2
Horrible Club

Deal 10 damage

Deal 10 damage
Combat · Attack
Prepare a fatal hit when you want Horrible Club to make Hope. After paying the club's 2 energy, Hope's cost reduction and draw can extend your options, but neither is available from a nonfatal hit.
No additional base properties.
Match the cost and effects to the card in your run. These are distinct base variants, separate from the growth values you add to a run.