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Showing posts with label Nightmare. Show all posts
Showing posts with label Nightmare. Show all posts

Sunday, June 23, 2019

Endless Potions

Introduction

Pretty simple: a process to endlessly create potions.  This works best with the Silent, though the Ironclad can make this process work as well if you can put your hands on an Alchemize card.  Defect requires two cards not of their color to make it work.

Requirements


  • Alchemize [Silent].  This card costs 1/0 and provides you with a potion.

Silent Card

  • Nightmare [Silent].  This card puts three copies of a card in your hand next turn.

IronClad Card

  • Dual Wield [IronClad].  This adds 1/2 versions of the card into your hand that turn.

Relic Synergy

  • Runic Pyramid makes it so you don't discard your hand each turn.  Useful to keep the Alchemize card in your hand before you duplicate it.
  • Potion Belt gives you five (5) slots for potions.
  • Prismatic Shard lets you get cards of different colors in rewards.  Useful for trying to pick up the right combination of cards to make this work.
  • Toy Ornithopter lets you heal 5 HP when you drink a potion.

General Strategy

Use Nightmare or Dual Wield on the Alchemize card.  Both of these cards are skills and repeatable.  Keep at least one copy of Alchemize in your hand to duplicate as you move through your deck and gain access to it again.

Artifact Strategy

  • If you have an artifact on and take a potion that provides a temporary buff and a debuff to remove it, the artifact nullifies the debuff.
  • You can leverage STR and DEX buffs this way and also drink a Snecko potion and gain benefit from healing (with Toy Ornithopter) without the confusion.

Notes

  • Make sure you have room for a new potion.  Nothing is worse than finally getting this combo to work and then realizing that you screwed up and didn't drink a potion to clear a spot first.
  • This can help if you have the Coffee Dripper that prevents you from resting at campsites to heal but have the Toy Ornithopter.  You can use a bunch of potions to heal your way back towards full health.

Wednesday, June 12, 2019

Capping Enemy damage to 1 HP regardless of source

Introduction

The Apparitions event gives you the only opportunity to gain a colorless card called Apparition.  The Event provides you with 5 cards but only at the cost of 50% of your max HP.

These cards provide you with 1 intangible, which reduces all damage to 1 HP that turn.  Very useful but also a bit frustrating to use.  Losing half of your HP makes you very vulnerable to attacks when you are not intangible.  The cards also exhaust, meaning they are removed from your deck hand for that combat.

Relic Synergy


  • Strange Spoon becomes helpful here, as it allows you to discard a card that otherwise might be exhausted (removed from your deck for the combat).
  • Dolly's Mirror lets you duplicate a copy of a card in your deck on pickup.  Purchased as the merchant, so you can buy this (if possible) after the event to gain another apparition card.

Card Synergy

  • Secret Technique card lets you pull a Skill from your draw pile and put it in your hand.  The upgraded version of this colorless card does not exhaust, so it can be used multiple times.  The card lets you pull an Apparition card from your draw pile in case you didn't have one in your hand.
  • Exhume [ IronClad] card lets you place a card from your Exhaust pile into your hand.  It then exhausts.
  • Echo Form [Defect] card makes the first card you play be played twice.  Since Intangible is a buff that stacks, doing so effectively gives you two intangible for the price of one card each round you play it as the first card.  This alone can lengthen the duration you can extend the 1 HP damage cap from any source.

Strategies

  • Adding more cards into your hand.
    • Use Nightmare [Silent] card, which will let you add three (3) copies of the card to your hand the next round you use it.  Its a skill and is not exhausted on use, so you can use Nightmware again to repeat the effect.
    • Use Dual Wield [Iron Clad] card, which will add a copy (or two if upgraded) into your hand that turn.  Its a skill and is not exhausted on use, so you can use Dual Wield again to repeat the effect.
  • Employ them with an all out attack deck.  This kind of deck focuses purely on attack, so you can dump, replace or remove defense cards and focus only on attacks.  The apparition cards let you drop any HP damage to 1 HP, including from effects.  The limit is you only have 5 cards (unless you make more), so turns have to be carefully counted and monitored.