Shockwave
Uncommon · Skill
His strongest colorless card: an automatic purchase and upgrade on essentially every character because long Weak and Vulnerable are so efficient.
Uncommon · Skill
His strongest colorless card: an automatic purchase and upgrade on essentially every character because long Weak and Vulnerable are so efficient.
Uncommon · Power
It effectively doubles base Defends and can make them sufficient through the Act 3 boss gauntlet, so he takes it almost whenever it appears.
Rare · Skill
An early Alchemize snowballs potions for the entire run, and extra potion-slot sources make an already degenerate card even stronger.
Uncommon · Skill
Card generation is exceptionally strong and often worth buying in the first shop; on characters that discount the result it can be even better.
Uncommon · Skill
Cheap, dense defense against the game's many multi-hit patterns and an easy shop purchase, with extra Ironclad exhaust synergy.
Rare · Attack
One of his most-purchased Act 1 rares: strong frontload plus three free cards, with especially consistent high rolls on Necrobinder.
Uncommon · Skill
Thirteen Block plus hand retention is a broadly powerful package that he is happy to buy early on almost every character.
Uncommon · Skill
An upgraded early Splash produces massively overstatted free attacks, especially Regent hits, and can carry the first two acts by itself.
Uncommon · Skill
Its buff to four Block makes the free cantrip worth buying even in Act 1, with Dexterity making it better still.
Rare · Skill
Simple, cheap draw-three is increasingly valuable and frequently worth buying now that colorless rares cost less.
Uncommon · Power
The upgraded Strength and Dexterity are powerful, particularly on Necrobinder and Silent, despite the money, upgrade, and setup required.
Uncommon · Skill
Its huge one-energy Block number remains excellent for the full run and becomes even more absurd alongside Fasten.
Rare · Skill
Tutoring any Skill is excellent across the cast and frequently worth a mid- or late-game purchase; upgraded, it becomes a reusable Seek.
Uncommon · Skill
A great early purchase that guarantees slow Block-heavy decks eventually end fights and cleanly solves Decamillipede.
Rare · Power
Transforming a card each turn is real scaling and particularly good on Regent, but buying the rare Power blind can be too slow or inconsistent.
Event · Attack
Ten damage with Vulnerable is a powerful event reward that fits most decks and is clearly stronger than Exterminate in a vacuum.
Uncommon · Attack
Eleven free innate AoE damage is excellent Act 1 frontload, though frontloaded damage is less mandatory than it was in the first game.
Uncommon · Attack
A cheap and broadly useful Act 1 damage purchase whose damage-based AoE can solve early multi-enemy fights.
Uncommon · Attack
A one-energy 14-damage card with an enormous upgrade is simply overstatted, though Block makes its Ultimate counterpart stronger.
Uncommon · Attack
The buff to five damage makes this a useful free strike cantrip, though damage is less valuable than Finesse's Block.
Uncommon · Power
A generically strong energy Power that often pays out every turn or two and can fuel larger draw turns, especially on Necrobinder.
Rare · Skill
Filling the hand is an extremely powerful effect when a deck has the energy and lacks draw, though those requirements make it somewhat specific.
Rare · Power
A useful consistency Power that can repeat the same key card every turn, but it needs a sufficiently strong target to justify its cost.
Rare · Skill
Replay can eventually create enough scaling to carry a deck, but the target RNG and weak bottom-deck cases make it slower than its reputation.
Rare · Power
Attack chaining provides strong scaling, especially with Regent card-generation payoffs, but the rare card's three-energy price keeps it out of Great.
Uncommon · Attack
A consistent early purchase that combines useful damage with selective draw and gains extra value from Strike synergies.
Uncommon · Attack
A compact damage-and-block card that scales with Strength, Vulnerable, and damage multipliers, but is otherwise merely solid.
Event · Attack
The multi-hit AoE benefits from Strength and enchantments and can immediately stabilize the dangerous Decamillipede fight in Act 2.
Uncommon · Attack
Good repeatable Act 1 damage from Neow or an early shop, but a step below Omnislice, Fisticuffs, and Seeker Strike.
Uncommon · Skill
Affordable mid- or late-game manipulation that he often buys happily, although its consistency gain is less impactful than premium tutors.
Uncommon · Skill
A strong energy injection when a deck needs it, especially upgraded, but its limited acquisition context and lack of other value keep it in Mid.
Uncommon · Skill
Copying current Block into next turn can be fun with Barricade or a large Block engine, but lining it up is too specific for general use.
Uncommon · Skill
It still does exactly what its name promises, but stronger modern Block options make paying for its two-turn drawback much less appealing.
Uncommon · Power
Powerful when a deck reliably plays five cards each turn, especially Silent or Necrobinder, but too character- and engine-dependent overall.
Rare · Attack
Still a strong gold engine, especially from Neow, but harder to fit into a run and less rewarding without an Act 4 in which to spend the payoff.
Event · Skill
A respectable multi-turn Block card, especially upgraded with Dexterity, but the Slither enchantment is often the more run-defining event reward.
Event · Attack
Solid zero-cost Act 1 damage when desperately needed, but the event's max-HP alternative is usually more valuable once damage is covered.
Uncommon · Skill
The strong colorless pool makes its generation useful, especially upgraded, though the randomness keeps it in Mid.
Event · Skill
He has never obtained the event card and places it in Mid only as an assumption, comparing it to an oversized Flex.
Rare · Attack
Retain and twelve damage look efficient, but the rare attack is too low-impact to justify purchasing for most decks.
Rare · Attack
A specific payoff for Strength, Momentum, or bounce synergies; strong when the pieces line up, but too narrow to rate higher.
Uncommon · Power
Four Vigor per turn can excel with multi-hits, but without a strong synergy the payoff is too small to buy and add.
Rare · Power
Moving its trigger after the normal draw removed much of the top-deck manipulation that made it good, leaving an awkward but usable extra play each turn.
Rare · Power
Expensive and situational, but enough Plating can solve defense by itself when a deck needs passive scaling for a specific boss.
Rare · Power
Slow, expensive scaling, but it can serve as a one-card boss damage solution for a deck capable of blocking indefinitely.
Uncommon · Attack
Random targeting makes the X-cost damage awkward; exhaust synergies can rescue it, but it remains firmly Mid.
Uncommon · Skill
Retain lets it wait for the right exhaust turn and can pleasantly support Ironclad, though the low-impact draw needs substantial synergy.
Rare · Skill
He has almost never used it and places it in Mid while stressing that Secret Technique is substantially better.
Rare · Skill
He initially puts it last after dying to its downside, then revises the serious placement to lower Mid because the payoff takes too much setup and risk.
Rare · Skill
Its three-energy cost makes it hard to add, though generated copies can exploit a carefully prepared discard pile for powerful attack chains.
Uncommon · Power
The shuffle tutor is acceptable when generated late, but buying, upgrading, and setting it up is too janky and offers no early-game strength.
Uncommon · Skill
A mediocre Neow option with a funny Clone combo that can make chained Catastrophes play an entire deck, but little general appeal.
Event · Attack
Usually just a Strike; its multi-hit only stands out against Vent's Slippery stacks, while Toric Toughness or Slither is normally the better event choice.
Uncommon · Attack
Cheaper and supported by funny Clone or huge-deck setups, but still an awkward late-game-only innate attack that usually is not worth buying.
Uncommon · Skill
Playable mainly on Necrobinder and frustrating from Regent generation because the Sword often prevents its condition, making it far too narrow.
Rare · Attack
Two energy is too much for its modest conditional damage, especially compared with stronger rare colorless purchases.
Rare · Skill
Mostly useful when Toolbox generates it into the opening hand; buying it is rarely special enough to justify adding it to a deck.
Event · Skill
Exhaust makes the card cleaner than its predecessor, but taking two from an expensive event makes the package bad outside high-cost draw-heavy decks.
Rare · Attack
Damage equal to cards played this combat is far too weak and slow for a rare card that must be purchased.
Uncommon · Skill
Requiring an empty hand is extraordinarily difficult to engineer, so generated copies usually just sit retained and unusable.
No cards match those filters.