
Boot Sequence
Skill
0
Innate.
Gain 10 Block.
Exhaust.
Gain 10 Block.
Exhaust.

Boot Sequence+
Skill
0
Innate.
Gain 13 Block.
Exhaust.
Gain 13 Block.
Exhaust.
Boot Sequence
DefectSkillUncommon
Innate puts it in your opening Hand every combat. It costs 0, gives 10 Block (13 upgraded), and exhausts, so it is exactly one free Block on turn 1 and then gone. Dexterity adds to it. Since it exhausts, it also counts as an exhausted Skill for relics that care.
When to take Boot Sequence
Take it for a safe first turn against Act 1 elites and multi-enemy openers, or in a thin deck where a guaranteed opener matters most. Upgrade it last.
Cards that synergize with Boot Sequence

All for One
Attack
2
Deal 10 damage.
Put ALL 0 cards from your Discard Pile into your Hand.
Put ALL 0 cards from your Discard Pile into your Hand.
All for OneAll for One looks for 0 Energy cards, and Boot Sequence is oneDeal 10 damage.
Put ALL 0 cards from your Discard Pile into your Hand.
Put ALL 0 cards from your Discard Pile into your Hand.

Feral
Power
2
The first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.
FeralFeral looks for 0 Energy cards, and Boot Sequence is oneThe first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.

One for All
Power
1
EVERYONE'S 0 Attacks deal 3 additional damage.
One for AllOne for All looks for 0 Energy cards, and Boot Sequence is oneEVERYONE'S 0 Attacks deal 3 additional damage.

Panache
Power
0
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
PanachePanache rewards playing many cards, and Boot Sequence is freeEvery time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of HopeBeacon of Hope makes Block count for more, and Boot Sequence gains itWhenever you gain Block on your turn, other players gain half that much Block.

Entrench
Skill
2
Double your Block.
EntrenchEntrench makes Block count for more, and Boot Sequence gains itDouble your Block.

Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
ProlongProlong makes Block count for more, and Boot Sequence gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Boot Sequence
VambraceVambraceVambrace doubles the first Block from a card each combat, which this always is.The first time you gain Block from a card each combat, double the amount gained.
Burning SticksBurning SticksBurning Sticks copies the first Skill you exhaust each combat back into your Hand.The first time each combat you Exhaust a Skill, add a copy of it into your Hand.
Joss PaperJoss PaperJoss Paper and Forgotten Soul count the exhaust.Every 5 times you Exhaust a card, draw 1 card.
Forgotten SoulForgotten SoulJoss Paper and Forgotten Soul count the exhaust.Whenever you Exhaust a card, deal 1 damage to a random enemy.
AnchorAnchorAnchor stacks with it for a 20-Block turn 1.Start each combat with 10 Block.
Power CellPower CellPower Cell looks for 0 Energy cards, and Boot Sequence is oneAt the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
Tuning ForkTuning ForkTuning Fork counts the Skills you play, and Boot Sequence is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter OpenerLetter OpenerLetter Opener counts the Skills you play, and Boot Sequence is a free oneEvery time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
Rainbow RingRainbow RingRainbow Ring counts the Skills you play, and Boot Sequence is a free oneThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Razor ToothRazor ToothRazor Tooth counts the Skills you play, and Boot Sequence is a free oneEvery time you play an Attack or Skill, Upgrade it for the remainder of combat.
Iron ClubIron ClubIron Club rewards playing many cards, and Boot Sequence is freeEvery 4 cards you play, draw 1 card.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Boot Sequence gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy ClampSturdy ClampSturdy Clamp makes Block count for more, and Boot Sequence gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Boot Sequence gains itDoubles Block gained from a card, then goes to sleep for 2 turns.

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