
Second Wind
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Second Wind+
Skill
1
Exhaust all non-Attack cards in your Hand. Gain 7 Block for each card Exhausted.
Second Wind
IroncladSkillUncommon
It walks through every non-Attack card in your hand one at a time: exhaust the card, gain 5 Block (7 upgraded), move to the next. Skills, Powers, Statuses and Curses all count. Because the Block comes in separate pieces, Dexterity is added once per card, and anything that fires on an exhaust fires once per card. Attacks stay in your hand.
When to take Second Wind
Fits an Exhaust Ironclad deck, where each card exhausted is worth Block, a draw or damage on top of the 5 you get. It also cheaply clears Curses and Wounds.
Cards that synergize with Second Wind

Feel No Pain
Power
1
Whenever a card is Exhausted, gain 3 Block.
Feel No PainFeel No Pain adds 3 Block per exhausted card.Whenever a card is Exhausted, gain 3 Block.

Dark Embrace
Power
2
Whenever a card is Exhausted,
draw 1 card.
draw 1 card.
Dark EmbraceDark Embrace draws a card for each one.Whenever a card is Exhausted,
draw 1 card.
draw 1 card.

Evil Eye
Skill
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.
Evil EyeEvil Eye wants a card exhausted this turn for its second 8 Block.Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain another 8 Block if you have Exhausted a card this turn.

Forgotten Ritual
Skill
1
If you Exhausted a card this turn, gain .
Exhaust.
Exhaust.
Forgotten RitualForgotten Ritual gives 3 Energy once you have exhausted something.If you Exhausted a card this turn, gain .
Exhaust.
Exhaust.

Pact's End
Attack
0
If you have 3 or more cards in your Exhaust Pile,
deal 17 damage to ALL enemies.
deal 17 damage to ALL enemies.
Pact's EndPact's End triggers when cards are Exhausted, and Second Wind Exhausts themIf you have 3 or more cards in your Exhaust Pile,
deal 17 damage to ALL enemies.
deal 17 damage to ALL enemies.

Ashen Strike
Attack
1
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Deals 3 additional damage for each card in your Exhaust Pile.
Ashen StrikeAshen Strike triggers when cards are Exhausted, and Second Wind Exhausts themDeal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Deals 3 additional damage for each card in your Exhaust Pile.

Midnight
Attack
12
Deal 60 damage.
Costs 1 less for each card Exhausted this combat by ANYONE.
Costs 1 less for each card Exhausted this combat by ANYONE.
MidnightMidnight triggers when cards are Exhausted, and Second Wind Exhausts themDeal 60 damage.
Costs 1 less for each card Exhausted this combat by ANYONE.
Costs 1 less for each card Exhausted this combat by ANYONE.

Drum of Battle
Skill
1
Draw 2 cards.
When this card is Exhausted, gain .
When this card is Exhausted, gain .
Drum of BattleDrum of Battle works from the Exhaust Pile, where Second Wind can put itDraw 2 cards.
When this card is Exhausted, gain .
When this card is Exhausted, gain .

Howl from Beyond
Attack
3
Deal 16 damage to ALL enemies.
At the end of your turn, if this is in your Exhaust Pile, play it.
At the end of your turn, if this is in your Exhaust Pile, play it.
Howl from BeyondHowl from Beyond works from the Exhaust Pile, where Second Wind can put itDeal 16 damage to ALL enemies.
At the end of your turn, if this is in your Exhaust Pile, play it.
At the end of your turn, if this is in your Exhaust Pile, play it.

Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
JuggernautJuggernaut makes Block count for more, and Second Wind gains itWhenever you gain Block, deal 6 damage to a random enemy.

Barricade
Power
3
Block is not removed at the start of your turn.
BarricadeBarricade makes Block count for more, and Second Wind gains itBlock is not removed at the start of your turn.

Body Slam
Attack
1
Deal damage equal to your Block.
Body SlamBody Slam makes Block count for more, and Second Wind gains itDeal damage equal to your Block.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield makes Block count for more, and Second Wind gains itLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.

Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
UnmovableUnmovable makes Block count for more, and Second Wind gains itThe first time you gain Block from a card each turn, double the amount gained.
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 Second Wind 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 Second Wind 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 Second Wind gains itNext turn, gain Block equal to your current Block.
Exhaust.
Exhaust.
Relics that synergize with Second Wind
Charon's AshesCharon's AshesCharon's Ashes deals 3 damage to every enemy per exhaust.Whenever you Exhaust a card, deal 3 damage to ALL enemies.
Burning SticksBurning SticksBurning Sticks triggers when cards are Exhausted, and Second Wind Exhausts themThe first time each combat you Exhaust a Skill, add a copy of it into your Hand.
Joss PaperJoss PaperJoss Paper triggers when cards are Exhausted, and Second Wind Exhausts themEvery 5 times you Exhaust a card, draw 1 card.
Forgotten SoulForgotten SoulForgotten Soul triggers when cards are Exhausted, and Second Wind Exhausts themWhenever you Exhaust a card, deal 1 damage to a random enemy.
Parrying ShieldParrying ShieldParrying Shield makes Block count for more, and Second Wind 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 Second Wind gains itUp to 10 Block persists across turns.
Pael's LegionPael's LegionPael's Legion makes Block count for more, and Second Wind gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
VambraceVambraceVambrace makes Block count for more, and Second Wind gains itThe first time you gain Block from a card each combat, double the amount gained.
Changes by version
- Unmovable card now properly doubles all Block from multi-Block cards like Second Wind
- Improved wording on Devour Life, Haunt, and Second Wind cards
- Cleaned up and standardized wording for cards like Devour Life, Fiend Fire, and Second Wind
All 5 patch notes2 older
- Second Wind description no longer has -1 times if you play it as the last card in your hand
- Second Wind card now shows damage preview when played
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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