Background

Blood Wall

Lose 2 HP. Gain 16 Block.
Ironclad
Skill
2
Common

Blood Wall+UPGRADED

Lose 2 HP. Gain 20 Block.
Jorbs
Jorbs
Jorbs
A deceptively complex card to get the most out of. Ironclad's Starter deck struggles to spend all of its energy on block on turns where it needs to block, and this is a way to change that very early into the run with just one common pickup. Has excellent synergy with self-damage cards and relics, and makes Body Slam much more appealing even very early in the run. The Power card "Unmovable" also wants Ironclad to have singular cards which make lots of Block, which this does great with.
Baalorload
Baalorload
Baalorlord
At face value this is 13 block / 2 energy - decent value but made better with self-damage synergies. Having a huge block card in the common pool makes Body Slam much easier to use.