Update July 30 2026 with final cards
Antathys has four Action cards that deal damage to the enemy (no other hero has more), plus one is an Effect card that takes effect as long as the card is on your cooldown track. The other Action is a healing card (only 4 heroes have healing cards).
Highlights for Antathys Action cards:
- One of only five heroes with healing ability
- Has the most damage dealing Action cards of all the heroes
- Has an Effect card that takes effect at the end of your turn as long as it is on your cooldown track (before your free rest action, so it will take effect when in slot 1 before it slides off the track back into your hand)
Here are the five unique Action cards for Antathys:
Muscle Regeneration
- Card classification: Ability
- Cooldown Track Slot: 2
- Dice: 2 dice

Heal yourself for 1 damage and gain [1] shield, or Gain 2 Focus and “+2” to your next action this turn.
Play this card and you can remove 1 damage card from your cooldown track plus gain 1 shield (or even more with a good dice roll). Or instead you can choose to play the card on your first action of your turn and get +2 on your next action as well as gain 2 Focus. No boosts available at the start of the campaign.
Armored Claws
- Card classification: Ability
- Cooldown Track Slot: 1
- Dice: None (but a green token adds 1 die)

Move an adjacent enemy to a free adjacent square from you and deal [1] unblockable damage to it, or Deal [2] damage to an adjacent enemy.
This card lets you choose to do more standard damage [2]) instead of [1] unblockable damage. Either way, you can use a green token to add 1 die that could increase this with a roll of +1 or +2. Boosts available:
- Green token: +1 die (that can increase the damage with +1 or +2)
- Yellow token: +1 enemy (either move two adjacent enemies or deal [2] damage to two adjacent enemies)
Feral Rush
- Card classification: Ability
- Cooldown Track Slot: 2
- Dice: 1 die (can add movement before doing damage)

Move [3] squares and then deal 1 unblockable damage to an adjacent enemy.
This card deals damage to an adjacent enemy but lets you move up to 3 squares first (or more with a good die roll of movement or +1 or +2). Boosts available:
- Red token: +1 damage (2 unblockable damage instead of 1)
- Blue token: Push an adjacent character 2 squares away from you. (can be an ally or an enemy)
Leviathan Shock Rifle
- Card classification: Weapon
- Cooldown Track Slot: 3
- Dice: 1 die (can add damage)

Deal [3] damage to an enemy within a range of 3-7.
Note that this weapon is not a close range weapon and has no effect against an enemy closer than 3 squares away. The die roll can add to the damage dealt. Boosts available:
- Green token: -1 on the cooldown track (can place it on slot 2 instead of 3)
- Blue token: move an ally 2 squares
Kinbu-Kal Stance
- Card classification: Ability (Effect)
- Cooldown Track Slot: 4
- Dice: 1 die (does not affect the card ability)

EFFECT: At the end of your turn, before the free rest action, deal 2 damage to all adjacent enemies.
This is an Effect card that is in effect as long as it is on your cooldown track. So, as long as there are adjacent enemies to you when you end your turn they all take 2 damage. You only roll the die when the card is played (not during it’s effect on subsequent turns). Boosts available (only when the card is played):
- Red token: Deal 1 damage to an adjacent enemy
- Yellow token: Gain 2 Focus

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