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Undercroft Deckbuilder Roguelike Cards List: Confirmed Card Names and Effects

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Every Undercroft Deckbuilder Roguelike card confirmed by name so far — 20 knight cards, which effects are actually confirmed, and how cards are earned, upgraded, transformed and bought.

Undercroft: Deckbuilder Roguelike's official description promises 300+ cards across 5 heroes, with 30 bosses waiting down the descent — but the full pool is not documented card by card on this page, and guessing at unknown effects would only mislead you. What you can actually look up here is the confirmed subset: 20 knight card names, each labeled with exactly what is known about it, from readable effect text down to name-only entries.

Quick answer

This Undercroft Deckbuilder Roguelike cards list covers every card confirmed by name so far: 20 knight cards, with effect text or a clear role attached to 6 of them and honest 'name only' status for the rest. The game advertises 300+ cards across 5 heroes, so treat this as the confirmed subset, not the whole pool.

  • Effect text or a clear role is confirmed for Slash, Guard, Scars, Kick the Fallen, Reboot and Burn Away.
  • Rebuke and Hammer Down are confirmed cards with known usage but no captured effect text.
  • 12 more knight names are confirmed without effect text: Set Jaw, Blood Price, Vendetta, Armory, Double Hex, Iron Skinned, Steel Discipline, Flanking Slash, Ready for War, Heal Friend, Press On and War Cancel.
  • Cards reach your deck through post-fight rewards, events, upgrades and the merchant; relics are a separate item type.
Undercroft Deckbuilder Roguelike cards list visual reference

Every confirmed card name and what is known about it

All 20 names come from the knight hero: his two starting cards, a few picks with readable effects, and a larger group of names heard as they were played, offered or bought during a knight run. The catalog below is the lookup. Where an entry says "name confirmed" instead of quoting text, that is the honest limit — the card exists in the knight's pool, but its effect wording was never captured, so no numbers are invented here.

Knight cards confirmed by name

Starting attack

Slash

The knight's starting attack card, played repeatedly in fights to deal damage. No exact damage value is confirmed.

Starting block

Guard

The knight's starting block card, played repeatedly to gain block, including twice in one turn - the 'double guard'. No exact block value is confirmed.

Effect read

Scars

Its effect was read during a knight run's opening choices as 'enemy loses might this turn', and the player noted it as a zero-cost card.

Attack

Kick the Fallen

An attack card obtained by transforming Slash. Its effect was read at pickup as 'Plus two of each exposed', and an upgraded version of it exists through the upgrade-a-card interaction.

Draw power

Reboot

Taken as a post-fight reward for its draw power. Claiming a card reward adds a copy of that card to your deck.

Name confirmed

Rebuke

Played repeatedly through a knight run's fights, but its exact effect text was not captured.

Name confirmed

Hammer Down

A knight card played repeatedly in combat, and offered as an upgrade target during the run.

Effect fragment

Burn Away

Its effect was heard as 'Burn away random card. When this burns away, gain three block. Gain three might.' The reading was partial, so the full card text is not confirmed.

Name confirmed

Set Jaw

Named as played during a knight run, including alongside Blood Price. Its effect text was not captured.

Name confirmed

Blood Price

Confirmed as a knight card name - heard played together with Set Jaw and among the merchant's offers. Effect text was not captured.

Name confirmed

Vendetta

Named as played during a knight run. Effect text was not captured.

Name confirmed

Armory

Named as played during a knight run. Effect text was not captured.

Name confirmed

Double Hex

Named as played during a knight run. Effect text was not captured.

Name confirmed

Iron Skinned

Named as played during a knight run. Effect text was not captured.

Name confirmed

Steel Discipline

Named as played during a knight run. Effect text was not captured.

Name confirmed

Flanking Slash

Named as played during a knight run. Effect text was not captured.

Name confirmed

Ready for War

Named as offered during a knight run. Effect text was not captured.

Name confirmed

Heal Friend

Named during a knight run. Effect text was not captured.

Name confirmed

Press On

Confirmed as a knight card name, heard among the merchant's offers. Effect text was not captured.

Name confirmed

War Cancel

Confirmed as a knight card name, heard among the merchant's offers. Effect text was not captured.

Slash and Guard anchor the kit — early fights run on playing Slash for damage and Guard for block, sometimes twice in a single turn. Everything beyond them arrived mid-run as rewards, transforms or purchases, which is exactly the pattern the next section explains.

The other four heroes have their own kits, and none of their cards are individually confirmed on this page yet. The heroes guide introduces the full roster.

How cards enter and change during a run

Knowing the names is half the lookup; the other half is knowing where these cards actually come from. Four routes put cards into your deck or change them:

  • Post-fight rewards — winning a fight offers a card, and claiming it adds a copy of that card to your deck. This is how Reboot joined the run's deck.
  • The upgrade interaction — the upgrade-a-card interaction improves a card you already own, and an upgrade can cut a card's cost to zero. "This just becomes free. Zero cost is awesome," is how the run's player put it after landing one.
  • Events — path events trade cards for costs: remove a card for 6 HP, transform a card into a different one (Slash became Kick the Fallen this way), or pay with max HP — one observed event cost 4 max HP. One event reward was described as "Add a random attack to your hand that costs three turns."
  • The merchant — cards can be bought outright, alongside relics.

What to actually pick, skip, remove or transform is deck-building strategy, and this page deliberately stays out of it: the deckbuilding guide covers those decisions, and the deck builds page is where recommended combinations live. How the cards you chose get played in fights is the combat guide's territory.

Exposed, might and status effects

The confirmed list ties several cards to the Exposed status. Kick the Fallen's read effect adds "Plus two of each exposed", and another card play applied "three exposed", so knight cards can stack Exposed onto an enemy over the course of a fight. Scars works the other side of the exchange: its text makes the "enemy loses might this turn".

Exactly how stacks of Exposed change what an enemy's might actually does is not pinned down in the confirmed material. Count on the wording each card shows you, not on a guessed stack-to-damage conversion — the reliable part is that knight cards can pile Exposed onto a target and Scars strips the enemy's might for a turn.

Relics are not cards

The same knight run surfaced three relics, and they are easy to confuse with cards in a lookup. Chests yielded Soul Jar and Hunter's Tally, and the merchant stocked a relic called Grave Pipe. Relics are a separate item type from cards, and their effects were not established — so if you are hunting a specific card at the merchant, do not mistake the relic stock for card offers.

Where to look next

  • The runs guide follows a full descent from start to finish, including where rewards, events and merchants appear.
  • The heroes guide covers the 5 heroes whose kits feed this card pool.
  • For deck decisions after you have the names straight, start with the deckbuilding guide.