"Go nuts" with our new playable character... 'The Peanut' Play now →
card
watcher
skill
rare



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.
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