Version

Crimson Mantle

IroncladPowerRare
At the start of your turn, lose 1 HP and gain 8 Block.

At the start of each of your turns you lose 1 HP, then gain 8 Block (10 upgraded). The HP loss cannot be blocked and ignores Strength or other modifiers; the Block is flat and ignores Dexterity. Each additional copy played raises the loss by 1 and the Block by another 8 or 10. It counts as losing HP on your turn.

Character
Type
Power
Rarity
Rare
Cost
1 Energy
Target
Yourself

When to take Crimson Mantle

Eight Block a turn for a 1-cost Power is a defensive backbone in any long fight, arriving before you play a card. Take it in Act 1 or 2, even better in self-damage decks with Rupture.

Cards that synergize with Crimson Mantle

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
Rupture gives 1 Strength every turn from the tick.Whenever you lose HP on your turn, gain 1 Strength.
Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno deals 6 to all enemies whenever you lose HP on your turn.At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam hits for your Block, which starts at 8.Deal damage equal to your Block.
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut deals 6 each time you gain Block.Whenever you gain Block, deal 6 damage to a random enemy.
Spite
Attack
0
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
Spite triggers when you lose HP, and Crimson Mantle makes you lose someDeal 5 damage.
If you lost HP this turn,
hits 2 times.
Tear Asunder
Attack
2
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Tear Asunder triggers when you lose HP, and Crimson Mantle makes you lose someDeal 5 damage.
Hits an additional time for each time you lost HP this combat.

Relics that synergize with Crimson Mantle

Tungsten Rod
Tungsten Rod makes every HP loss 1 smaller.Whenever you would lose HP, lose 1 less.
Centennial Puzzle
Centennial Puzzle draws 3 on the first loss.The first time you lose HP each combat, draw 3 cards.
Self-Forming Clay
Self-Forming Clay triggers when you lose HP, and Crimson Mantle makes you lose someWhenever you lose HP in combat, gain 3 Block next turn.
Demon Tongue
Demon Tongue triggers when you lose HP, and Crimson Mantle makes you lose someThe first time you lose HP on your turn, heal HP equal to the amount lost.
Permafrost
Permafrost triggers on Powers played, and Crimson Mantle is oneThe first time you play a Power each combat, gain 7 Block.
Lost Wisp
Lost Wisp triggers on Powers played, and Crimson Mantle is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Crimson Mantle is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game Piece
Game Piece triggers on Powers played, and Crimson Mantle is oneWhenever you play a Power, draw 1 card.

Changes by version

  1. 2 Jul 2026Block8(10)7(10)Playtest
    Block gain decreased from 8 to 7
  2. 18 Dec 2025Upgraded block1110Internal playtest
    Upgraded block decreased from 11 to 10
  3. 18 Sep 2025Bug fixUnmovableInternal playtest
    Unmovable card is now properly triggered by delayed Block gain effects from cards like Crimson Mantle
All 7 patch notes4 older
  1. 20 Jun 2025ArtInternal playtest
    Added portrait art
  2. 30 Jan 2025Block9(13)8(11)Internal playtest
    Block decreased from 9 to 8 (upgraded 13 to 11)
  3. 17 Oct 2024InterfaceInternal playtest
    If you've played multiple copies of Crimson Mantle in the same turn, its hovertip now properly reflects the amount of HP you'll lose
  4. Added Crimson Mantle, Unmovable, Conflagration, Fight Me, Winged Jump, Pulverize, Colossus, and Veteran cards

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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