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.
Common · Relic
Reliable early sustain worth roughly 12–14 HP per act, but too little value when bought late.
Common · Relic
Stronger sustain than Blood Vial while the deck is still growing, but its value falls sharply once too few card additions remain.
Common · Relic
Excellent passive damage while blocking, especially against multi-hit enemies, the Act 2 beehive elite, and Phantom’s Slippery charges; less compelling late.
Common · Relic
Three free cards are powerful enough to justify intentionally leaking one damage, with an especially strong Bloodletting interaction on Ironclad.
Common · Relic
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.
Common · Relic
Scarce energy that can be deliberately left on two charges so the next combat begins with an immediate proc.
Common · Relic
Question-mark fights are uncommon enough that it may do nothing for an act; a potion is a cheaper answer when one actually appears.
Common · Relic
Turn one is often the most important setup turn, and the extra energy pairs particularly well with draw while offsetting Bread’s opening penalty.
Common · Relic
Delayed and sometimes wasted sustain that usually heals less than competing common relics, so shops often offer better uses for the gold.
Common · Relic
Dexterity dramatically improves the game’s strong block cards on every character, with only a modest efficiency drop for Ironclad’s expensive blocks.
Common · Relic
Setup-friendly draw that remains relevant all run, but is slower at finding Powers than Bag of Preparation or Centennial Puzzle.
Common · Relic
Extra potion capacity is excellent RNG insurance and exceptional with Entropic Brew, but spending on it while weak and potionless gives no immediate help.
Common · Relic
Opening Weak saves HP in almost every fight, scales with enemy damage, strips Artifact, and helps extend later Weak applications.
Common · Relic
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.
Common · Relic
A powerful Act 1 damage shortcut—especially for Ironclad—but rapidly loses value after Strikes are removed or stop mattering.
Common · Relic
Strong early damage that still adds up in long fights, best for Ironclad and Shiv decks and weakest for attack-light Necrobinder runs.
Common · Relic
Guaranteed boss value and often routable into elites, though intervening non-combat rooms can waste the setup.
Common · Relic
Evaluate it as upgrading two Defends: useful early when defense needs help, increasingly poor as the deck and upgrades improve.
Common · Relic
Usually only upgrades two Strikes, which matters far less than defensive upgrades and compares badly with Strike Dummy unless it high-rolls.
Common · Relic
Three Strength below half HP lets Ironclad skip rests, take more upgrades, and tear through elites while insuring low-health runs.
Common · Relic
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.
Uncommon · Relic
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.
Uncommon · Relic
Large decks turn each campfire into substantial free healing while preserving the upgrade action, often outperforming Regal Pillow.
Uncommon · Relic
Can solve AoE-heavy Acts 1 and 2—especially Overgrowth and triple centipedes—but loses most of its targets in Act 3.
Uncommon · Relic
Fourteen automatic block lands on a threatening turn in almost every serious fight and usually outperforms spending two energy on block cards.
Uncommon · Relic
Comparable to a pricier Pendulum in ordinary decks; only exhaust-heavy Ironclad or Shiv-heavy Silent can trigger it often enough.
Uncommon · Relic
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.
Uncommon · Relic
Good early AoE for skill-dense block decks—especially Necrobinder Souls—but character-dependent and increasingly irrelevant late.
Uncommon · Relic
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.
Uncommon · Relic
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.
Uncommon · Relic
Exceptional early free block and especially natural for Necrobinder turns spent on Osty, but conflicts with other block relics and fades against larger hits.
Uncommon · Relic
Durable block scaling when the deck can reliably play three attacks, strong for Shivs and zero-cost packages but less dependable on Necrobinder.
Uncommon · Relic
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.
Uncommon · Relic
Lets block-heavy decks advance fights without attacks and can add meaningful boss damage, but its six damage matters much less in Act 3.
Uncommon · Relic
Ten HP is still too little for an uncommon price; Anchor prevents the same amount every fight and the Max HP barely improves rests.
Uncommon · Relic
Can be preset for a key attack and remains relevant to 100-damage endgame hits, but becomes unnecessary once damage is already solved.
Uncommon · Relic
Blocks precisely on vulnerable Power-setup turns and stays relevant all run; only a Powerless early deck fails to exploit it.
Uncommon · Relic
Excellent repeatable frontload for early elites and bankable with Potion Belt, but loses value once potion slots are reserved for endgame answers.
Uncommon · Relic
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.
Uncommon · Relic
Less immediate than Orichalcum but more relevant once the deck blocks every turn; poor only for decks committed to attacking constantly.
Uncommon · Relic
Turn-three Strength and Dexterity arrive in time for most real fights, providing valuable scaling without demanding a specific deck.
Uncommon · Relic
Usually upgrades a Strike and Defend for one combat; only a very refined deck or desperate boss matchup makes the random output worth it.
Uncommon · Relic
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.
Uncommon · Relic
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.
Uncommon · Relic
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.
Uncommon · Relic
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.
Uncommon · Relic
Effectively delayed draw three with Soul synergy and all-run relevance, but clearly below immediate draw relics and actively bad with Fiddle or Snecko.
Uncommon · Relic
A free Loop that adds major Frost, Dark, or other Orb output and can target a different Orb alongside the Loop card.
Uncommon · Relic
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.
Rare · Relic
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.
Rare · Relic
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.
Rare · Relic
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.
Rare · Relic
Even one Power enables repeatable Dexterity and Strength scaling, with the only real skip being an immediately threatened early deck with no Powers.
Rare · Relic
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.
Rare · Relic
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.
Ancient · Relic
Two starter transforms are powerful enough to outweigh 12 lost Max HP, especially on Ascension 10 where the loss does not reduce current HP.
Ancient · Relic
Glam makes even a weak first reward strong, becomes exceptional on Powers and Exhaust cards, and doubles the value of later upgrades.
Ancient · Relic
333 Gold can buy a chosen relic and remove a starter, but the early map should offer a shop before Greed compromises a hard-pool fight.
Ancient · Relic
Two immediate potions protect early HP or beat an elite, while the permanent extra slot carries reserved power into later bosses.
Ancient · Relic
Three early upgraded rewards create strong snowball value; losing the first chest is acceptable unless the upgraded choices all whiff.
Ancient · Relic
A free random relic has far more immediate hits than misses and maximizes the value of effects that scale with floors or combats.
Ancient · Relic
Extra draw and Energy make every elite safer and can support a three- or four-elite Act 1, though it does not help the opening hallways.
Ancient · Relic
150 Gold has no downside and is often enough to buy a relic, with discretion to save it for a later shop.
Ancient · Relic
Transforming a starter is both a removal and a new card, so even a low roll is usually better than simply adding a random reward.
Ancient · Relic
Two cross-character rewards rarely both miss, usually improve the first fights, and can open unique combinations without forcing both picks.
Ancient · Relic
Most Colorless choices provide useful immediate output, and choosing between two makes a completely dead floor-one result uncommon.
Ancient · Relic
A choice among three Multiplayer cards offers useful build-around potential and especially high fun value, though the ranking is experience-limited.
Ancient · Relic
Upgrading a Strike and Defend is unexciting but reliable immediate output that saves HP in early fights and helps reach elites safely.
Ancient · Relic
Neow's Fury supplies early damage plus discard-pile recursion, with extra upside for zero-cost cards and Silent discard payoffs.
Ancient · Relic
Every character has a worthwhile starter upgrade, making this a modest but dependable way to improve the opening combats.
Ancient · Relic
One free starter removal is universally solid, though less impactful than New Leaf or upgrading a key starter.
Ancient · Relic
Two removals are very strong, but losing 16 HP requires a gentle early path or reliable recovery and is harsher on Ascension 10.
Ancient · Relic
Best on a route with at least six—and ideally nine—normal combats plus rest sites, trading some elite pressure for repeated random upgrades.
Ancient · Relic
Two post-boss relics are a strong delayed payoff only when the character and route can survive Act 1 without immediate help.
Ancient · Relic
Its value scales with the number of available rest sites and works best for characters that can turn repeated rests into a safe long game.
Ancient · Relic
Excellent when three path breaks add upgrades, elites, or shops; otherwise the charges do not improve the run enough to justify the pick.
Ancient · Relic
Two relics can snowball immediately, but bad rolls and an extra Strike and Defend create awkward draws, especially for Regent and Necrobinder.
Ancient · Relic
The random Rare can be excellent, but many floor-one Rares are expensive or synergy-dependent bricks, with major character-to-character variance.
Ancient · Relic
Choosing among three Rares reduces the miss chance, but pairing a weak early pick with an Injury can make the first fights punishing.
Ancient · Relic
Two random Neow relics create boss-swap-like upside, but the added Curse and possible curse-producing rolls can ruin the opening deck.
Ancient · Relic
Three bundled cards can improve early fights, but most packs contain at least one redundant or unwanted card that cannot be declined separately.
The bundled card packs sometimes miss, but are often strong on Regent and remain a solid run-specific boost.
Ancient · Relic
A card reward and potion are useful, but nearly every competing Neow option provides more lasting or more powerful early value.
Ancient · Relic
Eleven Max HP is a real buffer but does not improve combat output, so stronger picks usually prevent more damage than the Oyster adds.
Ancient · Relic
Retaining every hand lines up combos so broadly that Pyramid remains one of the strongest boss relics despite occasional hand clog.
Ancient · Relic
Halving enemy damage after low-card turns can carry even a weak deck and may be stronger than Runic Pyramid.
Ancient · Relic
Transforming every Strike and Defend is now an almost automatic Act 1 pick and remains powerful into Act 2.
Ancient · Relic
Innate Apotheosis makes a fully upgraded deck immediately and is one of the best ways to secure an Act 3 win.
Ancient · Relic
Brightest Flame is an abusable draw-three, gain-three card whose Max HP cost matters little in the late-game boss gauntlet.
Ancient · Relic
Swift 3 on three existing cards supplies nine free draws in the first cycle and is exceptionally easy to build around.
Ancient · Relic
999 Gold with no downside lets the run buy exactly what it needs across shops and creates a huge, low-risk power spike.
Ancient · Relic
Three Apparitions provide three turns of Intangible and scale further with Exhaust synergies or card duplication.
Ancient · Relic
One extra draw every turn adds major consistency without sacrificing turn-one draw and is especially strong on Defect.
Ancient · Relic
Seven Block every turn saves enormous HP for weak decks and safely pushes strong decks over the finish line.
Ancient · Relic
Cooking once or twice can remove key cards and add Max HP, making it easy to shape a run-winning deck.
Ancient · Relic
Making every fifth card free often exceeds one Energy per turn and can bypass costly Star requirements on Regent.
Ancient · Relic
Doubling the first card each combat becomes run-winning when the deck can consistently lead with a decisive Power.
Ancient · Relic
Refilling every potion slot each combat is powerful even with two slots and scales dramatically with extra potion capacity.
Ancient · Relic
Four potion slots filled immediately give skilled potion use enough control and stored power to prevent most losses.
Ancient · Relic
After its buff, zero-cost nine-damage Strikes are strong even on characters with poor starters and fewer available removals.
Ancient · Relic
Taking everything from a merchant is a dynamic but consistently enormous shop payoff.
Ancient · Relic
Glam on every future card reward needs only a few rewards to produce a run-winning set of double-played cards.
Ancient · Relic
The buff to free random Attacks provides abundant damage and can roll extremely expensive Regent attacks at no cost.
Ancient · Relic
Goopy Defends enable Exhaust, Echo Form, Feel No Pain, and Dark Embrace synergies across several characters.
Ancient · Relic
Regularly doubling a Block card is easy to build around and particularly effective against Act 2 encounter patterns.
Ancient · Relic
Seeing fifteen off-character cards can supply an entire synergy package, giving skilled deck builders run-winning flexibility.
Ancient · Relic
Floating one Energy yields two next turn, effectively enabling four-Energy turns and becoming exceptional with Ice Cream.
Ancient · Relic
The extra Energy from turn three onward is a strong long-fight payoff when the deck can survive its first two turns.
Ancient · Relic
Confusion sometimes fails, but the extra draw wins often enough that Snecko belongs alongside Fiddle.
Ancient · Relic
Transforming and upgrading three chosen cards is a consistently solid deck improvement.
Ancient · Relic
Imbued can win a run with a premium Skill target and is still usually strong with merely adequate targets.
Ancient · Relic
Four targeted upgrades are a simple, dependable power boost.
Ancient · Relic
Removing four cards is powerful enough that delayed Soot is usually manageable and can even become beneficial.
Ancient · Relic
One Energy per turn outweighs three opening Dazed, though competition from stronger Nalulu rewards often keeps it unpicked.
Ancient · Relic
Two fixed start-of-turn draws are exceptional on Regent and remain solid when a character does not rely on in-turn draw.
Ancient · Relic
The stronger relic pool makes elite snowballing much more reliable than in the first game.
Ancient · Relic
Putting a random Power into hand for free on turn one is a broadly solid boost without usually breaking the run.
Ancient · Relic
The extra-turn panic button can be game-breaking, but decks often cannot afford a turn with no cards played.
Ancient · Relic
Instinct on three Attacks is a strong aggressive boost when the deck has good targets, but is not usually run-winning.
Ancient · Relic
The huge opening Energy can win with enough turn-one draw or Energy retention, but needs supporting pieces.
Ancient · Relic
An opening Luminesce supplies useful burst Energy and has Exhaust and duplication synergies.
Ancient · Relic
Six random upgrades are useful, though they often hit starters instead of the cards the deck most wants upgraded.
Ancient · Relic
A retained choice from five random cards creates flexible, interesting decisions but not overwhelming power.
Ancient · Relic
Three relics are solid in the stronger sequel pool, but the Curse and lack of continued snowball keep it below Black Star.
Ancient · Relic
Three removals generally improve a deck enough to offset adding Folly, though stronger immediate options often exist.
Ancient · Relic
Five immediate card rewards provide a reliable Act 2 power boost and usually outperform slower reward manipulation.
Ancient · Relic
Energy is valuable and mixed-color rewards can be strong, though the reward pool becomes less consistent.
Ancient · Relic
Temporary Energy becomes sustainable when nearby rest sites can add multiple sets of charges.
Ancient · Relic
Thirty-one Max HP is a large and usable buffer, but usually loses to more novel or directly powerful Nalulu choices.
Ancient · Relic
Copying the first Attack each turn is consistently useful and occasionally enables exceptional combos.
Ancient · Relic
Drawing after every fourth card is a strong payoff for Energy-heavy or zero-cost decks and may deserve a higher spot within the tier.
Ancient · Relic
Free Energy is excellent without many Powers, but the increased Power costs can make the relic actively awkward.
Ancient · Relic
Two clean removals are a dependable deck improvement when no more powerful boss relic is offered.
Ancient · Relic
Clone is exceptional with the right target, but a worthy card is absent too often to rank it consistently higher.
Ancient · Relic
The Energy is strong only when the deck can reliably discard or otherwise neutralize Enthralled.
Ancient · Relic
Turning skipped rewards into relics needs a deck already strong enough to farm many hallway combats.
Ancient · Relic
Reward rerolls require many future combats and give no immediate power to survive those fights.
Ancient · Relic
Three Wishes can be useful when Ironclad can exploit or exhaust the two Curses, but most other decks find the package awkward.
Ancient · Relic
Wax relics offer temporary, often awkward value and usually lose to permanent boss-relic benefits.
Ancient · Relic
The special Act 2 path adds floors, but all of the relic value disappears after that act.
Ancient · Relic
Removing five cards before they return upgraded is too punishing in early hallways and demands unusually precise targets and synergies.
Ancient · Relic
Paying Gold for Energy often costs more than Ectoplasm and prevents spending down at shops unless the run has special Gold generation.
Ancient · Relic
Vakuu playing turn one is unpickable without a deck arranged to survive his left-to-right decisions.
Ancient · Relic
Transforming cards into Mauls has shown niche successes, but the payoff is usually too weak.
Ancient · Relic
Requiring several elite kills before the random upgrades equal a boss relic makes the payoff too delayed.
Ancient · Relic
A costly card that must be drawn on exactly the right turn is too inconsistent outside rare support such as Snecko Eye.
Ancient · Relic
Nalulu always offers something better than marking a handful of ordinary combats as one-HP fights.
Ancient · Relic
One Strength per turn rarely compensates for exhausting random draw-pile cards.
Ancient · Relic
Outcome-specific placement: Meteor Shower and Suppress are Extremely Broken, Break is Broken, and Protector is Still Good, but Less Good.
Ancient · Relic
Outcome-specific placement: Sealed Throne+, Biased Cognition+, and Forbidden Grimoire+ are Broken; Corruption+, Wraith Form+, and Quadcast are Good.
Ancient · Relic
Starter-upgrade outcomes vary widely: Snecko Eye Unbound is Good; several character upgrades are Mid; Black Blood is Bad.
No relics match those filters.