S+
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
Bully Grapple Cruelty
Relic Super Synergies
Burning Blood
Card Antisynergies
True Grit Anger
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
Bash Grapple Bully
Card Antisynergies
Mangle Howl From Beyond
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 Planner Flick-Flack Putrefy
Card Antisynergies
Blade Dance Neutralize
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 Dance Master Planner Flick-Flack
Card Antisynergies
Dagger Throw Putrefy
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
Fearmonger Negative Pulse Oblivion
Card Antisynergies
Colossus Friendship
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 Pulse Deathbringer Blight Strike
Card Antisynergies
Friendship Sculpting Strike
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
Deathbringer Negative Pulse Time's Up!
Card Antisynergies
Friendship Sculpting Strike
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
Scrawl Gold Axe Rolling Boulder
Card Antisynergies
True Grit Die Die Die
S
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 Wall Iron Wave Colossus
Card Antisynergies
Panic Button Stone Armor
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 Grit Cinder Ghostly Armor
Card Antisynergies
Anger Hellraiser
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 Wall Breakthrough Stone Armor
Card Antisynergies
Colossus Ghostly Armor
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
Bash Grapple Tremble
Card Antisynergies
Mangle True Grit
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 Grit Cinder Ashen Strike
Card Antisynergies
Anger Hellraiser
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 Planner Blade Dance Die Die Die
Card Antisynergies
Putrefy Neutralize
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 Planner Well-Laid Plans Survivor
Card Antisynergies
Die Die Die Blade Dance
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 Dance Fan of Knives Cloak and Dagger
Card Antisynergies
Die Die Die Putrefy
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 Wail Survivor Anticipate
Card Antisynergies
Blade Dance Fan of Knives
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
Oblivion Time's Up! Fearmonger
Card Antisynergies
Friendship Grave Warden
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
Deathbringer Oblivion Negative Pulse
Card Antisynergies
Friendship Bone Shards
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 Shift Sovereign Blade GUARDS!!!
Card Antisynergies
Venerate Summon Forth
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
Venerate Hidden Cache Supermassive
Card Antisynergies
GUARDS!!! Sovereign Blade
A
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 Strike Ghostly Armor Cinder
Card Antisynergies
Anger Hellraiser
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
Bully Cruelty Grapple
Card Antisynergies
True Grit Anger
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
Bully Bash Cruelty
Card Antisynergies
Mangle True Grit
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 Slam Blood Wall Stone Armor
Card Antisynergies
Blood for Blood Breakthrough
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 Slam Mangle Howl From Beyond
Card Antisynergies
Stone Armor Grapple
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 Strike True Grit Cinder
Card Antisynergies
Aggression Anger
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 Strike Howl From Beyond True Grit
Card Antisynergies
Anger Hellraiser
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.

Card Super Synergies
Inflame Unrelenting Howl From Beyond
Card Antisynergies
Grapple Cruelty
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
Anger Howl From Beyond Unrelenting
Card Antisynergies
Howl From Beyond Cinder
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 Slam Colossus Fasten
Card Antisynergies
Panic Button Stone 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 Blood Stone Armor Inflame
Card Antisynergies
Colossus Ghostly Armor
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
Cruelty Bully Grapple
Card Antisynergies
Mangle Hellraiser
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 Knives Master Planner Flick-Flack
Card Antisynergies
Putrefy Dagger Throw
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
Neutralize Master Planner Putrefy
Card Antisynergies
Fan of Knives Die Die Die
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 Dance Flick-Flack Putrefy
Card Antisynergies
Dagger Throw Neutralize
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 Die Sucker Punch Master Planner
Card Antisynergies
Fan of Knives Blade Dance
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 Knives Master Planner Accuracy+
Card Antisynergies
Die Die Die Putrefy
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
Anticipate Well-Laid Plans Master Planner
Card Antisynergies
Blade Dance Fan of Knives
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 Knives Accuracy+ Blade Dance
Card Antisynergies
Putrefy Die Die Die
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 Tear Apotheosis Secret Weapon
Card Antisynergies
Apotheosis Automation
Blight Strike

Blight Strike+

Cost 1

Deal 8 damage.
Apply Doom equal to unblocked damage dealt.

Blight Strike

necrobinder common attack

8 damage plus Doom equal to unblocked damage. Against an unblocked enemy this stacks Doom fast — the damage and Doom generation scale together. Keep enemies unblocked for maximum payoff with Oblivion and Time's Up!.

Card Super Synergies
Fearmonger Oblivion Negative Pulse
Card Antisynergies
Blood Wall Grave Warden
Bright Strike

Bright Strike+

Cost 1

Deal 8 damage.
Apply Doom equal to unblocked damage dealt.

Bright Strike

necrobinder common attack

Same stat line as Blight Strike. The interplay between these two cards means both contribute to Doom stacking efficiently. Together they establish a strong base for any Doom-focused build.

Card Super Synergies
Fearmonger Oblivion Time's Up!
Card Antisynergies
Pull Aggro Bone Shards
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 Strike Soul Grave Warden
Card Antisynergies
Deathbringer Negative Pulse
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
Soul Grave Warden Pull Aggro
Card Antisynergies
Deathbringer Bone Shards
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
Fearmonger Oblivion Time's Up!
Card Antisynergies
Friendship Sculpting 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
Oblivion Time's Up! Fearmonger
Card Antisynergies
Friendship Bone Shards
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 Pulse Deathbringer Scourge+
Card Antisynergies
Friendship Sculpting Strike
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
Friendship Soul Transfigure
Card Antisynergies
Deathbringer Oblivion
Wisp

Wisp+

Cost 0

Gain 1 necrobinder energy.
Exhaust.

Wisp

necrobinder common skill

0-cost Necrobinder Energy with exhaust. Free resource generation is always strong — it enables Transfigure plays and helps pay Necrobinder Energy costs on expensive cards. The exhaust keeps it from cycling but 0-cost means no tempo loss.

Card Super Synergies
Transfigure Neurosurge Veilpiercer
Card Antisynergies
Friendship Bone Shards
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
Empower Symbiosis Plague Carrier
Card Antisynergies
Bone Shards Deathbringer
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 Pulse Deathbringer Fearmonger
Card Antisynergies
Friendship Bone Shards
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 Em Bodyguard Unleash
Card Antisynergies
Bone Shards Deathbringer
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
Pagestorm Veilpiercer Fear
Card Antisynergies
Deathbringer Oblivion
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
Friendship Soul Grave Warden
Card Antisynergies
Deathbringer Oblivion
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 Star Hidden Cache Heavenly Drill
Card Antisynergies
GUARDS!!! Supermassive
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
Venerate Supermassive Spectrum Shift
Card Antisynergies
GUARDS!!! Summon 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 Sacrifice Summon Forth Sovereign Blade
Card Antisynergies
Venerate Spectrum Shift
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
Venerate Heavenly Drill Falling 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
Venerate Hidden Cache Falling Star
Card Antisynergies
GUARDS!!! Sovereign Blade
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 Shift Apotheosis Automation
Card Antisynergies
True Grit Die Die Die
Minion Sacrifice

Minion Sacrifice+

Cost 0

Gain 11 Block.
Exhaust.

Minion Sacrifice

colorless common skill

11 block for 0 energy with exhaust — this is excellent block rate. Generated by GUARDS!!! at no extra cost. As a standalone pickup it's one of the best 0-cost cards in the game for block density. Body Slam turns it into 11 free damage too.

Card Super Synergies
GUARDS!!! Body Slam Fasten
Card Antisynergies
Stone Armor Panic Button
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
Automation Gold Axe Apotheosis
Card Antisynergies
Deathbringer Die Die Die
Thrumming Hatchet

Thrumming Hatchet+

Cost 1

Deal 12 damage.
At the start of your next turn, return this to your Hand.

Thrumming Hatchet

colorless uncommon attack

12 damage that returns to hand next turn. Once played it perpetually re-enters your hand, maintaining attack density without deck bloat. Works with Aggression for upgraded returns. A reliable attacker that never disappears.

Card Super Synergies
Gold Axe Aggression Apotheosis
Card Antisynergies
True Grit Cinder
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
Defend Body Slam Minion Sacrifice
Card Antisynergies
Stone Armor Panic Button
Secret Technique

Secret Technique+

Cost 0

Put a Skill from your draw pile into your hand.
Exhaust.

Secret Technique

colorless rare skill

Free tutor for any Skill in your draw pile. Finds Deathbringer, Oblivion, Apotheosis, GUARDS!!! — whatever you need. In almost any build there's a key Skill worth finding, making this universally strong.

Card Super Synergies
Master Planner Apotheosis Fearmonger
Card Antisynergies
Hellraiser Aggression
Secret Weapon

Secret Weapon+

Cost 0

Put an Attack from your Draw Pile into your Hand.
Exhaust.

Secret Weapon

colorless rare skill

Free tutor for any Attack in your draw pile. Finds Mangle, Howl From Beyond, Time's Up!, Ashen Strike — the best attack in your deck, on demand. At 0 cost it doesn't slow you down. Essential in decks with a single high-impact attack win condition.

Card Super Synergies
Time's Up! Mangle Howl From Beyond
Card Antisynergies
Aggression Master Planner
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 Plans Apotheosis Gold Axe
Card Antisynergies
True Grit Die 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
Scrawl Apotheosis Secret Technique
Card Antisynergies
Anger Rolling Boulder
B
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.

Card Super Synergies
Hellraiser Aggression Unrelenting
Card Antisynergies
True Grit Cinder
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 Slam Fasten Colossus
Card Antisynergies
Stone Armor Panic Button
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 Slam Blood for Blood Colossus
Card Antisynergies
Panic Button Stone Armor
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 Blood Stone Armor Howl From Beyond
Card Antisynergies
Colossus True Grit
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
Bully Cruelty Bash
Card Antisynergies
Anger Howl From Beyond
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 Slam Ashen Strike True Grit
Card Antisynergies
Panic Button Anger
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
Bully Body Slam Cruelty
Card Antisynergies
Panic Button Stone Armor
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 Slam Blood for Blood Colossus
Card Antisynergies
Defend Inflame
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 Slam Blood for Blood Ashen Strike
Card Antisynergies
Anger Hellraiser
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 Wall Hemokinesis Blood for Blood
Card Antisynergies
Colossus Ghostly Armor
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
Unrelenting Inflame Aggression
Card Antisynergies
True Grit Cinder
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 Punch Master Planner Fan of Knives
Card Antisynergies
Die Die Die Fan of Knives
Dagger Throw

Dagger Throw+

Cost 1

Deal 9 damage.
Draw 1 card.
Discard 1 card.

Dagger Throw

silent common attack

Draw 1, discard 1 with 9 damage. The cycling is useful for finding key cards but the mandatory discard can hurt if your hand is thin. More of a consistency tool than a power card — it supports rather than leads.

Card Super Synergies
Master Planner Flick-Flack Die Die Die
Card Antisynergies
Blade Dance Fan 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
Survivor Cloak and Dagger Well-Laid Plans
Card Antisynergies
Die Die Die Blade 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 Punch Neutralize Putrefy
Card Antisynergies
Die Die Die Fan of Knives
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 Planner Flick-Flack Blade Dance
Card Antisynergies
Die Die Die Putrefy
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
Rainbow Apotheosis Unrelenting
Card Antisynergies
True Grit Scrawl
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.

Card Super Synergies
Pull Aggro Plague Carrier Friendship
Card Antisynergies
Unleash Plague Carrier
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
Friendship Soul Transfigure
Card Antisynergies
Deathbringer Oblivion
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 Aggro Bone Shards Oblivion
Card Antisynergies
Bone Shards Deathbringer
Sow

Sow+

Cost 1

Retain.
Deal 8 damage to ALL enemies.

Sow

necrobinder common attack

Retain plus AoE 8. Retain lets you hold it for the optimal moment — valuable when timing matters around Fearmonger windows. A flexible AoE option that rewards planning rather than just slamming it turn one.

Card Super Synergies
Blight Strike Negative Pulse Fearmonger
Card Antisynergies
Transfigure Bone Shards
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 Aggro Plague Carrier Friendship
Card Antisynergies
Bone Shards Deathbringer
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
Pagestorm Veilpiercer Sculpting Strike
Card Antisynergies
Deathbringer Oblivion
Graveblast

Graveblast+

Cost 1

Deal 4 damage.
Put a card from your Discard Pile into your Hand.
Exhaust.

Graveblast

necrobinder common attack

4 damage plus retrieve a discard pile card to hand with exhaust. The damage is low but the card retrieval is the real value — getting back Oblivion, Fearmonger, or any key card is worth the 1 energy. Exhaust means it only works once, so timing matters.

Card Super Synergies
Oblivion Fearmonger Deathbringer
Card Antisynergies
Friendship Sculpting Strike
Reap

Reap+

Cost 3

Retain.
Deal 27 damage.

Reap

necrobinder common attack

27 damage with Retain at 3 energy. Expensive but the Retain lets you hold it until you have the energy or until the perfect turn. 27 damage is massive single-target output. In fights where you need a big finisher, this delivers — just plan around the 3-cost.

Card Super Synergies
Neurosurge Transfigure Veilpiercer
Card Antisynergies
Friendship Bone Shards
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 Carrier Empower Symbiosis
Card Antisynergies
Bone Shards Deathbringer
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 Touch Fear Defile
Card Antisynergies
Deathbringer Oblivion
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
Fear Enfeebling Touch Defile
Card Antisynergies
Deathbringer Oblivion
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 Em Bodyguard Unleash
Card Antisynergies
Bone Shards Deathbringer
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
Supermassive Apotheosis Gold Axe
Card Antisynergies
GUARDS!!! Sovereign Blade
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 Blade GUARDS!!! Supermassive
Card Antisynergies
Venerate Spectrum Shift
Rolling Boulder

Rolling Boulder+

Cost 3

At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.

Rolling Boulder

colorless rare power

3 energy for the first 5 AoE is terrible value — but it grows by 5 each turn indefinitely. In any fight that lasts 4+ turns this starts to dominate. Don't take it expecting early pressure; take it knowing you can survive long enough to let it compound.

Card Super Synergies
Automation Apotheosis Spectrum Shift
Card Antisynergies
Die Die Die Deathbringer
Soul

Soul+

Cost 0

Draw 2 cards.
Exhaust.

Soul

colorless common skill

Free draw-2 with exhaust. Generically useful card-draw. In Necrobinder Friendship decks each Soul also triggers Summon 3, making it a 0-cost generator. Average as a general pickup, excellent in the right shell.

Card Super Synergies
Friendship Grave Warden Carve Ghost+
Card Antisynergies
Deathbringer Oblivion
Hand of Greed

Hand of Greed+

Cost 2

Deal 20 damage.
If Fatal, gain 20 Gold.

Hand of Greed

colorless rare attack

20 damage at 2 cost with a gold bonus on kill. The damage is respectable but 2 energy is expensive. Best as a finisher against low-HP enemies where the gold reliably triggers. Against bosses the gold is irrelevant and you're paying 2 for 20.

Card Super Synergies
Apotheosis Unrelenting Mangle
Card Antisynergies
True Grit Colossus
Thinking Ahead

Thinking Ahead+

Cost 0

Draw 2 cards.
Put a card from your Hand on top of your Draw Pile.
Exhaust.

Thinking Ahead

colorless uncommon skill

Free draw 2 and topdeck a card. Useful for sequencing — guarantees a specific card is drawn next turn. In combo decks that need Oblivion or Apotheosis at a specific moment, this enables reliable setups without costing energy.

Card Super Synergies
Aggression Scrawl Gold Axe
Card Antisynergies
Hellraiser Die Die Die
Seeking Strike

Seeking Strike+

Cost 1

Deal 6 damage.
Choose 1 of 3 cards in your Draw Pile to add to your Hand.

Seeking Strike

colorless common attack

6 damage plus choose 1 of 3 cards from your draw pile to add to hand. The damage is below rate but the tutor effect is the real value — finding your key card on demand. In combo-heavy decks this connects the pieces. A weaker but more flexible Secret Weapon.

Card Super Synergies
Apotheosis Oblivion Scrawl
Card Antisynergies
Die Die Die True Grit
C
Unrelenting

Unrelenting+

Cost 2

Deal 12 damage.
Your next Attack you play costs 0.

Unrelenting

ironclad uncommon attack

12 damage at 2 energy that refunds the cost of your next attack. Net positive only when chained into something expensive like Mangle or Ashen Strike — otherwise it's just 2 energy for 12 damage, which is below rate. Sequence it deliberately.

Card Super Synergies
Mangle Howl From Beyond Anger
Card Antisynergies
True Grit Hellraiser
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.

Card Super Synergies
Anger Aggression Unrelenting
Card Antisynergies
Cinder True Grit
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
Transfigure Defile Time's Up!
Card Antisynergies
Negative Pulse Fearmonger
Death's Visage

Death's Visage+

Cost 1

Deal 7 damage.
Apply 1 Vulnerable.

Death's Visage

necrobinder common attack

7 damage plus 1 Vulnerable. Vulnerable primes Doom-from-unblocked-damage cards to hit harder, but 1 Vulnerable for 1 energy with 7 damage is below rate. A support attacker that enables other cards rather than winning on its own.

Card Super Synergies
Blight Strike Oblivion Negative Pulse
Card Antisynergies
Friendship Bone Shards
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 Strike Ashen Strike Time's Up!
Card Antisynergies
Friendship Negative Pulse
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 Carrier Bone Shards Friendship
Card Antisynergies
Deathbringer Oblivion
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 Forth GUARDS!!! Supermassive
Card Antisynergies
Venerate Spectrum Shift
Automation

Automation+

Cost 1

Every 10 cards you draw, gain 1 colorless energy.

Automation

colorless uncommon power

Gain 1 Colorless Energy per 10 cards drawn. In draw-heavy decks with Scrawl this can provide consistent bonus energy, but 10 cards drawn is a high threshold for 1 energy. The Colorless Energy limitation also restricts what you can spend it on.

Card Super Synergies
Gold Axe Rolling Boulder Scrawl
Card Antisynergies
Die Die Die True Grit
Panic Button

Panic Button+

Cost 0

Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.

Panic Button

colorless uncommon skill

30 block for free — sounds incredible until the 2-turn block lockout. If the fight lasts and you draw this again it's a dead card. Best as a one-shot emergency in high-damage single-hit scenarios, not in block-stacking builds.

Card Super Synergies
Body Slam Fasten Colossus
Card Antisynergies
Defend Fasten
Shiv

Shiv+

Cost 0

Deal 4 damage to ALL enemies.
Exhaust.

Shiv

colorless special attack

Free 4 AoE with exhaust. Individually unremarkable — the value is in the token economy with Fan of Knives and Blade Dance. On its own it's filler; in Silent Shiv builds it's the resource being generated and spent.

Card Super Synergies
Fan of Knives Blade Dance Master Planner
Card Antisynergies
Dagger Throw Die Die Die
D
Defend

Defend+

Cost 1

Gain 5 Block.

Defend

ironclad common skill

Baseline block with no upside. Replace as soon as you find Body Slam, Fasten, or anything that converts block into value. Dead weight by mid-act.

Card Super Synergies
Fasten Body Slam Taunt
Card Antisynergies
Panic Button Stone Armor
Strike

Strike+

Cost 1

Deal 6 damage.

Strike

ironclad common attack

Baseline 6 damage for 1 energy — the worst rate in your deck. Replace this with literally any other attack as soon as possible. The only upside is Hellraiser triggering on the "Strike" name, but that's not worth keeping dead weight.

Card Super Synergies
Hellraiser Aggression
Card Antisynergies
True Grit Ashen Strike
Strike

Strike+

Cost 1

Deal 6 damage.

Strike

silent common attack

Baseline 6 damage for 1 energy. Dead weight in any optimized deck — replace immediately with Poisoned Stab, Dagger Throw, or any Shiv generator. The sooner you remove this, the better your deck performs.

Card Super Synergies
Aggression Apotheosis
Card Antisynergies
Die Die Die Master Planner
Defend

Defend+

Cost 1

Gain 5 Block.

Defend

silent common skill

Baseline 5 block with no upside. Silent wants Survivor or Cloak and Dagger instead — both give block plus additional value. Replace early and don't look back.

Card Super Synergies
Fasten Master Planner
Card Antisynergies
Panic Button Die Die Die
Drain Power

Drain Power+

Cost 1

Deal 9 damage.
Upgrade 2 random cards in your Discard Pile.

Drain Power

necrobinder common attack

9 damage plus upgrading 2 random discard-pile cards. The upgrade targets are random — you can't reliably hit key cards. Decent filler but low ceiling in any focused build. Skip it unless your deck genuinely wants random upgrades.

Card Super Synergies
Aggression Sculpting Strike Transfigure
Card Antisynergies
Deathbringer Fearmonger
Strike

Strike+

Cost 1

Deal 6 damage.

Strike

necrobinder common attack

Baseline 6 damage for 1 energy. Necrobinder has far better options — Blight Strike, Bright Strike, and Sow all outperform this. Remove as quickly as possible to improve draw quality.

Card Super Synergies
Aggression Apotheosis
Card Antisynergies
Deathbringer Oblivion
Defend

Defend+

Cost 1

Gain 5 Block.

Defend

necrobinder common skill

Baseline 5 block with no upside. Necrobinder wants Grave Warden, Fear, or Negative Pulse instead — all provide block plus additional value. Dead weight past Act 1.

Card Super Synergies
Fasten Fearmonger
Card Antisynergies
Panic Button Deathbringer
E