⚔️

The Ironclad

A battle-hardened warrior who thrives on aggression, self-damage, and exhaust synergies. STS2 shifts his identity toward Vulnerable exploitation — Cruelty is his most defining power.

VulnerableExhaustBlock→DamageHP Loss
The highest-ceiling Ironclad build. Cruelty makes Vulnerable enemies take 25% more damage permanently — this stacks multiplicatively with Vulnerable's own 50% debuff. Bash and Grapple apply Vulnerable; Bully converts each stack into free 0-cost damage. Draft Cruelty early, then pick every Vulnerable applier you see.
Core — Never Skip
Cruelty

Cruelty+

Cost 1

Vulnerable enemies take an additional 25% damage.

Cruelty

ironclad rare power

Vulnerable enemies take 25% more damage — permanently for the fight. Unlike Strength this multiplies everything. Cruelty suggests Ironclad's damage identity in STS2 cares more about Vulnerable than raw Strength, creating a meaningfully different character than before.

Card Super Synergies
BashGrappleBully
Card Antisynergies
MangleHowl From Beyond
Bash

Bash+

Cost 2

Deal 8 damage.
Apply 2 Vulnerable.

Deal 11 damage.
Apply 3 Vulnerable.

Bash

ironclad common attack

At 2 energy this needs to pull real weight — and it does. 8 damage plus 2 Vulnerable is still above rate at 2 cost because Vulnerable multiplies all subsequent attacks. Upgraded to 11 damage and 3 Vulnerable, it pays for itself immediately.

Card Super Synergies
BullyGrappleCruelty
Card Antisynergies
True GritAnger
Bully

Bully+

Cost 0

Deal 4 damage.
Deal 2 additional damage for each Vulnerable on the enemy.

Bully

ironclad uncommon attack

0-cost attacker that scales with Vulnerable. Even at base 4 damage it's free — with Bash or Grapple stacking 2-3 Vulnerable it's 8-10 damage at no energy cost. In Cruelty builds this becomes your primary damage output.

Card Super Synergies
BashGrappleTremble
Card Antisynergies
MangleTrue Grit
Grapple

Grapple+

Cost 1

Apply 2 Vulnerable.
Enemy loses 1 Strength this turn for each Vulnerable it has.

Grapple

ironclad uncommon skill

Applies Vulnerable and strips enemy Strength proportional to how much Vulnerable they already have. Against high-Strength enemies this is damage mitigation and Vulnerable stacking simultaneously. High floor, high ceiling.

Card Super Synergies
BullyBashCruelty
Card Antisynergies
MangleTrue Grit
Flex — Strong Additions
Thunderclap

Thunderclap+

Cost 1

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Thunderclap

ironclad common attack

AoE Vulnerable at 1 cost is rare. Against multi-enemy encounters this is almost always correct to play. In single-target fights it's slightly weaker than Bash but still primes Cruelty and Bully.

Card Super Synergies
BullyCrueltyGrapple
Card Antisynergies
True GritAnger
Uppercut

Uppercut+

Cost 2

Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.

Uppercut

ironclad uncommon attack

13 damage with both Weak and Vulnerable at 2 cost. The dual debuff application is rare and extremely efficient — Weak cuts incoming damage while Vulnerable amplifies your follow-up. Primes Cruelty and Bully while protecting you simultaneously.

Card Super Synergies
CrueltyBullyGrapple
Card Antisynergies
MangleHellraiser
Tremble

Tremble+

Cost 0

Apply 2 Vulnerable.
Exhaust.

Tremble

ironclad common skill

Free 2 Vulnerable with exhaust. Stronger than it looks in Cruelty and Bully builds where stacking Vulnerable has multiplicative returns. The exhaust means it never clogs draws.

Card Super Synergies
BullyCrueltyBash
Card Antisynergies
AngerHowl From Beyond
Taunt

Taunt+

Cost 1

Gain 7 Block.
Apply 1 Vulnerable to ALL enemies.

Taunt

ironclad uncommon skill

Block plus AoE Vulnerable is efficient against multi-enemy rooms. Single-target it's 1 Vulnerable for 1 energy with mediocre block — fine, not great. Better early than late.

Card Super Synergies
BullyBody SlamCruelty
Card Antisynergies
Panic ButtonStone Armor
Colossus

Colossus+

Cost 1

Gain 3 Block.
You receive 50% less damage from Vulnerable enemies this turn.

Colossus

ironclad rare skill

50% damage reduction from Vulnerable enemies is transformative against bosses that self-apply Vulnerable. The 3 block is almost irrelevant — you're taking this for the damage mitigation and Body Slam amplification.

Card Super Synergies
Body SlamBlood WallStone Armor
Card Antisynergies
Blood for BloodBreakthrough
Avoid — Anti-Synergy
Anger

Anger+

Cost 0

Deal 6 damage.
Add a copy of this card into your Discard Pile.

Anger

ironclad common attack

0-cost 6 damage is solid early, but the self-copying mechanic bloats your deck fast. Best in dedicated Hellraiser or Aggression engines. Otherwise keep it to one copy — two is already risky, three is a problem.

Hellraiser

Hellraiser+

Cost 3

Whenever you draw a card containing "Strike", it is played against a random enemy.

Hellraiser

ironclad rare power

At 3 energy this is a late-game power investment. Auto-firing Strikes from draw is strong in dedicated Anger engines but the 3-cost means you're committing heavily. Only take it when your deck already has multiple Strike-named cards to trigger it.

Mangle

Mangle+

Cost 3

Deal 15 damage.
Enemy loses 10 Strength this turn.

Mangle

ironclad rare attack

15 damage plus strip 10 Strength at 3 energy. Expensive but the Strength reduction is permanent for the turn — against high-Strength bosses it saves more HP than it costs energy. A premium card that needs to be played at the right moment.

⚡ Kill Combo
Cruelty (T1)Bash (2 Vuln)Grapple (+2 Vuln)Bully ×2 (free 20+ dmg)
Damage Ceiling
9.5
Consistency
8.5
Draft Ease
7
Boss Power
9
True Grit and Cinder mill cards into exhaust, powering Ashen Strike's +3 damage per exhausted card. Howl From Beyond replays itself from exhaust every turn — pay 3 energy once, get free 16 AoE forever. Pact's End adds free 17 AoE once 3+ cards exhausted.
Core — Never Skip
Ashen Strike

Ashen Strike+

Cost 1

Deal 15 damage.
Deals 3 additional damage for each card in your Exhaust Pile.

Ashen Strike

ironclad uncommon attack

15 damage at 1 energy scaling by 3 per exhausted card. At just 1 cost the bar is low — even 3 exhausted cards puts it at 24 damage for 1 energy. In exhaust builds this is consistently your cheapest high-damage attack. Priority upgrade target.

Card Super Synergies
True GritCinderGhostly Armor
Card Antisynergies
AngerHellraiser
True Grit

True Grit+

Cost 1

Gain 7 Block.
Exhaust 1 card at random.

True Grit

ironclad common skill

7 block plus forced exhaust at 1 energy. The exhaust isn't a drawback — it's the engine. Powers Ashen Strike, Howl from Beyond, and Cinder. Build your deck so you control what gets exhausted.

Card Super Synergies
Ashen StrikeGhostly ArmorCinder
Card Antisynergies
AngerHellraiser
Howl From Beyond

Howl From Beyond+

Cost 3

Deal 16 damage to ALL enemies.
At the start of your turn, plays from the Exhaust pile.

Howl From Beyond

ironclad uncommon attack

16 AoE for 3 energy — expensive upfront but you only pay once. After exhaust it replays free every turn, making the true cost 3/∞. Against multi-enemy fights the total value is enormous. Worth the initial investment in exhaust builds.

Card Super Synergies
Ashen StrikeTrue GritCinder
Card Antisynergies
AggressionAnger
Pact's End

Pact's End+

Cost 0

Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.

Pact's End

ironclad rare attack

0-cost 17 AoE damage conditional on 3+ exhausted cards. In any exhaust build — True Grit, Cinder, Ghostly Armor — this condition is trivially met by turn 2-3. Free 17 AoE is one of the best damage rates in the game. A top-tier finisher for exhaust archetypes.

Card Super Synergies
True GritCinderAshen Strike
Card Antisynergies
AngerHellraiser
Flex — Strong Additions
Cinder

Cinder+

Cost 2

Deal 15 damage.
Exhaust the top 2 cards in your Draw Pile.

Cinder

ironclad uncommon attack

15 damage that mills 2 cards into exhaust. In exhaust builds this is simultaneously offense and setup — each Cinder is +6 damage on Ashen Strike and one more trigger for Howl From Beyond. The 2-cost is the only real constraint.

Card Super Synergies
Ashen StrikeHowl From BeyondTrue Grit
Card Antisynergies
AngerHellraiser
Ghostly Armor

Ghostly Armor+

Cost 1

Ethereal.
Gain 10 Block.

Ghostly Armor

ironclad uncommon skill

Ethereal limits consistency — if you don't draw it by turn end it vanishes. 10 block for 1 energy is strong, and it syncs with Ashen Strike's exhaust scaling. Take it if your exhaust engine is already online.

Card Super Synergies
Body SlamAshen StrikeTrue Grit
Card Antisynergies
Panic ButtonAnger
Shrug it Off

Shrug it Off+

Cost 1

Gain 8 Block.
Draw 1 card.

Shrug it Off

ironclad common skill

8 block and draw 1 for 1 energy. Strictly better than Defend — the cantrip means you never lose card advantage playing it. Body Slam gets the block, you get a replacement card. One of Ironclad's best common skills.

Card Super Synergies
Body SlamColossusFasten
Card Antisynergies
Panic ButtonStone Armor
Aggression

Aggression+

Cost 1

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Aggression

ironclad rare power

Recycles and upgrades a discard-pile attack every turn. Effectively increases your attack density per cycle and guarantees upgraded attacks. Particularly powerful with Anger stacks — each copy gets upgraded on retrieval.

Card Super Synergies
AngerHowl From BeyondUnrelenting
Card Antisynergies
Howl From BeyondCinder
Avoid — Anti-Synergy
Anger

Anger+

Cost 0

Deal 6 damage.
Add a copy of this card into your Discard Pile.

Anger

ironclad common attack

0-cost 6 damage is solid early, but the self-copying mechanic bloats your deck fast. Best in dedicated Hellraiser or Aggression engines. Otherwise keep it to one copy — two is already risky, three is a problem.

Hellraiser

Hellraiser+

Cost 3

Whenever you draw a card containing "Strike", it is played against a random enemy.

Hellraiser

ironclad rare power

At 3 energy this is a late-game power investment. Auto-firing Strikes from draw is strong in dedicated Anger engines but the 3-cost means you're committing heavily. Only take it when your deck already has multiple Strike-named cards to trigger it.

⚡ Kill Combo
True Grit ×2Cinder (exhaust 2)Ashen Strike (27+ dmg)Pact's End (free 17 AoE)
Damage Ceiling
9
Consistency
8
Draft Ease
8
Boss Power
8.5
Blood Wall gives 15 block for 2 energy. Body Slam converts your entire block into damage — upgraded costs 0. Colossus reduces Vulnerable enemy damage by 50%.
Core — Never Skip
Body Slam

Body Slam+

Cost 1

Deal damage equal to your Block.

Body Slam

ironclad common attack

Converts every block source into damage. Pairs with Blood Wall, Iron Wave, Colossus — even Panic Button. Upgraded it costs 0, which turns large block turns into free kills. Core win condition for many Ironclad builds.

Card Super Synergies
Blood WallIron WaveColossus
Card Antisynergies
Panic ButtonStone Armor
Blood Wall

Blood Wall+

Cost 2

Lose 2 HP.
Gain 15 Block.

Blood Wall

ironclad common skill

15 block for 2 energy and 2 HP. Solid block rate even at 2 cost — and the HP loss feeds Blood for Blood. Body Slam turns 15 block into 15 damage on top. Don't let the HP cost scare you in the right build.

Card Super Synergies
Body SlamBlood for BloodColossus
Card Antisynergies
Panic ButtonStone Armor
Shrug it Off

Shrug it Off+

Cost 1

Gain 8 Block.
Draw 1 card.

Shrug it Off

ironclad common skill

8 block and draw 1 for 1 energy. Strictly better than Defend — the cantrip means you never lose card advantage playing it. Body Slam gets the block, you get a replacement card. One of Ironclad's best common skills.

Card Super Synergies
Body SlamColossusFasten
Card Antisynergies
Panic ButtonStone Armor
Colossus

Colossus+

Cost 1

Gain 3 Block.
You receive 50% less damage from Vulnerable enemies this turn.

Colossus

ironclad rare skill

50% damage reduction from Vulnerable enemies is transformative against bosses that self-apply Vulnerable. The 3 block is almost irrelevant — you're taking this for the damage mitigation and Body Slam amplification.

Card Super Synergies
Body SlamBlood WallStone Armor
Card Antisynergies
Blood for BloodBreakthrough
Flex — Strong Additions
Iron Wave

Iron Wave+

Cost 1

Gain 5 Block.
Deal 5 damage.

Iron Wave

ironclad common attack

5 block and 5 damage at 1 energy — efficient early but doesn't scale. Shines specifically in Body Slam builds where the block matters more than the damage number.

Card Super Synergies
Body SlamFastenColossus
Card Antisynergies
Stone ArmorPanic Button
Fasten

Fasten+

Cost 1

Defend cards gain 4 additional Block when played.

Fasten

colorless uncommon power

+4 block on every Defend-type card. In block-heavy Ironclad builds this converts mediocre Defend cards into meaningful value while also buffing everything else that generates Defend block. Build-dependent but strong in its lane.

Card Super Synergies
DefendBody SlamMinion Sacrifice
Card Antisynergies
Stone ArmorPanic Button
Headbutt

Headbutt+

Cost 1

Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.

Headbutt

ironclad common attack

9 damage plus topdeck a discard pile card. The damage is respectable and the topdeck effect guarantees you draw a key card next turn — Body Slam, Blood for Blood, or Bash exactly when needed. Reliable utility attacker.

Card Super Synergies
Body SlamBlood for BloodAshen Strike
Card Antisynergies
AngerHellraiser
Stone Armor

Stone Armor+

Cost 1

Gain 5 Plating.
Lose 1 Dexterity.

Stone Armor

ironclad uncommon power

Plating is permanent block. Losing 1 Dexterity hurts block-stacking builds but pays off if your offense doesn't need Dex. Best in Body Slam and Blood for Blood archetypes where each point of plating is also damage.

Card Super Synergies
Body SlamBlood for BloodColossus
Card Antisynergies
DefendInflame
⚡ Kill Combo
Blood Wall (15 blk)Shrug (8 blk + draw)Body Slam (23 dmg, 0E)
Damage Ceiling
7
Consistency
9
Draft Ease
8.5
Boss Power
7.5
Blood for Blood costs 4 but drops by 1 per HP loss — by turn 3 it's consistently free 18 damage. Spite draws a card whenever you lose HP. This deck races.
Core — Never Skip
Blood for Blood

Blood for Blood+

Cost 4

Deal 18 damage.
Cost 1 less Energy for each time you lose HP in combat.

Blood for Blood

ironclad uncommon attack

18 damage that trends toward 0 cost as you take hits. In aggressive builds that embrace HP loss via Blood Wall and Breakthrough, this becomes free consistently. 18 damage for 0 energy is among the best rates in the game.

Card Super Synergies
Blood WallBreakthroughStone Armor
Card Antisynergies
ColossusGhostly Armor
Hemokinesis

Hemokinesis+

Cost 1

Lose 2 HP.
Deal 14 damage.

Hemokinesis

ironclad uncommon attack

14 damage for 1 energy at the cost of 2 HP. The damage-per-energy is excellent — 14 for 1 is among the highest single-target rates at uncommon. The HP loss feeds Blood for Blood and is negligible in builds with sustain. Strong aggressive pickup.

Card Super Synergies
Blood for BloodStone ArmorInflame
Card Antisynergies
ColossusGhostly Armor
Blood Wall

Blood Wall+

Cost 2

Lose 2 HP.
Gain 15 Block.

Blood Wall

ironclad common skill

15 block for 2 energy and 2 HP. Solid block rate even at 2 cost — and the HP loss feeds Blood for Blood. Body Slam turns 15 block into 15 damage on top. Don't let the HP cost scare you in the right build.

Card Super Synergies
Body SlamBlood for BloodColossus
Card Antisynergies
Panic ButtonStone Armor
Spite

Spite+

Cost 0

Deal 6 damage.
If you lost HP this turn, draw 1 card.

Spite

ironclad uncommon attack

0-cost 6 damage with conditional draw. If you lost HP this turn — from Blood Wall, Hemokinesis, or enemy attacks — the draw triggers for free card advantage. In HP-loss builds this is a free attack that replaces itself. Without the trigger it's still 6 free damage.

Card Super Synergies
Blood WallHemokinesisBlood for Blood
Card Antisynergies
ColossusGhostly Armor
Flex — Strong Additions
Breakthrough

Breakthrough+

Cost 1

Lose 1 HP.
Deal 10 damage to ALL enemies.

Breakthrough

ironclad common attack

Reliable AoE for 1 HP. The HP loss quietly feeds Blood for Blood. Don't sleep on it in multi-enemy floors. Falls off against bosses where single-target damage matters more.

Card Super Synergies
Blood for BloodStone ArmorHowl From Beyond
Card Antisynergies
ColossusTrue Grit
Bludgeon

Bludgeon+

Cost 3

Deal 32 damage.

Bludgeon

ironclad uncommon attack

32 damage for 3 energy — the highest flat damage single attack for Ironclad. Expensive but devastating. Pairs with Unrelenting to play for free, or use it as a finisher when energy isn't a constraint. Against bosses the raw number speaks for itself.

Card Super Synergies
UnrelentingInflameAggression
Card Antisynergies
True GritCinder
Stone Armor

Stone Armor+

Cost 1

Gain 5 Plating.
Lose 1 Dexterity.

Stone Armor

ironclad uncommon power

Plating is permanent block. Losing 1 Dexterity hurts block-stacking builds but pays off if your offense doesn't need Dex. Best in Body Slam and Blood for Blood archetypes where each point of plating is also damage.

Card Super Synergies
Body SlamBlood for BloodColossus
Card Antisynergies
DefendInflame
Inflame

Inflame+

Cost 1

Gain 2 Strength.

Inflame

ironclad uncommon power

Permanent +2 Strength affects every attack for the rest of combat. The older Strength scaling archetype. Not as synergistic as Vulnerable builds but straightforward and reliable — any attack deck benefits.

Card Super Synergies
Body SlamMangleHowl From Beyond
Card Antisynergies
Stone ArmorGrapple
Damage Ceiling
8
Consistency
7
Draft Ease
7.5
Boss Power
6.5
🗡️

The Silent

Cunning huntress controlling the battlefield with Shivs, the new Sly keyword, and debuffs. Sly cards play themselves for free when discarded.

ShivSlyWeakPoison
Blade Dance and Cloak and Dagger generate Shivs. Accuracy+ makes each Shiv deal 10 damage instead of 4. Fan of Knives converts all Shivs to AoE permanently. Blade Dance alone becomes 30 AoE post-Accuracy+.
Core — Never Skip
Fan of Knives

Fan of Knives+

Cost 2

Shivs now hit ALL enemies.
Add 3 Shivs into your Hand.

Fan of Knives

silent rare power

2 energy to permanently convert all Shivs to AoE plus get 3 more. The upfront cost is steep but the ongoing Shiv output from Blade Dance becomes full AoE for free forever after. Requires Shiv generation already in place to justify the 2-cost.

Card Super Synergies
Blade DanceMaster PlannerFlick-Flack
Card Antisynergies
Dagger ThrowPutrefy
Accuracy+

Accuracy++

Cost 1

Shivs deal 6 additional damage.

Accuracy+

silent uncommon power

Shivs deal 6 additional damage permanently. Each Shiv goes from 4 to 10 damage — with Blade Dance generating 3 Shivs that's 30 damage for 1 energy. Fan of Knives makes each Shiv 10 AoE. The Shiv archetype's most important scaling power.

Card Super Synergies
Blade DanceFan of KnivesCloak and Dagger
Card Antisynergies
Die Die DiePutrefy
Blade Dance

Blade Dance+

Cost 1

Add 3 Shivs into your Hand.
Exhaust.

Blade Dance

silent common skill

Generates 3 Shivs and exhausts, keeping your deck clean while flooding your hand with 0-cost attacks. Essential setup for Fan of Knives. Even without Fan it's 12 free damage spread across Shivs — no questions asked.

Card Super Synergies
Fan of KnivesMaster PlannerFlick-Flack
Card Antisynergies
PutrefyDagger Throw
Cloak and Dagger

Cloak and Dagger+

Cost 1

Gain 6 Block.
Add 1 Shiv into your Hand.

Cloak and Dagger

silent common skill

6 block and a Shiv for 1 energy. Strictly better than Defend — you get block plus a free 4-damage attack token. In Fan of Knives builds the Shiv becomes AoE. Master Planner adds Sly on top. One of Silent's best common skills.

Card Super Synergies
Fan of KnivesMaster PlannerAccuracy+
Card Antisynergies
Die Die DiePutrefy
Flex — Strong Additions
Hidden Daggers+

Hidden Daggers++

Cost 0

Discard 2 cards.
Add 3 Shivs into your Hand.

Hidden Daggers+

silent uncommon skill

0-cost Shiv generator: discard 2, gain 3 Shivs. Net card gain of +1 and the Shivs are 0-cost attacks. In Fan of Knives builds each Shiv is AoE. The discard fuels Survivor synergies. Upgraded version — the base card likely costs more or generates fewer Shivs.

Card Super Synergies
Fan of KnivesAccuracy+Blade Dance
Card Antisynergies
PutrefyDie Die Die
Die Die Die

Die Die Die+

Cost 1

Deal 13 damage to ALL enemies.
Exhaust.

Die Die Die

silent rare attack

13 AoE at 1 cost with exhaust. The exhaust prevents repeated use but a single exhaust on 13 AoE is still among the best energy-to-damage rates in the game for multi-enemy rooms. Against single targets it's just solid. Almost always correct to take.

Card Super Synergies
Master PlannerFlick-FlackPutrefy
Card Antisynergies
Blade DanceNeutralize
Well-Laid Plans

Well-Laid Plans+

Cost 1

At the end of your turn, Retain up to 1 card.

Well-Laid Plans

silent uncommon power

Retain 1 card per turn permanently. This is hand sculpting for free every turn — hold Piercing Wail for the big attack, save Blade Dance for the multi-enemy room, keep Die Die Die for the perfect moment. Universally strong in any Silent deck.

Card Super Synergies
Piercing WailSurvivorAnticipate
Card Antisynergies
Blade DanceFan of Knives
Survivor

Survivor+

Cost 1

Gain 8 Block.
Discard 1 card.

Survivor

silent common skill

8 block with a discard for 1 energy. 8 block at 1 cost is above Defend rate, and the discard fuels discard synergies while letting you dump dead cards. Pairs with Anticipate for massive block turns and Well-Laid Plans for hand sculpting.

Card Super Synergies
AnticipateWell-Laid PlansMaster Planner
Card Antisynergies
Blade DanceFan of Knives
⚡ Kill Combo
Fan of Knives + Accuracy+Blade Dance (3×10 AoE)Cloak & Dagger (10 AoE + 6 blk)
Damage Ceiling
9.5
Consistency
7.5
Draft Ease
6
Boss Power
9
Master Planner gives every Skill Sly permanently. Every Survivor, Piercing Wail now also deals damage when discarded. Flick-Flack has Sly natively. Turns defensive plays into dual-purpose cards.
Core — Never Skip
Master Planner

Master Planner+

Cost 3

When you play a Skill, it gains Sly.

Master Planner

silent rare power

At 3 energy this is a significant commitment — but turning ALL skills into Sly for the rest of combat is a build-defining effect. Take it only when you have 5+ skills in your deck. Once active, every block move also deals damage.

Card Super Synergies
Blade DanceFlick-FlackPutrefy
Card Antisynergies
Dagger ThrowNeutralize
Flick-Flack

Flick-Flack+

Cost 1

Sly.
Deal 7 damage to ALL enemies.

Flick-Flack

silent common attack

Sly plus AoE is an exceptionally strong combination. Sly lets it benefit from Master Planner while still hitting everything. At 1 cost this is one of Silent's best AoE options — efficient, flexible, and scales with synergies.

Card Super Synergies
Master PlannerBlade DanceDie Die Die
Card Antisynergies
PutrefyNeutralize
Survivor

Survivor+

Cost 1

Gain 8 Block.
Discard 1 card.

Survivor

silent common skill

8 block with a discard for 1 energy. 8 block at 1 cost is above Defend rate, and the discard fuels discard synergies while letting you dump dead cards. Pairs with Anticipate for massive block turns and Well-Laid Plans for hand sculpting.

Card Super Synergies
AnticipateWell-Laid PlansMaster Planner
Card Antisynergies
Blade DanceFan of Knives
Piercing Wail

Piercing Wail+

Cost 1

ALL enemies lose 6 Strength this turn.
Exhaust.

Piercing Wail

silent common skill

ALL enemies lose 6 Strength this turn. Against multi-attack enemies this prevents 6 damage per hit — easily 18-30 damage prevented in a single play. The exhaust prevents repeated use but one play can save a fight. Best defensive skill Silent has access to.

Card Super Synergies
Master PlannerWell-Laid PlansSurvivor
Card Antisynergies
Die Die DieBlade Dance
Flex — Strong Additions
Blade Dance

Blade Dance+

Cost 1

Add 3 Shivs into your Hand.
Exhaust.

Blade Dance

silent common skill

Generates 3 Shivs and exhausts, keeping your deck clean while flooding your hand with 0-cost attacks. Essential setup for Fan of Knives. Even without Fan it's 12 free damage spread across Shivs — no questions asked.

Card Super Synergies
Fan of KnivesMaster PlannerFlick-Flack
Card Antisynergies
PutrefyDagger Throw
Reflex

Reflex+

Cost 3

Sly.
Draw 2 cards.

Reflex

silent common skill

Sly plus draw 2 at 3 energy. The Sly keyword means Master Planner can enhance it further. 3 cost is steep for draw — but in builds with energy surplus or cost reduction the card advantage plus Sly damage adds up. Requires setup to justify.

Card Super Synergies
Master PlannerFlick-FlackBlade Dance
Card Antisynergies
Die Die DiePutrefy
Anticipate

Anticipate+

Cost 0

Gain 3 Dexterity this turn.

Anticipate

silent common skill

Free +3 Dexterity for the turn. At 0 cost this converts every block card played this turn into significantly more value. Play it before Survivor or Cloak and Dagger and the Dex bonus stacks on each. Timing-dependent but very efficient when sequenced correctly.

Card Super Synergies
SurvivorCloak and DaggerWell-Laid Plans
Card Antisynergies
Die Die DieBlade Dance
Putrefy

Putrefy+

Cost 1

Apply 2 Weak.
Apply 2 Vulnerable.
Exhaust.

Putrefy

silent uncommon skill

2 Weak and 2 Vulnerable in one card with exhaust. This primes Sucker Punch damage and creates conditions for every damage dealer Silent has. The exhaust ensures it never clogs your hand — strong setup card in any Silent build.

Card Super Synergies
Die Die DieSucker PunchMaster Planner
Card Antisynergies
Fan of KnivesBlade Dance
Damage Ceiling
8
Consistency
9
Draft Ease
7
Boss Power
8.5
Sucker Punch and Putrefy stack Weak. Poisoned Stab adds Poison ticks. Piercing Wail strips 6 Strength from all enemies. This build grinds — reduces incoming damage to near-zero.
Core — Never Skip
Sucker Punch

Sucker Punch+

Cost 1

Deal 7 damage.
Apply 2 Weak.

Sucker Punch

silent common attack

7 damage plus 2 Weak at 1 cost. Weak stacks and the raw damage is above-average for a common. Repeatedly applying Weak on a boss keeps your HP total healthy throughout the fight. One of Silent's better early picks.

Card Super Synergies
NeutralizeMaster PlannerPutrefy
Card Antisynergies
Fan of KnivesDie Die Die
Putrefy

Putrefy+

Cost 1

Apply 2 Weak.
Apply 2 Vulnerable.
Exhaust.

Putrefy

silent uncommon skill

2 Weak and 2 Vulnerable in one card with exhaust. This primes Sucker Punch damage and creates conditions for every damage dealer Silent has. The exhaust ensures it never clogs your hand — strong setup card in any Silent build.

Card Super Synergies
Die Die DieSucker PunchMaster Planner
Card Antisynergies
Fan of KnivesBlade Dance
Piercing Wail

Piercing Wail+

Cost 1

ALL enemies lose 6 Strength this turn.
Exhaust.

Piercing Wail

silent common skill

ALL enemies lose 6 Strength this turn. Against multi-attack enemies this prevents 6 damage per hit — easily 18-30 damage prevented in a single play. The exhaust prevents repeated use but one play can save a fight. Best defensive skill Silent has access to.

Card Super Synergies
Master PlannerWell-Laid PlansSurvivor
Card Antisynergies
Die Die DieBlade Dance
Poisoned Stab

Poisoned Stab+

Cost 1

Deal 6 damage.
Apply 3 Poison.

Poisoned Stab

silent common attack

6 damage plus 3 Poison for 1 energy. The Poison ticks add up over multiple turns — 3 Poison is 6 total damage over 3 turns, making this effectively 12 damage for 1 energy in longer fights. A solid common attacker that improves in slow matchups.

Card Super Synergies
Sucker PunchNeutralizePutrefy
Card Antisynergies
Die Die DieFan of Knives
Flex — Strong Additions
Neutralize

Neutralize+

Cost 0

Deal 3 damage.
Apply 1 Weak.

Neutralize

silent common attack

Free Weak application at the cost of nothing. Weak's 25% damage reduction is consistently useful throughout the run. Solid early, edges out later once your deck has enough damage density. Rarely dead in hand.

Card Super Synergies
Sucker PunchMaster PlannerFan of Knives
Card Antisynergies
Die Die DieFan of Knives
Well-Laid Plans

Well-Laid Plans+

Cost 1

At the end of your turn, Retain up to 1 card.

Well-Laid Plans

silent uncommon power

Retain 1 card per turn permanently. This is hand sculpting for free every turn — hold Piercing Wail for the big attack, save Blade Dance for the multi-enemy room, keep Die Die Die for the perfect moment. Universally strong in any Silent deck.

Card Super Synergies
Piercing WailSurvivorAnticipate
Card Antisynergies
Blade DanceFan of Knives
Survivor

Survivor+

Cost 1

Gain 8 Block.
Discard 1 card.

Survivor

silent common skill

8 block with a discard for 1 energy. 8 block at 1 cost is above Defend rate, and the discard fuels discard synergies while letting you dump dead cards. Pairs with Anticipate for massive block turns and Well-Laid Plans for hand sculpting.

Card Super Synergies
AnticipateWell-Laid PlansMaster Planner
Card Antisynergies
Blade DanceFan of Knives
Anticipate

Anticipate+

Cost 0

Gain 3 Dexterity this turn.

Anticipate

silent common skill

Free +3 Dexterity for the turn. At 0 cost this converts every block card played this turn into significantly more value. Play it before Survivor or Cloak and Dagger and the Dex bonus stacks on each. Timing-dependent but very efficient when sequenced correctly.

Card Super Synergies
SurvivorCloak and DaggerWell-Laid Plans
Card Antisynergies
Die Die DieBlade Dance
Damage Ceiling
5.5
Consistency
9.5
Draft Ease
9
Boss Power
7

The Defect

A corrupted automaton returning with redesigned orb mechanics. Only 2 cards revealed — archetypes are projected from STS1 patterns.

LightningFrostDarkFocus
Rainbow channels one of each orb type — Lightning passive damage, Frost block, Dark stored burst. Focus increases all output. Rip and Tear provides direct burst.
Core — Never Skip
Rainbow

Rainbow+

Cost 2

Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.

Rainbow

defect rare skill

Channels one of each orb type simultaneously. The flexibility to fill any orb slot is valuable, but the 2-cost limits early use. Strong when your deck leverages all three orb types — otherwise channel the right one manually.

Card Super Synergies
Rip and TearApotheosisSecret Weapon
Card Antisynergies
ApotheosisAutomation
Rip and Tear

Rip and Tear+

Cost 1

Deal 7 damage to a random enemy twice.

Rip and Tear

defect uncommon attack

Two random hits for 7 each at 1 energy. The randomness on target selection matters in multi-enemy fights but in single-target the double-hit is clean. Consistent damage with no setup required.

Card Super Synergies
RainbowApotheosisUnrelenting
Card Antisynergies
True GritScrawl
Flex — Strong Additions
Apotheosis

Apotheosis+

Cost 2

Upgrade ALL your cards for the rest of combat.
Exhaust.

Apotheosis

colorless rare skill

Upgrades every card in your deck for the rest of combat. At 2 energy this is one of the highest-impact single plays in the game. In any deck with cards that improve significantly on upgrade — which is most decks — this is a must-take.

Card Super Synergies
ScrawlGold AxeRolling Boulder
Card Antisynergies
True GritDie Die Die
⚡ Kill Combo
Rainbow (all 3 orbs)Focus scalingRip and Tear (14 burst)
⚡ Note: Only 2 Defect cards revealed. Full orb kit expected at Early Access launch. This section will expand as cards drop.
Damage Ceiling
8
Consistency
7.5
Draft Ease
Boss Power
8.5
Fill orb slots with Frost for self-sustaining block. Each Frost generates 5-10+ block per turn with Focus. One of STS1's strongest Defect builds.
Core — Never Skip
Rainbow

Rainbow+

Cost 2

Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.

Rainbow

defect rare skill

Channels one of each orb type simultaneously. The flexibility to fill any orb slot is valuable, but the 2-cost limits early use. Strong when your deck leverages all three orb types — otherwise channel the right one manually.

Card Super Synergies
Rip and TearApotheosisSecret Weapon
Card Antisynergies
ApotheosisAutomation
⚡ Note: Projected from confirmed Defect return. Full card reveals expected before launch.
Damage Ceiling
5
Consistency
9
Draft Ease
Boss Power
8
💀

The Necrobinder

A sassy lich who commands Osty (reanimated hand), stacks Doom, and draws power from Souls. Two major paths: Doom combo and Osty aggro.

DoomOstySoulEthereal
Deathbringer applies 21 Doom to all enemies. Oblivion doubles to 42. Time's Up! deals damage equal to Doom — 42+ for 2 energy. Fearmonger converts each Doom application into block.
Core — Never Skip
Deathbringer

Deathbringer+

Cost 2

Apply 21 Doom to ALL enemies.

Deathbringer

necrobinder common skill

21 Doom to all enemies for 2 energy. This is the highest single-card Doom application in the game and forms the core of the Doom gameplan. Play it first, then Oblivion on the same turn or next — that's 42 Doom before Time's Up! finishes the job.

Card Super Synergies
OblivionTime's Up!Fearmonger
Card Antisynergies
FriendshipGrave Warden
Oblivion

Oblivion+

Cost 1

Double the enemy's Doom.
Exhaust.

Oblivion

necrobinder rare skill

Doubles enemy Doom. This is the kill button — played after Deathbringer it takes 21 Doom to 42. The exhaust is appropriate here; this is a finisher, not a setup card. Build enough Doom first, then Oblivion ends the fight.

Card Super Synergies
DeathbringerNegative PulseTime's Up!
Card Antisynergies
FriendshipSculpting Strike
Fearmonger

Fearmonger+

Cost 0

Whenever you apply Doom this turn, gain 4 Block.

Fearmonger

necrobinder uncommon skill

0-cost Doom multiplier for block. On any turn with Deathbringer or Scourge+ you're gaining 4 block per Doom application at no energy cost. This is why Doom decks can be tanky — their offense and defense run on the same resource.

Card Super Synergies
Negative PulseDeathbringerBlight Strike
Card Antisynergies
FriendshipSculpting Strike
Time's Up!

Time's Up!+

Cost 2

Deal damage equal to the enemy's Doom.
Exhaust.

Time's Up!

necrobinder rare attack

Damage equal to enemy Doom. After Deathbringer plus Oblivion that's potentially 40+ damage for 1 energy. The exhaust prevents repeated use but this is designed as a finisher — build enough Doom, then cash it in.

Card Super Synergies
DeathbringerOblivionNegative Pulse
Card Antisynergies
FriendshipBone Shards
Flex — Strong Additions
Negative Pulse

Negative Pulse+

Cost 1

Gain 7 Block.
Apply 4 Doom to ALL enemies.

Negative Pulse

necrobinder common skill

7 block and 4 Doom to all enemies at 1 cost. Efficient on both axes — blocks hits while stacking Doom simultaneously. In Fearmonger turns this also converts into additional block. One of Necrobinder's best common picks.

Card Super Synergies
FearmongerOblivionTime's Up!
Card Antisynergies
FriendshipSculpting Strike
Scourge+

Scourge++

Cost 1

Apply 17 Doom.

Scourge+

necrobinder common skill

17 Doom for 1 energy is extremely efficient. Best drawn before an Oblivion turn. The absence of exhaust means it cycles back, letting you apply 17 Doom multiple times across the fight.

Card Super Synergies
OblivionTime's Up!Fearmonger
Card Antisynergies
FriendshipBone Shards
Death's Door

Death's Door+

Cost 1

Gain 6 Block.
If you applied Doom this turn, gain Block 2 additional times.

Death's Door

necrobinder uncommon skill

6 block baseline, but if you applied Doom this turn it triggers 2 additional times — that's 18 block for 1 energy. In Doom builds where you're applying Doom every turn, this is one of the most efficient block cards in the game. Requires Doom setup to justify.

Card Super Synergies
Negative PulseDeathbringerFearmonger
Card Antisynergies
FriendshipBone Shards
Neurosurge

Neurosurge+

Cost 0

Gain 3 necrobinder energy.
Draw 2 cards.
At the start of your turn, apply 3 Doom to yourself.

Neurosurge

necrobinder rare power

0-cost power that gives 3 Necrobinder Energy and draws 2. At 0 cost this tempo is exceptional — you're basically getting a free engine install. The 3 self-Doom per turn is the price tag. Have your kill condition ready before this kills you.

Card Super Synergies
FearmongerNegative PulseOblivion
Card Antisynergies
ColossusFriendship
Swipe

Swipe+

Cost 1

Deal 5 damage to ALL enemies.
If they have Doom, deal another 5 damage.

Swipe

necrobinder common attack

5 AoE that doubles to 10 against enemies with any Doom. With Negative Pulse or Deathbringer already applied, this is 10 AoE for 1 energy — exceptional rate. A strong secondary attacker that rewards stacking Doom early.

Card Super Synergies
Negative PulseDeathbringerScourge+
Card Antisynergies
FriendshipSculpting Strike
⚡ Kill Combo
Fearmonger (0E)Deathbringer (21 Doom)Oblivion (42 Doom)Time's Up! (42 dmg)
Damage Ceiling
10
Consistency
7
Draft Ease
5.5
Boss Power
10
Friendship triggers Summon 3 per Soul play. Carve Ghost+ generates 2 Souls. Severance puts 3 Souls across all zones. Self-sustaining once online.
Core — Never Skip
Friendship

Friendship+

Cost 1

Whenever you play a Soul, Summon 3.

Friendship

necrobinder uncommon power

Summons 3 each time a Soul is played. Soul is draw-2 and exhaust — so Friendship turns every Soul into draw-2 plus 3 summon value at no extra cost. Once online, Soul generation becomes the win condition.

Card Super Synergies
SoulGrave WardenPull Aggro
Card Antisynergies
DeathbringerBone Shards
Carve Ghost+

Carve Ghost++

Cost 1

Deal 11 damage.
Add 2 Souls into your Hand.

Carve Ghost+

necrobinder common attack

11 damage plus 2 Souls into hand. Each Soul is draw-2 and triggers Friendship for Summon 3. This card alone generates 4 free card draws when Friendship is active. Strong in Soul builds; baseline 11 damage is acceptable even without the engine.

Card Super Synergies
FriendshipSoulTransfigure
Card Antisynergies
DeathbringerOblivion
Severance

Severance+

Cost 2

Deal 13 damage.
Add a Soul to your Draw Pile, Hand and Discard Pile.

Severance

necrobinder uncommon attack

13 damage and adds a Soul to your Draw Pile, Hand, AND Discard Pile — 3 Souls total. With Friendship active that's 9 Summon value across 3 Soul plays plus 6 cards drawn. At 2 energy the Soul generation density is unmatched. The engine-building attack for Soul decks.

Card Super Synergies
FriendshipSoulGrave Warden
Card Antisynergies
DeathbringerOblivion
Grave Warden

Grave Warden+

Cost 1

Gain 8 Block.
Add a Soul into your Draw Pile.

Grave Warden

necrobinder common skill

8 block plus a Soul into the draw pile. The Soul can be played for draw, fueling Friendship summons. Mediocre in pure Doom builds but essential in Soul-and-Summon archetypes. Know which half of Necrobinder you're building.

Card Super Synergies
FriendshipSoulTransfigure
Card Antisynergies
DeathbringerOblivion
Flex — Strong Additions
Transfigure

Transfigure+

Cost 1

Add Replay to a card in your Hand.
It costs an extra necrobinder energy.
Exhaust.

Transfigure

necrobinder rare skill

Adds Replay to a hand card for the cost of extra Necrobinder Energy. Replaying Oblivion or Time's Up! is fight-ending. The energy tax is real but in Necrobinder Energy-rich decks this is the finisher enabler.

Card Super Synergies
Sculpting StrikeSoulGrave Warden
Card Antisynergies
DeathbringerNegative Pulse
Sic Em

Sic Em+

Cost 1

Osty deals 5 damage.
Whenever Osty hits this enemy this turn, Summon 3.

Sic Em

necrobinder uncommon attack

Osty deals 5 damage and every subsequent Osty hit this turn triggers Summon 3. In Osty builds with multiple attack triggers this generates massive summon value — each Osty attack stacks. At 1 energy the initial damage is low but the snowball potential is high.

Card Super Synergies
EmpowerSymbiosisPlague Carrier
Card Antisynergies
Bone ShardsDeathbringer
Bodyguard

Bodyguard+

Cost 2

Summon 5.
Osty deals 10 damage.

Bodyguard

necrobinder common attack

Summon 5 and Osty deals 10 damage for 2 energy. The dual output — summon healing plus Osty damage — makes this efficient in Osty builds. Plague Carrier converts each Osty attack into 5 Doom on top. Solid mid-cost option for the Osty archetype.

Card Super Synergies
Plague CarrierEmpowerSymbiosis
Card Antisynergies
Bone ShardsDeathbringer
Empower

Empower+

Cost 1

Osty's attacks deal 3 additional damage.

Empower

necrobinder uncommon power

Permanent +3 damage to all Osty attacks. In dedicated Osty builds where Osty attacks multiple times per turn — via Sic Em, Bodyguard, Unleash — this compounds fast. At 1 energy the investment is low for permanent scaling. Core Osty power.

Card Super Synergies
Sic EmBodyguardUnleash
Card Antisynergies
Bone ShardsDeathbringer
Damage Ceiling
7
Consistency
8.5
Draft Ease
7
Boss Power
7.5
Empower adds +3 permanent damage. Plague Carrier applies 5 Doom per attack. Sic Em generates Summon 3 on hit. Keep Osty alive, value compounds.
Core — Never Skip
Empower

Empower+

Cost 1

Osty's attacks deal 3 additional damage.

Empower

necrobinder uncommon power

Permanent +3 damage to all Osty attacks. In dedicated Osty builds where Osty attacks multiple times per turn — via Sic Em, Bodyguard, Unleash — this compounds fast. At 1 energy the investment is low for permanent scaling. Core Osty power.

Card Super Synergies
Sic EmBodyguardUnleash
Card Antisynergies
Bone ShardsDeathbringer
Plague Carrier

Plague Carrier+

Cost 1

Whenever Osty attacks, apply 5 Doom to the enemy.

Plague Carrier

necrobinder uncommon power

5 Doom per Osty attack. Valuable in Osty builds where Osty attacks frequently — but directly conflicts with Bone Shards which kills Osty for burst. Commit to keeping Osty alive if you take this.

Card Super Synergies
Pull AggroBone ShardsOblivion
Card Antisynergies
Bone ShardsDeathbringer
Sic Em

Sic Em+

Cost 1

Osty deals 5 damage.
Whenever Osty hits this enemy this turn, Summon 3.

Sic Em

necrobinder uncommon attack

Osty deals 5 damage and every subsequent Osty hit this turn triggers Summon 3. In Osty builds with multiple attack triggers this generates massive summon value — each Osty attack stacks. At 1 energy the initial damage is low but the snowball potential is high.

Card Super Synergies
EmpowerSymbiosisPlague Carrier
Card Antisynergies
Bone ShardsDeathbringer
Symbiosis

Symbiosis+

Cost 1

The first time Osty attacks each turn, draw 1 card.

Symbiosis

necrobinder uncommon power

Draw 1 card the first time Osty attacks each turn. In Osty builds this is a free cantrip every turn permanently — significant card advantage over a long fight. At 1 energy the setup cost is minimal. Requires Osty to be alive and attacking regularly.

Card Super Synergies
Sic EmBodyguardUnleash
Card Antisynergies
Bone ShardsDeathbringer
Flex — Strong Additions
Bodyguard

Bodyguard+

Cost 2

Summon 5.
Osty deals 10 damage.

Bodyguard

necrobinder common attack

Summon 5 and Osty deals 10 damage for 2 energy. The dual output — summon healing plus Osty damage — makes this efficient in Osty builds. Plague Carrier converts each Osty attack into 5 Doom on top. Solid mid-cost option for the Osty archetype.

Card Super Synergies
Plague CarrierEmpowerSymbiosis
Card Antisynergies
Bone ShardsDeathbringer
Unleash

Unleash+

Cost 1

Osty deals 5 damage.
Deals additional damage equal to Osty's current HP.

Unleash

necrobinder common attack

Osty deals 5 plus current HP damage. The better Osty's health, the harder this hits. Requires commitment to keeping Osty alive and healthy via Pull Aggro and avoiding Bone Shards. Scaling damage potential in dedicated builds.

Card Super Synergies
Pull AggroPlague CarrierFriendship
Card Antisynergies
Bone ShardsDeathbringer
Pull Aggro

Pull Aggro+

Cost 2

Summon 10.
Gain 5 Block.

Pull Aggro

necrobinder common skill

Summon 10 and 5 block for 2 energy. At 2 cost this needs the Osty synergy to justify it — in Plague Carrier builds each summon is more Doom generation. As a pure defensive pick it's below rate. Only take it when the summon count matters.

Card Super Synergies
Plague CarrierBone ShardsFriendship
Card Antisynergies
DeathbringerOblivion
Avoid — Anti-Synergy
Bone Shards

Bone Shards+

Cost 1

If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.
Osty dies.

Bone Shards

necrobinder uncommon attack

9 damage to all enemies AND 9 block for 1 energy — but only if Osty is alive. In Osty-focused builds this is exceptional efficiency. Without Osty investment it's a blank. Know your archetype before taking it.

Damage Ceiling
7.5
Consistency
8
Draft Ease
6.5
Boss Power
7
Pagestorm draws 1 card per Ethereal drawn. Fear, Enfeebling Touch, Defile, Ghostly Armor all trigger it. Veilpiercer makes next Ethereal cost 0. Needs 4+ Ethereal cards.
Core — Never Skip
Pagestorm

Pagestorm+

Cost 1

Whenever you draw an Ethereal card, draw 1 card.

Pagestorm

necrobinder uncommon power

Draw 1 card whenever you draw an Ethereal card. In Ethereal-heavy builds — Fear, Enfeebling Touch, Defile, Ghostly Armor — this provides consistent card advantage. At 1 energy the investment is low. Requires 3+ Ethereal cards in deck to be worthwhile.

Card Super Synergies
FearEnfeebling TouchDefile
Card Antisynergies
DeathbringerOblivion
Enfeebling Touch

Enfeebling Touch+

Cost 1

Ethereal.
Enemy loses 8 Strength this turn.

Enfeebling Touch

necrobinder uncommon skill

Ethereal, enemy loses 8 Strength this turn. 8 Strength reduction is enormous — against a boss attacking for 20, this cuts it to 12 per hit. The Ethereal drawback means you must play it immediately, but the impact is worth it. Pagestorm triggers draw off this.

Card Super Synergies
PagestormVeilpiercerFear
Card Antisynergies
DeathbringerOblivion
Veilpiercer

Veilpiercer+

Cost 1

Deal 10 damage.
The next Ethereal card you play costs 0 necrobinder energy.

Veilpiercer

necrobinder uncommon attack

10 damage and the next Ethereal card you play costs 0 Necrobinder Energy. Enables free Enfeebling Touch or Fear plays in the Ethereal archetype. The 10 damage is solid at 1 cost, and the cost reduction can swing tempo significantly.

Card Super Synergies
Enfeebling TouchFearDefile
Card Antisynergies
DeathbringerOblivion
Fear

Fear+

Cost 1

Ethereal.
Gain 6 Block.
Apply 1 Weak.

Fear

necrobinder common skill

Ethereal 6 block plus 1 Weak. The Ethereal means you must play it the turn you draw it or lose it. When you do play it, 6 block and Weak is solid defensive value for 1 energy. Pagestorm draws a card when you draw this. Decent in Ethereal-focused builds.

Card Super Synergies
PagestormVeilpiercerSculpting Strike
Card Antisynergies
DeathbringerOblivion
Flex — Strong Additions
Defile

Defile+

Cost 1

Ethereal.
Deal 13 damage.

Defile

necrobinder common attack

Ethereal 13 damage. Without Ethereal synergies you need to play it the turn you draw it or it vanishes — that's a significant constraint. More of a build inclusion than a general pickup.

Card Super Synergies
Sculpting StrikeAshen StrikeTime's Up!
Card Antisynergies
FriendshipNegative Pulse
Sculpting Strike

Sculpting Strike+

Cost 1

Deal 8 damage.
Add Ethereal to a card in your Hand.

Sculpting Strike

necrobinder common attack

8 damage plus Ethereal on a hand card. Only relevant in Transfigure and Defile builds. In isolation it's just below-rate damage — only take it if you're building around Ethereal effects, otherwise skip.

Card Super Synergies
TransfigureDefileTime's Up!
Card Antisynergies
Negative PulseFearmonger
Ghostly Armor

Ghostly Armor+

Cost 1

Ethereal.
Gain 10 Block.

Ghostly Armor

ironclad uncommon skill

Ethereal limits consistency — if you don't draw it by turn end it vanishes. 10 block for 1 energy is strong, and it syncs with Ashen Strike's exhaust scaling. Take it if your exhaust engine is already online.

Card Super Synergies
Body SlamAshen StrikeTrue Grit
Card Antisynergies
Panic ButtonAnger
Damage Ceiling
6
Consistency
5.5
Draft Ease
4
Boss Power
5.5
👑

The Regent

An arrogant alien prince commanding minions with cosmic Star Energy. Stars persist between turns with no cap. Forge mechanic builds Sovereign Blade into a one-shot weapon.

Star EnergyForgeMinionColorless Synergy
Stars persist with no cap. Venerate gives 2, Hidden Cache gives 1+3 next turn. Heavenly Drill deals 8×Stars, doubled at 3+ Stars. With 6 Stars: 8×12 = 96 damage. Scales infinitely.
Core — Never Skip
Heavenly Drill

Heavenly Drill+

Cost X

Deal 8 damage X times.
Double X if it is 3 or more.

Heavenly Drill

regent rare attack

Deals 8 damage X times where X equals your Regent Star Energy, and doubles if X hits 3 or more. With Venerate plus Hidden Cache generating 4+ Star Energy, this is 64+ damage for 1 regular energy. The highest damage ceiling among Regent's cards.

Card Super Synergies
VenerateHidden CacheSupermassive
Card Antisynergies
GUARDS!!!Sovereign Blade
Venerate

Venerate+

Cost 1

Gain 2 star energy.

Venerate

regent common skill

2 Regent Star Energy for 1 regular energy. Star Energy fuels Falling Star and Heavenly Drill which can't be paid with regular energy. A mandatory enabler for the Star Energy archetype — take however many you need for your rstar cards.

Card Super Synergies
Falling StarHidden CacheHeavenly Drill
Card Antisynergies
GUARDS!!!Supermassive
Hidden Cache

Hidden Cache+

Cost 1

Gain 1 star energy.
Next turn, gain 3 star energy.

Hidden Cache

regent common skill

1 Star Energy now and 3 next turn — total 4 for 1 regular energy. The delayed payoff means you plan around it, but 4 Star Energy over two turns is the best rate available. Essential in heavy Heavenly Drill builds.

Card Super Synergies
VenerateHeavenly DrillFalling Star
Card Antisynergies
GUARDS!!!Supermassive
Guiding Star

Guiding Star+

Cost 1
Star Cost 2

Deal 12 damage.
Next turn, draw 2 cards.

Guiding Star

regent common attack

12 damage for 1 regular + 2 Star Energy with draw 2 next turn. The delayed draw is strong card advantage — 12 damage now plus guaranteed extra cards next turn. In Star Energy builds where Venerate is online, this is both offense and hand reload in one card.

Card Super Synergies
VenerateHidden CacheFalling Star
Card Antisynergies
GUARDS!!!Sovereign Blade
Flex — Strong Additions
Falling Star

Falling Star+

Cost 0
Star Cost 2

Deal 7 damage.
Apply 1 Weak.
Apply 1 Vulnerable.

Falling Star

regent common attack

7 damage plus Weak plus Vulnerable for 1 regular and 2 Star Energy. The dual debuff application at 1 normal cost is highly efficient — it primes all subsequent damage. A strong opener when you have Venerate online.

Card Super Synergies
VenerateSupermassiveSpectrum Shift
Card Antisynergies
GUARDS!!!Summon Forth
Supermassive

Supermassive+

Cost 1

Deal 5 damage.
Deals 3 additional damage for each card you created this combat.

Supermassive

regent uncommon attack

5 base damage scaling by 3 per card created this combat. In Spectrum Shift plus GUARDS!!! builds creating many cards, this quickly reaches 30-50 damage. Late-game finisher that rewards any card-creation strategy — the longer the fight, the harder it hits.

Card Super Synergies
Spectrum ShiftSovereign BladeGUARDS!!!
Card Antisynergies
VenerateSummon Forth
⚡ Kill Combo
T1: Venerate (2★)Hidden Cache (3★→6★)T2: Heavenly Drill (96 dmg)
Damage Ceiling
10
Consistency
6.5
Draft Ease
6
Boss Power
10
GUARDS!!! transforms all hand cards into Minion Sacrifice (0 cost, 11 block, exhaust). 7-card hand = 77 block for 2 energy. Sovereign Blade survives via Retain. Supermassive scales per created card.
Core — Never Skip
GUARDS!!!

GUARDS!!!+

Cost 2

Transform any number of cards in your Hand into Minion Sacrifice.
Exhaust.

GUARDS!!!

regent rare skill

At 2 energy you're paying to mass-convert hand cards into 11-block Minion Sacrifices. A full hand (7 cards) is 77 block for 2 energy — absurd value. The challenge is having excess cards to sacrifice. Pairs with Sovereign Blade which you retain through the transformation.

Card Super Synergies
Minion SacrificeSummon ForthSovereign Blade
Card Antisynergies
VenerateSpectrum Shift
Sovereign Blade

Sovereign Blade+

Cost 2

Retain.
Deal 10 damage.

Sovereign Blade

regent common attack

10 damage with Retain at 2 energy — mediocre in isolation. Its value is as the persistent anchor in GUARDS!!! builds: Summon Forth retrieves it from anywhere, and Retain means it never gets consumed by GUARDS!!!. Take it only with the full package.

Card Super Synergies
Summon ForthGUARDS!!!Supermassive
Card Antisynergies
VenerateSpectrum Shift
Summon Forth

Summon Forth+

Cost 1

Forge 8.
Move Sovereign Blade to your Hand from anywhere.

Summon Forth

regent uncommon skill

Forge 8 and retrieves Sovereign Blade from anywhere. Only worth taking if Sovereign Blade is in your deck — otherwise it's just Forge 8 for 1 energy, which is fine but not exciting. Package deal with Sovereign Blade.

Card Super Synergies
Sovereign BladeGUARDS!!!Supermassive
Card Antisynergies
VenerateSpectrum Shift
Supermassive

Supermassive+

Cost 1

Deal 5 damage.
Deals 3 additional damage for each card you created this combat.

Supermassive

regent uncommon attack

5 base damage scaling by 3 per card created this combat. In Spectrum Shift plus GUARDS!!! builds creating many cards, this quickly reaches 30-50 damage. Late-game finisher that rewards any card-creation strategy — the longer the fight, the harder it hits.

Card Super Synergies
Spectrum ShiftSovereign BladeGUARDS!!!
Card Antisynergies
VenerateSummon Forth
Flex — Strong Additions
Spectrum Shift

Spectrum Shift+

Cost 2

At the start of your turn, add 1 random Colorless card to your Hand.

Spectrum Shift

regent uncommon power

At 2 energy the payoff needs to come fast. You're getting 1 random Colorless per turn — if it's Apotheosis or Scrawl that's incredible, if it's Shiv it's not. Strong in Supermassive builds where every created card adds damage, weaker when you need specific cards.

Card Super Synergies
SupermassiveApotheosisGold Axe
Card Antisynergies
GUARDS!!!Sovereign Blade
Scrawl

Scrawl+

Cost 1

Draw cards until your hand is full.
Exhaust.

Scrawl

colorless rare skill

Draw to full hand at 1 energy with exhaust. Still very strong at 1 cost — seeing 4-5 new cards for 1 energy is above curve. Pairs with Automation for energy generation and enables any combo turn that needs card access.

Card Super Synergies
AutomationGold AxeApotheosis
Card Antisynergies
DeathbringerDie Die Die
Fasten

Fasten+

Cost 1

Defend cards gain 4 additional Block when played.

Fasten

colorless uncommon power

+4 block on every Defend-type card. In block-heavy Ironclad builds this converts mediocre Defend cards into meaningful value while also buffing everything else that generates Defend block. Build-dependent but strong in its lane.

Card Super Synergies
DefendBody SlamMinion Sacrifice
Card Antisynergies
Stone ArmorPanic Button
⚡ Kill Combo
GUARDS!!! (5→55 blk)Minion SacrificesSovereign Blade (forged)
Damage Ceiling
7.5
Consistency
8
Draft Ease
6.5
Boss Power
8.5
Spectrum Shift adds a random Colorless each turn. Supermassive deals 5+3 per card created. GUARDS!!! Minion Sacrifices count. By turn 5-6, Supermassive hits 30-50 damage.
Core — Never Skip
Spectrum Shift

Spectrum Shift+

Cost 2

At the start of your turn, add 1 random Colorless card to your Hand.

Spectrum Shift

regent uncommon power

At 2 energy the payoff needs to come fast. You're getting 1 random Colorless per turn — if it's Apotheosis or Scrawl that's incredible, if it's Shiv it's not. Strong in Supermassive builds where every created card adds damage, weaker when you need specific cards.

Card Super Synergies
SupermassiveApotheosisGold Axe
Card Antisynergies
GUARDS!!!Sovereign Blade
Supermassive

Supermassive+

Cost 1

Deal 5 damage.
Deals 3 additional damage for each card you created this combat.

Supermassive

regent uncommon attack

5 base damage scaling by 3 per card created this combat. In Spectrum Shift plus GUARDS!!! builds creating many cards, this quickly reaches 30-50 damage. Late-game finisher that rewards any card-creation strategy — the longer the fight, the harder it hits.

Card Super Synergies
Spectrum ShiftSovereign BladeGUARDS!!!
Card Antisynergies
VenerateSummon Forth
GUARDS!!!

GUARDS!!!+

Cost 2

Transform any number of cards in your Hand into Minion Sacrifice.
Exhaust.

GUARDS!!!

regent rare skill

At 2 energy you're paying to mass-convert hand cards into 11-block Minion Sacrifices. A full hand (7 cards) is 77 block for 2 energy — absurd value. The challenge is having excess cards to sacrifice. Pairs with Sovereign Blade which you retain through the transformation.

Card Super Synergies
Minion SacrificeSummon ForthSovereign Blade
Card Antisynergies
VenerateSpectrum Shift
Flex — Strong Additions
Gold Axe

Gold Axe+

Cost 1

Deal damage equal to the number of cards played this combat.

Gold Axe

colorless rare attack

Damage equals total cards played this combat. Early it's weak; late in a long fight it's huge. Best in fast decks or alongside card-draw engines that cycle quickly. Has a high floor in multi-act fights where card count accumulates.

Card Super Synergies
Spectrum ShiftApotheosisAutomation
Card Antisynergies
True GritDie Die Die
Apotheosis

Apotheosis+

Cost 2

Upgrade ALL your cards for the rest of combat.
Exhaust.

Apotheosis

colorless rare skill

Upgrades every card in your deck for the rest of combat. At 2 energy this is one of the highest-impact single plays in the game. In any deck with cards that improve significantly on upgrade — which is most decks — this is a must-take.

Card Super Synergies
ScrawlGold AxeRolling Boulder
Card Antisynergies
True GritDie Die Die
Stratagem

Stratagem+

Cost 1

Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.

Stratagem

colorless uncommon power

Whenever you shuffle your draw pile, choose a card from it to put into your hand. In thin decks that cycle quickly this triggers frequently — essentially guaranteeing you draw your best card every cycle. At 1 energy the permanent tutor effect is exceptional value in fast-cycling builds.

Card Super Synergies
ScrawlApotheosisSecret Technique
Card Antisynergies
AngerRolling Boulder
Order

Order+

Cost 1

Deal 12 damage.
Retain your Hand this turn.

Order

colorless rare attack

12 damage plus Retain your entire hand this turn. Retaining all cards means nothing is wasted — you keep every card for next turn while still dealing solid damage now. Especially strong on turns where you can't play everything, converting dead energy into future value.

Card Super Synergies
Well-Laid PlansApotheosisGold Axe
Card Antisynergies
True GritDie Die Die
Damage Ceiling
8.5
Consistency
5.5
Draft Ease
5.5
Boss Power
8