The issue with Restlessness is that it's very hard to have an empty Hand. In a run where your Hand is regularly running out of cards, you want to take cards which draw cards... which means you're back to not running out of cards in Hand again! It can occasionally be played, but its ceiling is usually quite low.
The upside of this card is quite strong, but for most characters it's quite hard to play every card in your hand. More reliable if you can Exhaust or Discard cards from your hand. Can be used to make an infinite combo.
ALL players gain 12 Block.
Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.
Retain. If your Hand is empty, draw 2 cards and gain .
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.