
Defend
Skill
1
Gain 5 Block.
Nimble
Enchantment
Increases Block gained from this card by 2.
Nimble adds its amount to every Block gain the card produces, before Dexterity and Frail are applied.
Fits: any card that gains Block, whether Attack, Skill or Power.
Fresnel Lens: an Event relic, Fresnel Lens stamps Nimble 2 on every Block card that enters your deck while you hold it. Card rewards, merchant cards and other additions convert, but cards already in the deck stay untouched.
Self-Help Book: the middle option of Self-Help Book puts Nimble 2 on one Skill of your choice.
Per instance: the bonus applies per Block instance, so a card that gains Block twice in one play collects it twice.
Comes from
2 sources1 relic, 1 event: Fresnel Lens, Self-Help Book
Number
2from Self-Help Book, Fresnel Lens
Where it comes from
Best cards to enchant
Best target: cards that block several times, or many times a fight, profit most.
Death's Door: gains Block three times when you applied Doom, so Nimble 2 adds 6.
Particle Wall: returns to your hand, so every replay is 11 Block for 0.
Undeath: copies itself and the copies keep the enchantment.
Cloak of Stars and Deflect: free blocks you play every turn.
Equilibrium: gets 15 Block and still retains your hand.
Other enchantments

AdroitGain 3 Block.
CloneThis card can be duplicated at Rest Sites.
CorruptedDeal 50% more damage, but lose 2 HP.
GlamThis card has Replay once per combat.
GoopyThis card gains Exhaust. When played, permanently increase this card's Block by 1.
ImbuedThis card is played automatically at the start of each combat.
InkyThis card deals 1 additional damage and applies 1 Weak.
InstinctThis card's attack damage is doubled.
MomentumIncrease this card's attack damage by 5 this combat when played.
Perfect FitWhenever this would be shuffled into your Draw Pile, place it on the top instead.
Royally ApprovedThis card has Innate and Retain.
SharpIncreases damage on this card by ….The number depends on the source
SlitherWhen you draw this card, randomize its cost from 0 to 3.
Slumbering EssenceIf this card is in your hand at the end of turn, reduce its cost by 1 until it is played.
Soul's PowerThis card loses Exhaust.
SownThe first time you play this card each combat, gain .
SpiralThis card gains Replay 1.
SteadyThis card gains Retain.
SwiftThe first time you play this card, draw … cards.The number depends on the source
Tezcatara's EmberCosts 0, deals 3 additional damage, and gains Eternal.
VigorousThe first time this card is played, it deals 8 additional damage.
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