Offensivex1.5 damage-2 HP/play
Corrupted
Deal 50% more damage, but lose 2 HP.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check current HP and next-room pressure first. Positive damage is worthless if the route cannot pay the life cost.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Offensive+1 damage
Inky
This card deals 1 additional damage and applies 1 Weak.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Weak value depends on the enemy attack window, not only the enchanted card damage.
Offensivex2 damage
Instinct
This card's attack damage is doubled.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Offensive+3 damage
Momentum
Increase this card's attack damage by 3 this combat when played.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Momentum scales inside one combat, so early repeated plays are worth more than late single plays.
Offensive+2 damage
Sharp
Increases damage on this card by 2.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
OffensiveOffensive
Soul's Power
This card loses Exhaust.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Offensive+3 first play
Vigorous
The first time this card is played, it deals 3 additional damage.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Defensive+3 Block
Adroit
Gain 3 Block.
Best target
A block card that already lines up with the turns where the deck takes pressure.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Defensive+1 Block+1 Block growth
Goopy
This card gains Exhaust. When played, permanently increase this card's Block by 1.
Best target
A block card that already lines up with the turns where the deck takes pressure.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Defensive+2 Block
Nimble
Increases Block gained from this card by 2.
Best target
A block card that already lines up with the turns where the deck takes pressure.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Clone
This card can be duplicated at Rest Sites.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Value depends on upcoming Rest Sites and whether another copy actually improves the deck.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Glam
This card has Replay once per combat.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Imbued
This card is played automatically at the start of each combat.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Perfect Fit
Whenever this would be shuffled into your Draw Pile, place it on the top instead.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Royally Approved
This card has Innate and Retain.
Best target
A card whose timing matters more than raw output.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Slither
When you draw this card, randomize its cost from 0 to 3.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Only take it when the deck can handle awkward turns or exploit cheap high rolls.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Slumbering Essence
If this card is in your hand at the end of turn, reduce its cost by 1 until it is played.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
Utility+1 Energy
Sown
The first time you play this card each combat, gain 1 energy.
Best target
A card you can play early without clogging the hand that receives the extra resource.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Resource value depends on whether the hand can spend what it receives.
UtilityUtility
Spiral
This card gains Replay 1.
Best target
A card that naturally appears in the hand state where the effect is relevant.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityUtility
Steady
This card gains Retain.
Best target
A card whose timing matters more than raw output.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Use the evaluator when repeated plays, HP cost, or turn count changes the result.
UtilityDraw 2
Swift
The first time you play this card, draw 2 cards.
Best target
A card you can play early without clogging the hand that receives the extra resource.
Run check
Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.
Model notes
Resource value depends on whether the hand can spend what it receives.
Utility+3 damageCost 0Eternal
Tezcatara's Ember
Costs 0, deals 3 additional damage, and gains Eternal.
Best target
An attack you expect to play often enough for the extra damage to matter before the fight ends.
Run check
Best when basic Strikes are still present and cheaper repeated attacks still solve real fights.
Model notes
Treat the damage bonus independently from the cost and Eternal package; all three parts can matter in the same combat.