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Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
C
C
C



skill

Armaments

1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.




power

Barricade

3
D+
Block no longer expires at the start of your turn.




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.




power

Metallicize

1
C
At the end of your turn, gain 3 Block.




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.




power

After Image

1
A+
Whenever you play a card, gain 1 Block.




skill

Backflip

1
A
Gain 5 Block.
Draw 2 cards.




skill

Blur

1
C+
Gain 5 Block.
Block is not removed at the start of your next turn.




skill

Cloak And Dagger

1
B+
Gain 6 Block.
Add 1 Shiv to your hand.




attack

Dash

2
A-
Gain 10 Block.
Deal 10 damage.




skill

Deflect

0
C
Gain 4 Block.




skill

Dodge and Roll

1
B
Gain 4 Block.
Next turn gain 4 Block.




power

Envenom

2
A
Whenever an attack deals unblocked damage, apply 1 Poison.




skill

Escape Plan

0
C
Draw 1 card.
If the card is a Skill, gain 3 Block.




skill

Leg Sweep

2
A-
Apply 2 Weak.
Gain 11 Block.




skill

Survivor

1
B+
Gain 8 Block.
Discard a card.




skill

Auto-Shields

1
C+
If you have 0 Block, gain 11 Block.




skill

Boot Sequence

0
A-
Gain 10 Block.
Innate.
Exhaust.




skill

Equilibrium

2
B-
Gain 13 Block.
Retain your hand this turn.




skill

Force Field

4
D
Costs 1 less
for each Power card played this combat.
Gain 12 Block.




skill

Genetic Algorithm

1
C-
Gain 1 Block.
When played, permanently increase this card's Block by 2.
Exhaust.




skill

Glacier

2
B+
Gain 7 Block.
Channel 2 Frost.




skill

Hologram

1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.




skill

Leap

1
C+
Gain 9 Block.




skill

Reinforced Body

X
B+
Gain 7 Block X times.




skill

Stack

1
C+
Gain Block equal to the number of cards in your discard pile.




skill

Steam Barrier

0
B+
Gain 6 Block.
Decrease this card's Block by 1 this combat.




skill

Deceive Reality

1
B
Gain 4 Block.
Add a Safety to your hand.




skill

Defend

1
F
Gain 5 Block.




skill

Empty Body

1
C
Gain 7 Block.
Exit your Stance.




skill

Evaluate

1
B-
Gain 6 Block.
Shuffle an Insight into your draw pile.




skill

Halt

0
C+
Gain 3 Block.
If you are in Wrath, gain 9 additional Block.




attack

Just Lucky

0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.




power

Like Water

1
B
At the end of your turn, if you are in Calm, gain 5 Block.




power

Mental Fortress

1
B
Whenever you change Stances, gain 4 Block.




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.




skill

Spirit Shield

2
S
Gain 3 Block for each card in your hand.




skill

Swivel

2
C+
Gain 8 Block.
The next Attack you play costs 0.




attack

Talk to the Hand

1
A-
Deal 5 damage.
Whenever you attack this enemy, gain 2 Block.
Exhaust.




skill

Third Eye

1
B-
Gain 7 Block.
Scry 3.




skill

Vigilance

2
C
Gain 8 Block.
Enter Calm.




skill

Wish

3
B-
Choose one: Gain 6 Plated Armor, 3 Strength, or 25 Gold.
Exhaust.




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.




skill

Trip

0
C+
Apply 2 Vulnerable.

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
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
A+
A
A
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
D+
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+
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