
Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.

Blur+
Skill
1
Gain 8 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.
Blur
SilentSkillUncommon
Gain 5 Block (8 upgraded), then a Blur stack. When your next turn starts, the stack stops the normal removal of Block and is then used up, so every point of Block you end this turn with survives into the next one, not just the 5 from Blur. Playing Blur twice gives two stacks and two turns of kept Block.
When to take Blur
Worth it once your deck makes more Block than a single turn needs, or to bank a big Block card ahead of a boss's heavy hit. This Uncommon is best from Act 2 onward.
Cards that synergize with Blur

Leg Sweep
Skill
2
Apply 2 Weak.
Gain 11 Block.
Gain 11 Block.
Leg SweepLeg Sweep gives 11 Block to carry over.Apply 2 Weak.
Gain 11 Block.
Gain 11 Block.

Shadowmeld
Skill
1
Double your Block gain this turn.
ShadowmeldShadowmeld doubles Block gain this turn before Blur banks it.Double your Block gain this turn.

Footwork
Power
1
Gain 2 Dexterity.
FootworkFootwork raises everything Blur saves.Gain 2 Dexterity.

Burst
Skill
1
This turn, your next Skill is played an extra time.
BurstBurst plays Blur twice for two stacks.This turn, your next Skill is played an extra time.

Untouchable
Skill
2
Sly.
Gain 6 Block.
Gain 6 Block.
UntouchableUntouchable adds 6 Block for free when a Sly discard plays it.Sly.
Gain 6 Block.
Gain 6 Block.

Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Deal 10 damage.
DashDash gains Block, which Blur makes count for moreGain 10 Block.
Deal 10 damage.
Deal 10 damage.

Survivor
Skill
1
Gain 8 Block.
Discard 1 card.
Discard 1 card.
SurvivorSurvivor gains Block, which Blur makes count for moreGain 8 Block.
Discard 1 card.
Discard 1 card.

Hand Trick
Skill
1
Gain 7 Block.
Add Sly to a Skill in your Hand this turn.
Add Sly to a Skill in your Hand this turn.
Hand TrickHand Trick gains Block, which Blur makes count for moreGain 7 Block.
Add Sly to a Skill in your Hand this turn.
Add Sly to a Skill in your Hand this turn.

Cloak and Dagger
Skill
1
Gain 6 Block.
Add 1 Shiv into your Hand.
Add 1 Shiv into your Hand.
Cloak and DaggerCloak and Dagger gains Block, which Blur makes count for moreGain 6 Block.
Add 1 Shiv into your Hand.
Add 1 Shiv into your Hand.

Backflip
Skill
1
Gain 5 Block.
Draw 2 cards.
Draw 2 cards.
BackflipBackflip gains Block, which Blur makes count for moreGain 5 Block.
Draw 2 cards.
Draw 2 cards.

Defend
Skill
1
Gain 5 Block.
DefendDefend gains Block, which Blur makes count for moreGain 5 Block.

Mirage
Skill
1
Gain Block equal to Poison on ALL enemies.
Exhaust.
Exhaust.
MirageMirage gains Block, which Blur makes count for moreGain Block equal to Poison on ALL enemies.
Exhaust.
Exhaust.

Deflect
Skill
0
Gain 4 Block.
DeflectDeflect gains Block, which Blur makes count for moreGain 4 Block.

Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Next turn, gain 4 Block.
Dodge and RollDodge and Roll gains Block, which Blur makes count for moreGain 4 Block.
Next turn, gain 4 Block.
Next turn, gain 4 Block.

Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
If you draw a Skill, gain 3 Block.
Escape PlanEscape Plan gains Block, which Blur makes count for moreDraw 1 card.
If you draw a Skill, gain 3 Block.
If you draw a Skill, gain 3 Block.

The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
If you take unblocked attack damage this combat, die.
The GambitThe Gambit gains Block, which Blur makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
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.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic ButtonPanic Button gains Block, which Blur makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax gains Block, which Blur makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium gains Block, which Blur makes count for moreGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Lift
Skill
1
Give another player 11 Block.
LiftLift gains Block, which Blur makes count for moreGive another player 11 Block.

Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate DefendUltimate Defend gains Block, which Blur 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.
Redirect all incoming attacks that would be dealt to another player this turn to you.
InterceptIntercept gains Block, which Blur makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Redirect all incoming attacks that would be dealt to another player this turn to you.

Rally
Skill
2
ALL players gain 12 Block.
RallyRally gains Block, which Blur makes count for moreALL players gain 12 Block.

Toric Toughness
Skill
2
Gain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Gain 5 Block at the start of the next 2 turns.
Toric ToughnessToric Toughness gains Block, which Blur makes count for moreGain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Gain 5 Block at the start of the next 2 turns.
Relics that synergize with Blur
Parrying ShieldParrying ShieldParrying Shield deals 6 damage each turn you end with 10 Block, which kept Block makes routine.If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Tough BandagesTough BandagesTough Bandages gains Block, which Blur makes count for moreWhenever you discard a card during your turn, gain 3 Block.
Captain's WheelCaptain's WheelCaptain's Wheel gains Block, which Blur makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn CleatHorn CleatHorn Cleat gains Block, which Blur makes count for moreAt the start of your 2nd turn, gain 14 Block.
AnchorAnchorAnchor gains Block, which Blur makes count for moreStart each combat with 10 Block.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Blur gains itUp to 10 Block persists across turns.
Tuning ForkTuning ForkTuning Fork gains Block, which Blur makes count for moreEvery time you play 10 Skills, gain 7 Block.
PermafrostPermafrostPermafrost gains Block, which Blur makes count for moreThe first time you play a Power each combat, gain 7 Block.
SaiSaiSai gains Block, which Blur makes count for moreAt the start of your turn, gain 7 Block.
OrichalcumOrichalcumOrichalcum gains Block, which Blur makes count for moreIf you end your turn without Block, gain 6 Block.
The AbacusThe AbacusThe Abacus gains Block, which Blur makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak ClaspCloak ClaspCloak Clasp gains Block, which Blur makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Anchor???Anchor???Anchor??? gains Block, which Blur makes count for moreStart each combat with 4 Block.
Ripple BasinRipple BasinRipple Basin gains Block, which Blur makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???Orichalcum???Orichalcum??? gains Block, which Blur makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental FanOrnamental FanOrnamental Fan gains Block, which Blur makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating HelmetIntimidating HelmetIntimidating Helmet gains Block, which Blur makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Blur gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Daughter of the WindDaughter of the WindDaughter of the Wind gains Block, which Blur makes count for moreWhenever you play an Attack, gain 1 Block.
VambraceVambraceVambrace makes Block count for more, and Blur gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- Barricade no longer blocks Blur from ticking down
- Blur backstop is now used for various menus
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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