Self-Forming Clay

Self-Forming Clay

UncommonIronclad
Whenever you lose HP in combat, gain 3 Block next turn.
  • Damage through Block: whenever you take damage in combat that gets through Block, you gain a stack of its power, 3 Block at the start of your next turn per instance.
  • Per hit: each hit counts separately, so a three-hit attack that connects gives 9.
  • Self-damage counts too: because Bloodletting and its kin deal unblockable damage rather than plain HP loss.
  • Ironclad only, Uncommon, 225 Gold, unlocked by the Snuffed epoch.
Rarity
Uncommon
Character
Shop price
225 gold
Unlock
SnuffedKill 15 Bosses with the Ironclad

When to take Self-Forming Clay

Take it in a self-damage deck, where you control the trigger and turn HP loss into Block every turn. Otherwise it is a consolation prize for turns you already failed to block.

Cards that synergize with Self-Forming Clay

Bloodletting
Skill
0
Lose 3 HP.
Gain .
Bloodletting and Hemokinesis trigger it on demand.Lose 3 HP.
Gain .
Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Bloodletting and Hemokinesis trigger it on demand.Lose 2 HP.
Deal 15 damage.
Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
Rupture and Red Skull want the same low-HP line.Whenever you lose HP on your turn, gain 1 Strength.
Juggernaut
Power
2
Whenever you gain Block, deal 6 damage to a random enemy.
Juggernaut fires when the Block arrives.Whenever you gain Block, deal 6 damage to a random enemy.
Tear Asunder
Attack
2
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Tear Asunder counts the same HP losses.Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Offering costs HP to play, which triggers Self-Forming ClayLose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Blood Wall costs HP to play, which triggers Self-Forming ClayLose 2 HP.
Gain 16 Block.
Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Brand costs HP to play, which triggers Self-Forming ClayLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Breakthrough costs HP to play, which triggers Self-Forming ClayLose 1 HP.
Deal 9 damage to ALL enemies.
Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson Mantle costs HP to play, which triggers Self-Forming ClayAt the start of your turn, lose 1 HP and gain 8 Block.
Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Demonic Shield costs HP to play, which triggers Self-Forming ClayLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno costs HP to play, which triggers Self-Forming ClayAt the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Barricade
Power
3
Block is not removed at the start of your turn.
Barricade makes Block count for more, and Self-Forming Clay gains itBlock is not removed at the start of your turn.
Body Slam
Attack
1
Deal damage equal to your Block.
Body Slam makes Block count for more, and Self-Forming Clay gains itDeal damage equal to your Block.
Unmovable
Power
2
The first time you gain Block from a card each turn, double the amount gained.
Unmovable makes Block count for more, and Self-Forming Clay gains itThe first time you gain Block from a card each turn, double the amount gained.
Beacon of Hope
Power
1
Whenever you gain Block on your turn, other players gain half that much Block.
Beacon of Hope makes Block count for more, and Self-Forming Clay gains itWhenever you gain Block on your turn, other players gain half that much Block.
Entrench
Skill
2
Double your Block.
Entrench makes Block count for more, and Self-Forming Clay gains itDouble your Block.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong makes Block count for more, and Self-Forming Clay gains itNext turn, gain Block equal to your current Block.
Exhaust.

Relics that synergize with Self-Forming Clay

Red Skull
Rupture and Red Skull want the same low-HP line.While your HP is at or below 50%, you have 3 additional Strength.
Royal Poison
Royal Poison gives 3 Block on turn 2 of every fight.At the start of each combat, lose 4 HP.
Centennial Puzzle
Centennial Puzzle draws on the first hit.The first time you lose HP each combat, draw 3 cards.
Fragrant Mushroom
Fragrant Mushroom costs HP to play, which triggers Self-Forming ClayUpon pickup, lose 15 HP and Upgrade 2 random cards.
Parrying Shield
Parrying Shield makes Block count for more, and Self-Forming Clay gains itIf you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Sturdy Clamp
Sturdy Clamp makes Block count for more, and Self-Forming Clay gains itUp to 10 Block persists across turns.
Pael's Legion
Pael's Legion makes Block count for more, and Self-Forming Clay gains itDoubles Block gained from a card, then goes to sleep for 2 turns.
Vambrace
Vambrace makes Block count for more, and Self-Forming Clay gains itThe first time you gain Block from a card each combat, double the amount gained.

Changes by version

  1. 18 Jun 2026Bug fixv0.107.1
    Self-Forming Clay relic is no longer triggered by the Terminal modifier's max HP loss
  2. Fixed the Self-Forming Clay relic being triggered by the Terminal modifier's max HP loss
  3. 26 Apr 2026Bug fixBeta branch
    Self-Forming Clay relic is no longer triggered by Terminal modifier's max HP loss
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