
Defend
Skill
1
Gain 5 Block.

Defend+
Skill
1
Gain 8 Block.
Defend
DefectSkillBasic
Gain 5 Block.
Gain 8 Block.
One energy for 5 Block, 8 when upgraded. Block goes away at the start of your next turn unless something keeps it. Dexterity adds to it and Frail cuts it. It carries the Defend tag, which a few cards check, and it is a Skill for anything that counts Skills.
When to take Defend
Keep your starting Defends through Act 1, since the Defect has no cheap Block engine until Frost Orbs are online. Cut them once Glacier, Coolant or big Frost counts take over.
Cards that synergize with Defend

Fasten
Power
1
Gain an additional 4 Block from Defend cards.
FastenFasten adds 4 Block to every Defend.Gain an additional 4 Block from Defend cards.

Hologram
Skill
1
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Put a card from your Discard Pile into your Hand.
Exhaust.
HologramHologram pulls one back from the discard pile in a pinch.Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Put a card from your Discard Pile into your Hand.
Exhaust.

Leap
Skill
1
Gain 9 Block.
LeapLeap is the direct upgrade to replace them with.Gain 9 Block.
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 Defend 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 Defend 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 Defend gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Defend
VambraceVambraceVambrace doubles the first Block card each combat.The first time you gain Block from a card each combat, double the amount gained.
Ghost SeedGhost SeedGhost Seed makes them Ethereal, which removes them from a Frost deck that no longer needs them.Strikes and Defends gain Ethereal.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Defend 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 Defend gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Defend gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Changes by version
- Updated Defect's Defend card art
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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