
OFFERING
Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.
[Offering+] Lose 6 HP. Gain 2 Energy. Draw 5 cards. Exhaust.
Typically played on Turn 1 to quickly find and deploy core Power cards (e.g., Dark Embrace, Corruption).
Use cautiously at low HP; avoid excessive health loss in hallway fights that could jeopardize Boss encounters.
Combines with Double Tap to amplify the draw advantage, potentially cycling through your entire deck in a single turn.