Shadowmeld

SilentSkillRare
Double your Block gain this turn.

Gives you a counter power that multiplies all Block you gain by 2 for each stack, after Dexterity and flat bonuses.

  • Stacking: two Shadowmelds in one turn are a fourfold multiplier.
  • Covers: every Block you gain this turn, not only cards; relic Block and power Block go through the same hook.
  • Duration: the power is removed at the end of your turn.
  • Order: play it before the Block, never after.
  • Upgrade: makes it cost 0.
Character
Type
Skill
Rarity
Rare
Cost
10 Energy
Target
Yourself

When to take Shadowmeld

Fits a deck that already builds big Block turns to double, since it does nothing in a deck that blocks 5 at a time. Play it before the Block.

Cards that synergize with Shadowmeld

Blur
Skill
1
Gain 5 Block.
Block is not removed at the start of your next turn.
Blur keeps the doubled Block through the next turn.Gain 5 Block.
Block is not removed at the start of your next turn.
Leg Sweep
Skill
2
Apply 2 Weak.
Gain 11 Block.
Leg Sweep is 22 Block under it.Apply 2 Weak.
Gain 11 Block.
Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Dash doubles its Block half.Gain 10 Block.
Deal 10 damage.
Afterimage
Power
1
Whenever you play a card, gain 1 Block.
Afterimage gives 2 per card instead of 1.Whenever you play a card, gain 1 Block.
Footwork
Power
1
Gain 2 Dexterity.
Footwork adds Dexterity before the multiplier hits.Gain 2 Dexterity.
Survivor
Skill
1
Gain 8 Block.
Discard 1 card.
Survivor gains Block, which Shadowmeld makes count for moreGain 8 Block.
Discard 1 card.
Hand Trick
Skill
1
Gain 7 Block.
Add Sly to a Skill in your Hand this turn.
Hand Trick gains Block, which Shadowmeld makes count for moreGain 7 Block.
Add Sly to a Skill in your Hand this turn.
Cloak and Dagger
Skill
1
Gain 6 Block.
Add 1 Shiv into your Hand.
Cloak and Dagger gains Block, which Shadowmeld makes count for moreGain 6 Block.
Add 1 Shiv into your Hand.
Untouchable
Skill
2
Sly.
Gain 6 Block.
Untouchable gains Block, which Shadowmeld makes count for moreSly.
Gain 6 Block.
Backflip
Skill
1
Gain 5 Block.
Draw 2 cards.
Backflip gains Block, which Shadowmeld makes count for moreGain 5 Block.
Draw 2 cards.
Defend
Skill
1
Gain 5 Block.
Defend gains Block, which Shadowmeld makes count for moreGain 5 Block.
Mirage
Skill
1
Gain Block equal to Poison on ALL enemies.
Exhaust.
Mirage gains Block, which Shadowmeld makes count for moreGain Block equal to Poison on ALL enemies.
Exhaust.
Deflect
Skill
0
Gain 4 Block.
Deflect gains Block, which Shadowmeld makes count for moreGain 4 Block.
Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Dodge and Roll gains Block, which Shadowmeld makes count for moreGain 4 Block.
Next turn, gain 4 Block.
Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
Escape Plan gains Block, which Shadowmeld makes count for moreDraw 1 card.
If you draw a Skill, gain 3 Block.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Shadowmeld 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 Shadowmeld 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 Shadowmeld 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 Shadowmeld makes count for moreGain 13 Block.
Retain your Hand this turn.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Shadowmeld makes count for moreGive another player 11 Block.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Shadowmeld 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 Shadowmeld makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Rally
Skill
2
ALL players gain 12 Block.
Rally gains Block, which Shadowmeld makes count for moreALL players gain 12 Block.
Toric Toughness
Skill
2
Gain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Toric Toughness gains Block, which Shadowmeld makes count for moreGain 5 Block.
Gain 5 Block at the start of the next 2 turns.

Relics that synergize with Shadowmeld

Tough Bandages
Tough Bandages gains Block, which Shadowmeld makes count for moreWhenever you discard a card during your turn, gain 3 Block.
Captain's Wheel
Captain's Wheel gains Block, which Shadowmeld makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Shadowmeld makes count for moreAt the start of your 2nd turn, gain 14 Block.
Anchor
Anchor gains Block, which Shadowmeld makes count for moreStart each combat with 10 Block.
Tuning Fork
Tuning Fork gains Block, which Shadowmeld makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Shadowmeld makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Shadowmeld makes count for moreAt the start of your turn, gain 7 Block.
Orichalcum
Orichalcum gains Block, which Shadowmeld makes count for moreIf you end your turn without Block, gain 6 Block.
The Abacus
The Abacus gains Block, which Shadowmeld makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak Clasp
Cloak Clasp gains Block, which Shadowmeld makes count for moreAt the end of your turn, gain 1 Block for each card in your Hand.
Anchor???
Anchor??? gains Block, which Shadowmeld makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Shadowmeld makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Shadowmeld makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Shadowmeld makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Shadowmeld 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 Shadowmeld makes count for moreWhenever you play an Attack, gain 1 Block.

Changes by version

  1. 6 Feb 2025Cost01Internal playtest
    Cost changed from 0 to 1 and upgrade changed from triple Block to decrease cost to 0
  2. 10 Oct 2024Bug fixDexterityInternal playtest
    Rigid enchantment no longer shows incorrect value with Dexterity/Shadowmeld
  3. 23 Aug 2024TextInternal playtest
    Reworded Shadowmeld card so it's more clear that it shouldn't be affected by relics
    Bug fixInternal playtest
    Shadowmeld+ now increases Block gained from relics
All 6 patch notes3 older
  1. 14 Jun 2024Bug fixInternal playtest
    Shadowmeld card now affects block gain from After Image power
  2. 7 Jun 2024ReworkInternal playtest
    Reworked Shadowmeld card
  3. 26 Apr 2024ArtInternal playtest
    Added Shadowmeld card art

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today
If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.Get it on Steam