Build Guide
Master every character's top builds Your complete guide from beginner to A20
π§ Winning Mindset
Master these principles before learning builds
Adapt, Don't Force
Take what the game offers. Don't tunnel on one build.
Remove Cards
Smaller deck = better draws. Remove Strikes & Defends.
Balance Matters
Need offense AND defense. Neglecting either kills runs.
Scaling Wins
Strength/Poison/Focus beat flat damage in boss fights.
Plan Routes
Check the map. Fight elites when strong, avoid when weak.
Know Bosses
Time Eater hates cards. Awakened hates Powers. Adapt!
Ironclad
Key Cards
How to Play
Early game: Take Inflame or Spot Weakness for initial Strength
Look for Demon Form - your main scaling engine
Prioritize multi-hit attacks: Heavy Blade, Sword Boomerang
Limit Break doubles your Strength - insane with Demon Form
Use Vulnerable to amplify damage further
Synergistic Relics
π‘ Pro Tip: Be patient. Demon Form wins long fights.
Key Cards
How to Play
Barricade is ESSENTIAL - Block no longer expires
Stack Block with Impervious (30), Shrug It Off
Entrench DOUBLES your Block - reach 200+ easily
Body Slam deals damage = your Block
Juggernaut adds passive damage on Block gain
Synergistic Relics
π‘ Pro Tip: Defense first. One Body Slam ends fights.
Key Cards
How to Play
Corruption: all Skills cost 0 but Exhaust
Feel No Pain: 3 Block per Exhausted card
Dark Embrace: draw 1 per Exhausted card
Dead Branch: add random cards on Exhaust
Snowballs into unstoppable engine
Synergistic Relics
π‘ Pro Tip: Early setup = late game domination.
Key Cards
How to Play
Offering: Lose 6 HP but gain 2 energy + draw 3 cards
Heavy Blade: deals base + 3x your Strength
Spot Weakness: gain 3 Strength if enemy intends to attack
Flex gives temporary Strength - use before Heavy Blade
Bloodletting: sacrifice HP for 2 energy when needed
Synergistic Relics
π‘ Pro Tip: HP is a resource. Spend it wisely for burst damage.
Key Cards
How to Play
Rupture: gain 1 Strength each time you lose HP from a card
Combust: lose 1 HP per turn, deal 5 AoE damage
Brutality: draw 1 extra card per turn, lose 1 HP
Hemokinesis: high damage at HP cost
Reaper heals you for damage dealt - sustain engine
Synergistic Relics
π‘ Pro Tip: Embrace the pain. Every HP lost makes you stronger.
Key Cards
How to Play
Whirlwind: X-cost, hits ALL enemies X times
Stack energy with Offering (+2) and Bloodletting (+2)
Seeing Red: exhaust to gain 2 energy
Battle Trance: draw 3 cards for setup
Any Strength multiplies all hits - devastating with Vulnerable
Synergistic Relics
π‘ Pro Tip: Energy is damage. Stack it, then unleash.
Silent
Key Cards
How to Play
Noxious Fumes: poison ALL enemies every turn
Catalyst doubles/triples poison
Corpse Explosion: enemy death = AoE damage
Focus on defense while poison works
Burst + Catalyst = instant triple poison
Synergistic Relics
π‘ Pro Tip: Poison is slow but inevitable.
Key Cards
How to Play
Accuracy: Shivs deal +4/6 damage (stacks!)
Blade Dance: add 3-4 Shivs for 1 energy
Infinite Blades: free Shiv every turn
After Image: 1 Block per card played
2 Accuracies = 14+ damage per Shiv
Synergistic Relics
π‘ Pro Tip: Shivs trigger relics. Find synergies.
Key Cards
How to Play
Wraith Form: 2-3 turns of Intangible
Win within those turns or prepare backup
Footwork stacks Dexterity for huge Block
Nightmare copies Wraith Form
Plan your exit strategy
Synergistic Relics
π‘ Pro Tip: Wraith Form wins fights. Build around it.
Key Cards
How to Play
Calculated Gamble: discard hand, draw same amount (0-cost)
Tactician: gain 1-2 energy when discarded
Reflex: draw 2-3 when discarded
Concentrate: +2 energy but discard 3 cards
Tools of the Trade: draw and discard 1 each turn
Synergistic Relics
π‘ Pro Tip: Discarding is drawing. Turn your trash into treasure.
Key Cards
How to Play
Well-Laid Plans: retain 1-2 cards per turn (power)
Setup: make any card retain + cost 0 next turn
Prepared: draw 2, discard 1 - filter your hand
Bullet Time: cards cost 0 this turn, no draw next turn
Nightmare: add 3 copies of a card to hand next turn
Synergistic Relics
π‘ Pro Tip: Perfect hands win fights. Plan two turns ahead.
Key Cards
How to Play
Burst: next skill plays twice this turn
Burst + Catalyst: QUADRUPLE poison (double twice)
Burst + Corpse Explosion: 2x enemy HP as AoE
Burst + Malaise: apply Weak & -Strength twice
Burst + Piercing Wail: devastating multi-enemy debuff
Synergistic Relics
π‘ Pro Tip: One Burst turn can end any fight. Set it up.
Defect
Key Cards
How to Play
Frost Orbs give (5 + Focus) Block passively
Defragment: +1 Focus permanently
Biased Cognition: +4 Focus (lose 1/turn)
Glacier: Block AND channel 2 Frost
5+ Focus = 10+ Block per Orb!
Synergistic Relics
π‘ Pro Tip: Focus scales everything. Prioritize it.
Key Cards
How to Play
Creative AI: random Power each turn
Echo Form: first card plays TWICE
Storm: Lightning per Power played
Mummified Hand: Power = free card
WARNING: Awakened One counters this!
Synergistic Relics
π‘ Pro Tip: Watch out for Awakened One!
Key Cards
How to Play
Claw: 0-cost, +2 damage per Claw ever played
All for One: return ALL 0-cost from discard
Multiple Claws = exponential scaling
Add other 0-cost attacks
Trust the process
Synergistic Relics
π‘ Pro Tip: Claw is Law. Trust the meme.
Key Cards
How to Play
All For One: return ALL 0-cost cards from discard to hand
Claw: 0-cost, permanently gains +2 damage per play
Beam Cell: 0-cost, apply Vulnerable
Go for the Eyes: 0-cost, 3 damage + Weak if attacking
Streamline: reduces cost by 1 each play until 0
Synergistic Relics
π‘ Pro Tip: Fill your deck with 0-costs. All For One does the rest.
Key Cards
How to Play
Dark orbs: gain 6 damage per turn, unleash on evoke
Darkness: channel Dark + increase rightmost Dark
Doom and Gloom: channel Dark to all enemies
Recursion: evoke then re-channel your orb
Multi-Cast: evoke rightmost orb X times - HUGE damage
Synergistic Relics
π‘ Pro Tip: Let Dark orbs charge. One big evoke ends the fight.
Key Cards
How to Play
Snecko Eye: draw 2 extra, ALL cards cost 0-3 randomly
Meteor Strike: 24 damage + 3 Plasma orbs (normally 5-cost)
Thunder Strike: 7 damage per Lightning orb ever channeled
Hyperbeam: 26 AoE damage (normally 2-cost)
High-cost cards become broken when they cost 0-1
Synergistic Relics
π‘ Pro Tip: Embrace chaos. Snecko rewards greedy drafting.
Watcher
Key Cards
How to Play
Wrath: deal and take DOUBLE damage
Calm: gain 2 energy when you EXIT
Rushdown: draw 2 on entering Wrath
Mental Fortress: 4 Block per stance change
NEVER end turn in Wrath without Block!
Synergistic Relics
π‘ Pro Tip: NEVER end in Wrath unless safe.
Key Cards
How to Play
Divinity: TRIPLE damage + 3 energy
10 Mantra to enter Divinity
Worship: gain 5 Mantra
Devotion: 2 Mantra per turn
One Divinity turn can end any fight
Synergistic Relics
π‘ Pro Tip: Time your Divinity perfectly.
Key Cards
How to Play
Core: Rushdown + Wrath entry + Calm entry
Wrath β draw 2 β Calm β +2 energy β repeat
Need thin deck (5-6 cards)
Remove cards aggressively
Mental Fortress for infinite Block
Synergistic Relics
π‘ Pro Tip: Remove cards. Thin deck = infinite.
Key Cards
How to Play
Scry: look at top cards, discard any you don't want
Foresight: Scry 3 at start of each turn (power)
Third Eye: Block + Scry 3, very efficient
Weave: 0-cost attack, returns to hand when you Scry
Nirvana: gain 4 Block whenever you Scry (power)
Synergistic Relics
π‘ Pro Tip: Scry is information. Knowledge wins fights.
Key Cards
How to Play
Windmill Strike: +4 damage each time retained, then deals
Sands of Time: high damage, retains, -1 cost each retain
Establishment: retained cards cost 1 less (power)
Meditate: return 1-2 cards from discard, enter Calm
Spirit Shield: Block based on cards in hand
Synergistic Relics
π‘ Pro Tip: Patience pays. Retain cards until the perfect moment.
Key Cards
How to Play
Mantra: at 10, enter Divinity (3x damage, +3 energy)
Prostrate: gain 2 Mantra + 4 Block (0-cost!)
Devotion: gain 2-3 Mantra per turn passively
Worship: gain 5 Mantra in one card
Blasphemy: enter Divinity next turn but die after
Synergistic Relics
π‘ Pro Tip: Build Mantra early. Divinity wins boss fights.
Ready to Climb?
Adapt to what the game gives. Don't force builds. Good luck!