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Healthy endurance is too strong. heal of 5/6 instead of or even 4/6 instead of 6/8 would be much more balanced while still keeping the card strong. If you look at 2 cost non rare block cards like flame barrier, protect, leg sweep, and equilibrium they all block in the 11-13 range with some extra utility, and they are all balanced and fairly good. Sustain is very good utility that is normally hard to get. Also, an immediate heal is sort of like blocking, so the heal+Block probably shouldn't be more than 14 unupgraded.
Learn tells is too weak. The card could drop a mana cost and still be a bit on the weak side. "Infinite" dex scaling sounds great but the card doesn't even give dex the turn you play it to help you get it in play, and you have to end turn twice to get it to give as much as speed or 3 time to just break even with speed+. If you can survive getting it in play you probably didn't need it anyway.
The character is generally pretty balanced, maybe a bit weaker than the average base class.
The character feels a lot like the silent and the ironclad had a baby. This is fine and still brings an interesting experience.
The starter relic is too weak. If it also gave an artifact charge like the anti magic card it would stay on theme while being powerful enough. Reworking it to something like draw 1 card at the start of combat and heal 3 hp at the end would also make it strong enough and promote the silent x ironclad feel. those are just idea but the relic needs some kind of buff.
(pt 1/2)