
Shadowmeld
Skill
1
Double your Block gain this turn.

Shadowmeld+
Skill
0
Double your Block gain this turn.
Shadowmeld
SilentSkillRare
Double your Block gain this turn.
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.
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.
Block is not removed at the start of your next turn.
BlurBlur keeps the doubled Block through the next turn.Gain 5 Block.
Block is not removed at the start of your next turn.
Block is not removed at the start of your next turn.

Leg Sweep
Skill
2
Apply 2 Weak.
Gain 11 Block.
Gain 11 Block.
Leg SweepLeg Sweep is 22 Block under it.Apply 2 Weak.
Gain 11 Block.
Gain 11 Block.

Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Deal 10 damage.
DashDash doubles its Block half.Gain 10 Block.
Deal 10 damage.
Deal 10 damage.

Afterimage
Power
1
Whenever you play a card, gain 1 Block.
AfterimageAfterimage gives 2 per card instead of 1.Whenever you play a card, gain 1 Block.

Footwork
Power
1
Gain 2 Dexterity.
FootworkFootwork adds Dexterity before the multiplier hits.Gain 2 Dexterity.

Survivor
Skill
1
Gain 8 Block.
Discard 1 card.
Discard 1 card.
SurvivorSurvivor gains Block, which Shadowmeld makes count for moreGain 8 Block.
Discard 1 card.
Discard 1 card.

Hand Trick
Skill
1
Gain 7 Block.
Add Sly to a Skill in your Hand this turn.
Add Sly to a Skill in your Hand this turn.
Hand TrickHand Trick gains Block, which Shadowmeld makes count for moreGain 7 Block.
Add Sly to a Skill in your Hand this turn.
Add Sly to a Skill in your Hand this turn.

Cloak and Dagger
Skill
1
Gain 6 Block.
Add 1 Shiv into your Hand.
Add 1 Shiv into your Hand.
Cloak and DaggerCloak and Dagger gains Block, which Shadowmeld makes count for moreGain 6 Block.
Add 1 Shiv into your Hand.
Add 1 Shiv into your Hand.

Untouchable
Skill
2
Sly.
Gain 6 Block.
Gain 6 Block.
UntouchableUntouchable gains Block, which Shadowmeld makes count for moreSly.
Gain 6 Block.
Gain 6 Block.

Backflip
Skill
1
Gain 5 Block.
Draw 2 cards.
Draw 2 cards.
BackflipBackflip gains Block, which Shadowmeld makes count for moreGain 5 Block.
Draw 2 cards.
Draw 2 cards.

Defend
Skill
1
Gain 5 Block.
DefendDefend gains Block, which Shadowmeld makes count for moreGain 5 Block.

Mirage
Skill
1
Gain Block equal to Poison on ALL enemies.
Exhaust.
Exhaust.
MirageMirage gains Block, which Shadowmeld makes count for moreGain Block equal to Poison on ALL enemies.
Exhaust.
Exhaust.

Deflect
Skill
0
Gain 4 Block.
DeflectDeflect gains Block, which Shadowmeld makes count for moreGain 4 Block.

Dodge and Roll
Skill
1
Gain 4 Block.
Next turn, gain 4 Block.
Next turn, gain 4 Block.
Dodge and RollDodge and Roll gains Block, which Shadowmeld makes count for moreGain 4 Block.
Next turn, gain 4 Block.
Next turn, gain 4 Block.

Escape Plan
Skill
0
Draw 1 card.
If you draw a Skill, gain 3 Block.
If you draw a Skill, gain 3 Block.
Escape PlanEscape Plan gains Block, which Shadowmeld makes count for moreDraw 1 card.
If you draw a Skill, gain 3 Block.
If you draw a Skill, gain 3 Block.

The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
If you take unblocked attack damage this combat, die.
The GambitThe Gambit gains Block, which Shadowmeld makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
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.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic ButtonPanic Button gains Block, which Shadowmeld makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
You cannot gain Block from cards for 2 turns.
Exhaust.

Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.
RelaxRelax gains Block, which Shadowmeld makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Next turn, draw 2 cards and gain .
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium gains Block, which Shadowmeld makes count for moreGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Lift
Skill
1
Give another player 11 Block.
LiftLift gains Block, which Shadowmeld makes count for moreGive another player 11 Block.

Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate DefendUltimate 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.
Redirect all incoming attacks that would be dealt to another player this turn to you.
InterceptIntercept 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.
Redirect all incoming attacks that would be dealt to another player this turn to you.

Rally
Skill
2
ALL players gain 12 Block.
RallyRally 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.
Gain 5 Block at the start of the next 2 turns.
Toric ToughnessToric Toughness gains Block, which Shadowmeld makes count for moreGain 5 Block.
Gain 5 Block at the start of the next 2 turns.
Gain 5 Block at the start of the next 2 turns.
Relics that synergize with Shadowmeld
Tough BandagesTough BandagesTough Bandages gains Block, which Shadowmeld makes count for moreWhenever you discard a card during your turn, gain 3 Block.
Captain's WheelCaptain's WheelCaptain's Wheel gains Block, which Shadowmeld makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn CleatHorn CleatHorn Cleat gains Block, which Shadowmeld makes count for moreAt the start of your 2nd turn, gain 14 Block.
AnchorAnchorAnchor gains Block, which Shadowmeld makes count for moreStart each combat with 10 Block.
Tuning ForkTuning ForkTuning Fork gains Block, which Shadowmeld makes count for moreEvery time you play 10 Skills, gain 7 Block.
PermafrostPermafrostPermafrost gains Block, which Shadowmeld makes count for moreThe first time you play a Power each combat, gain 7 Block.
SaiSaiSai gains Block, which Shadowmeld makes count for moreAt the start of your turn, gain 7 Block.
OrichalcumOrichalcumOrichalcum gains Block, which Shadowmeld makes count for moreIf you end your turn without Block, gain 6 Block.
The AbacusThe AbacusThe Abacus gains Block, which Shadowmeld makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Cloak ClaspCloak ClaspCloak 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???Anchor??? gains Block, which Shadowmeld makes count for moreStart each combat with 4 Block.
Ripple BasinRipple BasinRipple Basin gains Block, which Shadowmeld makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???Orichalcum???Orichalcum??? gains Block, which Shadowmeld makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental FanOrnamental FanOrnamental Fan gains Block, which Shadowmeld makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Intimidating HelmetIntimidating HelmetIntimidating Helmet gains Block, which Shadowmeld makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Daughter of the WindDaughter of the WindDaughter of the Wind gains Block, which Shadowmeld makes count for moreWhenever you play an Attack, gain 1 Block.
Changes by version
- Cost changed from 0 to 1 and upgrade changed from triple Block to decrease cost to 0
- Rigid enchantment no longer shows incorrect value with Dexterity/Shadowmeld
- Reworded Shadowmeld card so it's more clear that it shouldn't be affected by relicsBug fixInternal playtestShadowmeld+ now increases Block gained from relics
All 6 patch notes3 older
- Shadowmeld card now affects block gain from After Image power
- Reworked Shadowmeld card
- 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.

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