Barricade

IroncladPowerRare
Block is not removed at the start of your turn.

Once played, your Block stays through the start of each turn instead of vanishing. It is a single power that does not stack, and the upgrade only lowers the cost from 3 to 2. Every point of Block you gain from then on is banked until something breaks it.

Character
Type
Power
Rarity
Rare
Cost
32 Energy
Target
Yourself

When to take Barricade

Take it for a defensive deck with Block sources like Impervious or Blood Wall to spare a turn for. Play this Rare on a safe turn, and upgrade it early so you can still Defend that turn.

Cards that synergize with Barricade

Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam hits for your whole stockpile.Deal damage equal to your Block.
Impervious
Skill
2
Gain 30 Block.
Exhaust.
Impervious and Blood Wall add big chunks that now last.Gain 30 Block.
Exhaust.
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Impervious and Blood Wall add big chunks that now last.Lose 2 HP.
Gain 16 Block.
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut and Feel No Pain keep feeding Block every turn.Whenever you gain Block, deal 6 damage to a random enemy.
Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Juggernaut and Feel No Pain keep feeding Block every turn.Whenever a card is Exhausted, gain 3 Block.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable doubles the first gain each turn.The first time you gain Block from a card each turn, double the amount gained.
Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier gains Block, which Barricade makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Evil Eye gains Block, which Barricade makes count for moreGain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Shrug It Off gains Block, which Barricade makes count for moreGain 8 Block.
Draw 1 card.
Taunt
Skill
1
Gain 7 Block.
Apply 1 Vulnerable.
Taunt gains Block, which Barricade makes count for moreGain 7 Block.
Apply 1 Vulnerable.
True Grit
Skill
1
Gain 7 Block.
Exhaust 1 card at random.
True Grit gains Block, which Barricade makes count for moreGain 7 Block.
Exhaust 1 card at random.
Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Armaments gains Block, which Barricade makes count for moreGain 5 Block.
Upgrade a card in your Hand.
Colossus
Skill
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Colossus gains Block, which Barricade makes count for moreGain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Defend
Skill
1
Gain 5 Block.
Defend gains Block, which Barricade makes count for moreGain 5 Block.
Iron Wave
Attack
1
Gain 5 Block.
Deal 5 damage.
Iron Wave gains Block, which Barricade makes count for moreGain 5 Block.
Deal 5 damage.
Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second Wind gains Block, which Barricade makes count for moreExhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield gains Block, which Barricade makes count for moreLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Barricade makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic Button gains Block, which Barricade makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax gains Block, which Barricade makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium gains Block, which Barricade makes count for moreGain 13 Block.
Retain your Hand this turn.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Barricade makes count for moreGive another player 11 Block.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Barricade makes count for moreGain 11 Block.
Intercept
Skill
1
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Intercept gains Block, which Barricade makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.

Relics that synergize with Barricade

Anchor
Anchor starts the pile at 10.Start each combat with 10 Block.
Self-Forming Clay
Self-Forming Clay gains Block, which Barricade makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Captain's Wheel
Captain's Wheel gains Block, which Barricade makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Barricade makes count for moreAt the start of your 2nd turn, gain 14 Block.
Tuning Fork
Tuning Fork gains Block, which Barricade makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Barricade makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Barricade makes count for moreAt the start of your turn, gain 7 Block.
Orichalcum
Orichalcum gains Block, which Barricade makes count for moreIf you end your turn without Block, gain 6 Block.
The Abacus
The Abacus gains Block, which Barricade makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak Clasp
Cloak Clasp gains Block, which Barricade makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Lost Wisp
Lost Wisp triggers on Powers played, and Barricade is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Barricade is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Anchor???
Anchor??? gains Block, which Barricade makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Barricade makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Barricade makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Barricade makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Barricade makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the Wind
Daughter of the Wind gains Block, which Barricade makes count for moreWhenever you play an Attack, gain 1 Block.
Game Piece
Game Piece triggers on Powers played, and Barricade is oneWhenever you play a Power, draw 1 card.

Changes by version

  1. 3 Oct 2024Bug fixBlurInternal playtest
    Barricade no longer blocks Blur from ticking down
  2. 21 Jul 2023Bug fixBody SlamInternal playtest
    Body Slam card and Barricade card and power now includes the Block hovertip
  3. 19 May 2023ArtInternal playtest
    Updated card portrait for Barricade
All 4 patch notes1 older
  1. 5 May 2023ArtInternal playtest
    Update Barricade card portrait

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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