
Crimson Mantle
Buff
At the start of your turn, lose HP and gain Block.
Crimson Mantle: the Ironclad rare power (1 cost). The stacks are the Block, 8 per copy, 10 upgraded.
HP loss: a separate counter that rises by 1 every time you play a copy.
Each turn: after the draw, you first take the HP loss as unblockable, unpowered damage, then gain the Block.
Unpowered: so Dexterity and Frail leave it alone.
Where it comes from
Cards that apply Crimson Mantle

Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson MantleAt the start of your turn, lose 1 HP and gain 8 Block.
Notes
Two copies give 16 Block for 2 HP each turn. The loss is dealt as damage rather than plain HP loss, so effects that react to damage taken respond to it. It fires every turn from the turn after you play it, including turns where you would rather keep the HP.
Changes by version
- The Crimson Mantle power's hovertip now properly reads "At the start of your turn" instead of "At the end of your turn"
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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