draw pile.
Bandage Bot Uncommon Power 2(1) Whenever you take attack damage, shuffle a Tasty Trinket into your draw pile.
Bayonet Uncommon Attack 1 Choose: Deal 8(10) damage; or spend 2 Fuel to deal 8(10) damage 3 times.
Bombardment Uncommon Skill 2 Apply a Bomb to ALL enemies that deals 15(20) damage in 3 turns, and again in 6 turns. Exhaust.
Box of Scraps Uncommon Skill 1 Draw 2 cards. Shuffle up to 2(3) Trinkets into your draw pile.
Browse Uncommon Skill 0 Spend 1 Fuel. Draw 3(4) cards. Can be upgraded any number of times.
Capture Momentum Uncommon Skill 1 This turn, whenever an attack would deal damage, instead apply a Bomb that deals double (triple) that damage in 3 turns.
Explore Options Uncommon Skill 1 Draw 2(3) cards. When drawn gain 3(5) Block.
Extract Oil Uncommon Attack 1 Deal 6(9) damage. This turn, when you play an Attack, gain 1 Fuel.
Flame Thrower Uncommon Attack 1 Spend all Fuel. Deal 7(10) damage for each Fuel spent.
Flammable Wall Uncommon Skill 2 Choose: Spend 1 Fuel to gain 16(19) Block; or gain 2(3) Fuel.
Imposing Construct Uncommon Skill 2 Gain 12(15) Block. When drawn apply 1 Weak to all enemies.
Inflate Uncommon Skill 1 Gain 15(18) Block. Lose 1 Dexterity.
Junk Laser Uncommon Attack 2 Deal 14 damage. Deals an additional 3(4) damage for ALL of your 0 cost cards.
Lightbulb Uncommon Skill 0 Spend 1 Fuel. Gain [E] [E] ([E]).
Make or Break Uncommon Attack 2 Deal 8(10) damage twice. Choose: Draw 2 cards; or draw 2 cards next turn.
Minature Weapons Uncommon Power 1 Choose: Whenever you play a Trinket, deal 3(5) damage to ALL enemies; or whenever you play a Trinket, gain 3(5) Block.
Mind Control Beam Uncommon Skill 0 Apply 1(2) Weak. Enemy changes their intent.
Omni-Hammer Uncommon Attack X Choose: Deal 7(9) damage to a random enemy X times; or gain 6(8) Block X times.
Particle Beam Uncommon Attack 3 Deal 12(16) damage. When drawn, reduce this card's cost by 1 for this combat.
Plasma Rifle Uncommon Attack 1 Deal 3(4) damage for each Fuel you have.
Poke Uncommon Attack 1 Deal 6(9) damage. Draw cards until you draw a 0 cost card, discard the others.
Power Armor Uncommon Power 1 At the end of your turn, if you have at least 3 Fuel, gain 4(6) Block.
Probe Uncommon Attack 1 Deal 7(10) damage. Look at the top 2(3) cards of your draw pile. You may discard and upgrade any of them.
Recycling Station Uncommon Power 1 (Shuffle 0(2) random Trinkets into your draw pile.) Whenever you draw a Trinket, draw a card.
Redesign Uncommon Skill 1 Upgrade all cards in your hand and discard them. Draw 4(5) cards.
Retarget Uncommon Skill 1 Lose 2(1) Strength. Gain 2 Thorns for each Attack card in your hand.
Self Destruct Uncommon Attack 1 Deal 6 damage to yourself, deal 20(25) damage to ALL enemies. Exhaust.
Soften Up Uncommon Attack 1 Spend 1 Fuel. Deal 4(7) damage. Your next attack this turn deals double damage.
Time Dilation Field Uncommon Skill 1(0) Apply Slow to ALL enemies. Exhaust.
Tune Uncommon Skill 0 Choose: Gain 2 Strength and lose 2 Dexterity; or gain 2 Dexterity and lose 2 Strength. Exhaust. (not Exhaust.)
Virus Uncommon Attack 0 Deal damage equal to the number of Virus cards in your deck. Add a copy (1(2) copies) of this to your discard pile.
Weaponize Uncommon Skill 1 Turn a (ALL) Skill card(s) in your hand into an (not an)Attack(s) that deals (deal) 9(11) damage in addition to its (their) other effects.
Artillery Shot Rare Attack 2 Spend 2 Fuel. Deal 36(46) damage.
Assemble Rare Skill X Assemble a Trinket out of 4(5) parts. Shuffle X copies of it into your draw pile. Exhaust.
Automate Rare Skill 1(0) This turn, whenever you play a card, spend 1 Fuel to play it twice.
Booster Rare Skill 0 Gain 2(3) Fuel. Draw 2 cards. Exhaust.
Clockwork Assistant Rare Power 3(2) At the start of your turn, draw a card and play it.
Clone Vats Rare Power 3(2) At the start of your turn, you may copy a card in your hand.
Condense Vapors Rare Skill 1(0) Spend 1 Fuel. Obtain 20 Gold. Exhaust.
Fume Hood Rare Power 2(1) Whenever you Exhaust a card, gain 1 Fuel.
Gather Parts Rare Skill 1 Draw all Trinkets from your draw pile. Shuffle up to 3 Trinkets into your draw pile. Exhaust. (not Exhaust.)
Generator Rare Power 0 (Innate.) At the start of your turn, spend 1 Fuel to gain [E].
Glass Cannon Rare Attack 1 Deal 9(12) damage 1 times. When drawn increase this card's number of attacks. Exhaust.
Golden Gun Rare Attack 3 Spend 20 gold. Deal 40(50) damage to ALL enemies.
Jetpack Rare Power 2(1) Spent 1 Fuel at the start of each turn. Reduce incoming damage by 50%.
Lab Accident Rare Skill 2 Exhaust all cards in your hand. Add 5 random (upgraded) cards to your hand. They cost 0 this turn. Exhaust.
Liquify Rare Skill 0 Choose and Exhaust up to 3(5) cards in your hand, gain 1 Fuel for each card exhausted. Exhaust.
Mechanical Snecko Rare Power 3(2) Whenever you play 2 cards in a turn, draw a card and randomize the cost of cards in your hand for this turn.
Mechanize Rare Skill 3(2) Gain 3 Fuel. Cards in your hand cost Fuel instead of energy this turn until played.
Postpone Rare Skill 1 Place this and any cards from your hand on top of your draw pile. When drawn, draw 1(2) card(s).
Reconstitute Rare Skill 0 At the end of your turn gain (Gain) 1 Fuel for each Fuel spent this turn.
Refine Rare Skill 1 Double (Triple) your Fuel. Exhaust.
Tinker Rare Skill 0 Draw a card and upgrade it. (It costs 1 less this turn.)

Mad Scientist relics

Name Image Tier Pool Description Flavor
Fuel Tank Starter Mad_science At the start of each combat, gain 2 Fuel. Taken from an old motorcycle, it now stores fuel for all kinds of nifty tools.
Doomsday Device Common Mad_science At the start of combat, shuffle up to 3 Trinkets into your draw pile. Failed to blow up the spire, but can be recycled for spare parts.
Exhaust Vent Common Mad_science Whenever you spend Fuel, apply 2 Poison to ALL enemies. Point the opening in the direction of your enemies.
Polishing Wheel Uncommon Mad_science Your Trinkets are upgraded. Polishes even your throw-away creations to a mirror shine.
Signal Flag Uncommon Mad_science Whenever you play 3 attacks in a turn, gain 1 Fuel.
Funnel Rare Mad_science Whenever you gain Fuel, gain 1 additional Fuel. Refuel your tools without spilling a single drop.
Portable Pumpjack Boss Mad_science At the start of your turn, gain 1 Fuel. Stolen from an oil field.

Mad Scientist potions

Name Image Rarity Description
Fuel Potion Common Gain 2 Fuel.

Mad Scientist keywords

Name Description
bomb Bombs detonate after a certain number of turns, dealing damage.
detonate Detonate a bomb deals its damage and removes it.
fuel Fuel is used to power your cards.
slow For each card played this turn, enemy takes 10% more damage from Attacks.
trinket Trinkets are 0 cost cards that Exhaust.

Mad Scientist creatures

Name Image Type HP
The Mad Scientist Player 75