





Blood Wall
Lose 2 HP. Gain 16 Block.
Ironclad
Skill
2
Common
Blood Wall+UPGRADED
Lose 2 HP. Gain 20 Block.

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 like Blood for Blood, and makes Body Slam much more appealing even very early in the run.

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.










