01

Draft for the next problem

A card is valuable when it solves a fight your current deck cannot yet handle. Name that missing job before comparing the three rewards.

  • Add front-loaded damage early enough to survive hallway and elite fights.
  • Add block, Weak or control when incoming damage is the real constraint.
  • Take slow scaling only when the deck can afford the setup turn.
02

Treat skipping as a reward

Every extra card lowers how often you see the best cards already in the deck. A reward that repeats an existing job may be worse than taking nothing.

  • Skip cards that need support you do not yet own.
  • Prefer cards that bridge two needs, such as damage plus draw or block plus an Orb.
  • Do not reject a strong general-purpose card just because it lacks an archetype label.
03

Use upgrades and removal as checkpoints

Upgrades and removals should improve the deck's next full cycle, not follow a fixed list copied from another run.

  • Upgrade cost reduction, draw and engine starters when they change a turn.
  • Remove weak basics after enough replacements cover their original job.
  • Re-evaluate expensive and situational cards after every boss relic.

Research notes

This guide is an original synthesis. Use the linked pages to inspect the underlying reference material.