
Melancholy
Skill
3
Gain 13 Block.
Reduce this card's cost by whenever ANYONE dies.
Reduce this card's cost by whenever ANYONE dies.

Melancholy+
Skill
3
Gain 17 Block.
Reduce this card's cost by whenever ANYONE dies.
Reduce this card's cost by whenever ANYONE dies.
Melancholy
NecrobinderSkillUncommon
Effect: thirteen Block, 17 upgraded, for 3 Energy, and every time any creature dies while Melancholy is in one of your combat piles, its cost drops by 1 for the rest of the fight.
Who counts: enemies, minions, Osty and, in co-op, players all count, a death that gets prevented does not.
Discount: three deaths make it free, and a discount earned while it sits in the Draw Pile still applies when you draw it.
When to take Melancholy
Take it for multi-enemy fights and a Necrobinder who kills Osty on purpose, since against a lone boss it is just a 3-cost Defend until something dies. Best in Act 2 and Act 3.
Cards that synergize with Melancholy

Bone Shards
Attack
1
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.
Osty dies.
Osty dies.
Bone ShardsBone Shards and Sacrifice kill Osty and cheapen it.If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.
Osty dies.
Osty dies.

Sacrifice
Skill
1
Retain.
If Osty is alive, he dies and you gain Block equal to double his Max HP.
If Osty is alive, he dies and you gain Block equal to double his Max HP.
SacrificeBone Shards and Sacrifice kill Osty and cheapen it.Retain.
If Osty is alive, he dies and you gain Block equal to double his Max HP.
If Osty is alive, he dies and you gain Block equal to double his Max HP.

Negative Pulse
Skill
1
Gain 5 Block.
Apply 7 Doom to ALL enemies.
Apply 7 Doom to ALL enemies.
Negative PulseNegative Pulse and Deathbringer Doom the group so several die at once.Gain 5 Block.
Apply 7 Doom to ALL enemies.
Apply 7 Doom to ALL enemies.

Deathbringer
Skill
2
Apply 21 Doom and 1 Weak to ALL enemies.
DeathbringerNegative Pulse and Deathbringer Doom the group so several die at once.Apply 21 Doom and 1 Weak to ALL enemies.

Countdown
Power
1
At the start of your turn, apply 6 Doom to a random enemy.
CountdownCountdown picks off a minion each turn.At the start of your turn, apply 6 Doom to a random enemy.

Bodyguard
Skill
1
Summon 5.
BodyguardBodyguard resummons Osty for the next death.Summon 5.
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 Melancholy 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 Melancholy 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 Melancholy gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.

Right Hand Hand
Attack
0
Osty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Right Hand HandRight Hand Hand triggers on cards that cost 2 or more, and Melancholy is oneOsty deals 4 damage.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.
Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.

Danse Macabre
Power
1
Whenever you play a card that costs or more, gain 4 Block.
Danse MacabreDanse Macabre triggers on cards that cost 2 or more, and Melancholy is oneWhenever you play a card that costs or more, gain 4 Block.
Relics that synergize with Melancholy
Gremlin HornGremlin HornGremlin Horn draws and pays Energy on the same deaths.Whenever an enemy dies, gain and draw 1 card.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Melancholy 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 Melancholy gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Melancholy gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Melancholy gains itThe first time you gain Block from a card each combat, double the amount gained.
Ivory TileIvory TileIvory Tile triggers on cards that cost 3 or more, and Melancholy is oneWhenever you play a card that costs or more, gain .
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Melancholy is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Fixed an issue where Melancholy card's cost reduction would persist between combats if the reduction was due to Osty dying
- Changed Vambrace relic: now doubles Block gain from Melancholy card againBug fixPael's LegionInternal playtestMelancholy card now properly gains Block from Pael's Legion relic
- Changed Vambrace relic: no longer doubles block from Melancholy card
All 11 patch notes8 older
- Block increased from 6 to 7 (upgraded 9 to 10) and rarity changed from Common to Uncommon
- Block decreased from 7 to 6 (upgraded 10 to 9) and rarity changed from Uncommon to Common
- Fixed issue where Vambrace relic would continue to flash if it was proc'd by Melancholy power
- Block decreased from 9 to 7 (upgraded 11 to 10)
- Reworked Melancholy card
- Doom application increased from 2 to 3 (upgraded 3 to 4)
- Added card portrait for MelancholyArtInternal playtestAdded power icon for Melancholy
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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