Escape Plan

SilentSkillUncommon
Draw 1 card.
If you draw a Skill, gain 3 Block.

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.

Character
Type
Skill
Rarity
Uncommon
Cost
0 Energy
Target
Yourself

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.
Flechettes 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.
Burst plays it twice for two draws.This turn, your next Skill is played an extra time.
Footwork
Power
1
Gain 2 Dexterity.
Footwork adds to the Block.Gain 2 Dexterity.
Master Planner
Power
2
When you play a Skill, it gains Sly.
Master 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.
Speedster 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.
Afterimage 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 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 .
Automation 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 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.
Calculated Gamble wants a full hand, which Escape Plan drawsDiscard your Hand,
then draw that many cards.
Exhaust.
Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Enlightenment wants a full hand, which Escape Plan drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium wants a full hand, which Escape Plan drawsGain 13 Block.
Retain your Hand this turn.
Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Salvo wants a full hand, which Escape Plan drawsDeal 12 damage.
Retain your Hand this turn.
Pinpoint
Attack
3
Deal 15 damage.
Costs 1 less for each Skill played this turn.
Pinpoint counts the Skills you play, and Escape Plan is a free oneDeal 15 damage.
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 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.
Strangle rewards playing many cards, and Escape Plan is freeDeal 8 damage.
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.
Panache 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.
Blur makes Block count for more, and Escape Plan gains itGain 5 Block.
Block is not removed at the start of your next turn.
Shadowmeld
Skill
1
Double your Block gain this turn.
Shadowmeld 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 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.
Entrench 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.
Prolong makes Block count for more, and Escape Plan gains itNext turn, gain Block equal to your current Block.
Exhaust.

Relics that synergize with Escape Plan

Cloak Clasp
Cloak Clasp wants a full hand, which Escape Plan drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing Triangle
Ringing Triangle wants a full hand, which Escape Plan drawsRetain your Hand on the first turn of combat.
Tuning Fork
Tuning Fork counts the Skills you play, and Escape Plan is a free oneEvery time you play 10 Skills, gain 7 Block.
Letter Opener
Letter 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 Ring
Rainbow 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 Tooth
Razor 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 Club
Iron Club rewards playing many cards, and Escape Plan is freeEvery 4 cards you play, draw 1 card.
Parrying Shield
Parrying 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 Clamp
Sturdy Clamp makes Block count for more, and Escape Plan gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Escape Plan gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace 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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