![]() When you play this card, though, you die the next turn, so be sure you can end the fight in the same turn as playing Blasphemy before you play it.Īs for how Blasphemy decks actually work, they're largely similar to Crescendo decks - build up a strong offensive hand using retain so that you can deal devastating damage once you enter Divinity. There's also Blasphemy, the only card that immediately puts you into Divinity. Mantra is gained from cards such as Worship (which gives five) Pray and Prostrate (which both give two), and Devotion (a power that gives two per turn). Getting into Divinity isn't as simple as Wrath or Calm, though - to get into Divinity, you need to build up ten Mantra. You also exit Divinity when the turn ends. When in Divinity, all your attacks deal triple damage with no drawbacks, and you gain three energy upon entering the stance. Though Wrath and Calm are the most commonly used stances, the Watcher does have a third stance: Divinity. Another one worth mentioning, though, is Like Water, a power that causes you to gain five (seven upgraded) block at the end of your turn if you're in Calm.Ĭards to look out for: Worship, Pray, Prostrate, Devotion, Blasphemy, Ragnarok, Sands of Time, Reach Heaven Since a lot of the cards you'll be looking to take in a Pressure Points deck give block in addition to their draw or scry, there are plenty of defensive options, and many of the retain cards that work well in stance decks work well here too. Evaluate can also be worth taking - it gives you block and shuffles an Insight (a free card that draws two more cards when played) into your draw pile. Scry benefits greatly from additional draw, so Inner Peace, which draws cards while in Calm, and Sanctity, which gives block and draws cards if the last card played was a skill (such as Pressure Points) are excellent choices. The most notable scry cards are Third Eye - which gives you seven-block (ten upgraded) and lets you scry three (five upgraded) meaning you can see and discard the top three cards on your draw pile - and Foresight, which lets you scry three (four upgraded) at the start of each turn. Scry is very strong with any Watcher deck, so don't be afraid of taking good scry cards regardless of how you're dealing damage. Missed killing him before his heal by 6 health, then killed him the next turn.This means that, for example, once you're set defensively, you can scry all non-Pressure Points cards to maximise your chances of drawing good offensive hands. Velvet choker was the right choice with all the expensive cards in the deck, but it meant giving up on the corruption dream.ĭid it anyway, got to time eater fairly easily. Between +10 health a fight, or velvet choker. Got the free power book, which didn't really do anything big, but was helpful. Well, a runic dome run is never truly easy, always sweating a bit, but i like better than no upgrades. But floor 1 demon form and limit break made the going pretty easy. It let me do things like heal off the mushrooms and desecrate the shrine for fat stacks of gold, which let me buy an Apotheosis on floor 2.įloor 1 dead branch never really amounted to anything. Picked 3 potions from Neow because there was a 3 elite path, but it was a little short on fireplaces.įirst two relics were +6 HP for curses, cheap card removal from shops. Stepped it up to a10 to give that a try, I don't think there are any changes in events / card distribution in a10 as from a5. Maybe if I had picked up a bit more draw earlier in the run I could have made it through. Anyway, beat the Taskmaster Elite taking only 5 damage (so maybe AoE wasn't as much the issue as it was draw sequences?) and then healed my way up enough to SMorc the Collector.Īct 3 was going fine until I ran into the Spire Growth, where I got two dead draws in a row and that was all she wrote. Might have been better to buy a Hyperbeam at the first Act 1 shop instead of Claw just to get any amount of AoE. Really sucked to take Ectoplasm - I hate climbing without gold, especially after getting the Courier as my first relic.Īct 2 I got down to 9 HP after the Muggers and Triple Cultists did a number on me. Picked up another All for One, and the Ectoplasm from the boss. By the time I made it to the boss I had 2 Claws, and upgraded both Zap and Dual Cast, and managed to get lethal right as it was about to do its second big attack. Picked up All for One and started accumulating the pieces on the way to Hexaghost. I chose "pick a rare card" from Neow at the cost of 7 max HP. Hooboy, that difficulty spike is no joke! Act 1 was super dicey.
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