Archetype summary
Generate infinite energy by jumping in and out of Calm using your starting cards.
When to pivot to 'Establishment Infinite Stance Dance' archetype
When you find an early Establishment.
Star items
power
Rushdown
1
C
Whenever you enter Wrath, draw 2 cards.
attack
Eruption
2
C
Deal 9 damage.
Enter Wrath.
skill
Vigilance
2
C
Gain 8 Block.
Enter Calm.
power
Establishment
1
A
Whenever a card is Retained, reduce its cost by 1 this combat.
skill
Meditate
1
B+
Put a card from your discard pile into your hand and Retain it.
Enter Calm.
End your turn.
skill
Scrawl
1
A-
Draw cards until your hand is full.
Exhaust.
power
Mental Fortress
1
B
Whenever you change Stances, gain 4 Block.
Peace Pipe
rare
You can now remove cards from your deck at Rest Sites.
C
C+
C+
C+
Identical to the Infinite Stance Dance archetype, but uses Establishment and Meditate to reduce the cost of key combo pieces. Use Meditate on either your Vigilance or Eruption+ to bring their combined cost to 2 or less, then watch sparks fly.
Like its counterpart, requires a very small deck and can use Mental Fortress to withstand damage.
Support items
skill
Empty Mind
1
B
Draw 2 cards.
Exit your Stance.
skill
Sanctity
1
C
Gain 6 Block.
If the last card played was a Skill, draw 2 cards.
attack
Cut Through Fate
1
A
Deal 7 damage.
Scry 2.
Draw 1 card.
skill
Vault
3
A+
Take an extra turn after this one.
End your turn.
Exhaust.
Smiling Mask
uncommon
The merchant's card removal service now always costs 50 Gold.
C-
C+
C-
C-
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
B
B-
B-
Singing Bowl
common
When adding cards to your deck, you may gain +2 Max HP instead.
S
S
S
S
Bag of Preparation
common
At the start of each combat, draw 2 additional cards.
B
B-
B+
B+
The same supporting cards are used - ways to support card removal, draw, and set-up. Alternative Wrath and Calm aren't needed, however.
'Establishment Infinite Stance Dance' archetype weaknesses
This has all the downsides of Infinite Stance Dancing, but is even harder to pull off since it requires Establishment and Meditate to be played on a discarded Wrath/Calm card before you can come online, making it impossible to pull off the combo on turn 1. This can be tricky against the Nemesis and Orb Walker, allowing them to pollute your deck before you are set up.