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.
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.
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.


