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skill
Vigilance
2
C
Gain 8 Block.
Enter Calm.
skill
Vigilance+
2
C
Gain 12 Block.
Enter Calm.
card
watcher
skill
starter
Vigilance is a very important card for the watcher starting deck. It provides a decent amount of block and is the only source of calm that the watcher starts with. Although it is fairly energy inefficient, I rarely find myself needing to remove this card. I definitely would not remove vigilance unless I had another source of calm that does not exhaust.
skill
Empty Body
1
C
Gain 7 Block.
Exit your Stance.
attack
Empty Fist
1
B-
Deal 9 damage.
Exit your Stance.
skill
Empty Mind
1
B
Draw 2 cards.
Exit your Stance.
attack
Flurry Of Blows
0
B+
Deal 4 damage.
Whenever you change stances, return this from the discard pile to your hand.
power
Mental Fortress
1
B
Whenever you change Stances, gain 4 Block.
skill
Wave of the Hand
1
C-
Whenever you gain Block this turn, apply 1 Weak to ALL enemies.
Bronze Scales
common
Start each combat with 3 Thorns.
C
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+
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-
Turnip
rare
You can no longer become Frail.
B
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C-