Version

Juggernaut

IroncladPowerRare
Whenever you gain Block, deal 6 damage to a random enemy.

A counter power: every separate Block gain of at least 1, from any source, deals 6 damage to a random enemy, 8 upgraded, and a second copy adds 6 more per trigger. The damage ignores Strength and Vulnerable. Frequency matters more than size; Rage giving 3 Block per Attack is 6 damage per Attack, and Plating firing at end of turn counts too.

Character
Type
Power
Rarity
Rare
Cost
2 Energy
Target
Yourself

When to take Juggernaut

Take it for a Block-heavy Ironclad in Act 2 onward, once many small Block sources are in the deck, since a 2-cost power is slow in Act 1. Upgrade after your Block engine is in place.

Cards that synergize with Juggernaut

Rage
Skill
0
Whenever you play an Attack this turn, gain 3 Block.
Rage turns every Attack into a trigger.Whenever you play an Attack this turn, gain 3 Block.
Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Feel No Pain fires on each exhaust.Whenever a card is Exhausted, gain 3 Block.
Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Evil Eye is two gains in one card.Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Stone Armor
Power
1
Gain 4 Plating.
Stone Armor triggers every end of turn.Gain 4 Plating.
Iron Wave
Attack
1
Gain 5 Block.
Deal 5 damage.
Iron Wave and Crimson Mantle add cheap gains.Gain 5 Block.
Deal 5 damage.
Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Iron Wave and Crimson Mantle add cheap gains.At the start of your turn, lose 1 HP and gain 8 Block.
Impervious
Skill
2
Gain 30 Block.
Exhaust.
Impervious gains Block, which Juggernaut makes count for moreGain 30 Block.
Exhaust.
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Blood Wall gains Block, which Juggernaut makes count for moreLose 2 HP.
Gain 16 Block.
Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier gains Block, which Juggernaut makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Shrug It Off
Skill
1
Gain 8 Block.
Draw 1 card.
Shrug It Off gains Block, which Juggernaut makes count for moreGain 8 Block.
Draw 1 card.
Taunt
Skill
1
Gain 7 Block.
Apply 1 Vulnerable.
Taunt gains Block, which Juggernaut makes count for moreGain 7 Block.
Apply 1 Vulnerable.
True Grit
Skill
1
Gain 7 Block.
Exhaust 1 card at random.
True Grit gains Block, which Juggernaut makes count for moreGain 7 Block.
Exhaust 1 card at random.
Armaments
Skill
1
Gain 5 Block.
Upgrade a card in your Hand.
Armaments gains Block, which Juggernaut makes count for moreGain 5 Block.
Upgrade a card in your Hand.
Colossus
Skill
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Colossus gains Block, which Juggernaut makes count for moreGain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Defend
Skill
1
Gain 5 Block.
Defend gains Block, which Juggernaut makes count for moreGain 5 Block.
Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second Wind gains Block, which Juggernaut makes count for moreExhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield gains Block, which Juggernaut makes count for moreLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Juggernaut makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic Button gains Block, which Juggernaut makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax gains Block, which Juggernaut makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium gains Block, which Juggernaut makes count for moreGain 13 Block.
Retain your Hand this turn.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Juggernaut makes count for moreGive another player 11 Block.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Juggernaut makes count for moreGain 11 Block.
Intercept
Skill
1
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Intercept gains Block, which Juggernaut makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.

Relics that synergize with Juggernaut

Orichalcum
Orichalcum fires when you would end without Block.If you end your turn without Block, gain 6 Block.
Self-Forming Clay
Self-Forming Clay gains Block, which Juggernaut makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Captain's Wheel
Captain's Wheel gains Block, which Juggernaut makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Juggernaut makes count for moreAt the start of your 2nd turn, gain 14 Block.
Anchor
Anchor gains Block, which Juggernaut makes count for moreStart each combat with 10 Block.
Tuning Fork
Tuning Fork gains Block, which Juggernaut makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Juggernaut makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Juggernaut makes count for moreAt the start of your turn, gain 7 Block.
The Abacus
The Abacus gains Block, which Juggernaut makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak Clasp
Cloak Clasp gains Block, which Juggernaut makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Lost Wisp
Lost Wisp triggers on Powers played, and Juggernaut is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified Hand
Mummified Hand triggers on Powers played, and Juggernaut is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Anchor???
Anchor??? gains Block, which Juggernaut makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Juggernaut makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Juggernaut makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Juggernaut makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Juggernaut makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the Wind
Daughter of the Wind gains Block, which Juggernaut makes count for moreWhenever you play an Attack, gain 1 Block.
Game Piece
Game Piece triggers on Powers played, and Juggernaut is oneWhenever you play a Power, draw 1 card.

Changes by version

  1. 4 Jun 2026Damage5(7)6(8)Beta branch
    Damage increased from 5 to 6 (upgraded 7 to 8)
  2. 29 Jan 2026ChangeInternal playtest
    Re-added Juggernaut card
    ArtInternal playtest
    Restored Juggernaut card portrait and power art
  3. 6 Feb 2025RemovedInternal playtest
    Removed from the game
All 4 patch notes1 older
  1. 24 Oct 2024Bug fixToric ToughnessInternal playtest
    Killing an enemy with Juggernaut + Toric Toughness card combo no longer softlocks

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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