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skill
Armaments
1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
skill
Armaments+
1
C+
Gain 5 Block.
Upgrade ALL cards in your hand for the rest of combat.
card
ironclad
skill
common
Armaments can be a very powerful card to upgrade first, as it likely has a lot of un-upgraded cards that it can hit throughout act 1. If Armaments makes any card that you wanted to play at least 1 energy cheaper, then it has already paid for itself. Even stronger if you can manage to couple it with some draw effects so it's hitting as many cards as possible. Can also be good in large decks where you don't have the opportunity to upgrade your whole deck.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
skill
Battle Trance
0
A
Draw 3 cards.
You cannot draw additional cards this turn.
attack
Body Slam
1
B
Deal damage equal to your current Block.
power
Brutality
0
B-
At the start of your turn, lose 1 HP and draw 1 card.
skill
Burning Pact
1
D
Exhaust 1 card.
Draw 2 cards.
power
Dark Embrace
2
D+
Whenever a card is Exhausted, draw 1 card.
power
Evolve
1
C
Whenever you draw a Status, draw 1 card.
skill
Havoc
1
C-
Play the top card of your draw pile and Exhaust it.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
skill
Offering
0
A+
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
attack
Pommel Strike
1
C-
Deal 9 damage.
Draw 1 card.
skill
Shrug It Off
1
A-
Gain 8 Block.
Draw 1 card.
skill
Warcry
0
B-
Draw a card.
Place a card from your hand on top of your draw pile.
Exhaust.
skill
Deep Breath
0
D
Shuffle your discard pile into your draw pile.
Draw 1 card.
skill
Finesse
0
C
Gain 2 Block.
Draw 1 card.
attack
Flash of Steel
0
C+
Deal 3 damage.
Draw 1 card.
skill
Master of Strategy
0
A+
Draw 3 cards.
Exhaust.
skill
Thinking Ahead
0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.
skill
Impatience
0
C
If you have no Attack cards in your hand, draw 2 cards.
skill
Violence
0
B-
Place 3 random Attack cards from your draw pile into your hand.
Exhaust.
skill
Insight
0
S-
Retain.
Draw 2 cards.
Exhaust.
Bag of Preparation
common
At the start of each combat, draw 2 additional cards.
B
Bronze Scales
common
Start each combat with 3 Thorns.
D+
Centennial Puzzle
uncommon
The first time you lose HP each combat, draw 3 cards.
B
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A-
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
Torii
rare
Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.
C-
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
Turnip
rare
You can no longer become Frail.
B-
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+
Ink Bottle
uncommon
Whenever you play 10 cards, draw 1 card.
D