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attack

Grand Finale

0

E-

Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.

attack

Grand Finale+

0

E-

Can only be played if there are no cards in your draw pile.
Deal 60 damage to ALL enemies.

Grand Finale

What we think of Grand Finale

Grand finale is an extremely difficult card to pull off. I would only ever consider using this in a real deck if I were offered it within the first 3 fights of the game. It requires an extremely small deck to make sure that this card can be consistently played over multiple turns. Even if you are able to play grand finale every time you shuffle your deck, in a 20 card deck that might still be every three or four turns which is not fast enough. To make this card work, it is important to consider your draw amounts - for example, Backflip draws 2 cards whereas Quick Slash draws 1. By having a variety of draw amounts in your deck if you can ensure that you can always empty your draw pile without overdrawing. It is possible to run this card as your only source of damage and I would recommend that. Once you get to a very slim deck, it is easy to play this card two or three times in a single turn which is enough to dispatch most foes. Do not take this card unless you intend to build your deck around it. Another honorable mention is Well laid plans which ensures that this card stays in your hand until it is playable, which is useful in 12-20 card decks. However, for this strategy to work your deck should already be small enough to play it multiple times over without the need for retaining.

Card Synergies

  • power

    A Thousand Cuts

    2

    B

    Whenever you play a card, deal 1 damage to ALL enemies.

  • skill

    Acrobatics

    1

    B-

    Draw 3 cards.
    Discard 1 card.

  • skill

    Adrenaline

    0

    S+

    Gain .
    Draw 2 cards.
    Exhaust.

  • skill

    Alchemize

    1

    A-

    Obtain a random potion.
    Exhaust.

  • skill

    Backflip

    1

    A

    Gain 5 Block.
    Draw 2 cards.

  • attack

    Backstab

    0

    A-

    Innate.
    Deal 11 damage.
    Exhaust.

  • skill

    Calculated Gamble

    0

    B-

    Discard your hand, then draw that many cards.
    Exhaust.

  • skill

    Catalyst

    1

    A-

    Double an enemy's Poison.
    Exhaust.

  • skill

    Crippling Cloud

    2

    B

    Apply 4 Poison and 2 Weak to ALL enemies.
    Exhaust.

  • attack

    Dagger Throw

    1

    B-

    Deal 9 damage.
    Draw 1 card.
    Discard 1 card.

  • attack

    Die Die Die

    1

    A-

    Deal 13 damage to ALL enemies.
    Exhaust.

  • skill

    Distraction

    1

    C-

    Add a random Skill to your hand.
    It costs 0 this turn.
    Exhaust.

  • skill

    Doppelganger

    X

    D+

    Next turn, draw X cards and gain X Energy.

  • attack

    Endless Agony

    0

    C+

    Whenever you draw this card, add a copy of it to your hand.
    Deal 4 damage.
    Exhaust.

  • power

    Envenom

    2

    A

    Whenever an attack deals unblocked damage, apply 1 Poison.

  • skill

    Escape Plan

    0

    C

    Draw 1 card.
    If the card is a Skill, gain 3 Block.

  • skill

    Expertise

    1

    C

    Draw cards until you have 6 in hand.

  • attack

    Finisher

    1

    C

    Deal 6 damage for each Attack played this turn.

  • attack

    Heel Hook

    1

    D

    Deal 5 damage.
    If the enemy has Weak, Gain and draw 1 card.

  • skill

    Malaise

    X

    A

    Enemy loses X Strength. Apply X Weak.
    Exhaust.

  • skill

    Nightmare

    3

    B

    Choose a card.
    Next turn, add 3 copies of that card into your hand.
    Exhaust.

  • skill

    Piercing Wail

    1

    A

    ALL enemies lose 6 Strength for 1 turn.
    Exhaust.

  • skill

    Prepared

    0

    C

    Draw 1 card.
    Discard 1 card.

  • attack

    Quick Slash

    1

    B

    Deal 8 damage.
    Draw 1 card.

  • skill

    Reflex

    E+

    Unplayable.
    If this card is discarded from your hand, draw 2 cards.

  • skill

    Setup

    1

    D

    Place a card in your hand on top of your draw pile.
    It cost 0 until it is played.

  • skill

    Terror

    1

    A

    Apply 99 Vulnerable.
    Exhaust.

  • power

    Tools of the Trade

    1

    B+

    At the start of your turn, draw 1 card and discard 1 card.

  • power

    Well-Laid Plans

    1

    S-

    At the end of your turn, Retain up to 1 card.

  • skill

    Bandage Up

    0

    S-

    Heal 4 HP.
    Exhaust.

  • skill

    Chrysalis

    2

    B-

    Add 3 random Skills into your Draw Pile.
    They cost 0 this combat.
    Exhaust.

  • skill

    Dark Shackles

    0

    A-

    Enemy loses 9 Strength for the rest of this turn.
    Exhaust.

  • skill

    Deep Breath

    0

    D

    Shuffle your discard pile into your draw pile.
    Draw 1 card.

  • skill

    Discovery

    1

    B+

    Choose 1 of 3 random cards to add to your hand.
    It costs 0 this turn.
    Exhaust.

  • attack

    Dramatic Entrance

    0

    A+

    Innate.
    Deal 6 damage to ALL enemies.
    Exhaust.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • attack

    Flash of Steel

    0

    C+

    Deal 3 damage.
    Draw 1 card.

  • skill

    Impatience

    0

    C

    If you have no Attack cards in your hand, draw 2 cards.

  • skill

    Insight

    0

    S-

    Retain.
    Draw 2 cards.
    Exhaust.

  • skill

    J.A.X.

    0

    B+

    Lose 3 HP.
    Gain 2 Strength.

  • skill

    Jack Of All Trades

    0

    C

    Add 1 random Colorless card to your hand.
    Exhaust.

  • skill

    Madness

    1

    C

    Reduce the cost of a random card in your hand cost to 0 this combat.
    Exhaust.

  • skill

    Master of Strategy

    0

    A+

    Draw 3 cards.
    Exhaust.

  • skill

    Metamorphosis

    2

    B

    Add 3 random Attacks into your Draw Pile.
    They cost 0 this combat.
    Exhaust.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • skill

    Panacea

    0

    B-

    Gain 1 Artifact.
    Exhaust.

  • power

    Panache

    0

    D+

    Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.

  • skill

    Panic Button

    0

    C+

    Gain 30 Block.
    You cannot gain Block from cards for the next 2 turns.
    Exhaust.

  • skill

    Purity

    0

    D-

    Choose and exhaust 3 cards in your hand.
    Exhaust.

  • attack

    Ritual Dagger

    1

    C+

    Deal 15 Damage.
    If this kills an enemy, permanently increase this card's damage by 3.
    Exhaust.

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

  • skill

    Secret Technique

    0

    A

    Choose a Skill from your draw pile and place it into your hand.
    Exhaust.

  • skill

    Secret Weapon

    0

    A

    Choose an Attack from your draw pile and place it into your hand.
    Exhaust.

  • attack

    Shiv

    0

    B

    Deal 4 damage.
    Exhaust.

  • attack

    Smite

    1

    A-

    Retain.
    Deal 12 damage.
    Exhaust.

  • skill

    Thinking Ahead

    0

    B

    Draw 2 cards.
    Place a card from your hand on top of your draw pile.
    Exhaust.

  • attack

    Through Violence

    0

    S+

    Retain.
    Deal 20 damage.
    Exhaust.

  • skill

    Transmutation

    X

    C+

    Add X random Colorless cards into your hand.
    They cost 0 this turn.
    Exhaust.

  • skill

    Trip

    0

    C+

    Apply 2 Vulnerable.

  • skill

    Violence

    0

    B-

    Place 3 random Attack cards from your draw pile into your hand.
    Exhaust.

  • curse

    Clumsy

    Unplayable.
    Ethereal.

  • curse

    Regret

    Unplayable.
    At the end of your turn, lose 1 HP for each card in your hand.

Relic Synergies

  • Bag of Preparation

    common

    At the start of each combat, draw 2 additional cards.

    B

    B-

    B+

    B+

  • Vajra

    common

    At the start of each combat, gain 1 Strength.

    A+

    A

    A

    A+

  • Blue Candle

    uncommon

    Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card.

    C-

    D+

    D+

    D+

  • Centennial Puzzle

    uncommon

    The first time you lose HP each combat, draw 3 cards.

    B

    B-

    B-

    B-

  • Gremlin Horn

    uncommon

    Whenever an enemy dies, gain 1 Energy and draw 1 card.

    B+

    D+

    D+

    B+

  • Kunai

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

    C+

    S-

    C+

    B-

  • Molten Egg

    uncommon

    Whenever you add an Attack card to your deck, it is Upgraded.

    A-

    A-

    A-

    A-

  • Ornamental Fan

    uncommon

    Every time you play 3 Attacks in a single turn, gain 4 Block.

    C-

    C+

    D+

    C-

  • Shuriken

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Strength.

    A-

    S

    B

    A

  • Peace Pipe

    rare

    You can now remove cards from your deck at Rest Sites.

    C

    C+

    C+

    C+

  • Unceasing Top

    rare

    Whenever you have no cards in hand during your turn, draw a card.

    D-

    B-

    C-

    B-

  • Runic Pyramid

    boss

    At the end of your turn, you no longer discard your hand.

    A-

    B

    B-

    B-

  • Medical Kit

    shop

    Status cards can now be played. Playing a Status will Exhaust the card.

    B-

    B-

    B-

    B-

  • Sling of Courage

    shop

    Start each Elite combat with 2 Strength.

    C-

    D+

    D+

    C-

  • Nunchaku

    rare

    Every time you play 10 Attacks, gain 1 Energy.

    B-

    B+

    B-

    B

  • Pocketwatch

    rare

    Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.

    C+

    C-

    C-

    C-

  • Runic Cube

    uncommon

    Whenever you lose HP, draw 1 card.

    B+

  • Charon's Ashes

    rare

    Whenever you Exhaust a card, deal 3 damage to ALL enemies.

    B+

  • Girya

    rare

    You can now gain Strength at Rest Sites. (3 times max)

    A-

  • Ring of the Snake

    starter

    At the start of each combat, draw 2 additional cards.

    B

  • Ring of the Serpent

    boss

    At the start of your turn, draw 1 additional card.

    B

  • Wrist Blade

    boss

    Attacks that cost 0 deal 4 additional damage.

    C

  • Pure Water

    starter

    At the start of each combat, add a Miracle into your hand.

    B-

  • Holy Water

    boss

    Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.

    A-

  • Brimstone

    shop

    At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.

    D+

  • Ink Bottle

    uncommon

    Whenever you play 10 cards, draw 1 card.

    D

    D+

    D

    D

Card Antisynergies

  • attack

    Predator

    2

    B+

    Deal 15 damage.
    Next turn, draw 2 additional cards.

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

Relic Antisynergies

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

  • Velvet Choker

    boss

    Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

    A

    A-

    A

    A-

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