Anchor
Common · Relic
vmService · 0.105.0 · 1:57 ↗
Always BuySaves meaningful HP in nearly every hallway and elite, remains relevant into Aeonglass, and is still worth considering late in Act 3.
Common · Relic
Saves meaningful HP in nearly every hallway and elite, remains relevant into Aeonglass, and is still worth considering late in Act 3.
Common · Relic
Strong early frontload for attack-heavy characters and useful Artifact strip later, but weaker on Necrobinder and once the deck already strips Artifact.
Common · Relic
Turn-one draw finds setup Powers, damage, or emergency block with no real deck requirement, making it one of the strongest relics in the game.
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Reliable early sustain worth roughly 12–14 HP per act, but too little value when bought late.
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Stronger sustain than Blood Vial while the deck is still growing, but its value falls sharply once too few card additions remain.
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Excellent passive damage while blocking, especially against multi-hit enemies, the Act 2 beehive elite, and Phantom’s Slippery charges; less compelling late.
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Three free cards are powerful enough to justify intentionally leaking one damage, with an especially strong Bloodletting interaction on Ironclad.
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Premium early AoE for crowded hallways and the triple-centipede elite, though nine damage falls off in Act 3.
Common · Relic
Usually delivers six to ten block across the opening turns and stays useful throughout the run even when enemy patterns waste some Plating.
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Scarce energy that can be deliberately left on two charges so the next combat begins with an immediate proc.
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Question-mark fights are uncommon enough that it may do nothing for an act; a potion is a cheaper answer when one actually appears.
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Turn one is often the most important setup turn, and the extra energy pairs particularly well with draw while offsetting Bread’s opening penalty.
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Delayed and sometimes wasted sustain that usually heals less than competing common relics, so shops often offer better uses for the gold.
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Dexterity dramatically improves the game’s strong block cards on every character, with only a modest efficiency drop for Ironclad’s expensive blocks.
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Setup-friendly draw that remains relevant all run, but is slower at finding Powers than Bag of Preparation or Centennial Puzzle.
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Extra potion capacity is excellent RNG insurance and exceptional with Entropic Brew, but spending on it while weak and potionless gives no immediate help.
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Opening Weak saves HP in almost every fight, scales with enemy damage, strips Artifact, and helps extend later Weak applications.
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More immediate and reliable than Meal Ticket because resting before bosses is common; it also helps losing runs catch back up.
Common · Relic
Seven HP is too small to change pathing or survival meaningfully, and the Max HP upside does not justify shop pricing.
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A powerful Act 1 damage shortcut—especially for Ironclad—but rapidly loses value after Strikes are removed or stop mattering.
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Strong early damage that still adds up in long fights, best for Ironclad and Shiv decks and weakest for attack-light Necrobinder runs.
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Guaranteed boss value and often routable into elites, though intervening non-combat rooms can waste the setup.
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Evaluate it as upgrading two Defends: useful early when defense needs help, increasingly poor as the deck and upgrades improve.
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Usually only upgrades two Strikes, which matters far less than defensive upgrades and compares badly with Strike Dummy unless it high-rolls.
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Three Strength below half HP lets Ironclad skip rests, take more upgrades, and tear through elites while insuring low-health runs.
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Worth considering with Noxious Fumes, Bouncing Flask, or Twisted Funnel, but Silent often has no poison package at all.
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Useful early when Regent still lacks a real damage card, but a 20-damage Sovereign Blade becomes irrelevant as the deck matures.
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Can turn Fetch, Right-Hand Hand, and other Osty attacks into a real block engine, but most Necrobinder decks lack enough qualifying attacks.
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One Focus can nearly solve Act 3 once Frost exists and still improves the starter Lightning beforehand, making speculation unusually safe.
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High upside with an early multi-hit, but awkward target timing, weak AoE coverage, late-game falloff, and uncommon pricing make it conditional.
Uncommon · Relic
Two energy on turn two is broadly useful and remains relevant, though weak early decks can occasionally draw nothing worth spending it on.
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Large decks turn each campfire into substantial free healing while preserving the upgrade action, often outperforming Regal Pillow.
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Can solve AoE-heavy Acts 1 and 2—especially Overgrowth and triple centipedes—but loses most of its targets in Act 3.
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Fourteen automatic block lands on a threatening turn in almost every serious fight and usually outperforms spending two energy on block cards.
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Comparable to a pricier Pendulum in ordinary decks; only exhaust-heavy Ironclad or Shiv-heavy Silent can trigger it often enough.
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Even attack-spam decks get too little, poorly targeted damage; Silent would rather buy Accuracy and other characters struggle to proc it.
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Speculates on future Powers without helping the current fight, generates too few extra rewards, and costs more than simply buying a useful Power.
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Good early AoE for skill-dense block decks—especially Necrobinder Souls—but character-dependent and increasingly irrelevant late.
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Reliable passive AoE lets the deck focus on blocking and is excellent through Acts 1 and 2, though three damage per turn falls off later.
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Can solve early damage and rewards upgraded multi-hits, but needs upcoming campfires and loses appeal once Powers become the upgrade priority.
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Controllable energy that stays relevant all run for attack-heavy decks; substantially worse on Necrobinder when the deck barely attacks.
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Exceptional early free block and especially natural for Necrobinder turns spent on Osty, but conflicts with other block relics and fades against larger hits.
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Durable block scaling when the deck can reliably play three attacks, strong for Shivs and zero-cost packages but less dependable on Necrobinder.
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Replaces a pre-boss rest with an upgrade and heals 50 across the Ascension 10 Act 3 double boss, so it retains value even when bought late.
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Lets block-heavy decks advance fights without attacks and can add meaningful boss damage, but its six damage matters much less in Act 3.
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Ten HP is still too little for an uncommon price; Anchor prevents the same amount every fight and the Max HP barely improves rests.
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Can be preset for a key attack and remains relevant to 100-damage endgame hits, but becomes unnecessary once damage is already solved.
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Blocks precisely on vulnerable Power-setup turns and stays relevant all run; only a Powerless early deck fails to exploit it.
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Excellent repeatable frontload for early elites and bankable with Potion Belt, but loses value once potion slots are reserved for endgame answers.
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Typical question-mark routing produces too little healing to compete with cheaper common sustain relics.
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Often gives Strength on a turn spent blocking or setting up, does nothing when potions run out, and requires unusually strong potion support.
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Less immediate than Orichalcum but more relevant once the deck blocks every turn; poor only for decks committed to attacking constantly.
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Turn-three Strength and Dexterity arrive in time for most real fights, providing valuable scaling without demanding a specific deck.
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Usually upgrades a Strike and Defend for one combat; only a very refined deck or desperate boss matchup makes the random output worth it.
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Buying the visible shop potions is cheaper, immediate, and controllable; random campfire potions only help with excess slots and no current stock.
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A strong universal block setup that can be left on nine skills to begin the next combat with seven free block.
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Flexible, scalable block that can be saved for a dangerous turn; even doubling a medium block card remains valuable throughout the run.
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Powerful once Ironclad consistently applies Vulnerable and has a large attack, but weaker early and placed below Self-Forming Clay in the final list.
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A near-complete Ironclad block solution because every self-damage instance—including Bloodletting and multi-hit damage—creates next-turn block.
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Mass discard is hard to sustain now that Calculated Gamble Exhausts, leaving mostly incidental random damage with better Silent payoffs available.
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Strong early damage that enables Bubble Bubble and amplifies poison scaling, while retained value comes from stripping Artifact late.
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A Child of the Stars-like block engine that can be preset between fights and trigger repeatedly in most Star-based Regent decks.
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Card generation is common enough on Regent that this behaves like a free Pillar of Creation and can block repeatedly from the start.
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Rare Necrobinder sustain that can heal from multiple Doom kills per fight; excellent early with any Doom, dead without it and weaker late.
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Effectively delayed draw three with Soul synergy and all-run relevance, but clearly below immediate draw relics and actively bad with Fiddle or Snecko.
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A free Loop that adds major Frost, Dark, or other Orb output and can target a different Orb alongside the Loop card.
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A free Dark Orb is a complete damage-scaling starter, doubles down with Darkness, and remains relevant against Act 3 bosses.
Rare · Relic
Consistent energy on most characters and effectively energy every turn on Necrobinder, though attack-driven Ironclad decks use it less reliably.
Rare · Relic
Late bosses make the damage cap increasingly valuable as insurance for weak turns, while early shops should prioritize immediate help; it also enables Bloodletting infinites.
Rare · Relic
Large early output that improves with turn-one draw and Gambling Chip, but falls off as Innate and already-upgraded cards occupy the opening hand.
Rare · Relic
Eighteen block lines up with major turn-three attacks from Test Subject, elites, and bosses, retaining its value for the entire run.
Rare · Relic
Three energy is harder to convert than Captain’s Wheel’s block without draw; it becomes attractive with retain, expensive cards, or Ice Cream.
Rare · Relic
Produces substantial free block with ordinary play, scales with draw and retain, and is particularly strong when Aeonglass fills the hand.
Rare · Relic
Future Power upgrades are speculative, often unimportant, and provide no immediate snowball, so even an early copy rarely beats a purchase that helps now.
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Redrawing a poor opening hand digs to Powers and setup immediately, with even more value from extra turn-one draw and Silent’s starter.
Rare · Relic
Run-winning with Defect’s Subroutine, Math Science, or Mummified Hand, but an expensive low-output purchase for ordinary decks with only a few Powers.
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Campfire upgrades are far stronger than lifting in this game; only Miniature Tent makes spending three rest-site actions remotely plausible.
Rare · Relic
Energy generation turns it into a substitute boss relic and it can bank through Lagavulin’s sleep, but it is slow help for a deck facing immediate danger.
Rare · Relic
Two-cost cards are common enough across every character that the repeated four block adds up to an outsized defensive engine.
Rare · Relic
Dexterity scaling is exceptional if the deck can proc three attacks, easy for Shivs and workable for Regent but unreliable for Ironclad and attack-light Necrobinder.
Rare · Relic
A run-long safety net that can be preserved for Act 3 bosses or deliberately triggered from very low HP to absorb a massive hit.
Rare · Relic
Fourteen HP is substantial but does not solve elites; it is mainly an Act 3 gold dump after stronger cards, potions, and relics are covered.
Rare · Relic
Early sustain can support fighting every elite and snowball the run, but full-health Act 3 decks or runs with ample healing gain little.
Rare · Relic
Most decks add few attacks after purchase and their upgrades matter less than skills, leaving even Ironclad with better ways to spend rare-relic gold.
Rare · Relic
Power turns are energy-intensive and this supplies enough energy to justify buying with only one Power—or even speculating when the run is currently safe.
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Three extra cards are easy to trigger on normal three-energy turns and can also set up a later combo turn, making it elite from Act 1 through Act 3.
Rare · Relic
Needs a safe early Act 1 to earn enough extra rewards without getting the deck killed before its first elite; Driftwood is the notable later-game exception.
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Even one Power enables repeatable Dexterity and Strength scaling, with the only real skip being an immediately threatened early deck with no Powers.
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Too slow for the shortest fights but effectively a delayed Apotheosis against elites and bosses, with special value for Regent’s Sovereign Blade.
Rare · Relic
Buying a real relic and continuing to upgrade at campfires is usually better; only an early Miniature Tent makes digging competitive.
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Strength is far less universally valuable than Kunai’s Dexterity, so even Shiv decks need an actual damage shortage to justify the rare price.
Rare · Relic
Turn seven is too late for hallways and 52 damage falls off later; its narrow role is rescuing a deck with no damage from an Act 1 or Act 2 boss.
Rare · Relic
Once a block-heavy deck overblocks, the stored block makes future overblocking easier and can approach ten free block per turn, though some fights never start the loop.
Rare · Relic
Early upgraded skills can solve blocking for the run, but the delayed payoff may require safer pathing and becomes much worse once few card rewards remain.
Rare · Relic
Best on self-damaging Ironclad where it can save six or seven HP per combat; poor on Necrobinder because it does not protect Osty and modest elsewhere.
Rare · Relic
Almost every deck fails to empty its hand and keep spending energy; only an unusual Turbo-heavy Defect can make the expensive relic function.
Rare · Relic
Exceptional with a major debuff such as Doom, Uppercut, or a large Vulnerable application, but too expensive when it merely adds one Weak.
Rare · Relic
Randomness is outweighed by a free turn-one card’s baseline value and enormous Power high-rolls, keeping it relevant from early frontload through late setup.
Rare · Relic
Most of its value is only the additional potion chance beyond natural drops, and buying visible shop potions is usually cheaper unless found very early.
Rare · Relic
A win-more purchase that neither helps kill elites nor guarantees useful rares; only a strong deck with many elites ahead can safely realize the upside.
Rare · Relic
Ironclad naturally accumulates Exhaust, turning Burning Pact and mass-exhaust cards into valuable AoE, but a deck with no Exhaust has no reason to speculate.
Rare · Relic
Ironclad usually finds self-damage, and refunding Offering or repeated smaller life-loss costs creates enough sustain to justify buying before the synergy is perfect.
Rare · Relic
A single Inflame can provide enough damage scaling for the run and Strength Potion also works, though decks with solved damage can skip it.
Rare · Relic
Any reliable Shiv generation can turn temporary Dexterity into Silent’s entire block plan, with only a Shivless deck in immediate danger needing to pass.
Rare · Relic
Silent begins with Weak and can upgrade Neutralize, so the amplified reduction immediately trivializes a large share of incoming damage.
Rare · Relic
Discard becomes much more valuable as block than Tingsha’s damage, but Calculated Gamble exhausting prevents it from being a permanent block solution by itself.
Rare · Relic
Lets Regent draft Star payoffs without balancing every one with generation, though buying it while short-term damage is missing can still be dangerous.
Rare · Relic
Regent can trigger the scaling from the starter deck onward, solving boss damage without needing to commit to Sovereign Blade.
Rare · Relic
Two optional colorless cards provide strong turn-one choices early and retain high-roll potential late, so the value persists all run.
Rare · Relic
Necrobinder’s Ethereal pool is consistently strong, and unwanted rolls exhaust themselves instead of clogging the deck.
Rare · Relic
Strong with Reap, Snap, or other retained cards, but blank without retain and unable to discount Eradicate or other X-cost payoffs.
Rare · Relic
Reap and other three-cost or X-cost cards make the refund easy to access, with especially strong Borrowed Time and Pale’s Horn interactions.
Rare · Relic
Minor with only the starter Lightning, but increasingly strong as Orb slots fill—especially with Frost or Dark—even without permanent Focus.
Rare · Relic
Seven channels usually happen after combat is decided or not at all; it needs a very fast Orb deck that somehow still values 30 frontloaded AoE.
Rare · Relic
Fetching Turbo or Go for the Eyes can create an excellent turn one, but it is blank without at least two zero-cost cards and weaker than unconditional generation.
Shop · Relic
Two Dexterity can solve early fights while potionless, but the relic turns off once the run starts banking important potions for late encounters.
Shop · Relic
The opening energy loss costs hallway HP, yet the extra energy on every later turn is boss-relic-level output and often saves HP in elites and bosses.
Shop · Relic
Outstanding when it duplicates Offering, Adrenaline, Malaise, or Radiant Pearl, but not worth speculating on before the deck has a premium Exhausting skill.
Shop · Relic
The shop already sells visible potions, making five random rolls poor value unless abundant slots and gold leave no better boss solution.
Shop · Relic
Powerful with existing Dirge, Eradicate, or another strong X-cost, but finding the payoff after buying it is far too unlikely to speculate on.
Shop · Relic
Colorless rewards are not guaranteed or necessarily synergistic, while shops already show colorless cards without sacrificing character-specific rewards.
Shop · Relic
Most established decks have a premium card worth duplicating, and egg relics can even upgrade the copy; only very early decks may lack a target.
Shop · Relic
One Max HP per ordinary gold reward is negligible, and even gold relics rarely improve the rate enough outside implausible event combinations.
Shop · Relic
Excellent once Strikes and Defends are dead draws, though it does not accelerate the first deck cycle and is weaker while those basics still matter.
Shop · Relic
Chosen Sharp upgrades provide strong early frontload and become excellent on multi-hits, while decks with solved damage gain less.
Shop · Relic
Adding block to three chosen, repeatedly played cards creates universal value and scales further with Dexterity, Fasten, and zero-cost recursion.
Shop · Relic
No-damage fights are too uncommon, and even successful triggers often upgrade card rewards the deck does not want to take.
Shop · Relic
Judge it by current missing HP: healing around 20 is already solid, while buying near full health wastes most of its value.
Shop · Relic
Reduced gold income makes the upfront cost harder to absorb than in the first game, but a safe run still recoups strong long-term shop value.
Shop · Relic
Excellent early free healing alongside upgrades and exceptional with Kindle, digging, or lifting relics, but rapidly loses value as campfires run out.
Shop · Relic
Nine damage makes existing enchanted attacks—especially multi-use or zero-cost ones—absurd, but the purchase is completely blank before that rare setup exists.
Shop · Relic
Five simultaneous card rewards expose combos before committing to either piece, making this one of the best direct uses of shop gold.
Shop · Relic
Can solve damage on a frequently replayed attack such as Make It So, Hatchet, or Bolas, but ordinary attacks scale too slowly from Momentum.
Shop · Relic
Retaining the opening hand offers useful flexibility in almost every combat and becomes stronger with turn-one draw or turn-two energy.
Shop · Relic
Innate and Retain are best on draw or energy skills that set up a large turn; excluding Powers leaves too many decks without a worthy target.
Shop · Relic
Excellent with Pale Eye and workable for Ironclad Exhaust or Defect energy decks, but most hands cannot be emptied consistently enough.
Shop · Relic
Useful early frontload for attack-based Ironclad and Silent when many elites remain, but weak on Necrobinder and irrelevant against late high-HP elites.
Shop · Relic
Usually delayed six block after the first full deck cycle; only tiny decks, Reboot, or repeated shuffle loops turn it into a real engine.
Shop · Relic
Choosing among three colorless cards gives the exact combat useful turn-one utility and occasional fight-winning high-rolls throughout the run.
Shop · Relic
Swift lands randomly on rewards the deck may skip, and even a hit often adds draw where the card’s cost prevents using it effectively.
Shop · Relic
Can carry an early Ironclad through elite-heavy paths if the deck is built to end fights quickly, but enemy Strength becomes lethal in multi-hit late bosses.
Shop · Relic
Useful early frontload and stronger with Accuracy or ninja relics, but three Shivs alone stop mattering once the deck no longer needs Act 1 damage.
Shop · Relic
Exceptional when Regent has Charge or Guards because their zero-cost Minions become huge damage or block; merely decent with Be Gone and blank without those cards.
Shop · Relic
Even Doom decks often wait too many turns for the reduction; it is only defensible as late-boss insurance when Doom is already the primary damage plan.
Shop · Relic
Three slots unlock broad Orb drafting and major scaling for Defect, despite occasionally delaying an early Dark Orb evoke enough to alter pathing.
No relics match those filters.