Equilibrium

ColorlessSkillUncommon
Gain 13 Block.
Retain your Hand this turn.

You gain 13 Block, then one stack of a Retain Hand power that keeps every card still in hand at end of turn instead of discarding it. The stack falls off after that turn end, so it covers only the hand you finish this turn with. Ethereal cards still exhaust, since Retain only stops the discard. Upgraded it gives 16 Block.

Pool
Colorless
Type
Skill
Rarity
Uncommon
Cost
2 Energy
Target
Yourself

When to take Equilibrium

Good when your hand often holds cards you cannot afford this turn, like X cost cards or 3 cost Powers; 2 Energy buys Block now and a better next turn.

Cards that synergize with Equilibrium

Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Salvo does the same trick from the attack side.Deal 12 damage.
Retain your Hand this turn.
Impatience
Skill
0
If you have no Attacks in your Hand, draw 2 cards.
Impatience and Restlessness like a hand you control.If you have no Attacks in your Hand, draw 2 cards.
Restlessness
Skill
0
Retain.
If your Hand is empty, draw 2 cards and gain .
Impatience and Restlessness like a hand you control.Retain.
If your Hand is empty, draw 2 cards and gain .
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong carries the Block forward too.Next turn, gain Block equal to your current Block.
Exhaust.
Scrawl
Skill
1
Draw cards until your Hand is full.
Exhaust.
Scrawl draws cards, and Equilibrium gets better with a bigger handDraw cards until your Hand is full.
Exhaust.
Master of Strategy
Skill
0
Draw 3 cards.
Exhaust.
Master of Strategy draws cards, and Equilibrium gets better with a bigger handDraw 3 cards.
Exhaust.
Thinking Ahead
Skill
0
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Thinking Ahead draws cards, and Equilibrium gets better with a bigger handDraw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Finesse
Skill
0
Gain 4 Block.
Draw 1 card.
Finesse draws cards, and Equilibrium gets better with a bigger handGain 4 Block.
Draw 1 card.
Flash of Steel
Attack
0
Deal 5 damage.
Draw 1 card.
Flash of Steel draws cards, and Equilibrium gets better with a bigger handDeal 5 damage.
Draw 1 card.
Prophesize
Skill
2
Draw 6 cards.
Prophesize draws cards, and Equilibrium gets better with a bigger handDraw 6 cards.
Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
Calculated Gamble draws cards, and Equilibrium gets better with a bigger handDiscard your Hand,
then draw that many cards.
Exhaust.
Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive Wave draws cards, and Equilibrium gets better with a bigger handWhenever you draw a card this turn, apply 2 Poison to ALL enemies.
Expertise
Skill
1
Draw cards until you have 6 in your Hand.
Expertise draws cards, and Equilibrium gets better with a bigger handDraw cards until you have 6 in your Hand.
Pale Blue Dot
Power
1
If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Pale Blue Dot draws cards, and Equilibrium gets better with a bigger handIf you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Speedster draws cards, and Equilibrium gets better with a bigger handWhenever you draw a card during your turn, deal 2 damage to ALL enemies.
Tyranny
Power
1
At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Tyranny draws cards, and Equilibrium gets better with a bigger handAt the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Reboot
Skill
0
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Reboot draws cards, and Equilibrium gets better with a bigger handShuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Scrape
Attack
1
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 .
Scrape draws cards, and Equilibrium gets better with a bigger handDeal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0 .
Acrobatics
Skill
1
Draw 3 cards.
Discard 1 card.
Acrobatics draws cards, and Equilibrium gets better with a bigger handDraw 3 cards.
Discard 1 card.
Battle Trance
Skill
0
Draw 3 cards.
You cannot draw additional cards this turn.
Battle Trance draws cards, and Equilibrium gets better with a bigger handDraw 3 cards.
You cannot draw additional cards this turn.
Decisions, Decisions
Skill
0
6
Draw 3 cards.
Choose a Skill in your Hand and play it 3 times.
Exhaust.
Decisions, Decisions draws cards, and Equilibrium gets better with a bigger handDraw 3 cards.
Choose a Skill in your Hand and play it 3 times.
Exhaust.
Glimmer
Skill
1
Draw 3 cards.
Put 1 card from your Hand on top of your Draw Pile.
Glimmer draws cards, and Equilibrium gets better with a bigger handDraw 3 cards.
Put 1 card from your Hand on top of your Draw Pile.
Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Offering draws cards, and Equilibrium gets better with a bigger handLose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Parse
Skill
1
Ethereal.
Draw 3 cards.
Parse draws cards, and Equilibrium gets better with a bigger handEthereal.
Draw 3 cards.

Relics that synergize with Equilibrium

Ringing Triangle
Ringing Triangle covers the first turn.Retain your Hand on the first turn of combat.
Bookmark
For the Necrobinder, Bookmark lowers the cost of a random retained card each turn.At the end of each turn, lower the cost of a random Retained card by 1 until played.
Joss Paper
Joss Paper draws cards, and Equilibrium gets better with a bigger handEvery 5 times you Exhaust a card, draw 1 card.
Iron Club
Iron Club draws cards, and Equilibrium gets better with a bigger handEvery 4 cards you play, draw 1 card.
Pollinous Core
Pollinous Core draws cards, and Equilibrium gets better with a bigger handEvery 4 turns, draw 2 additional cards.
Centennial Puzzle
Centennial Puzzle draws cards, and Equilibrium gets better with a bigger handThe first time you lose HP each combat, draw 3 cards.
Pendulum
Pendulum draws cards, and Equilibrium gets better with a bigger handEvery 3 turns, draw 1 card.
Ring of the Drake
Ring of the Drake draws cards, and Equilibrium gets better with a bigger handAt the start of your first 3 turns, draw 2 additional cards.
Bag of Preparation
Bag of Preparation draws cards, and Equilibrium gets better with a bigger handAt the start of each combat, draw 2 additional cards.
Booming Conch
Booming Conch draws cards, and Equilibrium gets better with a bigger handAt the start of Elite combats, draw 2 additional cards and gain .
Fiddle
Fiddle draws cards, and Equilibrium gets better with a bigger handAt the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Ring of the Snake
Ring of the Snake draws cards, and Equilibrium gets better with a bigger handAt the start of each combat, draw 2 additional cards.
Snecko Eye
Snecko Eye draws cards, and Equilibrium gets better with a bigger handAt the start of your turn, draw 2 additional cards. Start each combat Confused.
Gambling Chip
Gambling Chip draws cards, and Equilibrium gets better with a bigger handAt the start of each combat, discard any number of cards then draw that many.
Game Piece
Game Piece draws cards, and Equilibrium gets better with a bigger handWhenever you play a Power, draw 1 card.
Gremlin Horn
Gremlin Horn draws cards, and Equilibrium gets better with a bigger handWhenever an enemy dies, gain and draw 1 card.
Pael's Blood
Pael's Blood draws cards, and Equilibrium gets better with a bigger handAt the start of your turn, draw 1 additional card.
Unceasing Top
Unceasing Top draws cards, and Equilibrium gets better with a bigger handWhenever you have no cards in Hand during your turn, draw a card.
Parrying Shield
Parrying Shield makes Block count for more, and Equilibrium gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy Clamp
Sturdy Clamp makes Block count for more, and Equilibrium gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Equilibrium gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Equilibrium gains itThe first time you gain Block from a card each combat, double the amount gained.
Intimidating Helmet
Intimidating Helmet triggers on cards that cost 2 or more, and Equilibrium is oneWhenever you play a card that costs or more, gain 4 Block.

Changes by version

  1. Bookmark relic now applies its cost reduction to a card retained by a "Retain your Hand" effect like Equilibrium
  2. 7 May 2026Bug fixBookmarkRetainBeta branch
    Bookmark relic is now able to properly apply its cost-reduction effect to a card that has been retained by a "Retain your Hand" effect like Equilibrium card
  3. 27 Feb 2025Bug fixInternal playtest
    Equilibrium card now only affects the player who played it
All 6 patch notes3 older
  1. 13 Feb 2025ChangeInternal playtest
    Is now Colorless
  2. 26 Apr 2024Bug fixRetainInternal playtest
    Equilibrium no longer has Retain
  3. 25 Aug 2023Bug fixInternal playtest
    Equilibrium no longer causes Parasite cards to disappear from the hand

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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