
Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
If you draw a Skill, gain 3 Block.

Escape Plan+
Skill
0
Draw 1 card.
If you draw a Skill, gain 5 Block.
If you draw a Skill, gain 5 Block.
Escape Plan
SilentSkillUncommon
It draws one card, then checks that card's type: a Skill gives you 3 Block, while an Attack, Power, Status or Curse gives nothing. The Block is normal card Block, so Dexterity adds to it. If your draw pile and discard pile are both empty, nothing is drawn and no Block is gained. Upgraded, the Skill bonus is 5.
When to take Escape Plan
Good early in Act 1 for the thinning; a free cantrip that sometimes blocks, great for Skill heavy Poison and Shiv generator decks. Upgrade it late, if ever.
Cards that synergize with Escape Plan

Flechettes
Attack
1
Deal 5 damage for each Skill in your Hand.
FlechettesFlechettes counts the Skills it digs up.Deal 5 damage for each Skill in your Hand.

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

Footwork
Power
1
Gain 2 Dexterity.
FootworkFootwork adds to the Block.Gain 2 Dexterity.

Master Planner
Power
2
When you play a Skill, it gains Sly.
Master PlannerMaster Planner makes it Sly so a discard replays it for free.When you play a Skill, it gains Sly.

Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
SpeedsterSpeedster pings every enemy on the draw.Whenever you draw a card during your turn, deal 2 damage to ALL enemies.

Afterimage
Power
1
Whenever you play a card, gain 1 Block.
AfterimageAfterimage gives 1 Block per card played.Whenever you play a card, gain 1 Block.

Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive WaveCorrosive Wave triggers when you draw, and Escape Plan drawsWhenever you draw a card this turn, apply 2 Poison to ALL enemies.

Automation
Power
1
Every 10 cards you draw, gain .
AutomationAutomation triggers when you draw, and Escape Plan drawsEvery 10 cards you draw, gain .

Bullet Time
Skill
3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet TimeBullet Time wants a full hand, which Escape Plan drawsYou cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.
Calculated GambleCalculated Gamble wants a full hand, which Escape Plan drawsDiscard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.

Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.
EnlightenmentEnlightenment wants a full hand, which Escape Plan drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium wants a full hand, which Escape Plan drawsGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
SalvoSalvo wants a full hand, which Escape Plan drawsDeal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.

Pinpoint
Attack
3
Deal 15 damage.
Costs 1 less for each Skill played this turn.
Costs 1 less for each Skill played this turn.
PinpointPinpoint counts the Skills you play, and Escape Plan is a free oneDeal 15 damage.
Costs 1 less for each Skill played this turn.
Costs 1 less for each Skill played this turn.

Serpent Form
Power
3
Whenever you play a card, deal 4 damage to a random enemy.
Serpent FormSerpent Form rewards playing many cards, and Escape Plan is freeWhenever you play a card, deal 4 damage to a random enemy.

Strangle
Attack
1
Deal 8 damage.
Whenever you play a card this turn, the enemy loses 2 HP.
Whenever you play a card this turn, the enemy loses 2 HP.
StrangleStrangle rewards playing many cards, and Escape Plan is freeDeal 8 damage.
Whenever you play a card this turn, the enemy loses 2 HP.
Whenever you play a card this turn, the enemy loses 2 HP.

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 Escape Plan is freeEvery time you play 5 cards in a single turn, deal 10 damage to ALL enemies.

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.
BlurBlur makes Block count for more, and Escape Plan gains itGain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.

Shadowmeld
Skill
1
Double your Block gain this turn.
ShadowmeldShadowmeld makes Block count for more, and Escape Plan gains itDouble your Block gain this turn.
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 Escape Plan 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 Escape Plan 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 Escape Plan gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Escape Plan
Cloak ClaspCloak ClaspCloak Clasp wants a full hand, which Escape Plan drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Escape Plan drawsRetain your Hand on the first turn of combat.
Tuning ForkTuning ForkTuning Fork counts the Skills you play, and Escape Plan is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter OpenerLetter OpenerLetter Opener counts the Skills you play, and Escape Plan 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 Escape Plan 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 Escape Plan 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 Escape Plan is freeEvery 4 cards you play, draw 1 card.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Escape Plan 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 Escape Plan gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Escape Plan gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Escape Plan gains itThe first time you gain Block from a card each combat, double the amount gained.

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