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skill
Spirit Shield
2
S
Gain 3 Block for each card in your hand.
skill
Spirit Shield+
2
S
Gain 4 Block for each card in your hand.
card
watcher
skill
rare
Spirit shield is one of the strongest cards at the watcher’s disposal. It very consistently generates a lot of block, particularly due to how many of the watcher’s cards have retain. This even includes the miracle that you obtain due to your starting relic. I don't think you can ever have too many copies.
power
Battle Hymn
1
B-
At the start of each turn, add a Smite into your hand.
skill
Crescendo
1
B-
Retain.
Enter Wrath.
Exhaust.
attack
Cut Through Fate
1
A
Deal 7 damage.
Scry 2.
Draw 1 card.
skill
Empty Mind
1
B
Draw 2 cards.
Exit your Stance.
skill
Evaluate
1
B-
Gain 6 Block.
Shuffle an Insight into your draw pile.
attack
Flying Sleeves
1
C+
Retain.
Deal 4 damage twice.
skill
Inner Peace
1
B+
If you are in Calm, draw 3 cards.
Otherwise, enter Calm.
skill
Meditate
1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.
skill
Perseverance
1
D
Retain.
Gain 5 Block.
When Retained, increase its Block by 2 this combat.
skill
Protect
2
A-
Retain.
Gain 12 Block.
skill
Sanctity
1
C
Gain 6 Block.
If the last card played was a Skill, draw 2 cards.
attack
Sands of Time
4
B+
Retain.
Deal 20 damage.
When Retained, lower its cost by 1 this combat.
skill
Scrawl
1
A-
Draw cards until your hand is full.
Exhaust.
power
Study
2
C+
At the end of your turn, shuffle an Insight into your draw pile.
skill
Tranquility
1
B
Retain.
Enter Calm.
Exhaust.
skill
Wave of the Hand
1
C-
Whenever you gain Block this turn, apply 1 Weak to ALL enemies.
attack
Wheel Kick
2
B
Deal 15 damage.
Draw 2 cards.
attack
Windmill Strike
2
A-
Retain.
Deal 7 damage.
When Retained, increase its damage by 4 this combat.
skill
Worship
2
C-
Gain 5 Mantra.
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
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
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
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
skill
The Bomb
2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.
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.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
skill
Safety
1
A
Retain.
Gain 12 Block.
Exhaust.
attack
Smite
1
A-
Retain.
Deal 12 damage.
Exhaust.
attack
Through Violence
0
S+
Retain.
Deal 20 damage.
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.
C
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.
C-
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+
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
B-
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A-
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
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