
Defend
Skill
1
Gain 5 Block.
Sown
Enchantment
The first time you play this card each combat, gain .
First play each combat: gain Energy equal to the card's amount, after its effect resolves, then the enchantment goes quiet until the next fight.
Eligible: every Attack, Skill and Power.
Sapphire Seed: the only source, in the Overgrowth.
Planting the seed: enchants one card with Sown 1.
Eating the seed: heals 9 HP and upgrades one card instead.
One Energy per combat is small: the value is in reliability, since the card must show up early and be worth playing on sight.
Comes from
1 eventSapphire Seed
Number
1from Sapphire Seed
Where it comes from
Best cards to enchant
Innate cards guarantee the Energy on turn 1. Boot Sequence is a free 10 Block that now also pays for a card. Backstab and Dramatic Entrance are free opening attacks that refund a point. Slice and Deflect cost 0 and get played the turn they appear. A 3-cost Power such as Demon Form costs 2 the turn you set it up. Avoid situational cards you might hold for turns.
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.
NimbleIncreases Block gained from this card by 2.
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.
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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