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Dracula A so-called "last living human". His cards often self-hurt, but they also often heal.
Core mechanics:
Self-hurt: Dracula's cards often deal damage to his own ship, in return for powerful effects or lower than usual energy costs.
Healing: To combat the damage he's dealing to himself, a lot of Dracula's cards also have healing effects.
Bleeding: A common status effect which deals 1 damage each turn, targetting shields first, and decreases by 1.
Transfusion: An uncommon status effect, which is essentially a delayed heal, that can be negated by taking hull damage.
Blood Mirror: An uncommon status effect, which mirrors all hull damage you take onto the enemy.
Bats: An uncommon midrow familiar! Applies Bleeding to the enemy and Transfusion to you, but beware! The bats are very hungry, and if they cannot take a bite on the enemy, they WILL bite YOU instead!
Dracula also comes with his own ride - the Batmobile. The Batmobile is an average 5-wide ship, which starts in a pretty weak state, but the lower its hull, the more benefits it gets. It also starts with a basic healing card, and an artifact which lets you heal even more hull, or store some hull for later.