Archetype summary
Manipulate your card draw to unleash huge multitarget damage.
When to pivot to 'Grand Finale' archetype
An early Grand Finale can be built around. It can theoretically fit into some decks if you already have Well-Laid Plans for example and varying amounts of card draw, but you want to make sure not to already have too many cards.
Star items
attack
Grand Finale
0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.
skill
Prepared
0
C
Draw 1 card.
Discard 1 card.
skill
Calculated Gamble
0
B-
Discard your hand, then draw that many cards.
Exhaust.
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
B
B-
B-
Runic Pyramid is great for two reasons: it allows you to hold onto your Grand Finale until you can use it, and when your hand is full you can force specific amounts of card draw. For example, if you have 4 cards in your draw pile, ending the turn with 6 cards in hand will let you draw 4 cards next turn instead of 5.
Support items
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
A
A-
A
It is absolutely crucial to have cards that have varying amounts of card draw. Sometimes you need to draw exactly 1 or exactly 3 cards, so drafting a lot of the same is general not recommended.
'Grand Finale' archetype weaknesses
This deck is one of the hardest builds in the game. It is difficult to get into, and it requires strong knowledge of drawing mechanics, resolution order and enemy behaviours.
Enemies that shuffle statuses into your draw pile can mess up your exact draw amounts required. Orb Walker, Chosen and Repulsor are among the basic enemies that can mess up your counts.