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power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
power
Juggernaut+
2
C
Whenever you gain Block, deal 7 damage to a random enemy.
This card can serve as a builder round win condition in very specific decks, although it might struggle versus certain encounters. The hex debuff in particular is very difficult to work with in a deck with mostly skills. Is it worth mentioning that this card works very well with Metallicize and any form of plated armor. This power can be run in conjunction with a barricade deck although it is not strictly necessary. More often than not however, the fact that the damage is random can make it difficult to reliably finish targets off and the damage does not scale with vulnerable which can be too slow in many fights.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
power
Metallicize
1
C
At the end of your turn, gain 3 Block.
Relic Supersynergies are fixed!
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
A+
A
A
skill
Armaments
1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
skill
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
skill
Entrench
2
D-
Double your current Block.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
skill
Ghostly Armor
1
B
Ethereal.
Gain 10 Block.
skill
Impervious
2
B+
Gain 30 Block.
Exhaust.
attack
Iron Wave
1
C
Gain 5 Block.
Deal 5 damage.
skill
Power Through
1
C-
Add 2 Wounds to your hand.
Gain 15 Block.
skill
Rage
0
D+
Whenever you play an Attack this turn, gain 3 Block.
skill
Second Wind
1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.
skill
Shrug It Off
1
A-
Gain 8 Block.
Draw 1 card.
skill
True Grit
1
C
Gain 7 Block.
Exhaust a random card from your hand.
skill
Finesse
0
C
Gain 2 Block.
Draw 1 card.
skill
Good Instincts
0
C+
Gain 6 Block.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
skill
Safety
1
A
Retain.
Gain 12 Block.
Exhaust.
Anchor
common
Start each combat with 10 Block.
B+
B+
B+
B+
Orichalcum
common
If you end your turn without Block, gain 6 Block.
A+
B
A
B
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
B+
B+
B+
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
B-
A-
B-
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
B+
A-
B+
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
A
A-
A
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
A-
A
A-
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
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+
C-
C-
C-
Self-Forming Clay
uncommon
Whenever you lose HP in combat, gain 3 Block next turn.
D+
Tough Bandages
uncommon
Whenever you discard a card during your turn, gain 3 Block.
C
Cloak Clasp
rare
At the end of your turn, gain 1 Block for each card in your hand.
B
Horn Cleat
uncommon
At the start of your 2nd turn, gain 14 Block.
B+
B+
B+
B+
Captain's Wheel
rare
At the start of your 3rd turn, gain 18 Block.
B+
B+
B+
B+
curse
Regret
Unplayable.
At the end of your turn, lose 1 HP for each card in your hand.
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
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