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power

Like Water

1

B

At the end of your turn, if you are in Calm, gain 5 Block.

power

Like Water+

1

B

At the end of your turn, if you are in Calm, gain 7 Block.

Like Water

What we think of Like Water

Like water is a very powerful effect. It essentially acts like Metallicize so long as you stay in calm. One copy is great, and multiple copies can make you nearly invincible. It is not uncommon to remove all sources of wrath ifs running multiple copies of this power. Note that it does not synergise very well with mantra cards, as it can be difficult to re-enter calm on a turn where you enter divinity.

Card Synergies

  • skill

    Wave of the Hand

    1

    C-

    Whenever you gain Block this turn, apply 1 Weak to ALL enemies.

  • 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.

Relic Synergies

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Mercury Hourglass

    uncommon

    At the start of your turn, deal 3 damage to ALL enemies.

    C

    C

    C

    C

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • 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

  • Thread and Needle

    rare

    At the start of each combat, gain 4 Plated Armor.

    A-

    A+

    A

    A

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Stone Calendar

    rare

    At the end of turn 7, deal 52 damage to ALL enemies.

    D

    C

    C+

    D

Card Antisynergies

  • skill

    Halt

    0

    C+

    Gain 3 Block.
    If you are in Wrath, gain 9 additional Block.

Relic Antisynergies

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

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