Dodge and Roll is very good Block-to- Energy ratio, and gets extra value when you know you will be attacked every turn.If you are drafting a defensive deck, you want as many copies of this as you are offered (although more than 4 is perhaps too many). This improves every Block gained card by 2 for the rest of the combat. Footwork is possibly the strongest card for this deck.The combat is then stalled out until a decks win condition is met. This means drafting a smaller deck than usual, and focusing on getting enough Block to block all damage every turn. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck.īlock builds revolve around playing defensively. Keep in mind that none of these builds are mutually exclusive. These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. This makes Innate cards slightly better for Silent since they only take up 1 of 7 cards instead of 1 of 5 cards. The Silent's starting Relic, Ring of the Snake ensures that the first turn of every fight is slightly stronger than all of the other turns. This means it's easier to take strong 2-cost card options earlier in the game, such as Dash, Predator, and Leg Sweep. The Silent's starting deck is also the cheapest, with its 2 non-Strike non-Defend cards costing 1 and 0.This means more Strikes and Defends are encountered in Act 1, and it's slightly more difficult to remove all starting cards from The Silent's Deck. The Silent's starting deck is the largest of the 4 characters, at 12 cards, compared to the Ironclad's, Defect's and Watcher's starting deck, each of which have 10 cards. Many of her cards draw cards, reduce costs, or give additional Energy, allowing her to chain momentum together to overcome low individual impact. Therefore she is often focused on Block, and gaining explosive advantage so that she can end the encounter faster. The Silent does not have any reliable ability to heal or an abundance of starting health. Rare Relics: The Specimen, Tingsha, Tough Bandagesīoss Relics: Hovering Kite, Ring of the Serpent (replaces Ring of the Snake), Wrist Blade This puts you into Calm (though can be used to draw cards if you're already Calm), Meditate, which lets you bring back a card from your discard pile, puts you in Calm, and ends your turn, and Fear No Evil, which puts you in Calm if the enemy intends to attack.Uncommon Relics: Ninja Scroll, Paper Krane Tantrum, which deals damage multiple times and then puts itself back into your draw pile.įor non-exhaust options to get out of Wrath before the turn ends, good options are Empty Body/Mind/Fist, which give block, draw cards, and deal damage respectively as well as exiting your current stance, along with Inner Peace.Eruption, which deals damage and puts you into Wrath.There are two main ways to achieve this, the first of which involves constantly switching between stances to deal damage in Wrath with cards like Ragnarok and Wheel Kick while ensuring you never end a turn in Wrath.Ĭards that are good as they don't exhaust are: The key to a stance-dance deck is moving between stances so that you never actually take damage while in Wrath. The huge damage potential of Wrath is what makes the Watcher so strong, but the obvious drawback is how easily you can be killed.
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